
Portugal is a rich maritime civ, excellent at exploration and with some great scientific potential. Here, I detail Portuguese strategies and counter-strategies. Introduction Following this guide requires the Gathering Storm expansion. It also assumes you have all other Civ 6 content, listed below, though it is not necessary to have these to utilise the key strategies of each civ. 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 trade of Portugal is the envy of the world - and of ambitious men who serve neither God nor the nation, but their own self interests. For too long incompetent governors who would rather fight than work with their successors have threatened the flow of valuable goods, and so we shall not give them nations to conquer, but fortresses to hold. Let the Feitorias line the seas so that all of the world's trade shall flow through Portugal. 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

葡萄牙有1级沿海地块起始倾向。这使其极有可能(但非绝对)在海边开始,这一点至关重要,因为葡萄牙几乎所有的独特加成都依赖于此。 文明能力:印度之家 国际贸易路线只能发送到沿海城市或拥有港口区域的城市。国际贸易路线对所有产出有+50%加成。商人单位即使没有古典时代的天体导航科技也能穿越水域,且水上移动范围+50%(从30格提升至45格)。 若昂三世的领袖能力:关闸

所有单位+1视野范围。每遇到一个完整文明,获得+1贸易路线容量。与所有城邦始终保持开放边境。特殊单位: Nau( Nau 为葡萄牙大帆船,是《文明》系列游戏中的专有单位名称,通常保留原词)

一种文艺复兴时期的海军近战单位,可替代卡拉维尔帆船 研发 淘汰 升级自 升级至 成本 资源 维护费用

制图学 科技 文艺复兴时代

蒸汽动力* 科技 工业时代

Galley (360
)

Ironclad (290
1
) 240
or 960
None 2
如果煤炭不足,你仍可以在未研发蒸汽动力科技的情况下继续建造诺尔斯(Naus)。 力量 远程力量 移动力 射程 视野 负面属性 正面属性 55
不适用 4
N/A 3
对城市城墙和城市防御造成-85%的伤害 初始获得1个免费晋升 拥有2次建造贸易站改良设施的次数 正面改动 每回合维护费用从4金币降至2金币(减少50%) 初始获得1个免费晋升 将轻快帆船升级为 Nau 时,会为其提供足以获得下一次晋升的经验值。拥有2次建造贸易站改良设施的次数 若单位剩余至少1次建造次数,则可修复改良设施并清除核辐射。 概述(第2/2部分) 特色改良设施:贸易站

研究 地形要求 建造者 基础掠夺产出

制图学 科技 文艺复兴时代

仅可放置在葡萄牙已签订开放边境协议的外国领土中无特征的海岸或湖泊地格上,需紧邻奢侈品或 bonus 资源(原词:bonus resource),且与陆地相邻,不可与其他贸易站(原词:Feitoria)相邻。你不能在与你处于战争状态的文明领土上建造贸易站(原词:Feitoria)。

瑙 无 防御加成 直接产出 相邻产出 其他加成 最大可能产出 无 4
1
无 无法被拆除,只能被掠夺。 从葡萄牙到这座城市的贸易路线为葡萄牙提供+4金币和+1生产力。 4
1
独特建筑:航海学校

一座中世纪时期的校园建筑,可替代大学 研究 前置条件 建造要求 成本 维护费用 基础掠夺产出 教育 科技 中世纪时期

ć Ąĺ

ĺş

研究实验室 250
ć 1000
ć 500
2
25
用信仰值购买此建筑需城市信奉拥有“耶稣会教育”追随者信条的宗教。 固定产出 其他产出 市民槽位 伟人点数 其他效果 4
1
ćäž 1
每有2个城市范围内的海岸或湖泊地格,可获得1位科学家
(若已填写) 1
1
该城市海军单位产能+25% 摇滚乐队在此表演可获得+500
积极变革:该城市每拥有2个海岸或湖泊地格,便提供+1科研值。这些地格无需被开发。此加成不视为相邻加成或建筑直接产出,因此无法通过政策卡牌获得加成。每回合提供+1大 admiral 点数。该城市建造海军单位时+25%生产力。 胜利倾向 在本节中,将根据文明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

ćĺ

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控制区域

ĺŽć

科学 若昂三世 6/10 (尚可) 8/10 (良好) 7/10 (良好) 5/10 (尚可) 9/10 (理想) 文化胜利对葡萄牙而言是一条不错的道路。拥有大量早期远程国际贸易路线,更容易从中获得25%的旅游业绩加成,不过对于没有沿海城市或港口的文明则无法进行贸易。强劲的金币产出有助于购买剧院广场建筑和考古学家,一旦建造足够多的商站,国际贸易就能成为奇观建造的强大生产力来源。但问题在于,葡萄牙在自然学家和摇滚乐队所需的信仰值生成方面能力较弱。 外交胜利也是一个不错的选择。与马里类似,葡萄牙的巨额财富使其能够从其他文明购买外交支持,并且在援助紧急事件中能稳定获得良好排名。此外,一旦贸易站建成,葡萄牙惊人的生产力可以帮助其建造关键的外交奇观,并在后期快速推进碳捕捉项目。 葡萄牙在征服胜利方面表现不俗——庞大的黄金产出使其能够在被占领城市中购买单位以保持压力,并支付单位维护费用。航海学校还能提供额外的大 admiral 点数,帮助更快训练海军。话虽如此,战争可能会难以充分发挥葡萄牙的国际贸易加成,而且该文明在宜居度或战斗力加成方面并无优势。宗教是葡萄牙的最弱势发展路径,不过获取大量早期国际贸易路线有助于宗教传播。 科技是葡萄牙的最佳发展路径。航海学校能为每个城市提供可观的科技产出加成,而高额的金币产出意味着即便是新城市也能快速建造该建筑并购买大量地块。国际贸易路线会提供额外科技——在游戏早期尤为有效——并且一旦建成商栈,葡萄牙强大的生产力将对太空竞赛大有帮助。 若昂三世的领袖能力:围城之门(Porta do Cerco)

