
西班牙是一个潜力超乎初印象的独特文明。本指南将详细介绍西班牙的战略、特色单位与建筑,以及对抗他们的方法。 简介 注:本指南默认你拥有所有影响游戏机制的DLC和扩展包(所有文明包、远古世界奇观、神与王及美丽新世界)

在古典时代,如今的西班牙土地上居住着凯尔特人与伊比利亚人,后被迦太基人和希腊人殖民。直到日益壮大的罗马共和国夺取了这些土地,并向内陆扩张,最终征服了整个伊比利亚半岛。罗马帝国衰落之后,这片土地落入哥特人统治,随后又被庞大的倭马亚哈里发国控制。始于8世纪的收复失地运动见证了西班牙各王国重获独立——最后一个伊斯兰酋长国灭亡的那一年,恰逢西班牙资助的克里斯托弗·哥伦布探险队抵达美洲。此后,西班牙在新大陆的扩张中达到了鼎盛时期。在前哥伦布时代,那些最为强盛的帝国在脚下分崩离析,为你带来了巨额财富和广袤的新领土去统治。 但好景不长——正如在欧洲本土,法国人开始征服扩张,美洲人民也为自由而战。尽管西班牙在数十年内仍保有部分殖民地,但这个国家已元气大伤。近年来,经济灾难沉重打击了西班牙。然而,在你的统治下,这个崭新的西班牙能否前景光明?在国家危难之际执掌大权。在这个勇敢的新世界中探索新的土地。派遣征服者征战沙场,或是凭借自然之美实现和平。建立一个能够经受时间考验的文明。

在深入介绍本指南之前,为了新手玩家能更好理解,先解释一些我会用到的术语。 无限城市扩张:简称ICS。一种尽可能建造更多城市的策略,也就是在整个游戏中快速扩张。 政策树完成奖励:完成一项社会政策树后获得的奖励(例如自由政策树的奖励是免费伟人)。 GWAM:指大作家、大艺术家和大音乐家。这三种伟人可以创作伟大作品来提升旅游业绩,进而达成文化胜利。 NW:自然奇观的简称。 政策树开启奖励:解锁一项社会政策树时获得的奖励(例如自由政策树的开启奖励是每个城市+1文化)。 快速扩张:简称REX。专注于快速建造大量城市,这是西班牙在游戏中期的强项。 狙击:指无视其他城市,直接摧毁敌方文明首都的行为。由于获胜只需成为最后一个拥有初始首都的文明,因此在游戏后期,这是对付拥有大量城市的文明的有效策略。 侦察单位:一种能为远程单位(通常是 siege unit)提供目标视野的单位。通常,siege unit 的最大射程大于其视野范围,因此需要侦察单位。 龟缩:即“龟缩防御”。指一种高度防御状态,限制扩张。在多人游戏中,让其他玩家陷入这种状态是一种有效的策略。UA - 独特能力 - 文明拥有的无需建造的独特事物。 UU - 独特单位 - 替代普通单位的特殊单位,仅能由特定文明建造,或与军事城邦结盟后获得。 独特事物 - 独特能力、独特单位、独特建筑、地格改良和伟人的统称。 铺城流帝国 - 拥有大量城市但每个城市人口较少的帝国。为充分利用分散的自然奇观,西班牙最适合采用铺城流玩法。 概览(第一部分/共两部分) 起始倾向

西班牙倾向于沿海地块。这意味着你在游戏初期能更有效地进行海上探索,也有助于更轻松地将征服者派往海外。 特色内容 西班牙拥有两个特色单位,一个在中世纪,一个在文艺复兴时期,此外还有一个贯穿整个游戏的特色能力。 特色能力:黄金七城 发现自然奇观可获得金币奖励(通常为100)
在正常速度的游戏中,第一个发现自然奇观的玩家将获得更高的金币奖励(通常为500金币)。
在正常速度游戏中,发现自然奇观或境内拥有特定自然奇观(如青春之泉)所获得的快乐值翻倍。自然奇观的地块产出翻倍。翻倍的地块产出同样适用于万神殿的【与自然同在】信条以及世界议会的【自然遗产地】决议。特色单位1:征服者(替代骑士)

一个骑乘近战单位 技术 淘汰条件 升级自 升级至 生产费用 购买费用 所需资源

骑士精神 中世纪时代 第二列 (总第七列)

军事学 工业时代 第一列 (总第十列)

战车弓箭手
)*

骑手(130
)*

éŞĺ ľ
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500
*

1 马匹 *假设为正常速度游戏。 力量 远程力量 移动力 射程 视野 负面属性 正面属性 20
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【无防御地形加成】 【可在攻击后移动】 【双倍登船防御】 【无需光学科技即可登船】 【可消耗自身在不包含首都的陆地上建立城市】 【负面调整】 - 标准速度游戏中,生产力消耗从120提高至135(+13%) - 标准速度游戏中,金币消耗从460提高至500(+9%) - 标准速度游戏中,从战车射手升级的费用从135提高至165(+22%) - 标准速度游戏中,从骑兵升级的费用从100提高至130(+30%) 【一次性正面调整】 - 标准速度游戏中,升级费用从220调整为190(-14%) - 视野从2提升至4 - 攻击城市时无惩罚 - 可消耗自身在不包含首都的陆地上建立城市 【升级后保留的正面效果】 - 双倍登船防御 - 可登船在未研发【光学】科技的情况下启航 特色单位2:西班牙大方阵(替代火枪手)

标准近战单位 科技 淘汰条件 升级自 升级至 生产费用 购买费用 所需资源

火药 文艺复兴时期 第一列 (总第八列)

膛线 工业时代 第一列 (总第十列)

长剑兵(90
)*

步枪兵(140
)* 160
570
【假设为正常速度游戏】 力量:26 远程力量:无 移动力:无 射程:无 视野:无 负面属性:无 正面属性:无
N/A 2
N/A 2 None 对骑兵单位有50%加成 负面改动 普通速度游戏中,生产力消耗从150提高至160(+7%) 普通速度游戏中,金币消耗从540提高至570(+6%) 普通速度游戏中,升级费用从70提高至90(+29%) 一次性正面改动 普通速度游戏中,升级费用从160降至140(-12.5%) 战斗力从24提升至26(+8%) 对骑兵单位有50%加成 其他改动 被归类为标准近战单位而非火药近战单位,这意味着...采用“ warrior code”社会政策后,西班牙大方阵的建造速度提升15%。 祖鲁文明的特色单位“ Impi”(祖鲁战士)对火药单位的25%加成对西班牙大方阵无效。 快速概览(2/2) 胜利路线 注:以下评分是基于该文明游戏体验的个人观点。你可能会发现以非常规方式更有效地利用该文明的方法。
文化性:8/10
外交:6/10
统治模式:8/10
科学:6/10 西班牙在统治胜利和文化胜利方面都表现出色。无论选择哪种胜利方式,都高度依赖强大的宗教。一个可行的思路是在游戏中期向文化型玩家宣战,夺取他们的伟大作品,然后决定将哪种策略作为主要路线,哪种作为备用方案。独裁和秩序意识形态都能与这两种胜利路线协同作用。 相似文明与独特能力 总体而言 没有与西班牙明显相似的文明,但有一些文明在玩法风格上存在一定相似之处。西班牙通过自然崇拜万神殿可以获得高额信仰产出,同时还能获得一些快乐加成(毕竟西班牙发现自然奇观带来的快乐效果是其他文明的两倍),并且鼓励海外定居(无论是为了自然奇观,还是由于征服者的定居能力),这些优势与印度尼西亚的部分优势相似。印度尼西亚与西班牙的显著不同之处在于其军事巅峰时期—— Kris 剑士出现在古典时代,而西班牙的军事巅峰则在中期。 相同的起始倾向 沿海起始倾向是游戏中最常见的。除西班牙外,拜占庭、迦太基、丹麦、英格兰、印度尼西亚、日本、韩国、奥斯曼、波利尼西亚、葡萄牙和威尼斯也具有沿海起始倾向。与乌克兰类似 尽管其他文明没有与自然奇观相关的独特加成,但早期探索以获取独特优势的动机在肖肖尼的侦察兵替代单位——探路者身上同样可见。在这种情况下,优势围绕着远古遗迹展开。 与征服者类似 其他替代骑士的独特单位包括阿拉伯的骆驼弓箭手、蒙古的怯薛、暹罗的纳黎萱战象以及桑海的曼德卡鲁骑兵。 上述列表中的最后一个单位是与征服者最相似的独特单位。两者在攻击城市时都没有惩罚,并且都有双倍的登船防御力(就曼德卡鲁骑兵而言,这是通过桑海的文明特性实现的)。征服者成本更高,但拥有更多能力(额外视野和海外定居能力)。 骑兵单位的视野加成同样适用于奥地利的轻骑兵和奥斯曼的西帕希骑兵。 与西班牙大方阵类似。 其他火枪手独特单位包括奥斯曼的耶尼切里、美国的 minuteman 和法国的火枪手。法国火枪手的战斗力甚至高于西班牙大方阵,但缺乏对骑兵单位的加成。 西班牙大方阵对骑兵的加成与暹罗的纳黎萱战象相似。两者出现时间相近,尽管比枪骑兵出现得更早,但提供的反骑兵加成比枪骑兵更高。 独特能力:黄金七城。 西班牙的独特能力让自然奇观变得极为出色。如果你想获得它们,就必须尽快知道它们的位置。 发现时获得金币。

