《奇迹时代4》全面资源指南

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奇迹时代4
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资源优先级深度解析 简介 欢迎来到《奇迹时代4》资源强度排名。《奇迹时代》是一款4X游戏,与《文明》《魔法门》《魔法大师》等游戏有许多相似之处。游戏的宏观操作可能会让人感到复杂。因此今天,我们将详细介绍游戏中的七种不同资源。 众所周知,城市通常是我们主要的收入来源。一座城市会产出七种主要类型的资源。它们分别是: 粮食 生产力 征召值 金币 魔力 知识 帝国值 其中金币、生产力、粮食、帝国值以及偶尔的魔力用于城市发展,金币、魔力和征召值用于单位生产。金币、魔力和帝国值还会在每回合被消耗以支付单位维护费用。 在接下来的7个部分中,我将按照资源的总体重要性顺序详细介绍每种资源。需要注意的是,某些资源的重要性可能会因你的构筑而有所不同。前两部分将介绍金币和帝国值。 金币 金币是《奇迹时代4》中最重要的资源,因为它是发展城市和前哨站、建造常规单位、支付常规单位维护费用以及在围城期间启动围城项目所必需的。通常建议不要同时排队建造多个建筑或单位,因为队列中项目所花费的金币不会带来任何收益,而且这些金币可能在其他地方需要。 每个单位通常会消耗可观的维护费用,具体如下: 一级单位每回合维护费为8金币, 二级单位为12金币, 三级单位为20金币, 四级单位为30金币, 五级单位为60金币, 而一个没有任何加成的金矿每回合仅产出5金币。 由此可见,金币收入会限制常规单位的军队规模,在单位生产和维护上过度花费金币可能会阻碍城市的发展。因此,能够降低维护费用的加成效果会非常强大,因为它们可以让你在相同的维护费用下拥有规模大得多的军队。这是一张随着维护费用降低,有效军队规模变化的图表

As we can see, the effective army size increases inversely as upkeep decreases. Do note that upkeep reduction are capped at 50%. Regardless, it is important for most non-war oriented builds to not host an oversized normal unit military as the high upkeep will cripple the gold supply, halting your economic growth and putting you in an economic and research disadvantage in the mid late game. Don’t be afraid to dismiss units if they are no longer needed. -------------------------------------------------------------------------- In addition to normal city development, available gold can be spent to recruit normal units through the Rally of Lieges. Since units obtained through the Liege list do not cost draft, and generally cost less in gold to recruit compared to building similar tier units in the city, it is recommended to acquire units through the Rally list should there be no specification for the unit in need. (Chart to compare gold and production cost for recruiting vs rally) Units available in the Rally list depend on the player’s relation to free cities, in addition to wonders that players have captured. While units from Rally of Lieges may not be available to all players in the early game without Wonder Architects Trait, it becomes more relevant as players annex wonders and gain free cities starting around early-mid game. -------------------------------------------------------------------------- Gold could also be spent on building outposts. Since upkeep for each outpost is 10 gold, outposts in a province with a gold node have no upkeep. Outposts cannot benefit from food, production, or draft, but will be able to benefit from gold, research, and mana. They can also be used to capture magic resources and ancient wonders far away from your cities, potentially overshadowing the need for regular provinces. Since units can only heal in friendly provinces without any perks or spells, outposts can also serve as a recovery location for units. Outposts can also develop stone walls or work camps at the cost of gold, allowing you to improve defense on your outpost or annex more tiles for magic materials/wonders. This can also be used to prepare an outpost for city development, as it is a cost efficient and quick way to build stone walls or gain a population for a new city. -------------------------------------------------------------------------- Abundance of gold can be used to rush buildings or units if needed at a 2 gold to 1 production or draft ratio. This exchange rate can be improved by buildings such as Luxury Markets. These options can make a player more adaptive as being able to rush units and buildings provides the player with more options to respond to bad situations. -------------------------------------------------------------------------- Gold is also spent in sieges. Siege projects can provide the attacker with unparalleled edge in this uphill battle. Most of them cannot be made possible without gold or mana. -------------------------------------------------------------------------- In summary, gold is the most valuable resource as it is required for city/economic development, unit production, and upkeep. Its income determines the limits of your army size, and ability to develop your economy. Moreover, gold can sometimes replace the need of draft by supplementing your army with cost effective units through