探索吧,葡萄牙或将收获回报。若昂三世的领袖能力提供两项极为实用的加成:所有单位+1视野范围,以及仅需与其他文明相遇即可获得免费贸易路线容量。此外,它还有一个虽小但仍有意义的优势,即始终与城邦保持开放边界。所有单位+1视野范围所有单位的额外视野是一项用途广泛的加成,具有多种应用。从一开始,你的移民就能看到周围4格半径的范围——不过要忍住用移民去探索的诱惑。只需进行定居,最好选择沿海或湖泊 tiles。你初始的战士仍将拥有3格视野半径,这依然非常出色。在首都优先训练一名侦察兵是个不错的主意。侦察兵拥有3点移动力,并且有机会通过升级来提升其机动性或视野,因此能够迅速探索地图格子,并抢在其他单位之前发现城邦和部落村庄。额外的视野还有助于保护你的平民单位。拥有4格视野范围的移民可以在野蛮人发现他们之前先发现野蛮人,必要时可以让移民在没有护卫的情况下外出。同样,已上船的单位也有更大的机会在敌方单位发起反击前发现他们。

额外视野的另一项出色应用是清野。简单来说,蛮族营地只会出现在所有文明视野之外的地格上。通过部署少量位置得当的单位,蛮族就不会在你附近生成,这样你就能专注于其他事务。这同时也能让你提前洞察其他文明可能发动的入侵军队。 远程贸易单位可以用少量海军单位保护,因为海军能提前发现潜在的掠夺者单位。诺(Nau)单位在这方面尤为强大,凭借领袖能力,其视野范围可达4,再获得一次晋升后能提升至5。如果你能招募到中世纪时期的伟大海军统帅莱夫·埃里克松,还能额外增加1点视野,从而形成高达6的超大视野范围。如果你与其他文明没有开放边境,可以利用视野加成来侦察他们。只需将单位部署在靠近其边境的丘陵上,你就能发现他们是否在调动军事单位。 在战争中,攻击范围为3的单位(例如战列舰以及有观测气球/无人机支援的 siege units)无需其他单位提供视野即可攻击目标。 与文明首次接触可增加贸易路线容量 每遇到一个全新的文明,你的贸易路线容量就会+1。也就是说,游戏中每个文明(减去一个)都会为你提供一条额外的贸易路线。以下表格显示了不同地图尺寸下的文明总数: 地图尺寸 默认文明数量 最大文明数量 决斗 2 4 极小 4 6 小型 6 10 标准 8 14 大型 10 16 巨型 12 20 一张巨型地图理论上可支持多达19条贸易路线!即使在较小的地图尺寸上,免费获得额外的贸易路线容量也是早期探索的巨大动力。尽快研发文艺复兴时期的“制图学”科技以跨越海洋也很有帮助,不过凭借独特单位“ Nau”,葡萄牙本就应该以此为目标。早期使用这些贸易路线时面临的一个挑战是,你可能缺乏可派遣贸易路线的目标。留意沿海城邦,或是有强烈动机在沿海定居的文明(例如澳大利亚、印度尼西亚)。确保自己建立足够多的城市,这样才能充分利用增加的贸易路线容量——如果只有一个外国沿海城市,那么你拥有的每一点贸易路线容量都需要搭配一个自己的城市,才能获得最佳收益。 始终与所有城邦保持开放边界。 因为某个随机城邦封锁海岸而导致探索行动受阻,这是很令人头疼的事。葡萄牙则无需担心这个问题,它可以自由穿过城邦的领土。需要注意的是,城邦领土并不会仅仅因为你拥有开放边界就被视为友好领土,因此你的单位在那里不会更快恢复生命值。实际上,它们每回合只能恢复5点生命值,这使得城邦领土并非理想的撤退地点。 不过,将你的单位移至城邦领土有助于阻止敌方文明占领该城邦。用你的单位包围城邦中心,敌人将被迫撤退或向你宣战,并因此受到不满值惩罚。 最后,也是最重要的一点,这项加成允许你在城邦水域建造贸易站改良设施,这样即使你的外交处境不佳,通常也能找到合适的贸易伙伴。 总结:在首都优先训练一名侦察兵,以便更快地进行探索。在领地附近分散部署单位可以阻止蛮族生成。确保在游戏初期建立足够多的城市,以便充分利用贸易路线容量。城邦水域是建造“贸易站(Feitoria)”改良设施的可靠地点。文明能力:印度之家(Casa da India)