西班牙的UA(独特能力)在这方面常被认为是靠运气驱动的。由于你完全不知道自然奇观的位置,所以无法保证自己会是第一个发现任何自然奇观的文明。但仅仅因为它依赖运气,并不意味着你无法影响这种运气…… 你需要尽快建造侦察兵。最好从一开始就着手建造。尽早发现自然奇观带来的收益远超侦察兵的成本,这些收益很可能足够你建造一个工人、一辆商队,甚至可能是一个移民!获得的金币最好用于支持你向已发现的自然奇观扩张,以充分利用其双倍地格产出。考虑到许多自然奇观都位于沿海,尽早建造三列桨战船也是个不错的主意。 在某些地图上,你可能会遇到其他任何玩家都未曾涉足的大陆或岛屿。这些是游戏中期获取资金和进行殖民的绝佳机会,且运气成分较低(除非游戏中存在波利尼西亚文明,他们很可能在你离开起始大陆之前就探索完整个世界)。

上图:即便你不是第一名,在标准速度游戏中100金币依然很有用。额外发现快乐

上图:此地图上有四处自然奇观,因此西班牙可获得8点快乐值! 在影响快乐值的文明特性中,西班牙文明特性的这一方面可能是最持续有用的(荷兰的文明特性依赖贸易,印度的文明特性对过于扩张的帝国效果不佳,而印度尼西亚的文明特性则要等到开始殖民其他大陆时才会生效)。几乎可以肯定的是,你在游戏中的某个时刻会发现所有的自然奇观。 诚然,西班牙获得的快乐值总量可能远低于其他文明,但这一快乐值加成会持续整个游戏。这一总加成可以让你的帝国比其他情况下多支持一座城市,并帮助你在中期游戏中避免陷入不快乐状态。 双倍地格产出

上图:带有“与自然同在”万神殿的大台地。我为了让它纳入巴塞罗那的城市半径,特意征服了一个城邦。 这一点很棒但难以预测。除非你玩的是特定剧本或真实地球位置地图(或类似的地图),否则每局游戏出现的自然奇观都会不同。 通常,自然奇观要么让在该区域建立的城市获得强劲开局(食物、快乐或生产力加成),要么让城市在长期贡献良多(金币、信仰或文化加成)。各个自然奇观将在单独章节中介绍,因为内容较多。 那么,我们如何围绕自然奇观制定一套稳定的策略呢?答案就是“与自然同在”万神殿信仰。得益于西班牙的UA,其效果会翻倍,因此自然奇观提供的+4信仰会变为+8。这实际上是一个非常有用的加成,因为它不仅适用于所有自然奇观,而且可能足以让你优先选择宗教。高信仰产出与诸如佛塔、大教堂和圣战士等追随者信条相得益彰。其中圣战士信条允许你用信仰购买前工业时代的单位,包括你的两种独特单位。这很好地补充了其他组建军队的方式。 这并非唯一的自然奇观加成。在游戏后期,世界议会的自然遗产地决议会为自然奇观增加+5文化值,而西班牙则会获得+10文化值。这能让你更快地解锁意识形态,从而在游戏后期保持强势。

上面提到:你会喜欢大堡礁,尤其是在同时拥有【与自然和谐】和【自然遗产地】的情况下。更不用说这张截图处于黄金时代,每块地格都能额外提供1点金币。 记住,酒店、机场和国家游客中心会根据自然奇观的文化值等因素为你提供旅游业绩。由于你的文明特性(UA)能使文化值翻倍,这也意味着旅游业绩同样翻倍,因此文化胜利并非不可能。 总结: 1. 立即建造侦察兵以寻找自然奇观。一旦能够建造三列桨战船和卡拉维尔帆船,它们也是不错的选择。 2. 率先发现自然奇观能为你提供足够的金币来购买移民。务必这样做——尽早拥有第二座城市是巨大的优势。额外的自然奇观带来的快乐值虽然不高,但对于度过快乐值匮乏的中期游戏很有帮助。 尽可能占领更多自然奇观,并利用“万物有灵”万神殿以及世界议会的“自然遗产地”决议来增强它们的效果。 自然奇观:A-G 现在让我们更详细地了解这些自然奇观。首先需要说明的是,随机生成的地图中自然奇观的数量与其尺寸相关。大堡礁在此数量限制中算作一个自然奇观: 决斗:2个 极小或小型:3个 标准:4个 大型:6个 巨型:7个 接下来我们依次介绍每个自然奇观,包括它们的产出以及使用方法。本节中的“异教产出”指该自然奇观对西班牙以外文明的产出。文中提到的“priority”(优先级)指的是那些初期值得优先定居的自然奇观。不过,得益于“与自然合一”和“自然遗产地”等加成,完全避开任何自然奇观并非明智之举。 除标记为“稀有奇观”的之外,所有奇观的生成概率均等。稀有奇观彼此间的生成概率也各不相同,因此会按稀有程度从最稀有到第四稀有进行排序。巴林杰陨石坑

中等优先级 异教徒产出:2
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西班牙产出:4
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样样稀松,巴林杰陨石坑通常出现在沙漠中,因此难以从中获得太多收益。不过,4金币有助于在城市发展初期维持其运作,而其提供的科技值虽然达不到学院的标准,但仍值得开发该地块。 在真实地球开局地图中,你经常会在大台地附近发现它。如果能同时拥有两者,就能打造一座不错的产金城市,对于自然遗产地而言则更为有利。 塞罗德波托西 稀有奇观 - 第四稀有

高优先级 异教徒产出:10
西班牙产量:20
没错,每回合20金币。如果你占据了波托西,运作该城市的收益对帝国而言几乎总是盈利的。即便周边所有地块都很贫瘠,为了它也值得去争取,其重要性不言而喻。优先在该城市建造市场和银行等建筑,并大量修建贸易站以充分利用其价值。 黄金国 稀有奇观 - 第二稀有

高优先级 异教徒产出:5
一次性500
若为首次发现。西班牙产出:10
一次性500
如果是首个发现,除了UA提供的黄金外,还能获得额外收益。拥有自然遗产地时,每回合可产生可观的20点文化值;若同时建有酒店和机场,还能额外获得20点旅游值!拥有黄金国的城市非常适合建造国家游客中心【一种国家奇观】,这样单个地格每回合最多可产出40点旅游值。青春之泉:稀有奇观——最稀有

极高优先级 异教徒产出:10
当处于文化边界内时,与其相邻的单位将获得特殊晋升,使它们在治疗时每回合额外恢复10点生命值,且该效果在升级后依然保留。西班牙产出:20
当处于文化边界内时,相邻单位将获得特殊晋升,使其在治疗时每回合额外恢复10点生命值,且该效果在升级后依然保留。 有了【与自然合一】,你的幸福度问题将迎刃而解。这相当于在一个格子内拥有两座【巴黎圣母院】,且无需任何生产力消耗。 关于该晋升,对西班牙而言并无特殊加成(此处不会获得双倍治疗效果),但仍需指出的是,它对军事行动大有裨益。与【行军】晋升搭配使用时,能让单位极难被消灭。需要注意的是,所谓的“双倍治疗速率”实际上是单位在治疗时每回合获得10点生命值的固定加成。 【大平顶山】

