Zigzagzigal 的指南 - 日本(GS)

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席德·梅尔的文明®VI
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Japan can do a lot with little land and has great versatility. Here, I detail Japanese strategies and counter-strategies. Introduction Following this guide requires the Gathering Storm expansion. Furthermore, it is written with the assumption you have all Civ 6 content released prior to the Leaders Pass: Pre-Rise and Fall content packs Vikings, Poland, Australia, Persia/Macedon, Nubia, Khmer/Indonesia Rise and Fall Expansion New Frontier content packs Maya/Grand Colombia, Ethiopia, Byzantium/Gauls, Babylon, Vietnam/Kublai Khan, Portugal These content packs include exclusive civs, city-states, districts, buildings, wonders, natural wonders, resources, and a disaster, but not core game mechanics - all you need is the base game and the Gathering Storm expansion for those. The Leaders Pass is only relevant when playing as or against leaders released in its content packs; otherwise it makes no difference to the game. I must rid myself of my fear if I am to face the unstoppable force from over the seas. They have land, allies and armanents we are ill-prepared for. But we are not to give in to their threats and watch sunset fall upon our ancient realm. Let our faith guide us through this moment, and triumph over even the most impossible of foes. We shall outlast them. How to use this guide This guide is divided into multiple sections explaining how best to use and play against this specific civ. The Outline details the mechanics of how the civilization's unique features work and what their start bias is if they have one. The Victory Skew section describes to what extent the civ (and its individual leaders where applicable) is inclined towards particular victory routes. This is not a rating of its power, but an indicator of the most appropriate route to victory. Multiple sections for Uniques explain in detail how to use each special bonus of the civilization. Administration describes some of the most synergistic governments, government buildings, policy cards, age bonuses, pantheons, religious beliefs, wonders, city-states and Great People for the civ. Only the ones with the most synergy with the civ's uniques are mentioned - these are not necessarily the "best" choices when playing as the civ for a given victory route. Finally, the Counter-Strategies discusses how best to play against the civ, including a consideration of leader agendas if the civ is controlled by a computer. Note that all costs (production, science, etc.) mentioned within the guide assume a game played on the normal speed settings. To modify these values for other game speeds: Online: Divide by 2 Quick: Divide by 1.5 Epic: Multiply by 1.5 Marathon: Multiply by 3 Glossary Terminology used in this guide and not in-game is explained here. AoE (Area of Effect) - Bonuses or penalties that affect multiple tiles in a set radius. Positive examples include Factories (which offer production to cities within a 6 tile radius unless they're within range of another building of the same type) and a negative example is nuclear weapons, which cause devastation over a wide radius. Beelining - Obtaining a technology or civic quickly by only researching it and its prerequisites. Some deviation is allowed in the event that taking a technology or civic off the main track provides some kind of advantage that makes up for that (either a source of extra science/culture or access to something necessary for a eureka or inspiration boost) CA (Civ Ability) - The unique ability of a civilization, shared by all its leaders. Compact empires - Civs with cities close together (typically 3-4 tile gaps between city centres). This is useful if you want to make use of districts that gain adjacency bonuses from other districts, or to maximise the potential of area-of-effect bonuses later in the game. Dispersed empires - Civs with cities that are spread out (typically 5-6 tile gaps between city centres). Civs with unique tile improvements generally favour a more dispersed empire in order to make use of them, as do civs focused on wonder construction. GPP - Short for Great Person Points. Districts, buildings and wonders generate these points and with enough you can claim a Great Person of the corresponding type. GWAM - Collective name for Great Writers, Artists and Musicians. All of them can produce Great Works that offer tourism and culture, making them important to anyone seeking a cultural victory. LA (Leader Ability) - The unique ability of a specific leader. Usually but not always, they tend to be more specific in scope than civ abilities. Some leader abilities come with an associated unique unit or infrastucture. Prebuilding - Training a unit with the intention of upgrading it to a desired unit later. An example is building Slingers and upgrading them once Archery is unlocked. Sniping - Targeting a specific city for capture directly, ignoring other enemy cities along the way. Typically used in the context of "capital sniping" - taking a civ's original capital as quickly as possible to contribute towards domination victory without leading to a drawn-out war. Start bias - The kind of terrain, terrain feature or resource a civilization is more likely to start near. This is typically used for civilizations that have early bonuses dependent on a particular terrain type. There are five tiers of start bias; civs with a tier 1 start bias are placed before civs of tier 2 and so on, increasing their odds of receiving a favourable starting location. Super-uniques - Unique units that do not replace any others. Examples include India's Varu and Mongolia's Keshigs. Tall empires - Empires that emphasise city development over expansion, usually resulting in fewer, but bigger, cities. Uniques - Collective name for civ abilities, leader abilities, unique units, unique buildings, unique districts and unique improvements. UA (Unique Ability) - A collective name for leader abilities and civ abilities. UB (Unique Building) - A special building which may only be constructed in the cities of a single civilization, which replaces a normal building and offers a special advantage on top. UD (Unique District) - A special district which may only be constructed in the cities of a single civilization, which replaces a normal district, costs half as much to build and offers some unique advantages on top. UI (Unique Improvement) - A special improvement that can only be built by the Builders of a single civilization. "UI" always refers to unique improvements in my guides and not to "user interface" or "unique infrastructure". UU (Unique Unit) - A special unit that may only be trained by a single civilization, and in some cases only when that civilization is led by a specific leader. Wide empires - Empires that emphasise expansion over city development, usually resulting in more, but smaller, cities. Outline (Part 1/2) Start Bias

日本文明在开局时倾向于等级3的沿海地块。这使其更容易发挥北条时宗领袖能力的强度加成。 文明能力:明治维新 学院、商业中心、港口、圣地、工业区和剧院广场区域每相邻1个区域,便能获得+1各自对应的产出,而非每相邻2个区域。 北条时宗的领袖能力:神风

所有陆军和海军单位在毗邻海洋、湖泊以及沿海(浅水区)的陆地地格中获得+5战斗力。此加成基于战斗开始时防御单位所在的位置生效。该加成不适用于仅毗邻湖泊但不毗邻海洋的陆地地格。宗教单位可享受此加成。空中单位无法获得此加成。单位和地格改良设施免疫飓风造成的伤害。与日本处于战争状态的文明,在日本领土内会受到100%的额外飓风伤害。建造军营、圣地和剧院广场区域的生产力消耗减少50%。德川幕府领袖能力:幕藩体制

国际贸易路线所有产出-25% 与其他文明建立贸易路线时,无法获得通常的25%旅游业绩加成 国内贸易路线根据目的地城市的特色区域(不含城市中心)数量,每条路线额外+2金币、+1科技和+1文化 首都6格范围内的己方城市始终拥有满忠诚度;研发现代 era 飞行科技后,所有特色区域各+1旅游业绩 概述(第2/2部分) 特色单位:武士

一种中世纪时期的近战步兵单位,可替代“披甲战士” 研发 淘汰 升级自 升级至 成本 资源 维护费用

封建制度 市政 中世纪时代

火药** 科技 文艺复兴时代

Swordsman (150

10

)

火枪手 (170

10

) 160

or 640

或 320

* 10

3

使用信仰值购买单位需要“宗师礼拜堂”政府建筑,该建筑需要中世纪时代的“神权统治”或文艺复兴时代的“探索”市政。 **若你无法获取硝石,即使在研发出“火药”科技后,仍可继续训练武士。 战斗力 远程战斗力 移动力 射程 视野 负面属性 正面属性 48

N/A 2

N/A 2

对城墙和城市防御造成-85%伤害 受伤时不会损失兵力 +5

对抗反骑兵单位 变量调整:解锁条件由中世纪时代的“学徒制”科技变更为中世纪时代的“封建制度”市政。 正面调整:训练成本从20铁降至10铁(减少50%) 战斗力从45提升至48 受伤时不会损失战斗力 特色建筑:电子工厂

工业时代的工业区建筑,可替代工厂 研究 前置条件 建造要求 成本 维护费用 基础掠夺产出

工业化 科技 工业时代

工业区

创意工坊

任意发电厂 330

or 1320

2

2

25

固定产出 其他产出 市民槽位 伟人点数 其他效果 3

4

拥有现代电力技术 电力加成:5

无 1 工程师\n(2

(若已填写) 1

生产加成适用于该城市工业区六格范围内所有已拥有的城市* *城市无法从多个电子工厂的生产中获益,除非有马格努斯总督(管家)在场并拥有垂直整合晋升。 通电时,为六格范围内所有城市提供的生产力加成从3提升至5 城市无法从多个电子工厂的生产中获益,除非有马格努斯总督(管家)在场并拥有垂直整合晋升。拥有现代 era 电力科技时提供4点文化值 与生产力加成不同,此文化加成不会扩展到六格半径内的所有城市。胜利倾向 在本节中,文明会根据其对特定胜利类型的倾向程度进行主观评分——而非其强度。评分达到3分或以上意味着该文明在该胜利路线上至少具备轻微优势。 领袖

