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Introduction to human customs clearance
I don't know how to solve it from the introduction of human beings to the customs clearance strategy. To this end, Bian Xiao will collect and sort out solutions from the introduction of human beings to the customs clearance strategy. Come and have a look if you are interested.

Introduction to human customs clearance

The first is the Stone Age. What we have to do is to explore maps and hunt, find out the location of luxury goods, and expand the population at the same time. Unless the location is particularly good, don't put an outpost. You can take the inheritance when you arrive at the bottle of 10. Suggest adding food heredity. This is the same as Turkey's passivity, and it is very powerful. About 10 people will be ready to enter the era when hunting.

Tip: After discovering ai, you can step on his home and block his delivery point, but don't kill the ai ? ? warrior, otherwise he will cheat and slow down several rounds of development.

There are the following points to consider when entering ancient times.

Urban location

The more rivers, the better.

Is the distribution of luxury goods food luxury goods (coffee) or hammer luxury goods (dyes)?

Generally, the same luxury goods will be crowded together, and the city next to the luxury goods you want can have a smaller impact.

The choice of ancient civilization

T 1 assyria, Egypt, Harappa

Assyria

Strong in 1 moving distance and the influence of the outpost, adding influence by fighting the fortress, and increasing influence while fighting to quickly enter the times. 1 moving distance, large operating space, faster and better sneak attack.

Egypt

Strong inheritance, Makabaka

The more useful the inheritance, the more useful it is. Makabaka can use muskets at any time. Everyone can share a highland, gather together for a second, and change the defense with a small mouth without reducing the output. After scraping the basic damage, Team 8 Makabaka will give you a round of scraping everything. As long as you have a small mouth, you are invincible. More importantly, you can save the bottle of sending troops. It is a small bright spot that Xiaojinneng can provide influence as a superior substitute of industrial zone.

Harapa

The strength lies in the fact that the waterway network can enjoy the river bonus, which reached its peak during the Khmer period. It is not so strong in the later stage, but it can be quickly exerted in the early stage. It's no use having special arms. Choosing Assyrian direct scouts is almost like Scud, and there can also be scouts and knights (like scouts and hammers).

These three civilizations oppose war maniacs respectively.

There are three ways to play: late farming and early farming and late transformation.

A civilization that is not recommended

Olmec Phoenicia

Phoenicia

It's no use watching anyway. Maybe the island map can be played?

Olmec is approximately equivalent to a whiteboard.

Too little influence. Unique buildings replaced agricultural areas, but it was useless to build agricultural areas in ancient times.

Civilization to be developed

week

Passivity is about equal to whiteboard, and there are many ways to avoid stable punishment at this stage. There are many bottles provided by unique buildings, and the income is higher in the first few technologies, but the bottles were not very important until the early modern times, so we need to turn to Maya to ensure that the income can keep up. But turning to Maya needs the support of coffee luxury goods (next era), and the addition effect of rivers is not good in mountainous areas. The irrigation hydrology that I wanted in the early stage is the technology of eating rivers, which makes Zhou's position somewhat embarrassing. Perhaps in this mountainous area with coffee and many rivers, Zhou can be regarded as a prestigious person.

Babylon

Passivity is very weak, useless in the early stage, basically useless in the later stage, too little. Characteristic buildings provide researchers with a very strong effect of adding food and bottles. If you put it in the later era, it will be invincible. Unfortunately, in ancient times, a city could hammer out up to three researchers. However, we can use the attached hammer to liberate, then attach and hammer first. The influence of the later era is enough to get it back, and the development potential is great.

Mediocre civilization

Nubian

Egypt's special currency, but lost Egypt's strongest passivity, replaced by monetary income. The advantage is that you can easily get business stars to enter the times quickly, and the rest are completely bombed by Egypt.

Mycenae

As a fighting civilization, it gives a good passive, unique building to replace most of the upper manufacturing areas is also very good. But not bad enough.

Hitai

More importantly, his passivity. The essence of early war was to hammer people with stone scouts. Passivity plus combat effectiveness is good passivity, and no matter what era, this kind of power can change a lot, and special outposts are probably equal to nothing. Just because we passively chose this civilization is not exciting enough.

Let's start with the special effects given by the civilization type.

Building civilization

You can turn bottles and money into hammers, and each area you create will temporarily increase 10 diazepam, but it will only change by 5 points without restoring diazepam. Therefore, as long as we can get an area in two rounds, the stability will not be lost even if it is expected to be much negative.

Science and technology civilization

You can turn money into technology through a hammer, and you can also develop the technology of the next era in advance, but it is generally not needed except for manual nuclear fusion.

Grain civilization

You can use your influence to attract people from neighboring cities (generally, influence in other places makes more money). At the same time, if there is no population, the grain will be stable and basically will not fall, but unfortunately it will not rise.

Culture and civilization

Can you turn the culture of your country into your own with money? (Cultural civilization can be washed back by others) At the same time, it can gain some influence. At the same time, the cost of assimilation with all ideologies is relatively low (it is said that it is easier to cooperate with near ai, but anyway, his war aid is growing faster and our war aid is declining faster) and near polis. (an inexplicable civilization)

Expand civilization

You can pay to read a song to get an outpost (usually interrupted and sung again) and ignore the border (sudden attack in the capital)

Military civilization

You can recruit militia 10t to recruit four city guards at a time, and the default war support in peacetime is 30 higher than usual, which will gradually increase.

