
本指南旨在帮助那些在《文明6》游戏中难以顺利开局的玩家。目标是为玩家提供一些技巧和策略,确保他们能够管理好早期游戏的各个方面,无论是建立新城市、万神殿与宗教、选择政府政策,还是应对那些烦人的野蛮人等等。 基本上,本指南是为了帮助你度过游戏的前100-150回合。它绝不是一个完整游戏的指南。 游戏规则: 我通常使用默认设置,默认的王子难度,禁用分数胜利。没有特殊的优势或劣势。这并不意味着你也应该这样做,只是让你了解我进行游戏的条件。我也不会涵盖任何特定文明的选择。你可以选择任何你喜欢的文明进行游戏。如果你发现我提供的某些提示并不适用于你选择的文明(例如刚果的姆本巴·恩津加无法创立宗教),你可以直接忽略它们。 在本指南中,我将使用最近一局吉尔伽美什游戏的截图。 首都城市与探索 《文明6》游戏的成败绝对不会由你的第一座城市的外观决定。 事实上,你的第一座城市在人口上落后于城市A、在生产力上落后于城市B等情况相当常见。即使开局不佳,你仍然可以恢复过来。 话虽如此,良好的开局将在游戏初期为你提供巨大帮助。一座好的初始城市取决于两个因素:选址位置以及你如何合理安排首批生产序列。首都选址 尽可能将你的第一座城市建在河流附近或海岸边,以确保能够直接获得水源。这样做有利于城市发展,之后也无需建造水渠(除非你想抵御干旱)。 当然,你也希望城市靠近资源。游戏初期不会显示任何战略资源,因此目前无需担心它们。但你仍能看到 bonus 资源和奢侈资源,应让城市能够获取其中一些,因为它们能提升产出和/或带来宜居度加成。通常来说,一个好的初始城市应具备以下条件: - 临近水源 - 在初始6格范围内拥有2个 bonus 或奢侈资源 - 通过边境扩张能够获取更多资源 如果初始位置不佳,花费1-3回合移动移民去寻找更好的地点是完全可行的。 在当前界面中,我的移民初始位置在森林里,我将其向左下移了一格。要尽量避免移除森林,因为这会导致后续损失部分生产力。

首都的生产 在建立第一个城市后,就该决定它的生产内容了。 通常最好从生产侦察兵开始。你不会想用初始的战士单位去探索太远,因为战士速度慢得多,而且你希望它去对付蛮族。 一个值得注意(且非常罕见)的例外情况是,当你探索到的第一个部落村庄给了你一个免费的侦察单位。这种情况下,你可以暂停侦察兵的训练,开始下一项生产。 我们的第二项生产将是纪念碑建筑。这是因为它能提高城市控制新地块的速度。由于在游戏初期你没有太多金币购买地块,所以这非常有用。当侦察兵和纪念碑都完成后,通常会因为科研解锁新选项,比如谷仓就是早期非常实用的建筑,它能提供食物和住房,且没有太高要求。不过,通常你会先建造一名建造者来开始改良地格,优先考虑食物(农场和 bonus 资源)以及其他资源(战略或奢侈资源)。 过早建造建造者基本没什么用,原因有二: 很多资源(如香蕉、石头、银等)某些地块需要特殊改良,而你的建造者必须在研究出特定科技(如灌溉或采矿)后才能进行改良。即使地块已完成改良,也需要市民进行开发才能产生收益。如果你较早建造了建造者,你的第一座城市人口可能只有1-2人,这样你最终改良的地块可能根本不会被开发利用。

这是我拥有第一个建造者后我的城镇的样子。可以看到有4个地格可以进行改良。由于附近有蛮族,情况有点棘手,但我可以升级南部的地格,因为有一个城邦战士单位挡住了蛮族的路径。 一旦创建了第一个建造者,你就可以开始更自由地进行建设了。谷仓是个不错的选择,但你也可以选择建造更多军事单位来应对蛮族,或者建造商人与城邦及未来的城市建立贸易路线。 探索 当你拥有第一个侦察兵后,就可以开始探索第一个城市周围的区域了。你的战士单位也可以帮忙探索,但要让它保持在首都附近,以防蛮族单位靠近。我们之后会详细介绍如何应对蛮族。侦察兵单位是你寻找和探索部落村庄的主要目标,这些村庄能提供不错的增益,例如资源、科技或文化值加成、人口、免费侦察单位等。在熟悉地图的同时,尽量探索更多村庄,但不要过于贪心。侦察兵是战斗能力较弱的单位,任何野蛮人都能轻易消灭它(除非对方也是侦察兵)。 科学研究 当你的第一个城市建立后,你将能够研究科技。为了在游戏中取得进展,你几乎需要按顺序研究所有科技,但科技研究的顺序同样至关重要。 通常你首先想要研究的是畜牧业,因为它能让你获得两项升级(营地和牧场),这对改良地块非常有用。接下来,你需要研究制陶术以尽早解锁粮仓。这是一个在游戏初期非常有助于提升人口增长的建筑。 之后的选择会更多一些。以下是一些不错的选项: 灌溉:解锁种植园(另一种相当常用的改良设施)和空中花园(一个非常强大的奇观)。 占星术:解锁圣地和巨石阵(需要石头),两者都可用于创立宗教(详见下方相关部分)。 书写:解锁学院以产出更多科技值,从而加速整体研究进程。 采矿:游戏初期基本都需要研究它来建造采石场和矿井。 航海术:如果你拥有沿海资源,这项科技会非常有用。 反正最终你都会研究所有科技,所以尽管大胆尝试吧。在我玩过的所有游戏中,我发现【畜牧业】→【制陶术】→【灌溉】或【占星术】的科技路线非常有效。 政府 初始政策与早期市政 在建立第一座城市后的10-16回合内,你将自动获得【法典】,以及4项政策和2个政策槽位来使用它们。

这里你通常要选择【纪律】和【神王】。前者能极大帮助你在游戏初期应对蛮族,而【神王】提供的额外信仰值能让你在最多20回合内创立万神殿。 之后,通常要选择【对外贸易】。完成这项政策时,你应该已经造出第一个建造者并完成了3项改良设施,这样就能获得【工艺】的科技加成,而【工艺】是接下来要研究的科技。 然后你可以选择【早期帝国】或【国家劳动力】,先选哪个都可以。核心思路是尽快研发【政治哲学】,以快速解锁拥有4个政策槽的政府。政府选择 通常我会选择古典共和制,因为在这个阶段我并不真正需要任何军事政策(直到解锁下一阶政府)。不过,如果你想提升生产力和增长,独裁制是不错的选择;如果你追求军事胜利,寡头制则更为合适。 至于你的第一个外交政策,可以选择魅力领袖来增加城邦的使者生成。从长远来看,拥有城邦盟友将会非常有用。 万神殿与宗教 良好的万神殿选择 在大约20回合内,你应该能积累到20点信仰,这将使你能够建立万神殿。要记住,每个万神殿加成只能被一个文明使用。建立万神殿的时间越晚,可用的加成就越少。这里一个非常好的选择是【宗教定居】。它不仅能加快你的国界扩张速度,还能让你免费获得一个无需消耗人口的移民,从而快速建立第二座城市。 你也可以选择【生育仪式】,使所有城市的增长率提升10%,并获得一个免费的建造者。 根据你的起始位置和可用资源,你还可以选择提升产出或相邻加成的选项。 一旦拥有了万神殿,下一步就是创立宗教。 创立宗教的过程会稍微复杂一些。你需要通过圣地积累大预言家点数,或者在石头资源附近建造巨石阵奇观。 要记住,一局游戏中可用的大预言家数量是有限的。每个文明最多只能获得一位先知,且游戏中的先知数量少于文明数量。因此,如果你想创立宗教(考虑到其附带的丰厚加成,你确实应该这么做),就不能等待太久。 幸运的是,当你创立万神殿时,你应该已经拥有两座城市了。这样你就可以选择在其中一座城市建造圣地或巨石阵,而不必牺牲实用单位的生产(如建造者、军事单位等)。 良好的宗教选择 宗教的名称和图标其实并不重要,重要的是你所选择的加成效果。 你只能选择前两个信条。在那之后,你需要派遣使徒来选择宗教剩余的两个信条。 主要信条 以下是一些我推荐的选择: 【众生饱暖】是一个极佳的信条,有助于城市增长和住房提升。宗教社区能带来不错的收入加成。 职业道德能显著提升生产力,但通常不会建造太多圣地,除非追求宗教胜利。 耶稣会教育对科技胜利和文化胜利的加成相当不错。 其他信条我不太喜欢,觉得它们要么过于依赖特定情境,要么很容易通过其他方式获得。 次级信条 我通常会选择产出加成类(比如什一税,每个信奉该宗教的城市+3金币),或者额外宗教建筑类(清真寺能让传教士和使徒发挥更大作用,非常实用)。 建立新城市 总体而言,新建城市应遵循与首都相同的原则:靠近水源、拥有有用资源,且与帝国其他区域距离适中。你可以使用地图标记来标记适合未来建造城市的好位置,就像我在这里做的一样。