文化

外交

控制(Domination)

宗教

科技 北条时宗 8/10(良好) 6/10(尚可) 8/10(良好) 7/10(良好) 8/10(良好) 德川幕府 4/10(可接受) 6/10(尚可) 7/10(良好) 5/10(尚可) 9/10(理想) 在游戏中,北条时宗领导的日本是在胜利路线方向上最多才多艺的文明之一,这使他们能够轻松适应其起始局势,然后确定后续发展方向。德川幕府则尤其专注于科技胜利。 由于北条时宗的剧院广场建造成本较低(有助于生成伟人点数以获取大艺术家、大作家和大音乐家,从而产出更多旅游业绩),以及圣地(用于招募自然学家和摇滚乐队),文化胜利是他的一个极佳目标。剧院广场的相邻加成和电子工厂带来的额外文化值,也能对市政值积累有所帮助。电子工厂提供的额外生产力,与马格努斯(管家)的“垂直整合”能力相得益彰,有助于建造奇观。然而,德川幕府因失去国际贸易路线带来的25%旅游业绩加成而受到严重影响,其特色区域在游戏后期提供的旅游业绩加成也无法弥补这一损失。 外交是日本最薄弱的环节,但并非不可行。该文明的多功能性有助于完成城邦任务,额外的商业中心/港口金币有助于应对紧急状况,而剧院广场的额外相邻加成则对关键市政的研发有所助益。主要缺点是你需要为电子工厂找到清洁的能源来源,并且要避免过度的武士战争以防止外交支持度下降。 统治胜利的效果很好。如果你能快速解锁武士,他们会非常强大,而廉价的军营意味着你可以为他们准备好伟大将军和经验加成。此外,工业区相邻带来的额外产能和电子工厂有助于你在整个游戏中训练更多单位,商业区相邻带来的额外金币以及德川幕府的领袖能力则能帮助你维持这些单位。 对于北条时宗来说,宗教也是一条不错的发展路径。廉价的圣地让你在创立宗教方面具有优势,即使是一些更专注于宗教的文明也可能难以与之抗衡。圣地与其他区域相邻时获得的额外信仰值加成,虽然不像俄罗斯那样拥有巨大的信仰潜力,但仍是一个不错的奖励。此外,北条时宗的战斗力加成将在沿海地区的神学战斗中为你提供帮助,不过对于宗教单位而言,这个加成的实用性不如对军事单位那么高。 对于北条时宗来说,科技发展是有效的,但对于德川家康而言则更为卓越。商业中心与其他区域相邻可提供高额的金币加成,借助“自由探究”黄金时代 dedications,这些金币可以转化为科技值——而且在德川家康的统治下,商业中心所建立的贸易路线还能产出更多科技值。之后,电子工厂会提供更多产能,这与马格努斯(管家)的“垂直整合”晋升搭配使用时效果尤为显著。此外,“蒸汽之心”黄金时代奉献能让你强大的校园产出大量产能,以助力相对后期的科技启发。 文明能力:明治维新(1/2部分)

介绍 游戏中的六个区域(校园、商业中心、港口、圣地、工业区和剧院广场)通常每相邻两个任意类型的区域,就能获得+1对应产出(分别为科技值、金币、再次为金币、信仰值、生产力和文化值)。对于日本文明,每相邻一个区域就能获得+1相邻加成——这是一个灵活且强大的加成,对任何胜利路线都有帮助,并且在整个游戏过程中都有用武之地。 很容易认为这个加成只是让区域相邻带来的常规产出翻倍,但实际上,如果某个区域相邻的其他区域数量为奇数,其效果甚至会更好。默认情况下,一个与其他三个区域相邻的学院仅能提供+1科研加成,但对于日本文明而言,这一加成提升至+3。 最大化产出 若要使相邻区域的数量达到最大化,应将城市尽可能紧密地进行布局。话虽如此,在游戏初期,由于区域数量有限,优先考虑基于地形的相邻加成是个不错的起点。然而,随着游戏的发展,为了在城市间形成区域集群,地形因素大多可以忽略不计。 在放置政府区时,应尽量使其能够为尽可能多的其他区域提供加成。对于日本文明,政府区能为这些区域提供可观的+2加成,这使得在没有山脉的情况下建造强大的早期学院、在没有奇观的情况下建造剧院广场等变得轻而易举。高相邻加成将使使用经济政策卡来提升区域内建筑产出变得更加容易。“自由市场”“理性主义”“同时代”和“大歌剧”政策卡,分别能在商业中心、校园、圣地和剧院广场的区域相邻值达到4或更高时,使其区域内建筑的主要产出提升50%。当城市规模达到15或更高时,这些政策卡还能再提供50%的额外加成,所以别忘了利用贸易路线和谷仓等优质住房来源,让更多城市尽快达到这一规模,不过要注意紧密布局的城市会减少农场的可用空间。 最后,被掠夺的区域仍会提供相邻加成,所以如果遭到蛮族等势力的袭击,留存下来的区域依然能发挥作用。现在,让我们来看看各类区域会受到怎样的影响……校园区

建造首个学院区有两种方法:要么将它们集中建在山脉、地热喷口和/或礁石附近;要么围绕政府区建造,混合搭配学院区与其他区域(商业区是不错的选择,因为若你在古典或中世纪时代达成黄金时代,凭借“自由探究”黄金时代奉献,商业区本身就能提供科技值)。 无论是文化胜利、统治胜利还是科技胜利的游戏,在整个游戏过程中,最大化学院区的相邻加成都是关键优先事项。不要害怕用区域替换学院区相邻的雨林——后者能提供更优的相邻加成。拥有工业时代或现代的黄金时代时,你可以选择“蒸汽之心”奉献,使学院的相邻加成同样对生产力生效。这对建造电子工厂非常有帮助。 你可以通过古典时代“记录历史”市政解锁的经济政策卡“自然哲学”来使学院的相邻加成翻倍。到了现代,该政策会被“五年计划”取代,后者需要现代时代的“意识形态”市政,并且能使工业区的相邻产出翻倍。 圣地

考虑到北条时宗的领袖能力使圣地造价减半,日本在大预言家的竞争中拥有不错的起步优势,这使得其创立宗教比大多数文明都要容易。再加上此处提供的圣地产出加成,你完全有机会冲击宗教胜利。不过需要记住的是,自然奇观的相邻加成所提供的信仰值,比除政府区外的任何特定区域都要高。 要创立宗教,你很可能需要在游戏初期至少建造两个圣地,这意味着要暂缓其他区域的建设。在《文明6》中,日本选择宗教胜利路线面临的一个挑战是,相比其他文明的宗教胜利,它对城市发展(以提升区域容量)和生产力(以建造区域)的需求更大。建造大量工业区不失为一个好主意,而一些商业中心通过贸易路线促进城市发展和生产力提升也会有所帮助。 北条时宗在宗教玩法上的一个优势在于,如果宗教胜利最终不可行,其已建立的基础设施仍能为其他胜利路径提供良好支持。信仰值可以通过“大教堂”购买陆地单位,或购买“自然学家”/“摇滚乐队”以助力文化胜利。对于德川幕府而言,圣地通常是优先级较低的区域,主要限于那些有额外区域容量且没有其他可建造区域的城市。你可以通过“经文”经济政策卡使圣地的相邻加成翻倍,该政策卡需要古典时代的“神学”市政;还可以通过“工作伦理”追随者信条,将强大的信仰相邻加成转化为生产力。商业中心和港口

由于城市只能通过市场或灯塔提供贸易路线容量,因此通常需要在城市中选择建造商业中心或港口。对于北条时宗来说,这是一个相当艰难的选择,因为他的海上加成鼓励你使用港口,但商业中心通常能获得更多相邻区域。 如果你能在古典或中世纪游戏时代达成黄金时代,就可以使用“自由探索”市政,从商业中心或港口区域的相邻加成中获得科技值。考虑到这两种区域都能轻松获得不错的相邻加成(举两个例子:日本的港口与市中心相邻初始就能获得+3金币加成;商业中心若与河流、政府区和市中心相邻,初始可获得+5加成),因此在游戏初期建造至少几个这类区域,以便有机会获取黄金时代的奉献值,不失为一个好主意。 如果想发展海军,在1格湖泊旁建立城市并非理想选择,但在该湖泊中建造港口并在其周围布局区域,你将获得非常可观的相邻加成(最高可达+8,如果其中一个区域是政府区则为+9)。在城市中建造造船厂(需要文艺复兴时期的“大规模生产”科技)后,这一高额相邻加成还能提供生产力!通过中世纪时代的“行会”市政解锁的经济政策卡“城镇特许状”,可使商业中心的相邻加成翻倍。通过中世纪时代的“海军传统”市政解锁的经济政策卡“海军基础设施”,可使港口的相邻加成翻倍。现代时代的“意识形态”市政将这两者整合为一张政策卡——“经济联盟”。 文明能力:明治维新(第2/2部分) 剧院广场