海洋的财富终将回归葡萄牙。葡萄牙的文明能力造就了极为强大的国际贸易路线——尤其是与贸易站改良设施和若昂三世的领袖能力相结合时——但有一个限制,即你只能向沿海城市或拥有港口区域的城市派遣国际路线。这一限制可能会使你的城市难以通过道路连接,而使得铁路可用的科技——蒸汽动力——会导致 Nau( Nau 为葡萄牙语“船”的意思,此处指游戏中的特定船只单位)淘汰,这一情况更让问题雪上加霜。因此,要依靠你的视野加成来发现敌人的动向,因为除非你将部分贸易路线用于效率较低的国内路线,否则你将很难修建道路。沿海贸易修正 葡萄牙的沿海贸易路线获得+50%的范围,且无需古典时代的“天体导航”科技即可建立。 这两项加成中的第一项使葡萄牙的海上贸易路线拥有45格的超大范围——是陆上贸易路线的三倍!这意味着你几乎可以向本土大陆上的任何城市以及许多其他大陆的城市派遣贸易路线。在城市中完成一条贸易路线会建立一个贸易站,这将延长你从该城市出发的贸易路线范围——用不了多久,你的贸易路线就能触及整个世界。 第二项加成的威力比初看时更为强大。贸易路线在跨越水域地格时会获得运输效率加成。凭借全运输效率,你将从国际贸易路线中获得所有基于区域的金币产出+100%的加成——跨水路线可以稳定实现这一点。这不会影响来自政策卡片等的金币加成,但会使葡萄牙的贸易路线在游戏初期阶段显著更有利可图。 +50%国际贸易产出 这个极其强大的加成让葡萄牙变得极为富有,并且还能以多种其他有益方式帮助该文明。 你从国际贸易路线获得的金币在很大程度上取决于目标城市存在哪些区域: 区域国际贸易产出

市中心3

Campus1

商业中心3

外交区(Diplomatic Quarter)

čĽĺ°1

娱乐中心

政府广场3

Harbour3

ĺŁĺ°1

工业区1

Theatre Square1

水上乐园1
注意:其他区域不会影响贸易路线产出——即使是计入区域上限的机场和自然保护区也是如此。 葡萄牙的文明能力会影响所有这些产出——3金币变为4.5金币;1科技变为1.5科技,依此类推。如果你能利用早期较高的贸易路线容量向同一座城市派遣大量贸易路线,那么科技产出的效果会尤为显著。 不仅如此——国际贸易产出还有大量修正值,这些将在本指南的“管理”部分列出。其中特别值得注意的包括: 罕萨(贸易城邦)——宗主国奖励为贸易路线每行进5格增加1金币。撒马尔罕(贸易城邦)——宗主国加成允许你在城市中建造贸易穹顶改良设施,为城市的对外国际贸易路线增加+1金币。 贸易同盟(经济政策卡,需中世纪时代“雇佣兵”市政)——从国际贸易路线获得+1文化和+1科技。 货币改革(黄金时代奉献,文艺复兴至现代 era)——贸易路线不会被掠夺,且国际路线根据目标城市的特色区域数量,每个区域增加+3金币。 大津巴布韦(奇观,需文艺复兴时代“银行业”科技)——来自这座城市的贸易路线,每有1个位于该城市领土内的 bonus resource,便获得+2金币。贝伦塔(奇观,需文艺复兴时代的重商主义市政)——该城市出发的贸易路线,每为目标城市领土内的一种奢侈品资源提供+2金币。 民主政体(三级政府,需现代时代的选举权市政)——通往盟友及你所宗主城邦的贸易路线提供+4食物和+4生产力。其传承政策卡也提供相同加成。 电子商务(经济政策卡,需信息时代的全球化市政)——贸易路线产出+2生产力和+5金币。 对其他文明形成文化支配(对其拥有足够的旅游业绩),则通往其城市的贸易路线额外+4金币。若想通过非传统方式最大化贸易路线的金币收益,你可以征服城邦,引发针对你的城邦紧急状况。作为目标赢得紧急状况后,你将获得永久加成:每条通往城邦的贸易路线+2金币(葡萄牙为+3)。 在其他文明城市中建造的独特改良设施“商站”,叠加大量贸易路线增益加成后,将为你带来巨额金币和可观的生产力产出。建议招募总督雷纳(财务官)并为其选择“承包商”晋升,这样你就能用金币购买区域,帮助快速建立城市。 总结:早期大量探索以寻找沿海城市。寻找所有能提升国际贸易路线产出的加成,进一步强化这一能力。如果你无法抵达外国沿海城市与他们进行贸易,可以与更近的城市交易,这样就能在那里建立贸易站。招募拥有“承包商”晋升的蕾娜总督,以便用金币购买区域。特色建筑:航海学校