Building the Governmentt Plaza district is going to nicely help founding new cities, as you can build the Ancestral Hall building that gives a free builder to new cities and boosts Settler production in the city housing the district. Having Governor Magnus in that same city with the Provision promotion will also be a nice help, as you won't lose population when creating a Settler. Early production Trade routes You want to get trade routes going early for two reasons: the income (gold, production, food, etc.) it yields ; the routes it creates on the map You can always make at least one trader once you have discovered trade. To build more, you will need to research Currency and build Markets. A good trick when creating domestic trade routes is to make it go from your weakest city (in terms of food/production) to your capital (or strongest city), and not the other way around. You have a button to quickly teleport a Trader from one city to another. You can also send traders to City states, especially if they have a quest for that (you will get an Envoy). That said, I think it's better to prioritize the creation of roads between your cities. Once a road has been completed, you can always redirect the Trader to a city state. Wonders Wonders are usually long to produce and will mobilize the production effort of an entire city for dozens of turns. That said, some of them are fantastic to have especially in the early-game: Pyramids: Grants a free Builder and improves your Builders for the rest of the game. Very hard to build, as it requires desert and the AI will rush it. Hanging Gardens: Grants a boost to growth in all cities. Stonehenge: Grants faith and a free Great Prophet. Apadana: Wonderful to get a lot of Envoys and influence city states. Building wonders is a tricky choice. They grant amazing benefits overall, but you shouldn't build them at the expense of other critical development needs, such as Builders (if you need to improve some times urgently) or specialty districts. Handling barbarians Your biggest problem in the early game is likely to be barbarians. They won't be able to destroy your cities or anything of the sort, but they can cripple your early development by stealing Builders, pillaging tiles, even killing units. The first thing you want to know is where the barbarian camps close to your cities are. This is the role of your Scout(s). As soon as a Scout spots a barbarian camp, makes sure to keep him away from them as he doesn't really stand a chance. Also, you should avoid attacking barbarians until you get your first policies (and select the bonus combat strength against barbarians). A barbarian camp is always going to spawn with a Spearman unit inside. This is annoying as they're a bit more powerful than your Warriors, but they tend to be very passive, which you can use to your advantage. If you spot a barbarian camp early and there's no additional troups to support the Spearmen (Scouts do not count), you can send you Warrior unit to dispatch it. The