考虑到剧院广场是最难获得相邻加成的区域类型,提升其贡献值无疑是个非常受欢迎的加成。对于北条时宗而言,半价意味着新城市能够负担得起建造剧院广场并使其投入运作。如果你能尽早研发出“戏剧与诗歌”科技,一个位置优越的剧院广场将帮助你更快解锁“封建制度”,进而更早获得武士单位。不过,这并非每局游戏都能实现。你需要自行判断在武士单位出现之前建造剧院广场是否值得投入时间。在现代时期,电子工厂将提供可观的文化值来源,因此后续的剧院广场应主要旨在为其他区域提供更强的相邻加成、提升德川的贸易加成、最大化你的旅游产出,或者如果你确实想快速研发未来时代的市政。 你可以通过美学经济政策卡使剧院广场的相邻加成翻倍,该政策卡在中世纪时代的“中世纪集市”市政解锁。到了原子时代的“职业体育”市政,该政策卡会被“体育媒体”取代,后者额外为所有体育场+1宜居度。 工业区

一旦你研究了辅助武士作战的科技,接下来“学徒制”会是个不错的科技选择。虽然其生产加成不及德国的“汉萨同盟”,但生产对任何胜利路线都很有用,所以任何加成都是受欢迎的。从工业区获得更高的相邻加成,意味着即便不考虑电子工厂的文化加成(该加成与生产加成不同,仅适用于建造它的城市,这意味着拥有工业区的城市越多,你就能从独特建筑中获得越多收益),你也值得在大多数(如果不是全部)城市建造工业区。若将工业区放置在一片城区集群的中心位置,不仅能充分利用大量相邻加成带来的生产力,还能将工业区产生的负面吸引力与潜在的社区选址隔离开来。 你可以通过中世纪时代“行会”市政解锁的“工匠”军事政策卡,使工业区的相邻加成翻倍。到了现代,该政策卡会被“五年计划”取代,后者需要“阶级斗争”市政解锁,同时还能使 Campus(学院)的相邻产出翻倍。此外,燃煤发电厂建筑也会基于该区域的相邻加成提供生产力。 非相邻区域

大多数无法获得相邻加成的区域,最好放置在主要区域集群的边缘。这样一来,区域集群中心拥有最大相邻加成的部分,就能专门留给那些真正能利用这些加成的区域。 娱乐中心和水上乐园除了作为普通区域提供+1文化相邻加成外,还能为剧院广场额外提供可观的+2文化相邻加成。因此,如果你需要建造这些区域,尽量将它们放在区域集群的同一侧,这样就能让剧院广场与多个此类区域相邻。 规则的例外情况 对于“非相邻加成区域应位于区域集群外围”这一规则,最显著的例外是政府区。如果它们位于一片区域集群的中心,就能为更多区域提升产出。水渠和堤坝除了作为区域本身提供的+1相邻加成外,还能为工业区额外提供+2相邻加成,不过它们对其他区域的加成效果并不那么显著。两座城市可以相对建造水渠,将工业区置于中间,周围再可能建造堤坝,从而获得极佳的产出。 应避免建造的区域 作为北条时宗,你可能尤其需要尽量减少建造机场和自然保护区,因为它们会占用区域容量,且与日本的特色能力协同效果不佳。如果你能充分利用航空母舰,减少机场的建造应该不会造成太大麻烦。在《文明6》中,考虑到玩家通常会将城市紧密布局,导致留给未开发地块的空间所剩无几,因此保护区其实很难在日本的玩法中得到良好利用。 作为德川幕府,你的大型城市应尽可能建造更多特色区域,以最大化通往这些城市的贸易路线收益。不过,机场和保护区仍应是特色区域中的最低优先级,因为与其他区域不同,它们本身并不能提升贸易路线的收益。机场可以通过其建筑提供少量额外产能,因此其建造优先级略高于保护区。 总结:利用政府区提供的+2相邻加成来打造强大的早期区域。最终,区域应在两座或更多城市之间形成集群——除了政府区、水渠和堤坝外,自身无法获得相邻加成的区域应位于集群边缘。若你在古典或中世纪时代进入黄金时代,商业中心和港口可产出科技,因此务必尽早建造一些。尽量减少机场和自然保护区的建造,这样你就能建造更多其他能获得或大幅提升相邻产出的区域。北条时宗的领袖能力:神风(1/2部分)

There's two distinct parts to Hojo Tokimune's leader ability with relatively little overlap: the coastal strength bonus (with the minor hurricane bonuses), and the faster construction of three different districts. Coastal combat bonus The coastal regions of the world are where Hojo Tokimune's units are at their strongest. Though not quite as versatile a strength bonus as, say, Tomyris' +5 boost against wounded units, it still nonetheless has some very useful applications, including: Fighting coastal Barbarians Defending against coastal invasions Attacking coastal cities Coastal theological combat All of these are explained in more depth later in this leader ability section. Keep in mind that the strength bonus only applies to land military, naval military and religious units which are engaged in combat on: A coast (shallow water) tile, regardless of how far it is from land A land tile that is adjacent to coast (shallow water) - tiles that are only adjacent to lakes don't count! A lake tile. This is based on where the defending unit/city is, not where the attacker is. A Battleship on an ocean tile attacking a city adjacent to the sea will still receive the +5 strength boost. With that out of the way, let's explore in more detail the uses for this bonus... Fighting Coastal Barbarians Barbarian encampments will appear near the sea fairly often, and cannot relocate once they're there. As such, they're ripe targets for your land military units. Dedicating a few units early on to clearing Barbarian encampments will be a good source of era score prior to the renaissance game era, as well as gold at any time. Once you have access to Privateers, Submarines or Nuclear Submarines, you no longer need land units to clear coastal Barbarian encampments. You can simply destroy the units occupying them from a two-tile distance, then move adjacent to the encampment and destroy it in a coastal raid. Coastal raiders aren't usually especially strong against land units compared to naval ranged units, but the +5 strength bonus will make this strategy more effective. As such, just a small force of naval raider units can help you earn a bit of extra cash and keep the seas safe. Repelling Coastal Invasions Japan's Samurai UU requires a focus away from the navy to produce, which can leave Japan with a relatively weak navy in the early renaissance era. Strong navies can be a significant threat for a maritime empire with a weak navy, as until air units come available, you have only three options against them - build up city defences and hope the ranged attack can stop them, attack them with regular land ranged units and suffer a -17 attack penalty, or use siege units which suffer from poor mobility. Hojo Tokimune can use the latter two strategies much more effectively than most other civs. Regular ranged units won't be quite so weak against naval units, and the poor mobility of siege units will be partially addressed by them being able to defend better when stationed on the coast, meaning they can stay out longer before needing to retreat. If the enemy intends to disembark an army onto your coast, you can place a line of melee infantry units (Samurai are great at this) along the shore as a powerful barrier against the would-be attackers. Pay attention to where cliffs are located so you can minimise the number of land units you might need to dedicate to this, seeing as only promoted melee infantry units can embark on them. If you're going for a cultural victory, you can do something similar later in the game to protect your seaside resorts. Attacking Coastal Cities Attacking coastal cities is perhaps the best use of Hojo Tokimune's strength bonus. Coastal cities can sometimes be tricky targets as they're much harder to put under siege than inland ones. With a +5 strength boost, you can deal more damage and take them out sooner. Don't forget that embarked land units as well as naval units are useful for the purpose - you can stack both together to maximise the amount of damage you can deal to cities each turn. Theological Combat As with many other unique strength bonuses, Hojo Tokimune's leader ability can apply in theological combat, making your religious units stronger by the coast. Because religious units often have to travel inland to convert the cities of others, this can be a tricky ability to reliably use. Perhaps the most reliable use of this bonus in theological warfare is defensive. As one example, injured religious units can temporarily retreat to coastal tiles before they move back to a friendly Holy Site or city with Governor Moksha (the Cardinal) promoted with Laying on of Hands present. As another, you can surround your coastal cities with Inquisitors to keep rival religious units at bay. Hurricane Effects Hurricanes are storms which appear in and move through open waters, lasting three turns. They can make landfall, adding fertility yield bonuses to land tiles, but typically they remain in the sea. They usually move about 3-4 tiles per turn they are active. There are two types of hurricanes in the game: Category 4 and Category 5. Both types, especially the latter, become more common as climate change affects the world. Category 4 hurricanes affect seven tiles per turn, having a 60% chance of damaging naval units in range for 40-60HP. Category 5 hurricanes have an extra tile radius, affecting a whole 19 tiles per turn, and will always damage naval units in range for 60-80HP. They can also pillage districts and their buildings and destroy or pillage tile improvements. Hurricanes won't ever deal damage to Japanese units, improvements, buildings or districts, though Japan may still benefit from the fertility yield bonuses. Furthermore, enemy units in Japanese territory will take double damage from hurricanes - Category 5 hurricanes will reliably kill all enemy naval units in range! The downside of this bonus is that the appearance of storms is random, so you cannot rely on it. It makes settling small islands out in the sea a little safer, but don't count on it to defeat a naval invasion. Hojo Tokimune's Leader Ability: Divine Wind (Part 2/2) Half-Price Holy Sites, Encampments and Theatre Squares