中等优先级 异教徒产出:2
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西班牙产出:4
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位于自然奇观之间的某个地方。可以将其视为没有黄金资源的金矿——兼具现金和生产力,有助于建造单位和建筑并维持它们。记住,无需改良就能让你的城市更快发展。 在真实起始地球地图中,它通常位于巴林杰陨石坑附近。 大堡礁

极高优先级 异教徒产出:2倍(2
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西班牙产出:2倍(4)
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大堡礁总是以两个区块的形式出现,这意味着可以获得两次发现快乐(若有与自然合一政策则每回合+16信仰,若有自然遗产地政策则每回合+20文化)。4点食物能让城市快速发展,而生产力则弥补了城市位于沿海的不足。仅从表面价值来看,它无疑是你能找到的最佳自然奇观之一,但要记住它位于近海,因此很难被纳入文化边界内。 自然奇观:H-L 所罗门王的宝藏:稀有奇观 - 第三稀有

高优先级 异教徒产出:6
西班牙产量:12
巨大的产出加成能让城市的基础设施以极快的速度建设起来,这可能使其成为一座不错的城市,适合用来抢占一些世界奇观或生产特色单位。喀拉喀托火山

中等优先级 异教徒产出:5
西班牙产量:10
由于你需要在科技树的不同分支中同时研发三项科技(骑士精神、火药和天文学)才能充分发挥你的独特优势,因此良好的科技加成总是受欢迎的——在工业时代之前,这项加成比学院的加成更高。唯一的问题是,喀拉喀托火山很难纳入文化边界,因为它往往位于离海岸相当远的海域。 维多利亚湖

高优先级 异教徒产出:6
西班牙产量:12
两个空中花园都免费!西班牙特色的维多利亚湖的重要优势在于,即便是被安第斯山脉半数山峰环绕的印加梯田农场,也无法产出如此多的食物——它无疑是游戏中食物产量最高的地格。快速发展的城市是专注于专家和伟人产出加成建筑的理想地点。 如果维多利亚湖毗邻河流,那么整条河流的宽度会比通常宽得多。因此,如果你看到一条异常宽阔的河流,沿着它走就能找到这个珍贵的奇观。 自然奇观:M-Q 富士山

中高优先级 异教徒产出:2
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西班牙产出:4
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富士山无论在游戏前期还是中期都能提供巨大帮助。前期,它能帮助你尽早获得信仰,更快解锁社会政策,还能支持建筑或单位的维护。中期,其产出的金币和信仰将在你招募军队的过程中发挥重要作用。唯一的缺点是缺乏食物或生产力,导致运作它的城市无法立即发展起来。 冈仁波齐峰

高优先级 异教徒产出:2
在文化边界内时。6
西班牙产出:4
在文化边界内时。12
部分覆盖城市建造的快乐消耗并获得大量信仰值。太棒了!虽然它不像西奈山那样是惊人的信仰来源,但快乐对于支持征服至关重要。乞力马扎罗山

高优先级 异教徒产出:3
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所有相邻单位获得【海拔训练】晋升(升级后保留),该晋升提供双倍丘陵移动力和10%丘陵战斗加成。西班牙产出:6
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所有相邻单位获得【高原训练】晋升(升级后保留),该晋升使单位在丘陵地形移动力翻倍,并在丘陵战斗中获得10%额外战斗力。 与【青春之泉】类似,它能为单位提供晋升,但强度较低。它就像是【阿尔罕布拉宫】和【空中花园】奇迹的结合体,效果集中在单个地块上。【高原训练】晋升有助于征服其他多山的自然奇观,这些奇观通常位于丘陵地带(尤其是在真实地球起始位置的地图中)。 西奈山所在的地块本身也不错,能帮助城市快速发展,同时提供的文化值在游戏早期相当可观。

高优先级 异教徒产出:8
西班牙产量:16
信仰界的波托西。凭借【与自然合一】,你能在单个地格上获得24点信仰值,这是所有单地格资源中最高的。这将让你的宗教难以被阻止。缺点是该地格无法直接为城市提供增长所需的资源。除非你正处于争夺信条的激烈竞争中,否则在城市至少达到3人口前,优先开发其他地格。老忠实泉

低-中等优先级 异教徒产出:3
在文化边界内时。2
西班牙产出:6
在文化边界内时。4
即使产量翻倍,科技产出依然较低。【与自然合一】将使该地块更具价值。如果【老忠实泉】位于沙漠地块(有时会出现这种情况),它将像其他所有沙漠自然奇观一样受到【佩特拉古城】的影响(但+1食物和产能不会因你的文明特性而翻倍)。 自然奇观:R-Z 直布罗陀巨岩

高优先级 异教徒产出:2
, 5
西班牙产量:4
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这是一处较为出色的自然奇观,尤其在真实地球或欧洲地图中,当西班牙初始位置紧邻它时表现格外优秀。它能提供相当于科技强化后的草原农场的食物量,以及非西班牙所属波托西的金币产出。 和所有提供食物的自然奇观一样,它的一大优势在于城市会优先开发它,让你能立即获得所有收益,并且由于马上就能拥有优质的食物地块,城市可以更快发展,无需等待建造农场来缓慢提升增长速度。 圣足山

高优先级 异教徒产出:2
在文化边界内时。2
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西班牙产量:4
在文化边界内时。4
, 8
基本上是一个自给自足的信仰来源。其带来的满意度足以覆盖为开发它而建立城市的成本,而食物则能满足开发它所需的市民消耗。因此,几乎没有理由不建立城市来开发它。乌鲁鲁

中高优先级 异教徒产出:2
, 6
西班牙产出:4
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与冈仁波齐峰非常相似,但它鼓励城市向高处发展而非横向扩张。该自然奇观往往周围有大量沙漠地块,这使得开发利用变得更加困难,但泛滥平原可以提供帮助。和所有提供食物的自然奇观一样,一旦该地块纳入城市范围,城市很可能会立即开发利用它,因此你能尽早获得信仰值。 特色单位一:征服者

征服者是一种极其出色且用途广泛的独特单位。它能发现城市、攻占城市,甚至还能建立城市。它堪称桑海文明曼德卡鲁骑兵的超级加强版(甚至拥有与桑海单位相同的双倍登船防御力!),并具备一系列强大的能力。 【更高的成本】 征服者的成本比普通骑士高出13%。考虑到与其他单位相比,它们的实力并无过人之处,这可能是征服者的一个劣势。因此,要充分发挥它们的作用,需让它们远离长枪兵的攻击范围(比普通骑士更要注意这一点),除非你正在攻击城市。 【双倍登船防御力】

让我们从最小的优势说起。双倍登船防御降低了对护航海军单位的需求。实际上,你的征服者在海上的初始强度会高于三列桨座战船(这在很大程度上使他们能安全抵御野蛮人)。登船防御在后期时代会提升,所以如果你在游戏后期保留任何征服者,这个晋升仍然有用。 卡拉维尔帆船可能会带来一些麻烦。它们比你快,而且征服者拥有的额外视野在登船时不起作用。 【+2视野】

上文:利用哨兵晋升可进一步强化 conquistador(征服者)。此加成使征服者成为少数能拥有与移动距离相等视野的骑兵单位之一,这在需要提前规划的军事情况下非常实用。叠加哨兵晋升后,征服者的视野可达5,使其成为游戏中最优秀的陆地侦察单位之一。视野加成在侦察时效果显著——当你发现新大陆时,可凭借高移动速度和视野快速扫描该区域,寻找自然奇观和远古遗迹。作为防御手段,视野能有效阻止蛮族出现,因为蛮族只会在已探明的领土上生成。在领地内合理部署征服者能保护工人安全,并能提前预警其他文明的来袭军队。 若带领征服者参战,其高视野与 siege units(攻城单位)搭配效果极佳,可充分发挥攻城单位的射程优势(攻城单位视野仅1格,但射程为2格)。 注意,升级单位后视野加成会消失。不过好在它们要到工业时代才会过时,因此有很长的使用窗口期。即便到了工业时代,你也可以保留一个征服者作为 artillery(火炮)的侦察兵——只需将其部署在城市附近的丘陵上,并让更强的单位在周围担任护卫即可。 无城市攻击惩罚。 你发现了一片新的大陆,那里甚至还有自然奇观!但有些烦人的原住民不会轻易放弃他们的圣地,一场战斗在所难免…… 征服者单位没有骑士通常会有的33%城市攻击惩罚。换句话说,这使他们对城市的攻击力比标准骑士高出50%,但缺乏防御加成再加上对长矛兵的脆弱性,意味着没有支援就很难让他们全力冲锋。一个好策略可能是攻击防御较弱的城市,或者在开阔地形对城市进行打了就跑的战术。当西班牙大方阵出现后,其他人将很难夺回城市。 你不能像桑海文明使用曼德卡鲁骑兵那样使用征服者单位。西班牙骑士比桑海骑士贵23%,因此最佳策略可能是只带一个,既作为侦察兵,又能对城市造成最后一击并将其占领。可以建立城市