给我一片海,我便还你一片星空。 航海学校具有两大独特功能:它能为 Nau 特色单位提供更快的海军单位生产速度和一个海军统帅点数,同时还能为葡萄牙的科技发展提供助力,在岛屿城市中,其带来的科技产出加成尤为显著。 解锁航海学校 作为大学的替代建筑,航海学校需要中世纪时期的“教育”科技。而建造 Nau 和贸易站则需要文艺复兴时期的“制图学”科技,这两者在科技树上略有不同,因此需要仔细考虑优先研发哪一项。若拿不定主意,“教育”科技的研发速度比“制图学”稍快一些,且航海学校带来的科技加成也能帮助你更快完成“制图学”的研发。提前建造几所学院是个不错的主意。在沿海城市,学院的最佳选址通常是毗邻礁石地块。如果无法做到这一点,或者找不到山脉等其他优质地形,可以考虑将市中心、学院和港口建成三角形布局,这样后两个区域各可获得+1的相邻加成。 科技加成 航海学校基础提供+4科技值,且城市范围内每有两个湖泊或海岸地块,额外增加+1科技值。此加成不算作建筑或区域的一部分,因此不受任何政策卡片影响。不过,该加成无需你开发这些地块——只需拥有它们即可。此加成在被大量海岸地格环绕的小型岛屿城市中效果最佳,但在拥有多个大型湖泊或半岛的区域也能有不错的表现。每个沿海城市都应获得某种收益。为尽快最大化产出,可使用贸易路线带来的金币快速购买海岸和/或湖泊地格。忽略海洋地格,因为它们不提供任何科技加成。“土地测量员”或“征用”经济政策卡(分别需要远古时代的“早期帝国”市政和工业时代的“焦土政策”市政)能使地格购买成本降低20%,帮助你更快获得更多科技。如果你的金币产出足够高,即便是新城市也能迅速产生大量科技。将拥有“承包商”晋升的总督蕾娜(财务官)移动到城市,购买一个学院、图书馆和航海学校,并购买沿海或湖泊 tiles,直到无法再购买为止。 海军加成 航海学校提供+1 大 admiral 点数(相当于没有建筑的港口区域),以及对海军单位+25%的生产力加成。 这些加成中的第一项与你城市中可能拥有的所有港口完美结合,在大 admiral 生成方面带来巨大优势。其中一些大 admiral(如中世纪时期的郑和)提供贸易路线容量,而所有大 admiral 都能提升相应时代海军单位的机动性和战斗力。话虽如此,海军统帅通常不擅长支援探索,因为海军单位比他们移动得更快,所以这种额外机动性在侧翼包抄敌人时最为有用。 如果你有能力,有一位尤为重要的海军统帅必须争取——莱夫·埃里克松。他是中世纪时期的海军统帅,拥有两项关键优势:他能让你的海军单位提前跨越大洋,通过接触更多文明来帮助你最大化贸易路线容量;他还能为所有海军单位提供+1视野,这与若昂三世的领袖能力能很好地叠加。 如果你缺乏提升海军单位生产的合适政策卡,那么这项生产加成会非常有用;即便你有这些政策卡,它也能提供一定帮助。在训练 Nau( Nau 是《文明6》中的葡萄牙特色单位“ Nau”,中文通常音译为“ Nau”或意译为“ Nau 商船”,此处保留原词)或其他此类单位时,用你的金币购买其他物品以实现效率最大化。结论 航海学校的核心优势在于其科研加成,即便在新建城市中也能轻松将其最大化。这一科研加成能切实助力玩家达成科技胜利,或为文化胜利、统治胜利奠定技术优势。 特色单位: Nau

我将从远航归来,脱胎换骨,否则便永不归航。 Nau( Nau)并非为战斗而造,但非常适合探索,并可通过独特改良设施“Feitoria”( Feitoria)来强化贸易路线。其低廉的维护成本意味着你可以建造大量Nau,以保护贸易路线免受掠夺者侵扰。 要建造Nau,需要文艺复兴时期的“制图学”科技。以下是所有前置科技: 航海术(激励:在海岸定居城市。如果首都不在海岸,你的第二座城市就应该这样做)。 制陶术 文字(激励:遇到另一个文明。这应该很容易)。 造船术(激励:建造两艘三列桨座战船。使用“海洋产业”政策卡会有所帮助)。 货币(激励:建立贸易路线。同样,这应该很容易)。数学(科技加成:拥有3个不同的特色区域。推荐组合为学院、政府区和港口。) 扶壁(科技加成:拥有1个古典时代或更晚的奇观。此加成可能难以及时达成,因此不必勉强追求。) 制图学(科技加成:建造2座港口。建议在“造船术”之前先研究“天文导航”,以便建造港口。) Nau(诺乌船)初始即拥有1个免费晋升,这对新单位而言颇为实用,对已晋升的老单位则更为有利。通过让桨帆船与蛮族作战(若找不到三列桨座战船,可让桨帆船先承受弓箭手的几次攻击),可获得“舵手”晋升。再叠加1个晋升后,即可获得“航迹”晋升,+1视野。拥有“航迹”晋升的诺乌船将拥有高达5的视野范围。拥有至少1次建造次数的 Nau 可以修复被掠夺的改良设施,甚至清除核辐射。如果蛮族一直在袭扰你的海岸,或者飓风损坏了改良设施,这会非常有用。 如果你拥有煤炭,解锁工业时代的“蒸汽动力”科技后,将无法建造更多 Nau,也就无法为 Feitoria 获取额外的建造次数。因此,你要么需要暂缓研究该科技,要么有意耗尽所有煤炭。建造燃煤发电厂是个有效的方法,你甚至可以直接将煤炭交易给其他文明。如果你同时拥有“蒸汽动力”和原子时代的“联合作战”科技,无论你拥有多少资源,都将完全无法训练 Nau。结论 诺尔斯人是出色的探索者,他们广阔的视野范围非常适合侦察敌对文明并保障远程贸易路线的安全。他们真正的优势体现在“贸易站”改良设施上,因此为此目的应尽量多建造贸易站。 独特改良设施:贸易站