北条时宗允许你以半价建造三种不同类型的区域,这很像一种独特区域。此加成的实用性取决于你偏好的胜利路线——文化和宗教胜利的玩家将获得最大收益。所有玩家都可能发现廉价区域有助于最大化其他更高优先级区域的相邻加成,尤其是当城市发展壮大并拥有显著更多的区域容量时。 请注意,所有区域的成本会根据你的科技和市政进度而增加。如果你拥有的特色区域数量大于或等于已解锁的特色区域类型数量,且前者除以后者的数值大于你拥有的此类区域的数量,你将获得40%的折扣。结合这一能力,两者将以乘法叠加,最终获得70%的折扣。 廉价的圣地能提高你创立宗教的成功率——前提是你行动迅速。“神圣火花”万神殿会有所帮助。但要记住,过早建造圣地意味着要推迟建造学院、商业中心或其他类似的实用区域。如果你不追求宗教胜利,这一取舍是不容忽视的。 廉价的军营有助于你及时招募到适合与武士搭配的大将军。拥有寡头政治政体和大将军的武士将拥有高达57点的战斗力——比火枪手还要强!如果你有足够的剩余生产力,还可以尝试建造兵营,这样那些武士就能更快地获得经验值。廉价的剧院广场能帮助你以合理速度进入封建时代,并获得重要的“封建契约”政策卡(该卡可加快武士的训练速度)。对于文化胜利玩家而言,廉价的剧院广场非常适合搭配伟大作品和文物槽位来最大化GWAM点数,这些因素共同作用,能极大提升你的旅游业绩。 总结:沿海战斗加成主要对沿海蛮族、敌方海军单位和敌方沿海城市有效。 飓风的出现相当随机,因此你很难围绕北条时宗的加成来应对。 半价的圣地、剧院广场和军营的实用性取决于你的胜利路线,但对任何人来说,建造它们最终都有助于最大化相邻加成。德川的领袖能力:幕藩体制(Bakuhan)

德川家康牺牲了部分北条时宗的多功能性,换取了一种更具孤立主义色彩的游戏风格,同时拥有出色的科技产出。 国内贸易路线加成 当向自己的一座城市派遣贸易路线时,你通常会根据目标城市的特色区域获得食物和生产力。德川家康在此基础上还能额外获得科技、文化和金币,整体产出十分优秀。 如果你拥有一到两座拥有尽可能多特色区域的大型城市,并且让所有其他城市都向这些城市派遣贸易路线,那么这项能力将发挥最大效果。由于贸易路线容量在很大程度上受拥有市场或灯塔的城市数量限制,因此在游戏初期建立大量城市会有所帮助。换句话说,你的国家应该拥有1-2座大型城市,以及许多小型城市。你选择发展的城市应当具备充足的农场空地,或者拥有丰富的种植园资源和/或海洋资源。这是因为这些改良设施能同时提供食物和住房,这对城市早期的快速发展至关重要。在游戏初期训练一两名建造者有助于推动城市发展。将总督马格努斯(管家)指派到这座城市,你可以同时使用“盈余后勤”和“物资供应”晋升来最大化城市发展,同时避免因训练移民者而导致的人口流失。

由于你的首都作为首个发展的城市,能从城邦获得额外产出,且宫殿能提供额外1点住房,因此它通常是你扩张城市的最佳选择。 尽量尽快在你的核心大城市中建造政府区和外交区。这是因为通往拥有这些区域的城市的贸易路线能同时获得+1食物和+1生产力,而不像大多数其他特色区域那样仅提供+1食物或+1生产力。在覆盖所有其他特色区域之前,避免建造保护区或机场,因为它们不会为贸易路线提供固有的食物或生产力——只有德川幕府的特殊加成除外。

借助毕昇等提供额外区域容量的大工程师,以及“可替换部件”科技等大量食物加成,你可以从每条前往核心城市的贸易路线中获得巨大收益。 留意对国内贸易路线的加成——文艺复兴时期的大商人托达尔·马尔王公、现代时期的大商人约翰·洛克菲勒,以及现代时期的经济政策卡“集体化”,都能显著提升这些收益。 如果贸易路线数量多于城市数量,可以考虑从最大的城市派出这些贸易路线,这样就能利用食物和生产力更快扩张,最终支持更多区域。凭借额外的科技值和文化值,德川幕府的日本应该能轻松快速攀升科技树与市政树。 国际贸易路线惩罚 德川幕府的国际贸易路线无法获得通常25%的旅游业绩加成,此外所有产出还会受到25%的惩罚。再加上国内贸易路线能提供多种高额产出,这使得除了刷取联盟点数或获取额外使者等特定情况外,国际交易的吸引力大幅下降。 尤其是旅游业绩加成的损失,对文化胜利来说是个重大阻碍,这促使德川幕府利用其贸易路线加成来支持科技胜利的玩法。 首都6格范围内城市的加成

德川家族所拥有的城市中,凡位于首都6格范围内的城市忠诚度均为100%。在常规游戏中,这一效果很少发挥作用,因为该区域内你自己文明的忠诚度压力通常已经非常强大。不过,若你开局时与其他文明距离极近,或是面对像阿基坦的埃莉诺所领导的英格兰或法兰西这类会产生大量忠诚度压力的文明,此效果将有助于你进行早期扩张。 当研发出现代 era 的“飞行”科技后,这些城市还将从其特色区域获得额外的旅游业绩。但实际上,德川无法通过国际贸易路线获得额外旅游业绩,这使得旅游业绩加成的效果大打折扣,因此德川的领袖能力总体上往往会导致旅游业绩的净损失。总结:建造一座大型城市以最大化区域容量,并建造许多带有港口或商业中心的小型城市。确保尽早使用建造者建造农场,以最大化核心城市的发展。总督马格努斯(管家)应派驻核心城市以促进发展。留意大工程师毕昇和艾达·洛夫莱斯,以便更快提升核心城市的区域容量。特色单位:武士

无论你计划选择何种胜利途径,都可以考虑武士的潜力。在寡头政治政体下,武士拥有52点战斗力,并且与骑士不同,他们可以使用攻城槌和攻城塔来摧毁敌方防御。你甚至可以将剑士升级为武士,以节省部分生产力。 解锁武士 与大多数军事单位不同,武士是在市政树中解锁的——准确地说,是在封建主义阶段。你可以通过建立大量城市并在区域之间建造纪念碑来最大化早期文化产出,或者(作为北条时宗)直接研发戏剧与诗歌以建造剧院广场。 在科技树方面,你需要尽早研发青铜工艺,以便尽快发现铁矿,从而确定城市选址以确保铁矿资源归自己所有。掌握制铜技术也有助于解锁营地(招募大将军所需),并获得清理雨林以开辟潜在区域位置的能力。 如果你的敌人可能拥有大量有城墙的城市,那么在研究军事战术之后,要么研究石工术,要么朝着机械学发展,这样你就能分别建造攻城槌或攻城塔。攻城塔在摧毁城市方面效果稍好,但研究和建造所需的时间更长。弩手也很实用,但不要为了等待他们而推迟开战——你可以在之后再将他们投入战场。 使用武士 武士拥有48点战斗力,初始强度几乎与骑士相当,但成本更低。“寡头政治”或其传承卡牌能为他们带来+2的优势,而在沿海相邻的地格上,优势更是高达+7。此外,即使受伤也能全力战斗的能力,让单位在消耗战中占据优势。 单位受伤时通常会损失战斗力,损失比例为每失去10%生命值就降低1点战斗力,向上取整。例如,生命值为90-99的单位会损失1点战斗力,80-89的单位损失2点,以此类推。当生命值处于30-39时,武士的战斗力与同生命值水平的火枪手相当,不过此时你或许不会想让他们冒险参战。拥有持续较高的战斗力意味着你不需要大量武士就能对军事科技落后的文明造成巨额伤害,仅需少量武士搭配攻城槌或攻城塔就能对城市造成惊人的破坏。你也可以在更长时间后再让武士撤退(或者更长时间不通过掠夺农场来恢复生命值)。 当你发起两栖攻击(从海上到陆地)时,用你能建造的最强海军单位护送已登船的武士(最好带有两栖作战晋升)。已登船的武士可以持续攻击城市等陆基目标,而与他们编队的海军单位则能保护他们免受反击。这能让你持续指挥已登船的武士进行攻击,直至他们生命值极低,且无需担心其轻易被消灭,从而帮助你最大化他们的伤害输出。 “精锐护卫”晋升需要一定时间才能达成,但能让近战单位获得两次攻击机会,使其更具威胁。对于大多数单位而言,由于在首轮战斗中损失生命值,第二次攻击的威力会弱于第一次,但武士的两次攻击威力完全相同。 淘汰情况 武士在火枪手普及前都能保持有效战力,即便火枪手出现后,他们也能在一段时间内相当程度地自保——两者最大强度差距仅为7点,而武士的训练成本低三分之一,维护费用更低,战略资源需求也更易满足。这意味着你可以推迟研究火药,转而专注于其他重要科技,如工业化和电力。 总结:尽早研发青铜工艺,以便发现铁资源。 建立大量城市并建造纪念碑,或者直接研发戏剧与诗歌,以获得剧院广场来积累文化。 采用寡头政体,可获得+4战斗力加成。 让武士部队搭配攻城锤或攻城塔来攻克城市。 特色建筑:电子工厂