Rally of Lieges post early game. Having an abundance of gold will also open up more options to respond to various challenges, such as rushing units, or initiating siege projects. Imperium Next, let's talk about imperium One of the primary uses of imperium is Empire development, which is reasonably similar to civics in many other games. Empire development can provide you with many tactically or economically significant perks that can alter the way your empire develops and plays. The perks unlocked in the empire development tree are dependent on your affinity, and will be available based on the amount of turns passed and affinity you have. ------------------------------------------------------------------------------------ Imperium is used when absorbing captured or vassal cities into your empire. It is also used in migrating, a process where you absorb a city but replace the original city race with your own. Moreover, imperium is also necessary to convert outposts into cities and increase your city cap. It is generally recommended to capture/build new cities early and near wonders to fully utilize your city cap, as each city is a powerhouse for your economy. Avoid going above city cap as each city above city cap will penalize your city income by 25%. Do note that it cost 200 Imperium to absorb, migrate, or found a new city. Raising the city cap cost 200 imperium for the first time, and increases by 300 for each time you raise it. ------------------------------------------------------------------------------------ Imperium can also be used to boost allegiance gain. This is generally used to help secure vassalization of a free city from another player. It can also be used to rush population should there be a need to annex a province quickly. It is to note that the imperium cost varies based on the amount of turns left for the next population to complete. It is fair to say that this cost reduces as the food income of a city increases. ------------------------------------------------------------------------------------ Units that are Tier 4 or higher will also have a small imperium upkeep. Tier 4 units cost 3 imperium per unit while Tier 5 cost 7 imperium. This upkeep is generally negligible in the late game but could be significant if there are too many high tier units. ------------------------------------------------------------------------------------ In summary, Imperium is important as it is required for obtaining game changing perks as well as building new cities, boosting your economy and combat capacity. Moreover, it is also used in securing vassalage and an abundance of imperium can be used to rush populations for province gains. In addition to gold and mana, imperium income also serves as a limit for your late game high tier army size. All of these factors make Imperium the second most important resource in the game. For the next three parts, I will be talking about production, Knowledge, and mana, which I considered to be ranked equally. Production While production only has a single purpose, to build infrastructure and special province improvements. Infrastructure and special province improvements are what spearheads our city resource incomes while amplifying our province yields. Unlike draft, cities are generally always constructing new infrastructures, and are converted into gold when no buildings are being constructed. Unlike gold mines, there are more useful perks and special improvements that synergize with quarries. Quarries are also way more abundant than mines, making them easier to group and amplify. ------------------------------------------------------------------------------ In summary, infrastructures are what amplifies and spearheads your empire’s economy, and should not be taken lightly. More infrastructure will make your cities happier, harder to siege, and produce more. By stacking production, you are also preparing your cities for gold production once all infrastructures are completed. While the conversion rate is only 1 to 4, gold is extremely useful, and production is easier to specialize towards, in comparison to gold. Knowledge is just as important, as we will see in the next section