Job Recruitment Website - Immigration policy - In Civilization 6, the characteristics and functions of Indian civilization are explained in detail.
In Civilization 6, the characteristics and functions of Indian civilization are explained in detail.
Civilization orientation
Religious Freedom/Mainland Map Advantage/Religious Advantage/Conquering Advantage/Farming Stream/Population Advantage/All-around Player
(The conquest advantage mainly refers to Gupta, but Gandhi is not weak. )
The sixth note of the major scale
Gandhi-Non-violence and Non-cooperation
Created its own characteristics, established religion, and all civilizations (including India) that are not at war will have a belief value of +5. The civilization at war with Gandhi gained double war-weariness
A standard map has at most five religions, and a map of the earth has six small maps and four. That is to say, in most cases, the belief value from Baila Piao is 20-30 at most, which is equivalent to six or seven tokens. At least, the output of several holy places and shrines is less than the medium-term output of110. It is too difficult to maintain peace with each other. Often only 15 belief can stabilize income. Therefore, it can only be helpful if there is a great lack of faith in the early stage. When the price of theological units or civil units rises, this achievement is of little use. Can you buy an extra soldier every 9 rounds to turn the tide?
Fortunately, if Jushi Ai is a neighbor, he can get +5 beliefs /t very early, and if everyone is relatively peaceful, the classical gains can be quickly transformed into pioneers, which greatly speeds up Gandhi's early rhythm. According to the hypothesis mentioned above, each round of 15 has an extra belief, which is equivalent to 15*0.7 extra belief (under grand circumstances, 1 hammer is 0.7 belief) = 10.5 hammer, and 50 rounds is 520 hammers, which is equivalent to Bai Piao's standard speed.
The sixth note of the major scale
Chandragupta-on politics
After unlocking the military training municipal government, you can declare war on territorial expansion. After the territorial expansion war declared war 10 round +2 mobility +5 combat power.
Although the territorial expansion war can be unlocked earlier, to be honest, the difference between the territorial expansion war and the formal war is that it can open a eureka for nationalism and can only be launched against neighboring countries. The key point is that the +5 force +2 speed provided by the territorial expansion war (strangely, the intelligence of +5 force and +3 force can't be superimposed, both of which are manifested as dynamic intelligence addition) enables India to launch blitzkrieg like Persia and Mongolia, or the soldiers are so expensive that even the cumbersome war elephants can fly in big strides, making it possible for India to carry out large-scale and high-intensity conquest wars in classical times.
United Airlines (United Airlines)
Dharma-Lv Wan Solidarity Organization
Get a believer's belief bonus from every religion in the city (there must be at least 1 believer). Cities get a livability of 1 from every religion (at least 1 followers). The number of times missionaries spread +2. Religious pressure from commercial road+100%.
The first sentence translated is that you can eat one of the buff of any religion in the city. In actual combat, the benefits of teaching are largely concentrated on the beliefs of followers. After all, this output is very practical and stable. As for the income combination, just look at the table below. No matter what dogma, as long as you can get three, you have earned a lot. In addition, there are three or four religious believers in big cities in China, so there is no need to build entertainment centers, and even if they are war-weary, they will not worry too much about rebellion.
Adding 100% religious pressure to the business road will not only help spread one's own religion, but also bring other religions back by the way. This is the fastest way for India to let religions of all countries enter in the short term.
An overview of believers' beliefs
Ulcerative gingivitis
War elephant
A unit of Indian characteristics in the classical era. The combat effectiveness of the adjacent enemy units is -5.
40(+4 for rider, -8 for knight) force 120(+40 for rider,-100 for knight) hammer demand. No strategic resources are needed. Can be upgraded to a tank, but not to a knight. (Khmer also have war elephants, but they are long-range siege units)
Why is the war elephant weak? Because they are expensive and bulky, but the siege damage is similar to that of swordsmen. In the Middle Ages, they could not be upgraded to knights to fight and suffered high maintenance fees. There is a row of bows and arrows across the street, so you can't get in.
Then why are the elephants so strong? Because as long as we start animal husbandry and build a pasture to trigger cycling, Eureka can unlock it, and it can provide powerful output and support without consuming strategic resources. Combined with the characteristics of ZoC, the opposite rider can be surrounded in the elephant pen. The cost of hanging the exercise policy is not high. When there was no fence in the early stage, three elephants 1 sticks could crush the newly explored capital. In the post-era, you can be a disgusting person in rivers, forests and hills. In the first upgrade, the armor of the war horse will have 47 long-range defense, while the basic strength of the bow and arrow will be 25 (maximum +5 volley +7 storm arrow). You can't shoot the elephant within an arrow, but the elephant can step on the bow and arrow with one foot. There is no mistake and it is not an inferior game. And don't forget everyone's enemy-barbarians, a war elephant without policy blessing is enough to crush a nest.