上面:我使用征服者清除了岛上的野蛮人,然后在大堡礁两侧都能覆盖到的范围内建立了一座美丽的城市。之后很快派遣了一名传教士,确保能从中获得大量信仰值。 征服者是除移民外唯一能建立城市的单位。建立的城市不能与你的首都在同一大陆,但除此之外,城市可以正常建造,建造过程中会消耗掉征服者。这可不是小事。 征服者建立城市与传统方式建立城市的关键区别在于单位的建造方式。建造移民时会停止城市增长,而建造征服者则不会。移民无法通过神圣战士信条用信仰值购买,而征服者可以。这意味着游戏中期的大规模扩张无需放缓其他城市的发展,而因无需用金币购买移民所节省的资金可储备起来支援其他单位,或用于为新城市购买地块,亦或是招募工人。 除此之外,由于征服者是军事单位,所以无需护卫。其双倍的登船防御力意味着多数情况下甚至不需要海上护卫。这让你在游戏中期能更快速地扩张,尤其是征服者拥有移民两倍的移动力和视野,使得寻找并抵达理想的城市选址变得轻而易举。 在陆地上,你可以让征服者护送传教士。它们移动速度相同,这意味着一个不会拖慢另一个,并且你可以立即在新城市建立宗教。之后你可以用速度较慢的防御单位护送工人过去,这样能以最高效率建立城市。 由于征服者的速度优势以及无法即时占领城市的特点,即使在它们过时后,如果游戏后期仍有建城空间,保留一些征服者来建立城市可能是值得的。 最后一点,受损的征服者仍然可以建造城市。如果这个单位在战斗中可能无法存活,这是一个不错的避免浪费单位的方法。毕竟,这样建造的城市不会有生命值减少的情况。 总结:征服者不需要护航就能渡海,并且拥有极远的视野范围,是出色的侦察单位。征服者拥有极远的视野范围,这对于侦察敌方领土以及为炮兵提供视野都非常有用。 虽然征服者对城市没有攻击惩罚,但该单位成本相对较高,因此只有在确定能安全撤退,或者能对城市造成最后一击并将其占领时,才应派它们攻击城市。 征服者可以充当超级移民,移动速度更快,能够提前发现威胁,并且具备自卫能力。建造它们不会阻碍城市发展,还可以用信仰值购买,这使其比普通移民更具优势。 升级后保留的特殊晋升:双倍登船防御。 即便在征服者过时后,其视野和建立城市的能力仍使其值得保留一些在身边。特殊单位II:西班牙大方阵(Tercio)