这片土地与海洋的财富将从这里开启它们的旅程。 贸易站是一种独特的改良设施,其独特之处在于它只能建造在其他文明的领土上。此外,它是一种罕见的特殊改良设施,不由建造者建造,也不基于陆地地块。尽管如此,它能为葡萄牙带来巨额财富和可观的生产力。 寻找城市 贸易站的建造位置有相当具体的要求,但在同一座城市的领土上建造得越多,获得的奖励就越丰厚。贸易站必须满足: 位于外国领土,且你必须与该文明拥有开放边境(城邦是可靠的目标)。你可以通过成为背叛、城邦、军事或核紧急情况的共同成员来获得开放边境。位于与陆地以及加成资源或奢侈品资源(该资源无需开发)相邻的水域地格。彼此不相邻。

如果你难以记住所有这些要求,可以使用地图标记来标出适合建造贸易站的位置。 虽然城市只能购买其市中心3格范围内的地块,但通过文化可以将扩张范围扩大到5格。这能让你在单个城市区域内建造更多的贸易站改良设施,不过这种情况并不常见。 最适合建造贸易站的城市位于面积适中(既不太大也不太小)的岛屿和半岛上,这些地方拥有足够的资源和毗邻陆地的沿海地块,能建造大量贸易站改良设施。但要记住,你不能在中立领土上建造贸易站——如果城市无法扩张边界,再好的位置也无法建造许多此类改良设施。避免在你无意进行贸易的城市建造商栈,除非你有意阻止对方建造水上改良设施(例如荷兰的圩田、印度尼西亚的甘榜)。否则这样做只会为目标文明提供金币和生产力,同时浪费你的 Nau( Nau 为葡萄牙特色单位“ Nau”,中文通常译为“ Nau 帆船”或直接保留“ Nau”)的建造次数。 建造牺牲城市

