
Vietnam uses woods, rainforest and marsh to great effect for defence, yields and offensively. Here, I detail Vietnamese 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. Brother, do you doubt me? I shall be no slave! Not to the aggressors before us and not to the whims of any man. I wish only to ride the wind and walk the waves, hunt the whales of the eastern sea, clean the frontiers and save the drowning. I shall never submit to this cruelty which stole our lands. 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



越南文明在开局时倾向于生成在沼泽、雨林和森林地形。越南的陆地特色区域只能建造在这些地形上,不过其建筑会根据所在的地形特征获得额外产出。 文明能力:九龙江三角洲 陆地特色区域只能建造在沼泽、雨林或森林地形上,但不会移除这些地形特征。 受影响区域:机场、学院、商业中心、外交区、娱乐中心、政府区、圣地、工业区、自然保护区、剧院广场。湿地地格上的建筑+1生产力 雨林地格上的建筑+1科技值 森林地格上的建筑+1文化值 可在中世纪时代的【中世纪集市】市政解锁植树造林,而非现代时代的【环境保护】市政 征侧的领袖能力:驱逐侵略者

所有陆地军事单位、民用单位、支援单位和宗教单位,若在回合开始时位于沼泽、雨林或森林地格上,将获得+1移动力。在越南领土上,此效果翻倍,移动力+2。 所有陆地军事单位、支援单位和宗教单位,在沼泽、雨林或森林地格作战时获得+5战斗力。在越南领土上,此效果翻倍,战斗力+10。 特色单位:象兵

一种中世纪时期的远程陆地单位,可替代弩手 研究 淘汰 升级自 升级至 成本 资源 维护费用

机械 科技 中世纪

弹道学 科技 工业时代

弓箭手
)

野战炮(270
200
ć 800
ć 400
无法识别内容,已删除。
使用信仰值购买单位需要【宗师礼拜堂】政府建筑,而该建筑需要中世纪时代的【神权统治】或文艺复兴时代的【探索】市政。 力量:35 远程力量: 移动力: 射程: 视野: 负面属性: 正面属性:
40
3
2
3
攻击不消耗移动点数 可在攻击后移动 无法占领城市 -17
对抗城市防御 -17
对抗海军单位 对城市城墙和城市防御造成-50%伤害 不施加控制区域 负面改动:从弓箭手升级需要290金币,较之前的250金币增加16% 正面改动:战斗力35,较之前的30提升 移动力3,较之前的2提升 视野3,较之前的2提升 攻击不消耗移动力 卫战单位在剩余移动力为0时无法攻击。攻击后可以移动或执行其他行动 升级为野战炮需要270金币,较之前的310金币降低13% 概述(第二部分/共两部分) 特色区域:城

一个古代时期的非特色区域,可替代营地 研究要求 地形要求 建造要求 基础生产力消耗 维护费用 基础掠夺产出

青铜加工 科技 远古时代 不相邻于城市中心

ĺ ľčĽ

稳ĺŽ

军械库

军事学院 27
108
54
1
所有区域的成本会根据你的科技和文化发展进度而增加。 购买区域: - 用金币购买区域需要城市中派驻拥有【承包商】晋升的总督蕾娜(财务官)。 - 用信仰购买区域需要城市中派驻拥有【神圣建筑师】晋升的总督莫克夏(红衣主教)。 邻接加成 其他产出 伟人点数 其他效果 2
每相邻一个已拥有的区域 此相邻加成在研发现代 era 的【飞行】科技后会添加到旅游业绩中。 无 无 解锁【营地训练】城市项目 通往该城市的国内贸易路线提供+1
通往这座城市的国际贸易路线提供+1
相邻地格的吸引力-1。 拥有自身生命值和防御力;生命值降至0时会自动被劫掠。 可从远古、中世纪和文艺复兴城墙以及城市防御设施获得远程攻击和防御能力,这些能力在现代钢铁科技解锁后可用。 城市建造的新陆地单位会在该地格生成,除非该地格已被其他单位占据。 负面改动:不再提供1点大将军点数。 变量改动:不再被视为特色区域。 因此,专门针对特色区域的机制不再适用。例如,“纪念碑”政策不会因建造 Thành 区域而提供时代分数。 这也意味着越南的文明能力不会对 Thành 区域产生影响。积极变化:不计入区域容量 -50%建造费用 每相邻一个己方区域+2文化值 与普通区域相邻加成不同,其他文明拥有的相邻区域不计算在内。研究现代 era【飞行】科技后,文化相邻加成将转化为旅游业绩。 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拥有轻微优势。 领袖