Regular Factories are a key source of production in the later eras of the game, and Electronics Factories build on that with an even bigger bonus when powered, and a reasonable culture boost once you can get to the modern-era Electricity technology. Electronics Factories arrive pretty late as unique buildings go, and the culture bonus arrives even later - though thankfully it's easy to beeline Electricity after Industrialisation. To make things trickier, while you only need to build a few Factories to spread its production bonus to all your cities, the culture from Electronics Factories has no such advantage; to reach their full potential you'll need one in as many cities as possible. Outputs As with regular Factories, without power, Electronics Factories provide +3 production to cities within six tiles. Secure a source of power for the city, and you'll get an impressive +8 production to all the cities in range, rather than the regular +6. A good way to power your Factories is via Coal Power Plants, as they have a direct production bonus based on the adjacency bonus of your Industrial Zones. Japan can get very strong Industrial Zone adjacency bonuses by surrounding them with Aqueducts, Dams and other districts. Speaking of Dams, with the Electricity technology, you can build Hydroelectric Dams there for an extra source of clean energy. You can boost that production advantage even further if you station Governor Magnus (the Steward) in a centrally-located city and give him the Vertical Integration promotion. That allows one city to get an incredibly strong production yield. If you can manage to have 10 Electronics Factories in range of your Magnus city, that city will be gaining 80 production (20 of which is only achieved thanks to this UB). You can make that even stronger with the industrial-era Great Engineer James Watt, who boosts the production yield of all Electronics Factories by 2, Mexico City's suzerain bonus if they're in your game (it increases the range of AoE buildings by 3, letting you get more Electronics Factories in range of your Magnus city), or the modern-era Great Engineer Nikola Tesla who can provide a similar boost to a single Industrial Zone. If you've been neglecting culture throughout the game thus far to focus on warfare and science, Electronics Factories will help make up for that. 4 culture per city is more than you'd usually get from an unimproved Theatre Square for the cost of a building you'll be building in plenty of cities anyway. With the advent of Replaceable Parts' huge bonus to food from farms, and Urbanisation offering Neighbourhood districts, cities can get much larger at this point in the game and handle many more districts than before. As such, if you held off building Theatre Squares before, you'll usually be able to build some around this point without sacrificing more immediately relevant districts. The combination of Electronic Factory culture and more Theatre Squares can zoom you through the late-game civics and get the powerful future-era policy cards. Being an Industrial Zone building, Electronics Factories are prone to sabotage by Spies - this can pillage them even in peace-time! To avoid this, make sure you don't neglect to train new Spies, and have them ready for counterespionage. Japan's civ ability encourages you to cluster districts together, and Spies protect the district they're assigned to and all surrounding ones in a one-tile radius, so thankfully you'll be able to cover lots of your key districts easily. Summary Use Governor Magnus (the Steward) with the Vertical Integration promotion so a city can make the most of Electronics Factory production. Coal Power Plants and Hydroelectric Dams are two easy, and effective, sources of energy for Electronics Factories. The culture bonus can help you on the way to powerful future-era civics. Administration - Government Note that the Administration sections strictly cover the options that have particularly good synergy with the civ's uniques. These are not necessarily the best choices, but rather options you should consider more than usual if playing this civ relative to others. Government Tier One Oligarchy is a good choice early on. The +4 strength bonus to Samurai makes them even more effective against unprepared civs. However, if you don't think you can unlock Samurai at a fast pace, or don't wish to use them much, take Classical Republic instead. Classical Republic is usually the better choice for Tokugawa. Complement Oligarchy with the Warlord's Throne so you get production bonuses every time you capture a city. Complement Classical Republic with the Audience Chamber so you can maximise your district capacity faster. Tier Two If you're after a religious victory, you'll want Theocracy, but otherwise Merchant Republic is ideal for its district construction bonus. The Intelligence Agency is typically your best option for a tier two government building as you can keep more Electronics Factories safe from being sabotaged. The Grand Master's Chapel also isn't bad for a domination-focused Japan - you can use your cheap Holy Sites to provide faith you can then use to purchase units. Diplomatic players should take the Foreign Ministry. Tier Three Fascism is often the best option if you're pushing for a domination victory. Communism is ideal for a scientific game, and is therefore usually the best option for Tokugawa. Democracy works best for a cultural, diplomatic or religious game. Your choice of tier three government building similarly depends on your victory route - use the National History Museum for cultural games, Royal Society for diplomatic or scientific games (you can use Builders to rush carbon capture or space projects with it) or the War Department otherwise (the health-on-kills works for both military and religious units). Tier Four Corporate Libertarianism exploits Japan's cheap Encampments and strong Commercial Hubs, and is a great choice for domination games. Digital Democracy rewards building a high number of districts, and is ideal for cultural games. Synthetic Technocracy makes powering Electronics Factories easier while boosting project production, the latter of which is good for the diplomatic and scientific games, and to a lesser extent religion (you can more effectively use Holy Site Prayers projects). Administration - Policy Cards Policy Cards Ancient Era (Tokugawa) Caravansaries (Economic, requires Foreign Trade) - Boosts the gold from your trade routes further. (Tokugawa) Colonisation (Economic, requires Early Empire) - The more cities you can settle early on, the more trade routes you'll have later and therefore the more gold, science and culture you'll receive. (Tokugawa) Ilkum (Economic, requires Craftsmanship) - Tokugawa's start is significantly better if you can grow a key city quickly. Part of that involves building plenty of food and housing-based tile improvements, for which you'll want plenty of Builders. Limitanei (Military, requires Early Empire) - Useful if you want to start Samurai conquests. Japan's bonuses to an array of district types do not include Entertainment Complexes, so you can be prone to being short on amenities. Add to that the relatively slow movement speed of Samurai, and maintaining loyalty in captured cities could be quite a challenge. This policy card will help with that. Urban Planning (Economic, requires Code of Laws) - Japan benefits from being able to build a lot of districts, and getting a production bonus now while the cost of districts is still fairly low will be very useful. Classical Era Insulae (Economic, requires Games and Recreation) - If you need a bit of extra housing to maximise district capacity, this is a reasonable, if not exceptional, choice. Natural Philosophy (Economic, requires Recorded History) - Doubles Campus adjacency bonuses. One of the best adjacency bonus boosts to pick up. Praetorium (Diplomatic, requires Recorded History) - Useful if you really need more loyalty during Samurai wars. (Hojo Tokimune) Scripture (Economic, requires Theology) - Doubles Holy Site adjacency bonuses. (Hojo Tokimune) Veterancy (Military, requires Military Training) - Makes setting up a developed Encampment district lightning-fast, and Harbours somewhat faster. Building Samurai in cities with a Barracks makes them earn experience faster, allowing them to achieve their full potential sooner. Medieval Era (Hojo Tokimune favoured) Aesthetics (Economic, requires Medieval Faires) - Doubles Theatre Square adjacency bonuses. Craftsmen (Military, requires Guilds) - Doubles Industrial Zone adjacency bonuses. Considering the importance of production, this is one of the better double-adjacency cards to get. Feudal Contract (Military, requires Feudalism) - Speeds up training of Samurai. Medina Quarter (Economic, requires Medieval Faires) - Aids in boosting housing, and therefore district capacity. Naval Infrastructure (Economic, requires Naval Tradition) - Doubles Harbour adjacency bonuses. Rather effective if you have plenty of Shipyards as it will also double the production output they offer, or if you have the Free Inquiry classical/medieval Golden Age dedication as it will double their science output. Retainers (Military, requires Civil Service) - Extra amenities helps you hold off from building Entertainment Complexes in favour of districts that have adjacency bonuses. Town Charters (Economic, requires Guilds) - Doubles Commercial Hub adjacency bonuses. Also combines well with the Free Inquiry Golden Age dedication for bonus science. Renaissance Era Drill Manuals (Military, requires Mercantilism) - Coal Power Plants are the first source of power in the game - crucial for Electronics Factories - and also offer production based off its district's adjacency bonus. As such, maximising your coal output will be very useful. Free Market (Economic, requires The Enlightenment) - Japan's civ ability makes maximising Commercial Hub adjacency easier, allowing you to get more out of this bonus. Liberalism (Economic, requires The Enlightenment) - A valuable source of amenities allowing you to put off building Entertainment Complexes in favour of more districts with adjacency bonuses. Machiavellianism (Diplomatic, requires Diplomatic