Relying on other civs to make the perfect city is a pain - but why not make your own? Find a spot with plenty of potential Feitoria locations in range, and settle a city there. Ignore the loyalty pressure - if there isn't any, you can sell the city to another civ, and if there's lots, the city will flip to their control soon enough. Use your gold to purchase lots of valid Feitoria tiles, and if you like, move in Governor Reyna with the Contractor promotion to buy a district. Using up the city's district capacity will stop the city's future owner from breaking your Feitoria placement with a Harbour or Water Park. Once that's done, sell the city to another civ or wait for it to flip to their control, then build the Feitorias in the best locations. Note that you can't build Feitorias in free cities as you are always considered at war with them. While in the short-term this costs quite a lot of gold and also gives the other civ an extra city, it will pay off with a huge gold and production yield for any trade routes you send there. Extra production in particular is key for space projects as you can't rush them with gold. Conclusion The Feitoria improvement can make specific cities even more amazing targets for trade than they would already be, but be careful of how you position the improvements. As you can't remove them, poor placement could cost you key gold and production. Be prepared to settle your own sacrificial city to produce optimum Feitoria locations. Administration - Government and Policy Cards 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 Classical Republic is a safe choice. Portugal's incentive to build up Campuses and Harbours makes all its attributes useful. Oligarchy may offer a strength bonus to Naus, but Naus aren't particularly well-equipped for warfare and the distribution of policy cards in the government is less than ideal. Take the Ancestral Hall building - founding plenty of cities early on is crucial for maximising the number of trade routes you can establish. Tier Two Merchant Republic helps you build Campuses and Harbours alongside other districts, builds on your gold advantage and has an excellent spread of policy cards. For a scientific game, the extra Spy from the Intelligence Agency will help you defend against sabotage attempts and eureka theft. For a diplomatic game, the diplomatic favour bonus of the Foreign Ministry will be more useful. Tier Three Democracy is ideal. Trading to an ally or city-state you are suzerain over will provide +6 food and production per turn thanks to Portugal's civ ability, and the arrangement of policy card slots is ideal for maximising trade route bonuses. The Royal Society will help you rush space race and carbon capture projects, ideal for the diplomatic and scientific games alike. Tier Four Synthetic Technocracy works well for diplomatic and scientific games alike with a bonus to city project production. Policy Cards Ancient Era Caravansaries (Economic, requires Foreign Trade) - Portugal's civ ability makes this add +3 gold to every international trade route. Colonisation (Economic, requires Early Empire) - Training plenty of Settlers early on is important for ensuring you can actually make enough trade routes to meet your high capacity. Land Surveyors (Economic, requires Early Empire) - Useful later on when you've got Navigation Schools constructed. Cutting the cost of purchasing tiles allows you to get your maximum science boost sooner. Maritime Industries (Military, requires Foreign Trade) - Directly useful for securing the eureka for Shipbuilding (which requires two Galleys to be built). You can also produce a few Galleys, train them up at Barbarians for a promotion, and upgrade them to Naus later for a second promotion. Classical Era Veterancy (Military, requires Military Training) - The boost to production for Harbours and their buildings helps you maximise your trade route capacity sooner. Medieval Era Professional Army (Military, requires Mercenaries) - Been building and training lots of Galleys in anticipation of the Cartography technology? This policy card halves the cost of upgrading them to Naus. Trade Confederation (Economic, requires Mercenaries) - Grant your international trade routes +1.5 science and +1.5 culture each! Renaissance Era Press Gangs (Military, requires Exploration) - Allows you to build Naus faster. Triangular Trade (Economic, requires Mercantilism) - Bonus gold and faith for all trade routes. Wisselbanken (Diplomatic, requires Diplomatic Service) - Trading with an ally or suzerain city-state now provides +3 food and +3 production for Portugal! Industrial Era Colonial Taxes (Diplomatic, requires Colonialism) - The gold bonus helps Portugal to become even richer. Expropriation (Economic, requires Scorched Earth) - Need to make a sacrificial city to maximise Feitoria yields? This policy card helps both with Settler training and cutting tile purchase costs. Military Research (Military, requires Urbanisation) - Fully developing your Harbour districts now produces science, allowing your Campuses and Harbours to complement each other even more. Raj (Diplomatic, requires Colonialism) - Provides a little more gold for trading with suzerain city-states. Modern Era Levee en Masse (Military, requires Mobilisation) - Makes Naus free to maintain, allowing you to keep the seas monitored. Market Economy (Economic, requires Capitalism) - Boosts the gold, science and culture yields of your international trade routes. Science Foundations (Wildcard, requires Nuclear Programme) - Rewards you for building lots of Navigation Schools with extra Great Scientist Points. Atomic Era Integrated Space Cell (Military, requires Space Race) - Ideal for scientific games, as you'll probably have plenty of Seaports built by the time you get space race projects started. Information Era Ecommerce (Economic, requires Globalisation) - For Portugal, this policy card grants +3 production and +7.5 gold to all international trade routes. Administration - Age Bonuses and World Congress Age Bonuses Only bonuses with notable synergy with the civ's uniques are covered here. Free Inquiry (Dedication, Classical to Medieval eras) - Rewards you for developing Campuses, something you should be doing in anticipation of the Navigation School building anyway. Free Inquiry (Golden Age, Classical to Medieval eras) - Developing lots of Harbours for trade route capacity will now offer plenty of science. Monumentality (Golden Age, Classical to Renaissance eras) - Allows you to purchase Traders with faith for a low cost, saving gold or production for other uses. Hic Sunt Dracones (Golden Age, Renaissance to Modern eras) - While Reform the Coinage is a better option for Portugal, this is still good for a heroic age. Faster naval units helps with establishing Feitorias, while cities starting at size 4 allows you to make a more powerful sacrificial city - you can purchase two districts there in order to maximise the trade route yields you'd receive from it later. Reform the Coinage (Dedication, Renaissance to Modern eras) - Portugal's huge number of trade routes makes this an easy source of era score. Reform the Coinage (Golden Age, Renaissance to Modern eras) - A massive increase to gold yields, and prevents your trade routes being pillaged. A reliably strong choice. Robber Barons (Dark Age, Industrial to Information eras) - If you can handle the amenity loss, the gold bonus nicely builds on Portugal's existing gold bonuses. 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 relevant votes that have high relevance for this civ relative to other civs. Aid Request - Vote in favour Portugal's very strong economy makes it easy to win these emergencies. Espionage Pact - Effect B (The chosen Spy operation is unavailable) for Steal Tech Boost You'll probably end up with a lot of Campus districts, and keeping them all safe from enemy Spies is difficult without this resolution. International Space Station - Vote in favour if you're going for a scientific victory. Portugal's incentive to have lots of Campuses gives a slight advantage. Mercenary Companies - Effect A (Producing, or purchasing military units using the chosen currency type costs 100% more until the next World Congress) for production OR Effect B (Producing, or purchasing military units using the chosen currency type is -50% of the cost until the next World Congress) for gold. Extend your advantages in gold over civs that rely on production to raise a military. If you're not actively training units, effect A is better. If you're training naval units in cities with Navigation Schools, effect B is better. Military Aid- Vote in favour. Portugal's strong economy makes winning this easy. Patronage - Effect A (Earn double points towards Great People of this class) for Great Admirals or Scientists Only England can rival Portugal's generation of Great Admirals, and doubling their generation can allow you to get even more. Scientists are good as well thanks to Portugal's incentive to build lots of Campuses. Sovereignity - Effect A (+100% of the city-states' yield type when sending trade routes to a city-state of this type) on Trade or Scientific city-states. Applying the bonus to trade city-states can make for some extremely strong trade routes fairly early on. 