ćĺ

ĺ¤äş¤

统治模式

ĺŽć

科技 征侧女王 9/10 (良好)4/10 (可接受)9/10 (理想)7/10 (良好)7/10 (良好) 文化胜利是越南的高效胜利路线。高文化产出有助于更快获得关键奇观和基于旅游的政策卡。每个城邑区在游戏后期最多可产生12点旅游度。此外,越南能够在森林上叠加圣地或剧院广场等提升吸引力的区域,从而将地格提升至更高的吸引力等级,进而建造更强大的国家公园和海滨度假区。外交是越南最弱势的发展路线;他们的核心优势在于较高的文化产出,这有助于他们更快解锁关键市政以获得使者,建立新政府以产生外交支持,以及通过碳捕获项目轻松获取外交支持。 统治是越南另一条最佳胜利路线。在沼泽、雨林和森林地形中,越南拥有兵力和机动性优势,这使其在战斗中具备全面优势,尤其在抵御敌方单位——特别是在新占领的城市中——时非常有用。独特单位“象兵”对单位和城市都极为有效,其更高的机动性和攻击后移动的能力使其能够远离敌方城市的攻击范围。然而,“城”区域在统治路线中既有优点也有缺点。其最大缺点是缺乏内在的大将军点数产出,这使得早期获得大将军相当困难——不过由于该区域不计入常规区域上限,因此很容易确保许多城市能够以提升的经验值率招募单位。 宗教对于越南来说异常强大,这要归功于其独特能力的特殊应用。文明能力允许你在森林上建造区域,进而可以在那里建造保护区,最大化相邻地块的吸引力,更容易使这些地块达到壮丽状态,从而通过树林建筑获得额外信仰。你还可以更早种植森林,从而从保护区获得更多吸引力和信仰,以及圣地的相邻加成。或者,你可以将圣地和相邻区域建造在雨林上,并选择【神圣道路】万神殿以获得出色的相邻加成。此外,征氏姐妹的加成会延伸到宗教单位,这在神学战斗中有所帮助,但在将宗教单位从你的城市派往目标时尤为重要。选择【传教热忱】强化信条,你的宗教单位将能在世界各地快速移动! 最后,越南可以依靠雨林进行不错的科技胜利尝试。越南在雨林地块上的建筑会产生额外的科技值,若拥有足够的城市和区域,这些科技值累积起来会相当可观。能够在同一地格的区域上叠加雨林,使学院区域从雨林区域获得的科技值与通常从山脉获得的科技值相当,为你提供了更多最大化产出的途径。你还可以在每个城市建造 Thành 区域及其建筑,从而在游戏后期通过军事研究政策卡获得额外的科技值。 征侧的领袖能力:驱逐侵略者

Bà Triệu's leader ability allows you to have mobility in terrain that usually doesn't allow for it, achieve even better defences in woods and rainforest and counteract the defensive bonuses of enemies that use them. Early Exploration From the start, units that start their turn in woods, rainforest or marsh outside your territory receive +1 movement point. Entering such tiles costs two movement points so this isn't as significant a mobility advantage as some civs like Gran Colombia get, but it nonetheless is really helpful in early exploration. It's a good idea to train a Scout first in your capital, as they can earn the Ranger promotion fairly quickly to ignore the movement cost of woods/rainforest giving them a huge mobility advantage. This ability is also really useful when taking on Barbarians. Barbarian Outposts on woods or rainforests can be taken out more easily, and if your units become too injured, you can retreat much more effectively. Position your units on woods or rainforest when attacking Barbarian Outposts if possible both for defence and an easier escape. Marsh is less useful as units receive a strength penalty when defending there. Utility Bà Triệu's mobility advantages extend to civilian and support units. As units that start on woods, rainforest or marsh receive +2 movement points in friendly territory, this is most notable for Builders though can also save some time for Settlers as well. Builders with 4 movement points can cross a river or enter a woods/rainforest hill tile and perform an action afterwards. This becomes easier to use once you have some roads established on woods/rainforest/marsh tiles. With the renaissance-era Mercantilism civic, you can take the Logistics military policy card to grant your units +1 movement in friendly territory. This gives Builders a massive 5 movement points per turn when starting on woods/rainforest/marsh tiles! Defence Land military units receive a massive +10 strength bonus in friendly woods, rainforest and marsh tiles, which is among the highest unique strength bonuses in the game. While the strength bonus does not extend to open terrain, units can be stationed on nearby suitable tiles to rush into the open terrain if need be thanks to the impressive +2 movement speed advantage. This advantage is most effective with ranged units. An Archer on such a tile defends as well as a Spearman would, and can attack enemies on such tiles for impressive damage without having to take any from that combat. More significantly, because Vietnamese speciality districts must be placed on woods, rainforest or marsh tiles, your ranged land units can be stationed on them and exploit the Garrison promotion for another +10 strength bonus! Once you reach the Medieval Faires civic, you can plant woods to get a defensive advantage where you need it in your own territory. Planting woods on the border with a rival civ can be a good way to slow down a would-be invader. With the Logistics policy card, you'll have as much as a 3 movement point advantage over enemies. This allows your slower units to match or outpace enemy cavalry - particularly useful when using anti-cavalry units against enemies with cavalry. This ability becomes somewhat less effective late in the game, as air units do not benefit from the ability, and neither do Giant Death Robots, while the latest land ranged unit - Machine Guns - are fairly weak for their era. Offensive Warfare Extra mobility and strength in woods, rainforest and marsh aids Vietnam in invading regions which are usually awkward to attack. You can circumvent the defensive bonus enemy units get from defending in woods or rainforest, and position your siege units on woods/rainforest both to stay defended and to more easily retreat thanks to the extra movement points. With a Great General, units starting in woods, rainforest or marsh will have a minimum of 4 movement points - enough to move and pillage in the same turn. Light cavalry with the Depredation promotion and these stacked movement bonuses can pillage at least three different tiles in the same turn! If you want to take Vietnam to aggressive warfare, it's a good idea to build it around the powerful Voi Chiến unique unit. Its extra mobility and ability to move after attacking allows it to start their turn in, and retreat into, rough terrain with ease. Religious Units