first attack will likely be a minor defeat, but then you can heal your warrior next to the camp. Usually the Spearman does not move. If the camp starts generating units, however, you have to back off before getting outnumbered. Usually taking a good defensive position (like behind a river or on a hill) will be enough to hold on. Let the extra barbarians units come to you and kill them one by one. If there are two Warrior units and you only have one (or they have one Warrior and one Slinger), you should get back to your city. It's usually worth it to buy a Slinger or Warrior with gold (140-160 gold, you should have it at this point) if you're struggling to keep the barbarians away. When I start cleaning up several barbarian camps, I usually buy a Slinger and start producing a Warrior in my capital at the same time to ensure I have enough strength to fend them all off. Do not let barbarians capture your civilian units. Create an escort formation if you have to. Note that barbarian camps on the coast are extra annoying as they're likely to spawn a lot of pirate ships that you won't be able to kill very efficiently, so if you spot one and can kill it, you should do it quickly. Ancient era score As the Ancient Era is relatively short, you don't get a lot of time to gain era score. This is going to be determined by how good your exploration is (tribal villages and natural wonders found, other civilizations met). Some civilizations have unique units and/or improvements that are available from the start and give +4 era score. However, you should build it if you need it, not just to boost your era score. You need an era score of 11 to avoid a dark age in the Classical era, and an era score of 25 to get a golden age. Getting a golden classical age is very difficult and usually will not happen (you need a good part of luck as well), but you should try to avoid a dark age. If however you get one, it's not too big of an issue, and you might even bounce back with a heroic age (get a golden era score during a dark age) in the medieval era. Comitting to a victory type Once you're past 100-150 turns, once your early development is well on its way, it's time to decide which victory you're going for - if that's not already set. The easiest, in my opinion, are the Science and Diplomatic victory. Both do not require you to interact too much with other civilizations, and you can get so many diplomatic points with wonders and competition events I often get a Diplomatic victory without even meaning to. Usually any civilization can go for any victory type (unless you try to go for a Religious victory with Mvemba a Nzinga... that's not going to go too well), and while certain civs are obviously tailored for certain victory types (Science for Babylon, Culture for Japan or Greece, etc.), you don't necessarily need to play into that. What matters is choosing a victory type and building into it. If you spend the first 250 turns building exclusively science buildings and then try to switch to a Culture victory, it's unlikely to work. Thoughts? Suggestions? Let me know in the comments below.
2026-02-15 19:00:07 发布在
席德·梅尔的文明®VI
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