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 or a key target of your trade routes. If you use this effect on another civ, you can get an extra +6 gold per trade route to them. Given the large number of trade routes you're likely to have by that point, that's normally - though not always - a better option than getting +1 trade route capacity for yourself. Urban Development Treaty - Effect A (+100% production towards buildings in this district) on Campus or Harbour districts. Applying the bonus to Harbours helps you get more trade route capacity sooner, but applying it to Campuses will allow you to get through Libraries and then follow up with Navigation Schools. Administration - Pantheons, Religion and City-States Pantheons Divine Spark - Portugal needs to build plenty of Libraries to make the most of Navigation Schools, so you can get a fair amount of Great Scientist Points here. God of the Sea - An ideal choice for any maritime-focused civ to boost production. Religious Settlements - Both bonuses are great for Portugal! Faster border expansion helps maximise the number of coastal tiles you own by the time Navigation Schools come available. The bonus Settler aids in maximising the number of trade routes you can use early on. Religious Beliefs You can have one founder, one follower, one enhancer and one worship belief. Jesuit Education (Follower) - Allows you to buy Navigation Schools with faith, saving production and/or gold for other uses. Religious Community (Follower) - Extra gold for international trade routes. City-States Antananarivo (Cultural) - Portugal's edge at Great Admiral generation can make this city-state a slightly better source of culture. Auckland (Industrial) - A powerful boost to production in coastal cities. Bandar Brunei (Trade) - Get some extra gold for setting up trading posts in foreign cities. Bologna (Scientific) - Expand your advantages in Great Admiral and Scientist generation. Cardiff (Industrial) - Allows your Harbours to power your Research Labs without the need for any more districts or strategic resources - particularly nice for smaller cities. Chinguetti (Religious) - Extra faith from international trade routes. Hunza (Trade) - Very powerful in Portugal's hands, as you already have a minimum coastal trade route range of 45 tiles, and with trading posts, you can extend that much further for an even better gold bonus. Kumasi (Cultural) - A strong culture and gold bonus for trading with city-states, especially if your own city has a lot of districts. Mogadishu (Trade) - Keeps your Traders safe from pillaging, ensuring they can bring in lots of gold. Nan Madol (Cultural) - Helps boost a maritime civ's culture output. Samarkand (Trade) - The Trading Dome improvement is kind of like the Feitoria, but for origin rather than destination cities. Every one present in a city's limits adds +1 gold to the value of the city's international trade routes (+1.5 for Portugal) - stacking a lot of them and sending routes to Feitoria-heavy cities can produce amazing bonuses. Singapore (Industrial) - Gives you production for trading with a range of civs. Venice (Trade) - Extra gold from international trading. Administration - Wonders and Great People Wonders Colossus (Classical era, Shipbuilding technology) - A point of trade route capacity, and a free Trader on top so you can use it immediately! This wonder often isn't that competitive, and building it boosts the Buttress technology, so it's a good choice. Great Lighthouse (Classical era, Celestial Navigation technology) - Save time building Feitorias, and uncover more tiles every turn with faster naval units. Mausoleum at Halicarnassus (Classical era, Defensive Tactics civic) - Excellent in a coastal city with plenty of sea resources. Basically, a city which is great for the Navigation School building will also get strong yields with this wonder. Great Zimbabwe (Renaissance era, Banking technology) - Find a city with lots of bonus resources (e.g. fish) for this wonder to reach its full potential, as international trade routes from here will produce huge amounts of gold. Torre de Belém (Renaissance era, Mercantilism civic) - Target cities with lots of luxuries for trade routes from this city, and secure lots of gold. Venetian Arsenal (Renaissance era, Mass Production technology) - Allows you to double your Nau output, and therefore double your Feitoria charges. Big Ben (Industrial era, Economics technology) - Save up your gold for a few turns and enjoy a 50% increase in treasury which you can spend however you like. Also, you'll get a really useful economic policy card slot, which can be filled with a variety of trade route bonuses. Great People Great Generals and Admirals are only mentioned if their retirement bonuses have specific synergy with the civ; not merely for providing a strength bonus to a unique unit. Classical Era Hypatia (Great Scientist) - A free Library, and permanently boosts the science yield of all Libraries - quite powerful as you work your way to Navigation Schools. Zhang Qian (Great Merchant) - Extra trade route capacity. Medieval Era Ibn Fadlan (Great Merchant) - Extra trade route capacity, and bonus faith for trading with city-states. Leif Erikson (Great Admiral) - A very powerful Great Admiral for Portugal! You can cross oceans early to discover more civs and get trade route capacity, and the extra sight stacks well with João III's leader ability. Marco Polo (Great Merchant) - Extra trade route capacity and a free Trader. Zheng He (Great Admiral) - Extra trade route capacity and a free Trader. Renaissance Era Isaac Newton (Great Scientist) - A free Library and Navigation School, and bonus science for all Navigation Schools. Modern Era Albert Einstein (Great Scientist) - All those Navigation School cities will also be able to build Research Labs later - Albert Einstein will boost all their science outputs. John Rockefeller (Great Merchant) - Extra gold for trade routes. Shah Jahān (Great Engineer) - Portugal's strong economy allows you to essentially purchase a wonder with Shah Jahān's help. Atomic Era Melitta Bentz (Great Merchant) - Extra trade route capacity. Counter-Strategies Portugal is a very rich maritime civ with a decent science output from the medieval era. However, they have a relatively weak navy by the standards of maritime-focused civs, and have an even worse army. Civilization Ability: Casa da India Portugal is extremely reliant on maritime trade routes which often have to travel long distances to get to a small number of target cities. This makes their trade routes predictable, and easy to pillage. Pillaging trade routes will both weaken them and provide you with gold. Portugal's strong economy also makes them potentially rather generous in peace offers, so you can get extra gold that way. As Portugal can only send international trade routes to cities which are either coastal or have a Harbour district, you can deliberately choose districts for your own coastal cities with less useful trade route yield bonuses. Aerodromes and Preserves notably do not boost trade route yields, while Holy Sites add faith, which is typically of low priority for Portugal. João III's Leader Ability: Porta do Cerco Aside from cutting off Portugal's access to parts of a continent or the coast, it's hard to stop Portugal amassing a huge trade route capacity. However, there are ways of stopping them from using it. If there's a lack of coastal cities not owned by Portugal, Portugal will have to settle many cities just to establish those routes, or else rely on less effective internal routes. With a few military units parked near their border and a declaration of war, you can pressure Portugal to focus on their defence and not expansion. Portugal's sight bonus gives them a slight tactical advantage in war, but remember that rough terrain (hills, woods, etc.) can still block line of sight. As such, retreating over such tiles can still be a good option for your injured military units. João III's Agenda: Navigator's Legacy A computer-controlled João III loves exploration, and loves civs that do the same. He hates civs that haven't uncovered many tiles. He will never have the Explorer hidden agenda as it conflicts with this. This agenda is easy to meet for civs with advantages to exploration like the Cree. the Māori or Norway, but given the inherent advantages of early exploration (knowing where the good city spots are, meeting city-states so you can get more city-state quests completed and so forth) this is an agenda that any civ can make a good attempt at meeting. The civs most likely to fail to meet this agenda are scientific civs, as their victory route requires the least interaction with other civs. Things can get tricky in higher singleplayer difficulties where computer opponents start with a large number of units, and hence can explore rapidly. While eventually you'll be able to catch up, expect relations with Portugal to be poor in the early stages of the game. Unique Unit: Nau In itself, the Nau is not especially powerful. The Navigation School unique building allows it to be built a bit faster and will mean Portugal will usually have Great Admirals ready, while the free promotion could mean they get combat advantages sooner, but this unit largely plays a support role. Frigates are excellent against them, but if you lack nitre, promoted Caravels of your own will do. Unique Improvement: Feitoria The real power of the Nau UU comes in this unique improvement, which it can build in seas (or even lakes) foreign to Portugal. If you're playing a civ with a unique coastal improvement like Indonesia or the Netherlands, do not give Portugal open borders. Feitorias cannot be removed once placed, which can ruin your plans for your own improvements. If you have a city location with plenty of resources and plenty of coast, Portugal may be incentivised to build Feitorias there. That gives you a choice: either deny open borders to deny Portugal the potential gold and production, or stack bonuses in the city which give you gold for incoming trade routes. The improvement itself adds +4 gold and +1 production to its tile. You can build on that with extra Harbour buildings: Building Research Coastal Yield None None 5
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çŻĺĄ