越南必须在森林、雨林或沼泽上建造圣地,且若圣地区域内尚未有宗教单位,新的宗教单位会在圣地区域生成,因此你的宗教单位在本回合将立即获得+2移动力。 征氏姐妹的力量和速度加成适用于宗教单位。在友方领土内,这能让你在神学战斗中获得巨大优势,对审判官尤其有帮助。研究出中世纪集市市政后,你可以在边境城市的市中心周围种植森林,迫使敌方宗教单位若想转化你的城市就会陷入脆弱状态。 为了进一步强化机动性优势,可选择【传教热忱】强化信条。它允许宗教单位忽略地形和地貌的移动成本,让你能更轻松地在森林、雨林或丘陵中结束回合,并充分利用提升后的移动能力。 创立宗教对越南的游戏玩法来说并非必需,但结合这些优势、保护区以及早期植树造林,你在宗教方面也能取得相当不错的竞争效果。 总结: 1. 优先训练侦察兵,以便快速获得护林员晋升。 2. 为防御性陆地远程单位配备驻守晋升。 3. 如果能创立自己的宗教,选择传教热忱强化信条。 4. 使用后勤政策卡来扩大你在自己领土内的速度优势。 文明能力:九龙江三角洲(第1/2部分)

在雨林上建造商业中心后,城市的市场将额外产出1点科技值。 越南在区域放置方面的选择比大多数其他文明要有限得多——至少在初期是这样。不过,这种特性最终会带来建筑产出的提升,并且即使在区域上方,也能保留森林/雨林/沼泽地块。 早期用法 尽管越南拥有独特的军营区域,但游戏初期最好还是先建造学院,或者如果计划追求宗教胜利的话,可以选择圣地。在雨林地块中的学院尤为有效,因为学院建筑不仅能产生更多科技值,还可以在相邻的雨林地块上建造区域,叠加两层相邻加成——学院将获得+0。雨林提供5点科技值,区域提供0.5点科技值。让科技尽早起步有助于更快解锁强大的【Voi Chiến】单位。建造一些商业中心也很有帮助,因为将弓箭手升级为该单位成本高昂,且维护费用不菲。找到理想的商业中心位置可能有些难度,因为需要将其建在临河的合适地块上。如果想走宗教胜利路线且拥有大量雨林,可选择【神圣路径】万神殿,这样圣地能从相邻雨林获得信仰值。之后可以在雨林上建造区域,使圣地每相邻一个雨林区域就能获得可观的1.5点信仰值。如果可能的话,最好将你的区域聚集在一起,这样它们就能围绕着【 Thành 区域】,以获得最大的相邻加成。 避免在沙漠或雪地地区定居——这些地区没有森林、雨林或沼泽,而且你以后也无法在其中种植森林。 中世纪集市种植森林 【中世纪集市】市政允许越南种植森林,这为区域的选址提供了更多选择。中世纪集市恰好在【封建制度】之后的一个市政,而你需要封建制度来更快训练【 Voi Chiến 单位】,因此快速研发它应该不会太困难。

终于可以在这个绝佳位置建造学院了! 种植森林还有许多其他有用的应用,下面详细说明: 防御 森林地格需要消耗2点移动力才能进入,并且可以利用武媚娘的领袖能力加成。在与敌对文明的边境种植森林,能够减缓他们的入侵速度,让你更快消灭其单位。 需要注意的是,森林会阻挡你的视野和远程单位的攻击范围,除非这些森林位于平坦地形且你的单位处于丘陵上。到了游戏后期,拥有火炮和空中单位等能够越过障碍物攻击的单位后,这一问题会减轻。 砍伐与再生 砍伐原始森林可为其所属城市提供一次性的生产力爆发。越南文明可以砍伐古老森林并重新种植,既能获得砍伐森林的收益,又能保留森林地块。如果计划在未来建造国家公园以最大化吸引力加成,就应该避免这种做法,因为原始森林地块最终能提供比新森林更高的吸引力,否则这会是一个有效的生产力提升手段。 伐木场 森林地块上的伐木场比矿山产生更多的生产力,而且与矿山不同,它们不会产生负面吸引力。因此,只要你能负担额外的建造者次数来种植森林,优先选择伐木场而非矿山是个好主意。 干旱预防 干旱这一自然灾害可能出现在缺乏植被的开阔区域。通过种植森林,你可以分割开阔区域并防止干旱发生。虽然这确实增加了森林火灾的风险,但与干旱不同,森林火灾可以为地格增加产出。自然保护区