Service) - Electronics Factories are vulnerable to enemy Spies, so you'll want to train your own Spies to stop them. This policy card cuts the time needed to do so. Rationalism (Economic, requires The Enlightenment) - Japan's civ ability makes maximising Campus adjacency easier so you can more easily get more science out of this policy card. (Hojo Tokimune) Simultaneum (Economic, requires Reformed Church) - Boosts Holy Site building faith so long as the adjacency bonus is 3 or higher - something that's easier to achieve thanks to Japan's civ ability. (Tokugawa) Triangular Trade (Economic, requires Mercantilism) - Further boosts gold from your trade routes. Industrial Era (Hojo Tokimune favoured) Grand Opera (Economic, requires Opera and Ballet) - Japan can use this policy card more easily than most civs to squeeze even more culture out of Theatre Squares, though with the culture from Electronics Factories, you may need to ask yourself if you really need that much culture at the cost of other policy card bonuses. Modern Era (Tokugawa) Collectivisation (Economic, Communism only, requires Class Struggle) - An excellent choice for Tokugawa, this policy card provides an impressive boost to food and production for all your internal trade routes. Economic Union (Economic, requires Ideology) - Combines the effects of Naval Infrastructure and Town Charters. Five-Year Plan (Economic, requires Ideology) - Combines the effects of Natural Philosophy and Craftsmen. A very useful policy card worth keeping to the end of the game. (Domination) Martial Law (Wildcard, Fascism only, requires Totalitarianism) - Keeps your war weariness down while also helping keep your loyalty up, letting you conquer more effectively without having to use up district capacity building Entertainment Complexes and Water Parks. New Deal (Economic, Democracy only, requires Suffrage) - Getting +2 amenities in every city with 3+ districts means you can focus on districts that offer adjacency bonuses instead of buiilding Entertainment Complexes and Water Parks. (Domination) Propaganda (Military, requires Mass Media) - Helps keep war weariness down, saving you valuable amenities. (Hojo Tokimune) Their Finest Hour (Wildcard, Democracy only, requires Suffrage) - Stacks nicely with Hojo Tokimune's coastal strength bonuses to make your civ particularly hard to attack. Atomic Era Cryptography (Diplomatic, requires Cold War) - Helps you defend your Electronics Factories against enemy Spies. Sports Media (Economic, requires Professional Sports) - A late game replacement for Aesthetics. Offers the same bonus with +1 amenity for Stadiums on top. Information Era Communications Office (Diplomatic, requires Social Media) - A boost to loyalty which will help you with any late conquests. (Tokugawa) Ecommerce (Economic, requires Globalisation) - Even more gold and production for your trade routes. Future Era (Hojo Tokimune) Global Coalition (Wildcard, requires Smart Power Doctrine) - Keep your coasts particularly safe with this wildcard. Non-State Actors (Wildcard, requires Cultural Hegemony) - You can reliably give Spies good defensive bonuses to protect your key districts. Space Tourism (Wildcard, requires Exodus Imperative) - Electronics Factories and good Theatre Square adjacency bonuses can put Japan in a strong position for culture output by the end of the game. With this wildcard on top, you can be even more effective at stopping rival cultural civs. Administration - Age Bonuses and World Congress Age Bonuses Only bonuses with notable synergy with the civ's uniques are covered here. Free Inquiry (Golden Age, Classical to Medieval eras) - Well-positioned Commercial Hubs next to a Government Plaza, a river and some other districts can produce large amounts of gold, which can be added to science with this powerful Golden Age dedication. If that wasn't enough, it also makes eureka boosts more effective. (Tokugawa) Isolationism (Dark Age, Classical to Industrial eras) - If you're done settling cities, you can enjoy a handy boost to domestic trade route food and production. (Hojo Tokimune) Monasticism (Dark Age, Classical to Medieval eras) - Although not quite as potentially powerful as the Free Inquiry Golden Age dedication, it's still extremely strong in Japan's hands. The Holy Site requirement is easy to achieve thanks to Hojo Tokimune getting them for half-price so your good Campus adjacency yields can be boosted even further. Monumentality (Dedication, Classical to Renaissance eras) - Japan's incentive to build a lot of districts makes this a good dedication to choose when you're trying to gain era score. Pen, Brush and Voice (Golden Age, Classical to Medieval eras) - A good choice if you're coming out a classical-era Dark Age into a medieval-era Heroic Age, as the culture boost can make up for lost time from the Monasticism Dark Age wildcard. Gaining culture based on your number of districts works well considering Japan's incentive to build a lot of them. Twilight Valour (Dark Age, Classical to Renaissance eras) - Stacked with Oligarchy, Samurai can attack at a massive 57 strength (62 with a Great General, or equivalent to Cavalry). The restriction to only healing in your own territory isn't as much of a drawback as it is for many civs with slow units as Samurai still fight at full strength when injured. (Tokugawa) Reform the Coinage (Dedication, Renaissance to Modern eras) - A reliable source of era score for a leader encouraged to make lots of trade routes. Heartbeat of Steam (Dedication, Industrial to Atomic eras) - Electronics Factories arrive in the industrial era, and this dedication gives you era score for building industrial-era or later buildings. Heartbeat of Steam (Golden Age, Industrial to Atomic eras) - Your strong Campuses will now provide a good amount of production on top. (Domination) To Arms! (Golden Age, Industrial to Information eras) - Reducing the warmonger penalties from a war also reduces the amount of war weariness it creates. As such, this Golden Age dedication is very useful for late-game warfare without you needing to use up district capacity for Entertainment Complexes or Water Parks. Collectivism (Dark Age, Modern to Information eras) - If you don't need any more Great People, then this Dark Age wildcard can be a good way of growing your compact cities while also making them a fair bit more productive. World Congress How you should vote in the World Congress will often be specific to your game - if you have a strong rival, for example, it might be better to vote to hurt them than to help yourself. Furthermore, there may be general bonuses to your chosen victory route or gameplay which are more relevant than ones that have stronger synergy with civ-specific bonuses. Otherwise, here's a list of key votes that have high relevance for this civ relative to other civs. Border Control Treaty - Effect A (New districts built by this player act as culture bombs) on yourself Getting extra tiles for free will help you maximise the number of districts you can fit into a district cluster before other civs start buying tiles and getting in the way. Espionage Pact - Effect B (The chosen Spy operation is unavailable) for Sabotage Production Prevents your Electronics Factories from being pillaged outside of war-time. Migration Treaty - Effect A (+20% faster population growth but -5 loyalty per turn in this player's cities) on yourself, unless you are at war. Japan is encouraged to keep cities close together, which has the side-effect of keeping loyalty high. Compact cities can also struggle to secure many food tiles, so a growth bonus can be helpful. Nobel Prize in Physics - Vote in favour Electronics Factories are a good source of Great Engineer Points, while Japan's civ ability in general encourages the construction of Campuses and Commercial Hubs for Great Scientist and Merchant points respectively. (Tokugawa) Trade Policy - Effect A (Trade routes sent to the chosen player provide +4 gold to the sender. The chosen player receives +1 trade route capacity) on yourself. Helps you get a little more out of Tokugawa's leader ability. Urban Development Treaty - Effect A (+100% production towards buildings in this district) on Industrial Zones Helps you build Electronics Factories, or at the very least prepare for them. Administration - Pantheons, Religion and City-States Pantheons City Patron Goddess - Makes setting up your first district in each city faster, which can get you stronger adjacency bonuses sooner. For Tokugawa, it can save time getting Commercial Hubs or Harbours up in new cities, therefore allowing you to get more trade route capacity sooner. (Hojo Tokimune favoured) Divine Spark - Helps you found a religion with Holy Sites, secure more Great Scientists with Libraries or secure more Great Writers with Amphitheatres. (Hojo Tokimune) God of Healing - Being able to build Holy Sites cheaply means you can use them as reasonably effective spots for your units to heal. (Hojo Tokimune) God of the Sea - Japan's strong coastal defence makes this pantheon easier to use. (Tokugawa favoured) Religious Settlements - Although securing this pantheon is very difficult, it is amazing as a source of a Settler without costing population in your capital. This is important as Tokugawa favours having a huge early city, but otherwise settling extensively early on to maximise trade route capacity. (Hojo Tokimune favoured) River Goddess - Japan's civ ability means you can position Holy Sites next to rivers and still get adjacency bonuses akin to them being near mountains, making the amenity and housing bonus easier to use. The amenities will be useful for avoiding having to build Entertainment Complexes or Water Parks, which lack the same synergy with Japan's unique bonuses. Religious Beliefs You can have one founder, one follower, one enhancer and one worship belief. (Hojo Tokimune) Jesuit Education (Follower) - Cheap Holy Sites combined with this belief means you won't need production or gold to get your Campuses or Theatre Squares developed. Stewardship (Founder) - Makes your strong Campus and Commercial Hub districts slightly stronger. Stupa (Worship) - A source of amenities without needing to build Entertainment Complexes