天体导航 科技 古典时代 5
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澡港

电力 科技 现代 era 7
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这个产量还不错,如果你玩的是需要大量金币的文明(比如许多征服型文明),那它可能会非常好用。你可以让葡萄牙在你的海域建造一些贸易站,然后向他们宣战,这样你就能开始劫掠他们的贸易路线了。 独特建筑:航海学校 航海学校有三种不同的加成,但除了+1大 admiral 点数的加成外,其他加成只对拥有海岸或湖泊 access 的城市有用。因此,限制葡萄牙的沿海扩张会很有帮助。或者,在葡萄牙附近定居,并通过购买/文化炸弹抢占他们的沿海地块,可以阻止他们获得科技产出。 其他指南com] 风云变幻 综合指南 文明概述(从这里开始了解所有文明) 文明专属技巧、秘密与说明(适合更有经验的玩家) 各文明指南 美国 - 无额外内容*(文化/外交/统治) 美国 - 含所有额外内容*(文化/外交/统治/科技) 阿拉伯(统治/宗教/科技) 澳大利亚(统治/科技) 阿兹特克(统治) 巴比伦(文化/统治/科技) 巴西(文化/统治/宗教/科技) 拜占庭(统治/宗教) 加拿大(文化/外交) 中国(文化/统治/科技) 克里(外交) 埃及(文化/外交/宗教) 英国(文化/统治/科技) 埃塞俄比亚(文化/宗教) 法国(文化/统治)高卢 (统治)格鲁吉亚 (外交/宗教)德国 (统治/科技)大哥伦比亚 (统治)希腊 (文化/外交/统治)匈牙利 (宗教/科技)印加 (统治/宗教)印度 (文化/统治/宗教/科技)印度尼西亚 (全类型)日本 (文化/宗教)高棉 (文化)刚果 (科技)朝鲜 (统治/科技)马其顿 (外交/宗教)马里 (文化/宗教)毛利 (文化/统治)马普切 (科技)玛雅 (统治)蒙古 (科技)荷兰 (统治)挪威 (统治)努比亚 (统治)奥斯曼 (文化/统治)波斯 (统治)腓尼基 (文化/统治/宗教)波兰 (外交/科技)葡萄牙 (统治)罗马 (文化/宗教)俄罗斯苏格兰(科技) 斯基泰(征服/宗教) 西班牙(征服/宗教/科技) 苏美尔(外交/征服/科技) 瑞典(文化/外交) 越南(文化/征服) 祖鲁(征服)*泰迪·罗斯福领袖包将罗斯福的领袖能力一分为二,这意味着有无该领袖包的游戏体验有显著差异——因此美国文明指南分为两个不同版本。林肯是后续新增的领袖,仅在后者的指南中涵盖。 其他拥有替代领袖形象的文明未进行拆分,因为后续内容中新增的领袖形象不会改变现有游戏玩法——因此这些指南对于没有这些领袖包的玩家同样适用。 迭起兴衰 这些指南适用于拥有《迭起兴衰》资料片但未拥有《风云变幻》资料片的玩家。这些内容已不再更新,也未根据《风云变幻》发布后的补丁进行更新。若要查看,请点击此处打开《迭起兴衰》文明总结指南。每个《迭起兴衰》指南的“其他指南”部分都包含指向其他所有《迭起兴衰》指南的链接。 原版 原版指南适用于未拥有《迭起兴衰》或《风云变幻》扩展包的玩家。这些指南已不再更新,也未根据《迭起兴衰》发布后的补丁进行更新。若要查看,请点击此处打开原版文明总结指南。每个原版指南的“其他指南”部分都包含指向其他所有原版指南的链接。
2026-02-11 23:01:04 发布在
席德·梅尔的文明®VI
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