Conquistadors offer a range of special utilities. Tercios are for fighting. They'll beat pretty much any other Renaissance-era land unit (besides the French Musketeer, and even then, it's a close fight) making them an ultimate defender for your Conquistador colonies but also great for going on the offensive. Before war... Before your powerful Tercios enter the battlefield, there's two changes of theirs which will affect how fast you can produce them. The first, more clear one, is that Tercios are 7% more expensive than your standard, run-of-the-mill Musketman. This is hardly noticable in most situations and will likely cause no major problems. The second difference is a little more obscure. Tercios technically count as standard melee units rather than gunpowder, and as such benefit from the 15% production bonus from Warrior Code Social Policy in the Honour tree, unlike regular Musketeers. This means Tercios can actually be faster to build than regular Musketmen! Let's put this in context. Let's say, for example, in a normal speed game, you have a city producing 10 production a turn. A regular Musketeer will take 15 turns. A Tercio without Warrior Code will take 16 turns, but with Warrior Code it'll take 14. Additionally, the fact Tercios count as a standard melee unit makes them immune to the 25% bonus Zulu Impis have against gunpowder units. All the Zulu uniques are focused on raising a large Impi army, but being able to counter Impis makes the whole Civ much weaker. Higher strength Your Tercios will be 8% stronger than the average Musketman, which is half-way between the standard Musketman and the French Musketeer. The difference may be small but in an even fight with another Musketman, it ever-so-slightly gives you the upper hand. Higher strength also helps your units defend better against ranged attacks, useful if you're fighting cities. 50% bonus vs. Mounted units This is your main advantage and a significant one at that. Front-line units (Warriors, Swordsmen, etc) are typically prone to mounted units due to their high speed and, (with later mounted units,) their ability to move after attacking thus making counter-attacks difficult. Tercios turn the tables - even Cavalry will lose to them. In defence, this discourages mounted assaults against you. When attacking, this discourages the defenders from rushing reinforcements. An interesting point about this bonus is that it's one of the only counters for Poland's Winged Hussar. Like the Zulu Impis, Poland's midgame warfare depends greatly on that one unit; sending a few Tercios their way can really ruin their day. Because the bonus doesn't keep when you upgrade the unit, it may be worth keeping some Tercios around into the Industrial era, as they have 1 point more strength than Lancers and a higher bonus against Mounted units. Special promotions kept on upgrade None. Use your Tercios while you can! Social Policies: Liberty, Honour and Piety Spain has lots of options for Social Policies. Generally, you should start with Liberty at least up to Collective Rule (and perhaps the entire tree.) Switching the last half of Liberty for Honour up to Warrior Code gives you a few decent advantages of both, letting you have a reasonable starting infrastructure and an edge to combat - but you'll need to be prepared for plenty of war to make up for the loss of some early developmental advantages. Another approach is to switch the last half of Liberty for Piety up to Reformation if you want a really heavy religion emphasis. For the second tree (or its equivalent), cultural players should go with Aesthetics. Picking up Piety now is also an option for warmongers who didn't take it before, otherwise, Exploration will be helpful due to its naval warfare strengths. Consider taking at least the opener of Exploration if you're playing culturally for a shot at the Louvre wonder. Finally, once in the renaissance era, head to Rationalism for the science bonuses. In all cases, I've included the entire Social Policy trees to allow for excess Social Policies you may have along the way. Liberty Opener Start here. Spain needs to build wide to seize as many natural wonders as possible. The Liberty tree helps with that. 1 culture per city allows new cities to start expanding borders immediately and helps soften rising Social Policy costs. Keep in mind cities favour expanding to resources over natural wonders, so have some cash at the ready to buy tiles with. Republic In the early-game, Spain should focus on infrastructure and expansion. Slightly faster building production will be useful for building Markets in Potosi or Gibraltar cities, for example. Collective Rule This is very important for its free Settler, allowing you to expand quickly without slowing Madrid's growth down so much. Out of all the wide-building Civs, Spain probably builds the fewest Settlers (buy some with discovery happiness, later on there's Conquistadors) but that doesn't stop this policy being very useful. When you're done with that branch, it may be worthwhile to switch to Honour for bonuses that'll help with mid-game warfare or Piety for Reformation. Otherwise, just carry on. Citizenship Citizenship helps you make more out of Workers, saving you some maintenance or letting you develop new cities faster. Meritocracy Stretching more happiness out of your pretty wide empire isn't a bad idea. Representation This policy opens a handy Golden Age for extra cash, culture and production. Reducing the Social Policy cost increase due to new founded cities will be handy for Conquistador colonisation. Finisher A free Great Engineer to rush a world wonder or Scientist to make an Academy to keep your tech rate up is a good idea here. Alternatively, try a Great Admiral - they can cross oceans before you even have Astronomy, making them excellent for finding natural wonders for your UA's gold bonus. A Great Prophet could be useful if you want to develop your religion faster. Honour Opener This will prevent you sending your Settlers out to Barbarian-infested lands or leaving cities only lightly protected, uncertain of where Barbarians are thanks to revealing encampments. It also provides a handy source of culture to help complement your other efforts, as well as the combat bonus against Barbarians meaning they're less likely to burn your farms down. Warrior Code Getting a Great General early is not only good for starting a war, but also useful in defence against early-game warmongers. (Placing a Citadel can also get you a natural wonder off an opponent; useful for those awkward City-States which always seem to be near NWs.) Faster melee production will get your Tercios produced faster by conventional means. Discipline (Warmongering Spain favoured) You'll produce melee units en masse, so combat bonuses for ones adjacent to each other is something very useful. If you're heading down the culture route, you'll be alright to ignore this one. Military Tradition (Warmongering Spain favoured) Again, cultural Spain players should skip this one, but if war is your focus, extra XP will go a long way. Tercios with the Siege promotion are particularly mighty. Military Caste (Warmongering Spain favoured) This is useful for keeping happiness up, while extra culture will help expand city borders faster. Professional Army and Finisher (Warmongering Spain favoured) If you want to carry on with warfare into the later game, it's not a bad idea to faith-purchase new units with Religious Fervour while using cash to upgrade the rest - leaving your cities free to build happiness and gold infrastructure to maintain your conquests. This will let you upgrade all your units faster with lower costs, and gold-on-kills helps cover this cost too. Piety Opener A lot of your faith will hopefully come from natural wonders (aside from the first little bit to get a Pantheon going) but having Shrines and Temples up quickly is still useful. If you're in the business of puppetting your conquests, those cities are likely to build them. Organised Religion Just before we go further, it's worth pointing out that Mandate of Heaven's reduction of religious unit purchasing doesn't apply to Holy Warriors or Religious Fervour. That's why it's a good idea to pick Organised Religion first, as the faith bonus will be useful no matter the route you take. Religious Tolerance If someone else took One With Nature, this still lets you use the bonus by enabling the Pantheon beliefs of the second-most popular religion your cities. In order to bring Religious Tolerance to its full potential, have one city with a majority of citizens following the faith you want to use for its Pantheon. Any Missionaries made in that city will spread that belief rather than your own.Use those Missionaries to spread a little of that heathen honoured faith into the rest of your cities. Reformation This is where you need to make a choice - war or culture? Religious Fervour will put you on the path to a Domination victory, while Sacred Sites is good for culture. Jesuit Education is a possible route to Science, but Spain doesn't have quite so many advantages for it. Mandate of Heaven This will help get Missionaries and the Spanish Inquisition up faster, but more helpfully for a Spanish cultural player, religious buildings. The Sacred Sites Reformation belief gives 2 tourism for every faith-purchased building which with your very high faith generation will propel you towards such a victory. Theocracy A bit of extra gold will come in handy for maintaining units or buildings. Finisher If you don't need the religious spread from the free Great Prophet, they can instead make a very good holy site, with a good faith yield, some gold and some culture (which can be added to tourism later on.) Social Policies: Aesthetics, Exploration and Rationalism Aesthetics (Cultural Spain favoured) Opener Because of all the preparation for mid-game warfare, early expansion and getting a Reformation belief out the way, a cultural Spain starts late into Aesthetics. You'll need to furiously drive your way down these policies in order to get the large tourism bonus the finisher grants you. The opener itself grants you faster GWAM production. Make sure that you have all the guilds up and running early for maximum benefit. Cultural Centres Cultural Spain players work best with the Freedom ideology, as Autocracy relies too heavily on warfare (which for Spain is an either-or matter, it's war or culture, not both - you don't have enough culture for Social Policies for both) and Order relies too much on happiness (which a wide empire lacks) for a level three tourism-boosting tenet. Hence, faster production of buildings up to Broadcast Towers is a particularly useful bonus. Fine Arts Not as useful as to most other culture-seeking players, but still, an extra little culture boost has its uses. Flourishing of the Arts This gives a significant bonus to culture, particularly in cities which have a Natural Heritage Sites-boosted natural wonder. Using Great Engineers to rush wonders in otherwise wonderless cities is a decent idea. Cultural Exchange Conquistador/Tercio warmongering may put other players off trading with you or opening their borders, but a strong One With Nature - boosted religion should at least give you some tourism bonus. Artistic Genius A little boost to tourism from a Great Work, or a Golden Age? Your choice. A bit weaker than the other policies, so best as a final choice. Finisher Now, you get a doubled theming bonus from world wonders and Museums. It's an important push on the way to a culture win. Exploration Opener Exploration is both good for cultural and warmongering Spain, offering bonuses to archaeology as well as naval combat. For warmongering players, the extra speed and sight for naval units gives you a slight edge over other nations in that it's easier to retreat or use sea units as spotters. Remember that you have a coastal start bias, meaning the well-developed Madrid is a brilliant place to produce naval units, but that you can't faith-purchase such units. Purchase the land, produce the sea. Simple. For the cultural players among us, the opener allows you to build the Louvre. You might not quite manage to build it, but if all else fails, you can always take your ex-Tercios and try to conquer the city that did. Naval Tradition You can support all your Conquistador colonies better with happiness boosts to certain coastal buildings. For cultural players, this helps you develop your smaller cities so they can start pulling their weight culture-wise without unhappiness slowing down growth so much. Maritime Infrastructure Coastal areas are often production poor. This helps compensates for that. Your coastal start bias means Madrid should gain from this, making it a more ideal city for building wonders if you're that way inclined. Merchant Navy Covering some maintenance costs will be handy to build either more units or buildings, such as the cheaper culture buildings from Cultural Centres in the Aesthetics tree. Treasure Fleets Sea routes become more profitable than land ones. The +4 gold bonus as a flat bonus makes it useful even for short-distance sea routes, which are easier to defend. Navigation School Better for the warmongers amongst us. Faster Great Admiral gain and movement speed allows you to last longer in war even far away from your own shores. Finisher Purely a cultural thing, so warmongers may have little reason to complete the tree. Finding hidden antiquity sites will give you a tourism boost, especially considering your wide empire will have more sites to exploit than taller-building cultural players. Rationalism Opener Falling behind at science is bad for cultural and domination-minded players alike. Keep your happiness positive, and you'll have a global 10% science boost helping you to keep up with other Civs. Secularism Instant extra science if you have specialists. Humanism Great Scientists are the most useful Great Person for warmongerers, and as they don't raise the cost of GWAMs when created, they're very much worth generating for cultural Civs as well. Generating them faster means, well, even more science. Free Thought Another burst of science, and one particularly useful if you're struggling with unhappiness - setting your cities to work trading posts instead of excess food means cities can still have a good science output without needing to damage your Civ's happiness level by growing taller. Sovereignty Get some gold back from scientific buildings. Particularly good for warmongers who have taken a wide empire but are struggling with upkeep costs. Scientific Revolution Even warmongers can sometimes find partners for research agreements, and the 50% bonus typically means you'll make more science out of the deal than they will. Finisher Your substantial faith output can be put to good work buying Great Scientists. You'll also get a free technology - grab something expensive you're not already researching. Ideology If you're going for a domination victory or an aggressive cultural approach, Autocracy is a great choice. Order is a reasonable alternative for warmongers who want more infrastructural advantages rather than better units. For peaceful cultural players, try Freedom. Seems odd with Freedom's building tall bonuses, but the tourism boost it offers is more consistent than Order or Autocracy. This guide shows the best choices for the first "inverted pyramid" of tenets (3 from level 1, 2 from level 2, 1 from level 3.) If more choices appear in a category, there are particular circumstances that may favour one of the options or another. Level One Policies - Autocracy Futurism (Cultural Spain favoured) Get a considerable tourism boost for generating GWAMs. Hoarding faith up to this point so you can buy lots of GWAMs at once is effective. Mobilisation While it only applies to gold purchasing and not faith, this is still useful as, for example, you can't buy naval units with faith. Fortified Borders Defensive buildings require no maintenance. As such, they're a brilliant source of happiness with this tenet without running out of cash to maintain units with. Elite Forces Helps to maximise the impact of your units, by doing a little more damage. Level Two Policies - Autocracy Lightning Warfare Your old city-rushing Conquistadors may have some pretty nice promotions to upgrade all the way to Landships and Tanks. Enhance the bonus with Lightning Warfare. If you earned March on a Conquistador, now you have a fast-moving constant-healing Tank. Militarism (if razing conquests or if kept conquests can be quickly developed) Militarism offers easy and effective happiness bonuses and will outperform Police State if you're either razing your conquests or can develop your conquered cities fast enough. Police State (if keeping conquests) If you're in the game of keeping your cities rather than razing them, perhaps to maximise faith output in this late stage of the game, (faith output generally scales to the number of cities you have,) Police State works well. Until you've got cities well-developed with XP buildings, it's a better bonus than Militarism. Level Three Policy - Autocracy Clauswitz's Legacy (Warmongering Spain favoured) Finish the job. A large attack bonus should help you get the edge over a rival (or several) in a late-game war. Cult of Personality (Cultural Spain favoured) The 50% tourism bonus for Cult of Personality stacks based on how many common opponents you have with a Civ, meaning huge wars can make huge multipliers. Level One Policies - Freedom (Cultural Spain favoured) Avant Garde A Great Person bonus helps you get GWAMs produced more rapidly, which will help with tourism generation. Civil Society By halving food usage for specialists, you allow your cities to grow faster. You'll need bigger cities for better production of top-end buildings such as Broadcast Towers. Cities near food-based natural wonders will grow particularly fast. Capitalism A little easier than Universal Healthcare to get the full happiness benefits from. Cities around gold-based natural wonders will likely have Banks and maybe Stock Exchanges already. Level Two Policies - Freedom (Cultural Spain favoured) Universal Suffrage The point is to support a switch to building tall in the cities you have. The 50% bonus to Golden Ages is a less useful as they're relatively rare for Spain. New Deal If you need more happiness or lack Great Tile Improvements, take Urbanisation instead. Otherwise, this is a nice bump up for Holy Sites, Academies, Landmarks and the like. Urbanisation Another tenet helping to grow your cities fast while covering some of the unhappiness created. Level Three Policy - Freedom (Cultural Spain favoured) Media Culture This is the reason for taking Freedom over Order, despite it having two bonuses to tourism - Broadcast Towers will provide tourism that works on everyone, rather than those of matching ideology or less happiness. Make sure Natural Heritage Sites is up and running and you have Broadcast Towers as well as Hotels and Airports in all your natural wonder cities for maximum benefit. Level One Policies - Order (Warmongering Spain favoured) Hero of the People You can now make Great Scientists even faster. And other Great People generated by Great Person Points, but that's not so important. Socialist Realism A ridiculously easy source of happiness. Young Pioneers Even more happiness - you'll need it. Level Two Policies - Order (Warmongering Spain favoured) Workers' Faculties Faster Factory construction makes it easier to develop new cities, and a higher science output helps your army to keep up. Five-Year Plan Strong production means you can launch an attack sooner leaving your enemy with less time to prepare. Level Three Policy - Order (Warmongering Spain favoured) Iron Curtain No longer suffer the additional unhappiness or gold costs associated with annexing cities! Combined with natural wonder tourism, your new conquests will remain in a good state after capture, cutting back the time required before you can buy an Airport and start airlifting in units from afar. Religion Spain's at its best with a heavily religious strategy. Without religion, you leave yourself very open to the luck of which natural wonders the game gives you. Pantheon Note that highly-situational Pantheons (including most faith Pantheons) aren't listed here, though picking up a faith Pantheon is a good idea to get a religion going more easily. One With Nature I've mentioned this belief a few times before. You may know by now the +4 faith is doubled for Spain. But you may not realise what this all means. Mt. Sinai now gives 24 faith per turn. Even the weaker wonders are now worth working. And most importantly, this bonus is the same no matter the wonders in the game, bringing more consistency to what could be a fustratingly luck-based Civ. Spain with One With Nature will probably beat Arabia or Morocco with Desert Folklore to a religion. Being the first to enhance is very likely. You just need to seize one natural wonder and it'll work its magic. Be careful, however - don't let someone beat you to a natural wonder and be aware that getting one may require settling right in what's technically someone else's land.