Although the ancient Rush can't compare with Jin Shanshan Chariot and Chop Two Warriors, its defense force is far stronger than these two, and it can even be said that it is specially designed for these two (unless you unlock it too late), and in turn, it can make them compensate and settle.
At the very least, it can also provide the early stage, and ub can provide great convenience for India to enter the golden age by relying on the great development of faith in the early stage.
UB
Tijing
Unlock the builder's ability to build stairwells with Indian characteristics.
Provide+1 food and+1 housing. If it is adjacent to the sanctuary, the belief value is+1. If it is adjacent to the farm+1 food. With the development of science and technology and municipal administration, it will provide more housing, religious value and food. Food loss can be prevented during drought. It can't be built on a mountain or next to another stairwell.
Note: The output of stairwell is+1 regardless of several adjacent farm shrines.
Feudal unlock+1 belief, professional sports unlock+1 food, sanitation unlock+1 housing.
The output of UI is very practical for urban development, but unfortunately (fortunately) there is no hammer (otherwise other UIs will cry to death), and several shops in each city can exchange when the housing is insufficient. There is basically no need to improve a stairwell in a new city, and it is easier for coastal cities to replenish housing.
As long as the land is well planned, the output of stairwells is high and can be used to provide housing at the end. Unlike most farm UIs, staircases can be built in desert or frozen soil, which directly gives India super survivability. Even if ui can only replace farmland in the game process, it will play a very good role in this very important population information block. In addition, it can also help the early times to become gold.
Specific game
The birthplace of India is generally in the rain forest area along the river at low latitudes, with rich resources such as bananas, coffee and rice. In most cases, it is best to make pottery first and then water it. On the one hand, we can build plantations to exploit luxury goods and bananas, on the other hand, we can harvest rice, clear swamps and rapidly increase the population. At the same time, with the housing provided by the unlocked stairwell, a city with 7+ population can be superimposed in the early stage (even if it is developed, it can be stabilized at 6 population). The basic output of science, technology and culture is 7*0.7≈5, followed by the culture provided by coffee and silk, and the technology provided by tea. Even if colleges and historical sites were not built in the early stage, the speed of municipal administration or technology was very fast. Then leave the holy land (if you want to rob Daxian or the capital is along the mountain) or the military camp according to the situation (if you want to cut down the rainforest and need to cast copper, click Cast Copper to leave the military camp to increase productivity).
The first choice of the Pantheon should be the river god. After all, India was born along the river and must leave the holy land. Therefore, choosing the river god has high returns. With Ubua, there is basically no shortage of housing, high livability, and the population will rise wildly. On the other hand, more characteristic areas can be built, and the benefits of several policies of regional structure are also higher. By the way, we can also divide the age related to population.
In terms of conquest, Gupta can refer to the Persian style of play and seize the opportunity with high efficiency. After irrigation, we will cast copper to build a military camp, unlock political philosophy, get rid of oligarchy, put exercises in the military trough, put generals in the universal trough, declare war after military training and research, and then continue to expand the war for the territory of the other neighboring countries. When the territory is large enough, we should pay attention to development planning and strategic defense.
Gandhi can refer to the Russian style of play, slowly changing the land to the temple in the early stage, and buying soldiers and guns on a large scale after the knight chapel is built. It would be better if he were lucky enough to draw an apostle who could be a medic. The greatest advantage of the battle of Gandhi is that you can live slowly. Only when the livability of the opposite side collapses first can the opposite city take the initiative to defect.
Tactically, India has a special war elephant support style (in fact, the gross profit is ok, but Toa appears too late, so it is not commonly used): several war elephants are arranged at intervals with other combat units. When advancing the front line, first attach the war elephants to the units to be destroyed to weaken their combat effectiveness, and then the rear 1 or 2 friendly units strangle them with the war elephants or make up their knives, and then let the other friendly units advance to prepare for the next round of attack. The best configuration is rider+war elephant+city-breaking hammer, and it is best to bring a few swordsmen to kill the gunmen.
If PvP is used, pay attention to coastal defense. India's naval power has not increased, and its characteristics are better in a large area of land. It is easy to forget to form a navy for defense. Pvp per capita Stalin Hitler, can not keep the occupied coastal cities can also mention to you.
In terms of religion, I think it is not for religious victory, but because the bonus for playing religion in India is too high. The holy land may provide more cultural value than the theater square, and the food may be more than the banana garden. So I don't think it's worthwhile to establish religious advantages through religious trials and apostles' fights. But at first I said that India has religious advantages. I'm not hitting myself in the face. I want to say that it's best to make more use of missionaries and trade routes in India. They are the most prominent advantages of India's missionary work, which can appropriately introduce foreign religions and improve domestic output. If religion is troublesome and boring, use it as an auxiliary means.
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