or Water Parks. (Hojo Tokimune) Warrior Monks (Follower) - Hojo Tokimune's low-cost Holy Sites makes the culture-bomb effect rather good if you need more land (whether neutral land or that owned by another civ). Work Ethic (Follower) - Add your impressive faith adjacency yields to production on top! Zen Meditation (Follower) - Another decent source of amenities without having to build Entertainment Complexes or Water Parks. City-States Akkad (Militaristic) - Saves you having to bring Battering Rams and Siege Towers with your Samurai. Bologna (Scientific) - Extra Great Person Points as a reward for all that district construction. Buenos Aires (Industrial) - More amenities to help you avoid having to use Entertainment Complexes and Water Parks. Cardiff (Industrial) - Allows you to power Electronics Factories immediately, and enjoy the production boost sooner. (Tokugawa) Chinguetti (Religious) - Provides some bonus faith for trade routes. If you can convert your largest city to your religion, with as many followers as possible, you could get over 100 faith per turn with this city-state! (Tokugawa) Hunza (Trade) - A little extra gold from trade routes. Kabul (Militaristic) - Faster experience gain means Samurai can get to Elite Guard sooner. Attacking twice is less of a risk for Samurai relative to other melee units as they'll still fight at full strength. Mitla (Scientific) - Building lots of Campuses early will also be rewarded with fast city growth. The faster your cities grow, the more productive they'll become sooner. Mexico City (Industrial) - Building your first Electronics Factory will have a bigger immediate impact, a city with Governor Magnus (the Steward) and the Vertical Integration promotion will gain even more production, and you won't need as many Entertainment Complexes or Water Parks to bring Zoo, Aquarium, Stadium and Aquatics Centre amenities to all your cities. Muscat (Trade) - Adds an amenity to every Commercial Hub, meaning there's less need for you to build Entertainment Complexes. (Hojo Tokimune) Valletta (Militaristic) - Hojo Tokimune's Encampments are cheaper to build than those of other leaders, but his Encampment buildings aren't any cheaper to construct. This suzerain bonus allows you to purchase their buildings with faith, freeing up production and gold for other uses. Vilnius (Cultural) - If you have an alliance, all your already-good Theatre Squares get a 50% adjacency boost. If you have a tier two alliance, it's 100%. Tier three? 150%. A Theatre Square surrounded by other districts could produce 15 culture per turn, and that's even before taking into account the Aesthetics policy card. Zanzibar (Trade) - An amazing source of amenities without you having to build Entertainment Complexes. Administration - Wonders and Great People Wonders Great Bath (Ancient era, Pottery technology) - Generally too risky a wonder to build in most games, but is nonetheless useful for Japan. It acts as an early Dam, protecting districts you may have clustered around a floodplain, and also helps the city grow taller and hence support more districts. Temple of Artemis (Ancient era, Archery technology) - A source of amenities for a single city (due to the way luxuries work, that amenity bonus can end up distributed throughout your empire), and both food and housing to help it grow. It's a good idea to build this in your Government Plaza city so it can support as wide an array of adjacency-receiving districts as your other cities. That being said, building this uses precious production you could be using for Settlers and other districts in the first place. Colosseum (Classical era, Games and Recreation civic) - Although it requires an adjacent Entertainment Complex with an Arena, the main advantage of building this is you won't need to build more Entertainment Complexes for quite some time thanks to all the amenities on offer. That helps you focus on the districts with adjacency bonuses. (Tokugawa) Colossus (Classical era, Shipbuilding technology) - Extra trade route capacity builds on Tokugawa's leader ability. Mausoleum at Halicarnassus (Classical era, Defensive Tactics civic) - Given Japan's incentive to develop Industrial Zones, you'll likely receive a lot of Great Engineers which this wonder magnifies the effects of. Tokugawa in particular benefits greatly from doubling the retirement abilities of Bi Sheng and Ada Lovelace to boost district capacity in a city and in turn boost the yields of trade routes heading there. Alhambra (Medieval era, Castles technology) - An extra military policy card can help strengthen your conquests, while extra amenities helps alleviate war weariness. The catch is that the Castles technology has a tricky eureka boost to achieve if your cultural output is poor, and it's a different branch of the technology tree to where many useful districts and buildings lie. Angkor Wat (Medieval era, Medieval Faires civic) - Bumping up all your cities by a population point as well as providing extra housing will really help you maximise the number of districts you can fit in a small area. (Tokugawa) University of Sankore (Medieval era, Education technology) - An excellent additional source of faith and science if you have a lot of trade routes heading towards this specific city. (Tokugawa) Great Zimbabwe (Renaissance era, Banking technology) - Extra trade route capacity is always useful, and the city sending these trade routes can generate a lot of gold as well as culture, science, food and production if sent to a city with a lot of speciality districts. Great People These Great People have particular synergy with Japanese uniques, but are not necessarily the most effective options overall. Any classical or medieval-era Great General will be useful for Samurai, but it would be redundant to list them all. Classical Era (Domination) Trưng Trắc (Great General) - An early, and permanent reduction to war weariness - very useful if you lack Entertainment Complexes, as is quite common for Japan. (Tokugawa) Zhang Qian (Great Merchant) - Extra trade route capacity. Medieval Era Bi Sheng (Great Engineer) - Bi Sheng increases the district limit in a city by 1. Having lots of districts increases the effectiveness of Japan's civ ability, and especially Tokugawa's leader ability. (Hojo Tokimune favoured) Hildegard of Bingen (Great Scientist) - Makes a Holy Site's adjacency bonus also add to science. Considering they're cheap for Hojo Tokimune to build, it's easy enough to make use of. (Tokugawa) Ibn Fadlan (Great Merchant) - +1 trade route capacity. (Tokugawa) Marco Polo (Great Merchant) - +1 trade route capacity. (Hojo Tokimune) Rajendra Chola (Great Admiral) - Extend your advantage in coastal tiles by making all your naval units more powerful. (Tokugawa) Zheng He (Great Admiral) - +1 trade route capacity. Renaissance Era (Tokugawa) Raja Todar Mal (Great Merchant) - Makes your internal trade routes provide a total of +2.5 gold per speciality district at the destination! Leonardo da Vinci (Great Engineer) - Makes all Workshops produce +3 culture. Considering you'll want to build plenty to make use of Electronics Factories, that's a reasonable advantage. Industrial Era (Tokugawa) Ada Lovelace (Great Engineer) - Extra district capacity on your largest city can boost the yields of most of your internal trade routes once the capacity is filled up. James Watt (Great Engineer) - Instantly builds an Electronics Factory and makes all Electronics Factories provide +2 production. This makes them twice as good at providing production as the regular Factories of other civs! John Spilsbury (Industrial Merchant) - More amenities. Joseph Paxton (Great Engineer) - Helps get more out of an Entertainment Complex, so you can dedicate more cities to districts that offer adjacency bonuses. Beyond this point, cities will soon grow rapidly with the food bonus from Replaceable Parts and the housing provided by Neighbourhood Districts so building more Entertainment Complexes won't carry as high an opportunity cost. As such, it won't be as important to look for amenity bonuses. Modern Era (Domination) Joaquim Marques Lisboa (Great Admiral) - Reduces war weariness so a lack of Entertainment Complexes or Water Parks is less of an issue. (Tokugawa) John Rockefeller (Great Merchant) - Boosts the gold of most, if not all, of your trade routes. Nikola Tesla (Great Engineer) - Makes both an Electronics Factory and a Power Plant in the same city stronger. Information Era (Hojo Tokimune) Jamseth Tata (Great Merchant) - Very useful if you want to change course towards a cultural victory. Your many strong Campus districts will now offer a massive +10 tourism each. (Hojo Tokimune) Kenzo Tange (Great Engineer) - Powerful for the cultural game - a city with a lot of high-adjacency districts, boosted by the Japanese civ ability, will now create a lot of tourism! (Hojo Tokimune) Masaru Ibuka (Great Merchant) - The Electronics Factory UB combined with Japan's civ ability already encourages you to have lots of Industrial Zones. Masaru Ibuka adds +10 tourism to every single one. Counter-Strategies (Part 1/2) Japan is among the game's most versatile civs, so they can easily adjust victory route direction if need be - especially under Hojo Tokimune, but somewhat still under Tokugawa. Furthermore, many of Japan's strengths are hard to take away from them, but that's not to say you can't play around them. Here's some good ways to take on Japan. Civilization Ability: Meiji Restoration Doubled adjacency bonuses for adjacent districts can be tricky to counter-play. One possibility is to prevent Japan settling cities close together, or to push them into settling cities in a line rather than a blob, so the strongest adjacency bonuses are hard to secure. One mean method of doing so is blocking off the best locations for Settlers with your own military units. Even if you can't stop Japan clustering districts, you can exploit it as an easy source of pillaging yields with cavalry units. The advantages of the Meiji Restoration will be lessened if Japan builds a lot of districts that can't have adjacency bonuses. Consider avoiding trading Japan luxuries so they're more likely to build Entertainment Complexes and