Above: A nasty situation. I discovered the Grand Mesa first and used the cash to build a Settler, then settled Barcelona with the intention of buying my way to the wonder. Almaty beat me to it. When preparing an army to take it over, our old pal Genghis Khan started attacking it himself with his +30% City State attack UA. Luckily, I dealt the last hit and took the city. Messenger of the Gods A good option for building wide. Science is good for all strategies. This belief is stronger the more cities you have, so rapidly expanding into new continents will get you lots of those mysterious blue orbs. God of Craftsmen If you fail to get One With Nature, God of Craftsmen will help you in wide-building efforts as well as to make Conquistadors and Tercios slightly faster. God of War If you still want to faith-purchase without One With Nature, getting faith on kills is a possible route to it. It's not spectacular, but it's better than nothing. Founder Tithe or Church Property Tithe and Church Property both give you cash to support raising armies, though it comes at the opportunity cost of having more faith gain for faith purchasing. If many cities worldwide are over size 8 or you struggle to convert cities, Tithe is more effective. Otherwise, Church Property will raise more money. Pilgrimage Stacking faith bonuses is a good idea to take full advantage of faith-purchased buildings, Holy Warriors, Religious Fervour or Jesuit Education. In addition, if you convert cities to it which you intend to take later, you can use the Just War enhancer belief to make your armies even better. World Church (Cultural Spain favoured) If you want to finish Exploration (for its hidden antiquity sites) as well as Aesthetics and Rationalism, you'll need a lot of culture. Follower Mosques or Pagodas These buildings will provide you with happiness, culture and faith. Faith is useful as it allows the building to go towards making more of itself (or providing more faith for Holy Warriors/Religious Fervour) while the happiness will support your wide empire. If you're playing culturally and are keeping warfare to a minimum, try to pick up two of the faith-purchased buildings (the other two being Cathedrals and Monastaries.) The reason for this is the Sacred Sites reformation belief, which provides 2 tourism to all buildings purchased with faith. And you'll have a lot of faith. Holy Warriors Holy Warriors lets you buy any pre-Industrial era unit. Both your unique units are pre-Industrial. Together with high faith from One With Nature, you've got yourself a huge fighting force. You can't buy Settlers with faith, but you can buy Conquistadors. Unlike gold, you can't lose faith, (only spend it) hence why faith-purchasing is a particularly good and reliable course of action to take. With a range of faith boosts like Pilgrimage, you may generate faith so fast your economy cannot keep up with the maitenance of all the units you may be buying, so make sure your economy is strong enough to support all these faith-purchases. An important point is that faith purchase costs rise every era, like with Missionaries and Inquisitors. As such, try to purchase plenty of Conquistadors while you're still in the Medieval era if you want to stretch the faith further. Also note that there's no way of reducing the faith costs of unit purchasing. No belief, no Social Policy, world wonder or Ideological Tenet, nothing. Cathedrals (Cultural Spain favoured) If you're going down the culture road, Cathedrals are a very good idea, being the only religious building to have a Great Work slot. Divine Inspiration (Cultural Spain favoured) If you manage to get a few wonders, Divine Insipiration pays well in providing you a significant amount of faith. The higher the difficulty you play at, the harder wonders are to get, so in that case Mosques, Pagodas or Cathedrals are probably better options. Religious Community (Cultural Spain favoured) A great source of additional production to help out with wonder construction. Enhancer Just War An early religion due to One With Nature's faith gives you time to spread it into the cities of potential enemies. Religious Texts When you're spending faith on military units and religious buildings, you may have little left for Missionaries and Prophets. As such, an option that boosts religious spread without needing to spend any faith is a useful one. Itinerant Preachers Can substitute effectively for Religious Texts if you have a strong core of cities following your religion. Reformation Jesuit Education A very worthy choice, this offers a cheap way to acquire scientific buildings. You'll need good science to stay ahead whether in war or for keeping up in the tourism-wonder-building race. Sacred Sites (Cultural Spain favoured) High faith generation and religious building beliefs give a considerable amount of tourism here. To maximise it, pick religious buildings for both of your Follower beliefs, and let other religions involving religious buildings spread to your cities. Buy their buildings, then convert your city back! Lots of tourism! And a source of tourism that's good for wide empires. Religious Fervour (Warmongering Spain favoured) Or "Fervor" if you like American spelling. This is basically Holy Warriors for the rest of the game, allowing you to take your high faith production into late-game conquests. Thanks to Armouries and Military Academies, those units purchased can be of a high standard. In fact, you can focus purchasing on just a few cities and focus the rest of yours on happiness buildings and suchlike to support conquests.