自然保护区区域的建筑会为相邻的、具有足够吸引力的未改良地块增加吸引力。对于大多数文明来说,游戏初期很难最大化吸引力,因为吸引力来源在很大程度上仅限于奇观和特定区域,如娱乐中心和运河。然而,对于越南,你可以用森林地块围绕自然保护区,创造出许多令人惊叹的地块。这可以成为宗教胜利玩法中一个不错的信仰来源。 如果你计划建造自然保护区区域,务必将其放置在森林地块上,因为森林会为相邻地块提供+1吸引力,而沼泽和雨林则会提供-1吸引力。吸引力叠加 越南特色区域会保留其建造地块的特性,因此可以在森林地块上建造娱乐中心、圣地、自然保护区或剧院广场,从而叠加区域和森林的吸引力。这对文化胜利尤其有帮助,因为你可以提升国家公园和海滨度假胜地的吸引力以获得额外旅游业绩。 文明能力:九龙江三角洲(第二部分/共两部分) 建筑产出 越南建筑在森林、雨林或沼泽地块上时,分别获得+1文化、+1科技和+1生产力。 其中,森林提供的文化加成通常是最不强力的,但一旦你能够自行种植森林,它通常是最容易获得的加成。森林还能提供正面吸引力,这一点与雨林或沼泽不同,所以森林也具备这一优势。更多的文化值意味着你能更快研究关键市政,再加上 Thành 区域提供的文化值,越南即便在必要时不建造剧院广场,也能拥有强大的文化产出。 雨林地块上的建筑所提供的科技值有助于提升你的科技研究速度,不过考虑到游戏初期建造区域和建筑都需要消耗大量生产力,因此要真正发挥其作用还需要一点时间。 沼泽是这三种地形特征中最为稀有的,其提供的生产力加成在游戏早期尤为有用,因为此时生产力来源更为有限。港口和水上乐园无法享受此加成,因为它们只能放置在水域 tiles 上,但与其他文明相比没有额外的地形限制。优先建造商业中心和娱乐中心是个不错的主意,不过游戏后期偶尔建造水上乐园也很有用,因为其建筑能提供高额的区域范围宜居度加成。 其他说明 由于其他文明在未清除树林、雨林或沼泽地形特征的情况下无法在这些 tiles 上放置区域,因此被占领的城市对越南的产出会低于自建城市——不过考虑到其他文明在区域放置位置上限制较少,某些被占领的区域可能会有比你自己建造更高的相邻加成。机场必须建在平坦的土地上,因此越南必须在有森林、雨林或沼泽的平坦地格上建造机场。 总结:尽早建造学院区,以助力解锁【Voi Chiến】单位。 将区域聚集在一起,这样它们就能围绕【Thành】区域建造。 你可以砍伐古老森林并让其重新生长来获取生产力,前提是你不介意失去吸引力。 能够在森林上建造区域使越南比其他文明能获得更高吸引力的地格。 特色区域:【Thành】

Thành区域具备营地的大部分优势,且无需占用区域容量,此外还能提供出色的文化和旅游产出。 早期使用: 建造Thành区域只需远古时代的青铜工艺科技,但通常应优先建造学院或圣地。Thành作为城市的首个区域效果并不理想——它们不能放置在市中心相邻的位置,因此难以产生文化产出,而且其本身不提供大将军点数,这可能导致该区域实际上无法产生任何收益。 当其他区域建成后,可以在其旁边放置Thành区域以获得可观的文化产出;一旦城市拥有远古城墙,Thành区域还能帮助保护其他区域的安全。拥有兵营或马厩后,你终于可以开始积累伟大将军点数,但要及时获得伟大将军以配合【Voi Chiến】单位可能颇具挑战。 非特色区域 由于【Thành】不被视为特色区域,它不会与游戏中的许多机制产生互动,这与常规的军营不同: - 政府 - 数字民主(第四级):每个特色区域+2文化(政策卡片) - 公寓楼(经济类,需解锁游戏与娱乐):所有拥有至少2个特色区域的城市+1住房 - 麦地那街区(经济类,需解锁中世纪集市):所有拥有至少3个特色区域的城市+2住房 - 自由主义(经济类,需解锁启蒙运动):所有拥有至少2个特色区域的城市+1宜居度时代加成 纪念碑(奉献,古典至文艺复兴时代)- 每个新特色区域+1时代分数 笔墨与歌喉(黄金时代,古典至中世纪时代)- 所有城市每个特色区域+1文化 货币改革(黄金时代,文艺复兴至现代时代)- 国际贸易路线从目的地的每个特色区域获得+3金币 宗教信仰 禅宗冥想(追随者)- 拥有2个特色区域的城市+1宜居度 城邦 库马西(文化型)- 你通往任何城邦的贸易路线,根据出发城市的特色区域数量,每个区域提供+2文化和+1金币 伟人 托达尔·马尔王公(大商人)- 你通往自己城市的贸易路线,根据目的地的特色区域数量,每个区域获得+0.5金币区域扩张 随着游戏发展, Thành区域的力量不断增强——你将能够建造更多相邻区域以获得更多文化值,并且能够充分发挥军械库和军事学院等建筑的全部效益。这些建筑提供额外产能,因此值得在大多数城市建造。游戏后期,你训练军事工程师或军团/军队也会毫不费力,因为你的大多数城市都能生产他们。 虽然越南在游戏初期生产伟大将军方面存在劣势,但一旦拥有足够多带有Thành建筑的城市,你通常会转而建立优势。当你拥有带领事馆的外交区(需要古典时代的数学科技)后,敌方间谍在针对你拥有城区的城市时,效果会降低一级。对于越南来说,这意味着即便是小型城市也很难被敌方间谍渗透。旅游