Knowledge Knowledge is required for unlocking units higher than tier III, as well as new spells for battle, over world, transformations, enchantments, and sometimes new infrastructure. These spells can define how your build plays as the enchantment and transformation can give you various combat and economical advantages. Finishing about 4 spells will also allow you to unlock a new book. Most books will also unlock a special province improvement. It is to note that each book you unlocked provides you with 5 to 10 over world and in battle casting points. It will also add onto your Affinity, which is mainly used to unlock tier 4 & 5 tomes, as well as empire development options. ------------------------------------------------------------------------------------------------ In summary, research is similar to science in most other 4x games. However, unlike other 4x games where production and draft is needed to employ what is unlocked by science, knowledge instead requires sufficient gold income, mana income, and casting points to utilize and sustain majority of the perks unlocked. Mana Mana is a resource that funds your spells. It is needed to pay upkeep in addition to funding spell casts and few siege projects. The main reason why I would rank this below gold is: it has fewer applications when compared to gold and overflow of mana stored will not benefit the caster as mana cannot be used to rush anything. While most spells are self explanatory, spell casts in battle are limited by your battle casting points. Each turn outside of battle, you can only use as much mana as your world map casting points. World map casting points can be seen as production but specifically for overworld spells and summoned units as long as there is mana avaliable. Unit or City Enchantment and Summoned units also require a constant mana upkeep. Mana can also be spent in a few siege projects. ------------------------------------------------------------------------------------------------ In summary, while it is important to keep your mana gain positive for overworld and battle casting, it is also important to avoid storing too much mana as storing large quantities of mana does not benefit the caster. Large quantities of mana can be difficult to make full utilization of in a short time due to the limitation of casting points. As mana can help buff normal units or recruit magical units into the roster, it is reasonable to keep a sizable list of enchantment or magical army to extend your military might without putting a heavy toll on your gold income. It is worth to note that with transmute resource spell from the materium tomes synergizes really well when you stack a huge amount of mana production, pushing it to a S tier resource for cities with transmute resource buff. In the last two sections, we will be detailing food and draft, which I consider to be the least important. Food While food is critical for annexing tiles to get province improvements, wonders, magical materials, friendly zones for healing, and placing claims, placing an outpost can do many of those tasks with potentially no upkeep. Therefore, the main purpose of food is for city development, which outposts cannot do. However, the reason why food is one of the least important resources is due to its increasing food cost to gain a population as the population of a city increases. As we can see through the following chart:

一个6人口城市增长到7人口所需的食物成本是3人口增长到4人口的两倍。而10人口城市的增长成本则是6人口城市的两倍。另一方面,每个省份的资源收益并不取决于城市规模,更多地取决于城市的基础设施和地理位置。请注意,每人口也会消耗2食物。 总之,虽然这种资源在新城市中对促进省份快速发展相当有用,但随着城市的发展,其作用会急剧下降。前哨站也可以替代食物的部分功能,且不受城市连接的限制。征召与生产机制类似,但仅适用于单位,且存在诸多缺陷,容易造成浪费。由于维护费用的存在,一旦军队规模达到足够水平或完成补充,城市往往会停止生产单位。这种情况在中期游戏中尤为常见,因为此时单位损失并不频繁。没有单位队列的城市会将征召产能以1:4的低比例转化为食物,从而造成征召产能的浪费。虽然生产机制与之类似,但金币的用途和价值远高于食物。 此外,征召的主要功能可能会被领主征召所掩盖,因为领主征召能以更低的初始金币成本提供单位,且无需征召成本。 需要注意的是,对于一个频繁征战的帝国而言,征召可能更为重要。如果单位维护费用较低,情况尤其如此,这会导致部队损耗更为常见,同时也会促使玩家将过剩的单位更多地用于频繁的战争和扩张。 此外,封臣每几回合能提供的部队数量是有限的,在这种情况下无法替代征兵的作用。 综上所述,除非你是一个极度好战的帝国,否则在游戏的大部分时间里,征兵的总体价值仅为粮食的四分之一。 生产资源通常用于建造基础设施和发展经济,而征兵则常常被浪费,因为招募过多部队会导致巨额的维护费用,可能会严重阻碍帝国的经济增长。结论 总而言之,我将金币列为S级资源,帝国币和知识列为A级资源。生产力和魔力根据你的构筑和游玩风格,处于A到B级区间。食物为C级,征召为D级。如果你的帝国非常侧重战争、持续生产单位,并且叠加了大量维护费用减免加成,那么征召也可能达到B级。