上面:我已经储存了超过5000点信仰值。我可以先保留这些信仰值,直到我觉得自己的经济能够支撑所有这些单位为止。 为了上帝的荣耀 当然,为什么你拥有的所有信仰都必须用于单位或建筑呢?如果你拥有世界上最高的信仰产出,但却难以完成社会政策树,那么为什么不尝试大量生成伟人呢? 世界议会 以下是一些决议的列表以及关于其重要性的简要说明。未列出的决议很大程度上取决于你所处的局势。投票选择可能会根据你的游戏情况而有所不同。 艺术资助 如果你在进行战争扩张,优先级为中等 如果你在发展文化,优先级为高 如果你在进行战争扩张,投反对票 如果你在发展文化,投赞成票 当你想要征服世界时,大艺术家和大作家并不是很有用。伟大工程师、科学家和商人 文化遗产地 - 若采取战争策略,则优先级较低 - 若采取文化策略,则优先级较高 - 战争策略玩家建议投反对票 - 文化策略玩家建议投赞成票 对城邦实施禁运 - 优先级中等 - 战争策略玩家建议投反对票 - 若为文化策略且拥有充足贸易伙伴,无需依赖城邦,则建议投赞成票 历史地标 - 若采取战争策略,则优先级较低 - 若采取文化策略,则优先级较高 - 战争策略玩家的投票需根据自身及对手情况而定 - 文化策略玩家建议投赞成票 - 该议案可为伟大地格改良提供文化值,因此对于需要培养伟大工程师建造工厂或伟大科学家建造学院的战争策略玩家而言,也有一定价值国际游戏 若你倾向于战争扩张,优先级为中等 若你倾向于文化发展,优先级为高 除非你是好战派且游戏中存在实力特别强大的文化玩家,否则建议投赞成票 国际游戏最多可提供6点快乐度,因此即使你是好战派,它也有一定用处 国际空间站 优先级为中等 建议投反对票 自然遗产地 优先级非常高 建议投赞成票

上图:你最不希望看到的就是有大量代表的人废除你好不容易获得的文化加成。我在华沙安插了一名外交官,并贿赂卡西米尔投票反对废除。 核不扩散条约 中等优先级 如果你拥有大量核武器、缺乏铀而其他玩家拥有铀、你是唯一拥有核武器的玩家,或者你正在进行文化胜利,那么投赞成票。否则投反对票。常驻学者 中高优先级 除非你在科技方面处于领先地位,否则投赞成票 科学基金 低优先级 如果你是好战派,投赞成票 如果你是文化派,投反对票 常备军税 如果你是好战派,高优先级 如果你是文化派,中低优先级 如果你是好战派,投反对票 如果你是文化派,投赞成票 世界博览会 如果你是好战派,低优先级 如果你是文化派,高优先级 如果你是好战派,投反对票 如果你是文化派,投赞成票 奇观 一般来说,任何对多城市文明有利的世界奇观都对西班牙有利。 远古时代 巨石阵 能极大提升信仰值,让你更快获得宗教,并为圣战士等单位增加信仰储备。宙斯神像(仅荣誉政策) 城市占领变得更加容易,但可以说专注于文化以获取荣誉政策更为有用,因为荣誉政策能提供类似程度的加成。 古典时代 佩特拉 一些自然奇观通常位于沙漠中,例如西奈山。佩特拉能将一座普通甚至较差的沙漠城市转变为强国。它还能为你提供一条额外的贸易路线,这对于维持中期军队很有帮助。通常值得保留一位大工程师,以便在新的沙漠城市中快速建造它。