现代飞行技术允许 Thành 区域根据其相邻加成增加旅游值,每个区域最高可增加12点旅游值!如果你难以在 Thành 区域周围建造其他区域,可以考虑建造社区,因为你可以在同一城市建造多个社区。由于 Thành 区域会产生负面吸引力,这些社区不一定能提供大量住房,但文化和旅游值的提升可以弥补这一点。 总结:Thành 区域通常不是城市首个区域的好选择——稍后再考虑建造它以获取额外文化值,并完成其建筑。用其他区域围绕【城邑区域】以最大化文化和旅游产出。 如果需要【大将军点数】,请务必在【城邑区域】中建造尽可能多的建筑。 特色单位:【象兵】

Although this unique unit does not deal any more damage than the Crossbowman it replaces, the Voi Chiến's excellent mobility and ability to move after attacking means over time the unit can be considerably more effective, providing Vietnam with a significant edge to medieval-era warfare. Unlocking You can train Voi Chiến units at the medieval-era Machinery technology. Research Writing first for Campuses so you can maximise your science output, and Archery so you can upgrade Archers to Voi Chiến units as soon as you have Machinery. Voi Chiến units can't capture cities so it helps to bring along cavalry units for the role. Heavy Chariots will suffice until better options like Horsemen, Coursers or Knights are available - just be sure to keep them out of the way of enemy units until they're ready to capture cities. The maintenance cost of these units can be quite a problem, so it's worth researching Currency and building up some Commercial Hubs around the time you unlock Machinery. Getting a Great General in time can be tricky as the Thành district does not provide Great General Points by itself. You'll have to spend production on Barracks or Stables, though at least both buildings provide some production and training a Voi Chiến unit in a city with a Barracks will cause it to gain experience faster. Combat Voi Chiến units have extra movement, have no movement cost to attack, and can move after attacking. This allows them to move in range of an enemy city, Encampment or ranged unit, attack it, and retreat out of its range all in the same turn. Aside from preventing your units from taking damage, it also allows more of your units to attack enemy cities in a single turn - particularly helpful for enemy cities with few angles of attack. Remember that your units will still be subject to zone of control, so don't move right next to enemy units or cities. If all this wasn't enough, Voi Chiến units have extra sight, allowing them to see enemies before they choose to move in for a hit-and-run attack. They also have a bit more melee strength so even if they get caught out and take some damage, they can hold off from resting until their next promotion or pillaging heals them up. Speaking of pillaging, Voi Chiến units may pillage after attacking, allowing you to deal damage and gain some yields in the same turn. Remember to always attack before pillaging unless the unit has at least four movement points remaining, as otherwise you'll not be able to attack that turn. Obsoletion? Although Voi Chiến units obsolete with the industrial-era Ballistics technology, it may be worth holding off from researching it in favour of making Voi Chiến corps and armies. The great mobility of the unit relative to Field Cannons can make them more effective in certain situations, and the ability to move after attacking means their low melee strength is a problem that can be circumvented. That being said, enemy Cavalry and Curiassiers can be a massive threat as they can ignore zone of control and use their high mobility to catch out Voi Chiến units, while also having enough strength to kill them in two attacks or even one. Beware when using this unit this far into the game! Conclusion The hit-and-run capabilities of Voi Chiến units allow them to deal lots of damage with minimal risk to themselves. This gives Vietnam a notable edge as wars go on as you can keep your losses minimal. And even if you don't want to go to war, you can always give them the Garrison promotion and place them on your districts to defend them. 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 Autocracy is a good choice thanks to its balanced array of policy card slots and decent boost to a range of yields. Classical Republic's amenity and housing boost however is really helpful if you're growing cities to boost their district capacity, and from it get more boosted building yields or extra Thành adjacency bonuses. Take the Warlord's Throne building if you intend to do a lot of warfare, the Ancestral Hall otherwise. Tier Two Merchant Republic is a decent choice for most games - faster district production extends to your unique district, and the Exploration civic isn't too far from Medieval Faires which you'll need to plant woods. For a religious game, take Theocracy. The Intelligence Agency is a decent choice of Government Plaza building. The Consulate building in the Diplomatic Quarter district means all your cities with your unique district will be better-defended against Spies, allowing you to use them more aggressively. Tier Three The best choice of government depends on your victory route - Fascism for domination, Communism for science or Democracy otherwise. Similarly, the best choice of government building depends on your victory route - the War Department for domination or religious games, the National History Museum for cultural games or the Royal Society for science. Tier Four Corporate Libertarianism is the ideal choice for domination games, and your ability to build lots of Thành