There is no shadow in the wind

Shen Jing

In ancient times, after Linjiang was built, it gave priority to the development of pottery workshops, and then put down outposts in the luxury goods area that was just optimistic and picked up luxury goods with influence. The first district of each city does not need to be directly attached to it. It's very cost-effective to change 20 impacts for more than a dozen hammers per t, so try dividing the city. It's too expensive to build it yourself, so it's better to grab it yourself. In the past, scouts went to war in groups of three and could go directly to the city. When choosing a battlefield, if they just want to beat back the computer, they can try to put his flag in unfavorable terrain, ai will go to the highlands to defend, and we will squat. In the third round, we took the flag and even if we defeated the enemy, we had to retreat. When attacking the city, if the defender is alone, he will squat for one round and then hit two rounds. By protecting the bottom, they will be able to scrape the opposite of a person's death or immortality. If the face is really black, fight automatically, and two people can win if they die. (Doubt: ai will always play the same position when guarding the city, and will not give priority to residual blood. If there are two people guarding the city, there is a high probability that the enemy will go out of the city to fight. In the first two rounds of defense, the third round just looks for opportunities to steal the city, but it is best not to fight the city with two people guarding the city, and the probability of rollover is quite high.

Take ai, after taking the city first, you can choose to continue fighting or sign an alliance with him. If he doesn't agree, he will ask for continued support for the war. If it is high, he will call again. Generally, they don't dare to sign once or twice. Take two cities, take two cities, and be afraid of another ai. At this time, he will basically agree to any request, and the alliance cultural agreement and scientific research agreement will be arranged. After that, it can develop for a period of time.

Here, let's talk about the support of war. Win plus 8, retreat plus 4, everyone knows, so let's not talk about it. Mainly how to start a war quickly. That is to propose an alliance. Ask for more support if you don't agree. If you quit in the next round, you will propose an alliance. When you quit, you will also increase your support. If you agree, propose other agreements. If you don't agree, continue to ask, and then withdraw directly. If you break the alliance, you will ask it again. . . This is probably the process. You can get 20 to 50 battles in one round, and just declare war in the next round. The enemy's support is high. If there is only one city left, the next round will be forced to clear the field and surrender to you (if you don't take the city, you can always refund your money as long as you keep calling him). If ai still has outposts, outposts will become cities. After peace, the support of both sides is zero. At this time, if we can mention our support (shaking ai in enemy-occupied areas will hit you with a high probability, you will get compensation, and there is support for alliance fraud), and then give him a beating, which will surprise him. The next round of ai will automatically surrender and pay for the outpost.

Shamanism is not very different from polytheism.

In terms of science and technology, the most critical calendar in the early stage, irrigation, horse training with more than two horses and bronze casting with more than two copper, is best to make up after logging and masonry. Horses and copper can be traded, which is why it is best not to kill ai first. With the alliance, he can help us exploit resources, and the early acquisition is better. Other technologies are not in such a hurry, and archers who cut wood are enough. Because of the organized operation, it is recommended not to go for the time being.

Pay attention to the decree, in addition to its own bonus, but also changed our overall ideology. You can see the detailed bonus above. Sometimes a law itself is useless, but it can help us get a powerful thought buff. Sometimes the law is strong, but the ideology will go bad.

In terms of treasure exploration, it takes a full step to walk to the river, but it is normal to walk along the river, so it is best to walk to the river at the last step of each round. Automatic pathfinding is divine, and the computer will automatically help us find treasure. If you can see the natural wonders, you can place an outpost and gain influence. Outposts with luxury goods don't have to care too much about production and location. If they want to attach themselves later, they can move without much influence.

In terms of urban planning, simply speaking, the per capita grain output is only 8 (the per capita grain quantity (which will increase later)). Do not produce food! Otherwise, this person is a freeloader, sending people to engage in scientific research before the key technologies in the early stage come out to make more money, and then hammering those key buildings. Don't hammer too many areas in the early days, mainly to develop rivers and forests. Every region has its limited resources. For example, building an agricultural area next to the forest cannot develop the forest. The influence of 10 will be deducted from the first one that exceeds the upper limit of the city, but an empty city can almost produce the influence of 10 if the pottery workshops are counted, and the one that exceeds the upper limit of the city is normal operation.

In ancient times, it was almost like this. I'm not sure what questions you might have. I may have missed it. If you have any questions, please feel free to ask.

The stars in ancient times, two stars in agriculture can almost be obtained with the accumulation of the Stone Age, and two stars in regional outposts are relatively easy to obtain, and the influential one can basically be obtained. If you have the money to buy luxury goods in business, you can try to get a star. It is easy to get the first star in scientific research, and you can also try to get the first star in military and development. I'm going to take those stars for almost 40t and enter the next era.

Let's talk about why the Celtics are gods and why they are not allowed to farm when the grain output per unit population is less than 8.

Why do we need population? In order for them to work and produce resources. Every population needs food to maintain, which can generally be regarded as eating food at 8 o'clock in the early stage. So if a person produces food at 7 o'clock and you ask him to produce food, this person is eating 8 grains and producing 7 grains, with a net loss of 1 grain, which means that the more people produce food, the more losses. Therefore, Celtic or coffee luxury goods are very crucial, which determines whether the position of food is useful or not, otherwise it means that one of our positions has been abolished, lowering the upper limit of urban population in disguise.