Above: Yes, I've shown this screenshot before, but look at the location - perfect for Petra. Shame that I just missed getting it in that game. Turns out Brazil started in a desert tile and pretty much wasted the wonder. Medieval Era Alhambra If you can grab this before you start churning out Conquistadors and Tercios, with a Barracks and Armoury they'll have three upgrades as soon as they're built. Faith-purchased units benefit from this too. On top of this, the Alhambra generates extra culture for the city it's built in, so it's good no matter your eventual route. Borobudur or Hagia Sophia Ways to help you spread your religion without needing to spend faith. Machu Picchu The city connection gold formula slightly favours wide empires, but this wonder's good no matter your setup for the extra cash and faith on offer. Notre Dame Helps get you through the happiness-starved midgame and produces a bit of faith for buying units or buildings with. Renaissance Era Globe Theatre (Cultural Spain favoured) Theming bonus wonder - 2 Great Writing, same era and Civ for theming bonus Great Writing slots are pretty hard to come by (especially later in the game) so any you can get will be good. Plus, there's the matter of the theming bonus for extra culture and tourism. Leaning Tower of Pisa A rather competitive wonder but can help you make GWAMs faster, and therefore more tourism. Or perhaps more Great Scientists for keeping ahead with technology. Forbidden Palace (Patronage Only) Yes, my Social Policy guide doesn't include opening Patronage, but that doesn't mean you can't take the wonder off someone else. The Forbidden Palace's two delegate bonus is important for making sure no-one tries to repeal Natural Heritage Sites while the happiness helps your wide empire. Red Fort Remote natural wonder cities are hard to defend. The Red Fort makes that a little easier. A low priority wonder as a whole. Sistine Chapel (Cultural Spain favoured) Theming bonus wonder - 2 Great Art/Artifact, needs art of the same era and Civ for theming bonus The Sistine Chapel will be brilliant for getting through the many Social Policies you need to get through faster. Eating up Rationalism policies faster in particular will be helpful to get its scientific bonuses sooner. For cultural players, enjoy also the theming bonus attached to this wonder's Great Art slots. Industrial Era Brandenburg Gate (Warmongering Spain favoured) With a Military Academy, new units start with three promotions (four for non-ranged land units with the Alhambra as well.) Louvre (Exploration Only, Cultural Spain favoured) Theming bonus wonder - 4 Great Art/Artifact, needs 2 art and 2 artifacts all of different Civs and eras for theming bonus The Louvre offers a particularly high potential for tourism, especially with the finisher of Aesthetics that doubles world wonder theming bonuses. Similar wonders such as the Globe Theatre are a little less useful as Spain is better at generating artifacts (due to building wide) than GWAMs. Modern Era Broadway (Cultural Spain favoured) Theming bonus wonder - 3 Great Music, same era and Civ for theming bonus One of the trickier of the theming bonus wonders to fufill the requirements of, seeing as Great Music cannot be traded (unlike Great Art, Artifacts and Great Writing.) It's worth keeping a Great Musician around until the modern era to prepare for this wonder. Cristo Redentor (Cultural Spain favoured) The good cultural output of this wonder lends itself nicely for use with a Hotel, Airport and the National Visitor Centre for a decent tourism output, too. Eiffel Tower (Cultural Spain favoured) While a little bit of happiness will help both warmongering and cultural Spain, the point of the Eiffel Tower is its high no-strings-attached tourism bonus. Kremlin (Order only, Warmongering Spain favoured) Conquistadors don't keep much when upgraded, so why not build yourself a new load of armoured units backed by Military Academies for a stronger start to warfare? The free Social Policy helps, too. Neuschwanstein This wonder has a pretty high cultural output, meaning an above-average tourism contribution with a Hotel, Airport or National Visitor Centre. For warmongers among us, it offers a source of both gold and happiness (and adds it to Castles.) Prora (Autocracy Only) Prora offers you lots of happiness, particularly with plenty of Social Policies adopted. Natural Heritage Sites and culture-producing natural wonders themselves should help you make more out of this wonder than most, while Autocracy exclusivity makes it easier to build. Statue of Liberty (Freedom Only, Cultural Spain favoured) An excellent source of production for those late-game theming bonus wonders, and a free Social Policy on top. Atomic Era Great Firewall (Cultural Spain favoured) The main reason for picking this wonder up is to deny other Civs from getting it, as it prevents the doubled tourism output from the Internet technology operating against the Civ that builds it. If a rival Civ with a high culture output manages to grab it, it'll make your job significantly harder. Sydney Opera House Theming bonus wonder - 2 Great Music, same Civ but different eras for theming bonus The last of the theming bonus wonders is also the only terrain-restricted one - only coastal cities can build it. While the requirements of the theming bonus are easy to meet, you might want to consider using your Great Musicians for concert tours at this late stage of the game - it'll be worth more tourism, and more importantly, you can focus that tourism on a specific rival Civ. Information Era CN Tower The main point here is that it affects all cities - the more cities, the bigger the bonus. With modifiers reducing unhappiness from population, this actually makes you some happiness on top of the population boost (rather than just covering it.) For cultural players going into Freedom, this is one of the best wonders in the game. You'll have the tourism bonus in all your cities, and if all your cities have a Broadcast Tower already, you can sell them just before completing the wonder for a nice sum of cash. It's close on the technology tree to the tourism-doubling Internet, too. Pitfalls to Avoid Spain's fairly unusual setup makes it easy to make mistakes. Here are a few I've identified as possible mistakes to avoid. Assuming Spain's game is all luck-based Spain was really intended for maps with more than one continent separated by oceans. In those maps, tech to Astronomy fast and there's little reason you can't be the first to discover natural wonders there (well, unless Polynesia's in the game.) First discovery due to preparation, not chance! Early-game discovery is a little luck-based, but isn't it anyway? After all, ancient ruins can potentially get you a religion before anyone else has a Pantheon. Assuming the gold bonus from discovery is the most important bonus True, a strong start makes the rest of the game easier. But double natural wonder yields is the bonus that will make the biggest impact over the course of the game, and double discovery happiness is handy too. Leaving areas unexplored Natural wonders like to hide sometimes. Many are located just off coasts, so try building a Trireme or two early on, or Caravels later in the game. Don't stop exploring until at least you're told there's no more natural wonders to find. Playing too defensively You're wasting Conquistadors' and Tercios' potentials if you turtle up around your natural wonders. Conquistadors have no city attack penalty. Tercios lack clear weaknesses. Use that to your advantage. However, if you're playing for a cultural victory and you're past the time of Tercios, then it's fine to just go ahead and turtle around what you have. Skipping war when playing culturally Again, similar to avoiding playing too defensively. Notice that even for cultural strategies, I encouraged opening the Honour tree. This helps your midgame war efforts, letting you take more cities in the window of time you have for your UUs. It's worth going to war to steal Great Works, and the more cities you take, the more Great Works. Plus, it sets your cultural rivals back somewhat. Ignoring faith One With Nature and Holy Warriors together lets you raise an army pretty much faster than anyone else in the mid-game. Even one natural wonder will produce plenty of faith towards making units. Assuming special Conquistador and Tercio attributes carry over on upgrade The only special promotion Conquistadors keep is the double embarkment defence. As mentioned before, not upgrading them to act as a spotter for Artillery is a viable strategy (so long as you keep them well defended.) As for Tercios, they keep nothing on upgrade. Tercios are better than Lancers at fighting Cavalry with both higher strength and a bigger anti-horse bonus. Incarcerating Isabella: The Counter Strategies Spain is strongest at the mid-game, and can excel at religious aims. You can use that against them. Playing against the UA: Seven Cities of Gold Spain is all about natural wonders. In the early game, they're trying to discover all they can. If you share a continent with Spain but there's a bottleneck between them and part of the continent, try to block it. You can then patrol the rest of that blocked-off area to find natural wonders before they do. If you're aiming to build a wide empire, you can settle next to natural wonders yourself if you can to deny Spain them. Prioritise defensive buildings in those cities. Alternatively, take good city spots near the wonder so if they found a city there, it'll be worse than otherwise. You can turn their religious strategy against them. One With Nature relies on a very small number of tiles to generate a lot of faith - take the cities working those tiles and you've deprived Spain of a lot of it. Holy Warriors allows you to faith-purchase units too, being a Follower belief. If all else fails, you could always buy cheap units to slow their attacks down. Overall, the best course of action is to take Spain out before the mid-game, where rapid expansion strategies makes them much harder to beat. Playing against Conquistadors Bonus sight is no good when it's blocked by hills or mountains. Rough terrain is a weak point of Conquistadors like all mounted units. If they climb up on a hill to look over other hills and forests, they will be just as vulnerable as in open terrain. Pikemen are just as effective against them as always. In fact, arguably more effective due to the higher cost of Conquistadors meaning it's likely they'll have fewer of them. If Conquistadors are building cities in your lands, remember they're likely not to be very well defended. Normally, you can escort a Settler with another unit on the same tile. Conquistadors are their own escorts, and a poor (or particularly expansion-mad) Spain player is likely to overlook city defences. Double embarkment defence may stand up to Triremes, but embarked Conquistadors are still weak to Galleasses and Caravels. It's possible that a rival Spain player may overlook escorts for Conquistadors making them quite vulnerable to being picked off. Playing against Tercios While Tercios do have higher strength than Musketmen, it's a very small difference as a whole. Even just one promotion's difference between the Musketman and the Tercio will determine who has the upper hand. Hence, probably the best way of taking out those things is through their generic counterparts. Just remember not to waste time building mounted units. Even Cavalry will lose to Tercios. A note about Polynesia Polynesia's ability to travel pretty much anywhere on the map from the first turn means they can easily locate all the natural wonders and shut Spain out of the discovery bonus (and settle cities there too to make things even trickier) as well as taking the best overseas settling spots (usually Conquistadors' speciality.) Spain can't compete with Polynesia's tourism production normally, so they're forced into going into war. But the upgrading nature of Maori Warriors means that Polynesia's likely to depend on front-line and ranged units for defence - not mounted - making Tercios somewhat less effective than they could be. It's not to say Polynesia's best at stopping Spanish warmongering - France's Musketeer is probably more effective - but the combination of factors makes Polynesia the strongest counter-Civ to Spain. Strategy by Style Early-game Aggressors Take out Spain before they can cause any trouble. If that fails, take out someone else instead. Mid-game Warmongers Use Musketmen in defence (or even Crossbowmen) while the rest of your army's out on raids. Unless Spain is vulnerable, leave them be in the mid-game. Defeat them later when you've gained the upper hand through one of your other conquests. Alternatively, pick off lightly-defended natural wonder cities of theirs. It'll frighten them and probably make them turtle up around them. Late-game Warmongers Attack some of the more remote natural wonder cities to divert their armies towards them. Then, move in for the kill and attack Madrid. Diplomatic Nations If Spain's trying to win favour with a lot of City-States, they probably have a high-gold natural wonder. Take that city out, and if needed, burn it down. Ought to set them back somewhat. Otherwise, get together with other nations to try to lead an embargo of Spain through the World Congress. Earlier warmongering means they're not popular. Scientific Nations You have something Spain probably hasn't after all that warmongering - friends. Get those research agreements going and try to maintain a technological lead. Cultural Nations Just build a few Musketeers for Tercios and maybe a couple of Pikemen or Lancers to take on Conquistadors. If you want to be particularly mean to them, use any unique faith bonuses you might have to grab their favourite beliefs (One With Nature springs to mind) so to deny them a decent religion. If Spain's playing culturally, move your Great Works to an unexpected city away from them. That way, even if they take your capital, they won't steal your tourism bonuses. Other Guides If you like these guides and want to send a tip, you can click here![ko-fi.com] Meta-guides These guides cover every Civ in the game and can be used as quick reference guides. Civ summaries (Gives a brief overview of how each Civ plays) Civ-specific tricks, secrets and clarifications (Compiles the lesser-known features of each Civ) Civ-specific guides, in alphabetical order All 43 Civs are covered in in-depth guides linked below. In brackets are the favoured victory routes of each Civ. America (Domination) Arabia (Diplomatic/Domination) Assyria (Cultural, Domination and Scientific) Austria (Cultural, Domination and Scientific) Aztecs (Domination/Scientific) Babylon (Scientific) Brazil (Cultural) Byzantium (Cultural/Domination) Carthage (Diplomatic/Domination) Celts (Cultural) China (Domination) Denmark (Domination) Egypt (Cultural) England (Domination) Ethiopia (Cultural/Scientific) France (Cultural) Germany (Diplomatic/Domination) Greece (Diplomatic/Domination) Huns (Domination) Inca (Scientific) India (Cultural/Scientific) Indonesia (Diplomatic/Domination) Iroquois (Domination/Scientific) Japan (Domination) Korea (Scientific) Mayans (Scientific) Mongolia (Domination) Morocco (Diplomatic) Netherlands (Diplomatic, Domination and Scientific) Ottomans (Domination) Persia (Diplomatic/Domination) Poland (Domination) Polynesia (Cultural) Portugal (Diplomatic) Rome (Domination) Russia (Domination) Shoshone (Domination/Scientific) Siam (Diplomatic/Scientific) Songhai (Domination) Spain (Cultural/Domination) Sweden (Diplomatic/Domination) Venice (Diplomatic) Zulus (Domination)
2026-02-19 16:01:25 发布在
Sid Meier's Civilization® V
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