districts, along with your incentive to build Commercial Hubs over Harbours, means Vietnam can get more out of the production bonus than most civs. Synthetic Technocracy is a better fit for scientific and religious games, while either Corporate Libertarianism or Digital Democracy works well for cultural games. Policy Cards Ancient Era Agoge (Military, requires Craftsmanship) - Useful if you intend to train up Archers before upgrading them to Voi Chiến units. Conscription (Military, requires State Workforce) - Voi Chiến units can be pretty expensive to maintain if you rush to them early on, so cutting the cost down will be very useful. Strategos (Wildcard, requires Military Tradition) - As the Thành district does not directly provide Great General Points, it may be useful to take this alternative source to secure a Great General in time for Voi Chiến units. Classical Era Natural Philosophy (Economic, requires Recorded History) - You can get decent Campus adjacency bonuses by surrounding the district with districts built upon rainforest. This policy card doubles those bonuses. Scripture (Economic, requires Theology) - Combined with the Sacred Path pantheon, you can achieve excellent Holy Site adjacency bonuses. Veterancy (Military, requires Military Training) - Allows you to build your unique district and its buildings faster! Medieval Era Feudal Contract (Military, requires Feudalism) - Allows you to train Voi Chiến units faster. Professional Army (Military, requires Mercenaries) - Upgrading Archers to Voi Chiến units is expensive, so it helps to halve the cost with this policy card. Serfdom (Economic, requires Feudalism) - Planting woods requires Builder charges, and that can add up to a lot if you're trying to boost the yields of Preserves, make a defensive line of woods, set up lots of lumber mills or remove old woods to replant them for the production boost. As such, extra Builder charges will be very helpful. Renaissance Era Logistics (Military, requires Mercantilism) - Extend your mobility advantage in friendly territory! It's particularly useful for anti-cavalry units as they can keep up with enemy cavalry units. Religious Orders (Economic, requires Reformed Church) - Extends your advantage in theological combat. Industrial Era Military Research (Military, requires Urbanisation) - With lots of Thành districts, you can build lots of Military Academies for extra science. Public Works (Economic, requires Civil Engineering) - More Builder charges for planting woods and the like. Modern Era Five Year Plan (Economic, requires Ideology) - An improved version of Natural Philosophy which also doubles Industrial Zone adjacency. Information Era Online Communities (Economic, requires Social Media) - Increasing your tourism pressure on other civs makes the Thành district's yields go further. Future Era Global Coalition (Wildcard, requires Smart Power Doctrine) - Your own air, sea and Giant Death Robot units don't gain extra strength when fighting in woods, rainforest or marsh tiles, so this policy card can be a helpful way to cover up those weaknesses. Space Tourism (Wildcard, requires Exodus Imperative) - Vietnam's high culture output makes this policy card a reasonable way to slow down rival cultural civs from winning the game. Administration - Age Bonuses and World Congress Age Bonuses Only bonuses with notable synergy with the civ's uniques are covered here. Exodus of the Evangelists (Golden Age, Classical to Renaissance eras) - Combined with Bà Triệu's leader ability and the Missionary Zeal enhancer belief, your religious units can move at immense speed! Monumentality (Golden Age, Classical to Renaissance eras) - Makes some very fast Builders; great if you need to improve tiles which are spaced apart from each other. Heartbeat of Steam (Dedication, Industrial to Atomic eras) - As Military Academies count as industrial-era buildings and can be built in practically every city, this dedication is a decent source of era score. Heartbeat of Steam (Golden Age, Industrial to Atomic eras) - Vietnamese Campuses in rainforest district regions can achieve decent adjacency bonuses, which can be added to production with this Golden Age dedication. World Congress How you should vote in the World Congress will often be specific to your game - if you have a strong rival, for example, it might be better to vote to hurt them than to help yourself. Furthermore, there may be general bonuses to your chosen victory route or gameplay which are more relevant than ones that have stronger synergy with civ-specific bonuses. Otherwise, here's a list of key votes that have high relevance for this civ relative to other civs. Border Control Treaty - Effect A (New districts built by this player act as culture bombs) on yourself With an extra district that doesn't count towards the population cap - and an incentive to surround that district with others, you can get more out of this bonus than most. Deforestation Treaty - Effect B (Prohibits chopping or clearing features of the chosen type) on woods or rainforest Aside from denying other civs the production gained from woods or rainforest, it also means they can't cut them down as a way of denying you use of Bà Triệu's leader ability. Marsh is much rarer than woods or rainforest so preventing