Water Parks. If you appear to be a militaristic threat, they might be pushed to build more Encampments. Air superiority might encourage them to build more Aerodomes. Hojo Tokimune's Leader Ability: Divine Wind Coastal combat bonus On map types such as Archipelago, where the strength bonus can rarely be avoided, be prepared to put up stronger defences than usual when facing Hojo Tokimune's Japan. Otherwise, if Japan starts near you, you can lessen their threat to you by avoiding founding cities directly on the coast - a tile or two inland will suffice. This will deny them a +5 strength bonus against those cities and reduces the risk of you having to fight a Japanese unit on terrain that favours them. Prior to the renaissance era, it's a good idea to avoid fighting naval battles with Japan where possible. If they have a navy and intend to use it against you, make sure any naval units you have are kept close together and near to your coastal cities. That way, they can group together to bring down the stronger Japanese units, and heal up again afterwards ready to face more. Once you have Cartography, you can simply position your naval units in ocean tiles outside Japanese territory to make them less vulnerable to Japanese naval units. Hurricane effects Hurricanes mostly only affect naval units, but a category five hurricane in Japanese territory will deal so much damage as to instantly destroy any naval unit in the way, and even category four ones frequently will. While not an especially common weather event (at least until climate change increases their frequency), it's nonetheless a good idea to spread out your navy before you enter open Japanese waters - a line rather than a cluster is a good idea. Faster Encampment, Holy Site and Theatre Square construction Fast construction of these district types pushes Japan into building these more than other civs might. Holy Sites and Theatre Squares also gain from the Meiji Restoration civ ability, but Encampments don't. If Japan goes to war a lot, they may be incentivised to build more Encampments. Starting a war against Japan early on might help push them down such a path, even if otherwise little lasting damage is done - though beware that they may well end up with a Great General they otherwise wouldn't have as a consequence. Keep an eye on Japan's era status in the classical and medieval eras. If they end up with a Dark Age in that time, they can use cheap Holy Sites and strong Campuses to get a lot out of Monasticism's huge science boost. If they get a Golden Age and take the Free Inquiry dedication, their Commercial Hubs and Harbours will create a lot of science. Hojo Tokimune's Agenda: Bushido Hojo Tokimume likes civs that have a strong military as well as strong faith or culture, while disliking the civs with strong militaries but without either. He will never have the Cultured, Devout, Standing Army or Paranoid hidden agendas; the first three overlap with his main agenda and the last conflict with it. If you want to befriend him, keep in mind that he has a requirement of strong faith or culture - you don't need both. Either way, you'll still need a strong army. Some civs will be naturally inclined this way (Spain tends to have a good army and good faith, while Greece under Gorgo will usually have strong culture and a good army, as examples) but even if the civ you're playing as isn't, you can still adjust. A cultural or religious civ just needs to build a stronger defence while a domination-inclined civ can boost its cultural output. For scientific civs, your tech advantage will make your armies stronger without having to build as many units, and upping your culture output will be useful anyway for getting to key civics such as Space Race faster. Counter-Strategies (Part 2/2) Tokugawa's Leader Ability: Bakuhan Tokugawa can settle cities within 6 tiles of his capital without ever receiving loyalty pressure. This usually won't make much difference, but keep it in mind if you're trying to use loyalty pressure to flip his cities (most relevant when playing as Eleanor of Aquitaine). Tokugawa's penalty to international trade routes makes him a worse ally, as you most likely won't receive the alliance point bonus from him trading with you. It also limits his potential in the cultural game by denying him a notable tourism boost. The bonuses to domestic trade route yields are the most important part of Tokugawa's leader ability. It is at its most effective if Tokugawa has 1-2 large cities with lots of speciality districts, and lots of other smaller cities with Commercial Hubs or Harbours. The fewer cities Tokugawa can settle, or the fewer districts his largest city has, the weaker the ability will be. Unlike Hojo Tokimune, Tokugawa largely lacks direct military bonuses and as such will be less able to stop you settling near him and cutting off expansion routes. Both Tokugawa's districts and trade routes will be very vulnerable to pillaging - light cavalry units are perfect for this job. Tokugawa's Agenda: Bakuhan An AI-controlled Tokugawa prefers isolation and hates civs that own other civs' original capitals. He will never have the Turtler hidden agenda as it overlaps with his main agenda. This is obviously an agenda that punishes warmongers, but anyone conducting that much warfare will probably find it hard to get along with other civs anyway. Due to Tokugawa's incentive not to form international trade routes resulting in slower alliance point generation, he makes a bad choice of ally if others are available. Unique Unit: Samurai Samurai have 48 strength. Knights, however, have 50, making them an excellent choice for countering them. If Samurai are exploiting Hojo Tokimune's strength bonus on coastlines, or are exploiting Oligarchy's strength bonus, promoting your Knights with Charge (+10 strength against fortified defenders) can help. Crossbowmen also work well if you can keep your distance, and regular Pike and Shot units of your own aren't so bad. Keep your unpromoted Pikemen away from Samurai, or you'll be dealing with a strength difference of 8 in their favour. In the event you don't have access to medieval-era units when Japan attacks, Horsemen and Swordsmen can work so long as you can withdraw them when injured. They each have 36 and 35 strength respectively, which is 12 or 13 less than Samurai, but their lower cost means in a prolonged war you should be able to outnumber Japan's forces. Use Archers to garrison your cities; their low defence won't matter there. Unique Building: Electronics Factory A notable thing about Electronics Factories relative to other buildings that provide culture is that you can pillage them without even having to go to war. Spies can sabotage Industrial Zones, which includes Japan's UB. Do so and you set back not only Japan's production, but their culture as well. The combination of strong production and some culture makes Industrial Zones a good target in war-time as well. Bomber-class aircraft are good at pillaging, as are light cavalry units. Unlike pillaging Industrial Zones via Spies, pillaging them in war-time will provide you with some science! Other Guides If you like these guides and want to send a tip, you can click here![ko-fi.com] Gathering Storm Compilation Guides Civ summaries (Start here for an introduction for all civs) Civ-specific tricks, secrets and clarifications (Ideal for more experienced players)Individual Civilization Guides America - no additional content* (Cultural/Diplomatic/Domination) America - all additional content* (Cultural/Diplomatic/Domination/Scientific) Arabia (Domination/Religious/Scientific) Australia (Domination/Scientific) Aztecs (Domination) Babylon (Cultural/Domination/Scientific) Brazil (Cultural/Domination/Religious/Scientific) Byzantium (Domination/Religious) Canada (Cultural/Diplomatic) China (Cultural/Domination/Scientific) Cree (Diplomatic) Egypt (Cultural/Diplomatic/Religious) England (Cultural/Domination/Scientific) Ethiopia (Cultural/Religious) France (Cultural/Domination) Gaul (Domination) Georgia (Diplomatic/Religious) Germany (Domination/Scientific) Gran Colombia (Domination) Greece (Cultural/Diplomatic/Domination) Hungary (Diplomatic/Domination) Inca (Religious/Scientific) India (Domination/Religious) Indonesia (Cultural/Domination/Religious/Scientific) Japan (All) Khmer (Cultural/Religious) Kongo (Cultural) Korea (Scientific) Macedon (Domination/Scientific) Mali (Diplomatic/Religious) Māori (Cultural/Religious) Mapuche (Cultural/Domination) Maya (Scientific) Mongolia (Domination) Netherlands (Scientific) Norway (Domination) Nubia (Domination) Ottomans (Domination) Persia (Cultural/Domination) Phoenicia (Domination) Poland (Cultural/Domination/Religious) Portugal (Diplomatic/Scientific) Rome (Domination) Russia (Cultural/Religious) Scotland (Scientific) Scythia (Domination/Religious) Spain (Domination/Religious/Scientific) Sumeria (Diplomatic/Domination/Scientific) Sweden (Cultural/Diplomatic) Vietnam (Cultural/Domination) Zulus (Domination)*The Teddy Roosevelt Persona Pack splits Roosevelt's leader ability in two, meaning the game with it is substantially different from without - hence two different versions of the America guide. Lincoln was added later and is only covered in the latter guide. Other civs with alternative leader personas are not split because the extra personas added in later content do not change the existing gameplay - as such the guides are perfectly usable by players without them. Rise and Fall These guides are for those with the Rise and Fall expansion, but not Gathering Storm. They are no longer updated and have not been kept up to date with patches released since Gathering Storm. To look at them, click here to open the Rise and Fall Civ Summaries guide. The "Other Guides" section of every Rise and Fall guide has links to every other Rise and Fall guide. Vanilla The Vanilla guides are for those without the Rise and Fall or Gathering Storm expansions. These guides are no longer updated and have not been kept up to date with patches released since Rise and Fall. To look at them, click here to open the Vanilla Civ Summaries guide. The "Other Guides" section of every Vanilla guide has links to every other Vanilla guide.