them being cleared makes little difference. Military Advisory - Effect A (Units of the chosen land promotion class gain +5 strength) on ranged land units while Voi Chiến units are relevant Makes your unique unit even better. Urban Development Treaty - Effect A (+100% production towards buildings in this district) on Encampments Speeds up development of your unique district. World Religion - Effect A (+10 strength for all religious units of this faith) on your own religion if you've founded one. Extends your advantage in theological combat. Administration - Pantheons, Religion and City-States Pantheons Earth Goddess - Vietnam has two unique methods to get tiles to breathtaking appeal faster. Firstly, you can stack appeal-boosting districts like Holy Sites on top of woods to grant adjacent tiles +2 appeal, and secondly, you can plant woods earlier than other civs for bonus appeal. Sacred Path - Vietnam can build districts on rainforest, and the only other civ that can do this (Kongo) is barred from building Holy Sites. This allows you to get +1.5 faith adjacency per rainforest district next to your Holy Site if you have this pantheon. Religious Beliefs You can have one founder, one follower, one enhancer and one worship belief. Missionary Zeal (Enhancer) - Powerful in conjunction with Bà Triệu's leader ability. Entering woods/rainforest/marsh tiles will now only cost your religious units one movement point, allowing them to start most turns with boosted movement. Work Ethic (Follower) - Excellent when combined with Sacred Path, as you can surround Holy Sites with rainforest districts for a huge adjacency yield, and then add it to production. City-States Bologna (Scientific) - Thành districts with a Barracks or Stable now produce an extra Great General Point, which helps make up for the lack of intrinsic points the district has. This makes it much easier to secure a Great General in time for the Voi Chiến unit. Ngazargamu (Militaristic) - With lots of Thành districts, you can cheaply purchase military units wherever in your realm you need them to be. Valletta (Militaristic) - Allows you to improve Thành districts with faith - including by purchasing walls, which protect both the city centre and the Thành district. Wolin (Militaristic) - Can help you secure a Great General for the Voi Chiến unit, which can be difficult due to the lack of direct Great General Points from the Thành district. Administration - Wonders and Great People Wonders Oracle (Ancient era, Mysticism civic) - Aids in securing an early Great General. Pyramids (Ancient era, Masonry technology) - Once you unlock the ability to grow wood tiles, you'll need a lot of Builder charges to make the most of it. Meenakshi Temple (Medieval era, Civil Service civic) - Gurus can now make adjacent religious units even stronger and faster than before, which stacks nicely with Bà Triệu's leader ability. Cristo Redentor (Modern era, Mass Media civic) - Vietnam can uniquely stack woods and an appeal-boosting district for +2 appeal to adjacent tiles. You can use this to make particularly strong seaside resorts, boosted further with this wonder. Eiffel Tower (Modern era, Steel technology) - Extends Vietnam's advantages to boosting tile appeal. Golden Gate Bridge (Modern era, Combustion technology) - Makes the most of Vietnam's means of boosting tile appeal with some very strong National Parks or seaside resorts in the city. Biosphère (Atomic era, Synthetic Materials technology) - Prevents rainforest and marsh making negative appeal, meaning all your old districts placed upon them will no longer cause trouble for your Perserve, Neighbourhood, National Park or seaside resort placement. 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. Medieval Era Hildegard of Bingen (Great Scientist) - With lots of rainforest districts and the Sacred Path pantheon, you can get a good science yield out of this Great Scientist. James of St. George (Great Engineer) - Allows you to rapidly reinforce three cities with Medieval Walls - particularly powerful in cities with the Thành district. Modern Era Alvar Aalto (Great Engineer) - Woods with appeal-boosting districts on top create excellent appeal, boosted further with this Great Engineer. Sarah Breedlove (Great Merchant) - Enhances the tourism produced by Thành districts. Atomic Era Georgy Zhukov (Great General) - Extra mobility for units which start their turn on woods, rainforest or marsh makes it easier to use flanking bonuses, which this Great General enhances. Janaki Ammal (Great Scientist) - Vietnam's incentive to keep rainforests around means you can get a good science yield here. Information Era Charles Correa (Great Engineer) - Even more appeal to stack with Vietnam's wood districts. Counter-Strategies Vietnam excels in woods, rainforest and marsh terrain, though is substantially limited without it. Civilization Ability: Nine Dragon River Delta Vietnam is restricted to building districts on woods, rainforest or marsh, which can limit their access to good adjacency yields - especially early in the game when they can't yet plant wood tiles. Neither features can appear on desert or snow tiles, so leaving those areas open while settling extensively on woods/rainforest regions can force Vietnam into a weaker start. If you have the choice, try to settle in rainforest regions before woods as Vietnam's science yield from rainforest buildings will generally be more impactful than their culture yield from wood buildings. If you have a city at risk of being captured by Vietnam or flipped by loyalty pressure, consider removing the woods, rainforest and marsh - it'll stop them building districts in the new city and also prevent Bà Triệu's leader ability being useful there. Any Vietnamese cities you capture will retain the districts on top of their features. This allows you to use both the adjacency bonuses (or appeal) of the district and the feature. Bà Triệu's Leader Ability: Drive Out the Aggressors When fighting Vietnam, unless you have a woods/rainforest/marsh combat bonus of your own, don't let your units end their turns there. The +5 strength bonus Bà Triệu receives there is more than enough to cancel out the defensive bonuses of woods and rainforest, and makes the penalties for defending on marsh even worse. Where possible, force Vietnam into open terrain or unforested hills. By ensuring your military units end their turns on open terrain or hills, Bà Triệu must forgo her strength bonus in order to fight you. If invading Vietnam, attack them from open terrain if possible, and later in the game try to use indirect fire like Artillery, Battleships or aircraft. This circumvents Vietnamese woods or rainforest from blocking your ranged units' attack range. Bà Triệu's Agenda: Defender of the Homeland A computer-controlled Bà Triệu likes civs which have never declared war on Vietnam - and never forgives those which have. The longer you stay at an offensive war against Vietnam, the worse this penalty gets. For peaceful civs, this is a very easy agenda to meet - you don't even have to do anything! For everyone else, this agenda ensures that if you declare war on Vietnam, you're almost guaranteed to never going to have good relations in the future. As such, if you want to directly declare war on Vietnam, aim to make it a conclusive war. Note, however, that this agenda doesn't inflict any extra penalties for declaring war on a ally of Vietnam, or fighting other civs. Unique Unit: Voi Chiến The Voi Chiến's incredible mobility takes it a tough unit to take out, but thankfully its damage output is no better than regular Crossbowmen. Out in the open, Men-at-Arms with the Tortoise promotion can be effective at resisting their attacks. Additionally, Courser units with the Coursers promotion can keep up with the mobility of Voi Chiến units with a decent attack bonus on top. When playing defensively, remember that Voi Chiến units cannot capture cities, and must be supported with a unit with a melee attack. Tracking down and destroying such units will force Vietnam to retreat or wait for a new unit to get to the front lines, buying you time. Unique District: Thành The Thành district will ensure Vietnam's cities will fairly consistently have Encampments present, which can make the cities even harder to invade than Bà Triệu's leader ability already makes it. However, because the districts need to be adjacent to many others for the best yields, Vietnam has an incentive not to place them on chokepoints, where their defensive capabilities are most effective. Thành districts also don't yield Great General Points, so Vietnam is forced to invest in Barracks or Stables on top of the base district to compete there. This extra production cost can slow the civ down a little bit. If you want to use Spies against Vietnam, try to pillage their Diplomatic Quarter district. That's because the Consulate building there makes all their cities with Encampments more resistant to Spies - which is to say, nearly all their cities. Finally, if you capture Thành districts, they'll convert into regular Encampments for you, allowing you to enjoy the benefits of an extra district in a city which may otherwise lack the district capacity, as well as the Great General Point from the base district. Other Guides If you like these guides and want to send a tip, you can click here![ko-fi.com] Gathering Storm Compilation Guides Civ summaries (Start here for an introduction for all civs) Civ-specific tricks, secrets and clarifications (Ideal for more experienced players)Individual Civilization Guides America - no additional content* (Cultural/Diplomatic/Domination) America - all additional content* (Cultural/Diplomatic/Domination/Scientific) Arabia (Domination/Religious/Scientific) Australia (Domination/Scientific) Aztecs (Domination) Babylon (Cultural/Domination/Scientific) Brazil (Cultural/Domination/Religious/Scientific) Byzantium (Domination/Religious) Canada (Cultural/Diplomatic) China (Cultural/Domination/Scientific) Cree (Diplomatic) Egypt (Cultural/Diplomatic/Religious) England (Cultural/Domination/Scientific) Ethiopia (Cultural/Religious) France (Cultural/Domination) Gaul (Domination) Georgia (Diplomatic/Religious) Germany (Domination/Scientific) Gran Colombia (Domination) Greece (Cultural/Diplomatic/Domination) Hungary (Diplomatic/Domination) Inca (Religious/Scientific) India (Domination/Religious) Indonesia (Cultural/Domination/Religious/Scientific) Japan (All) Khmer (Cultural/Religious) Kongo (Cultural) Korea (Scientific) Macedon (Domination/Scientific) Mali (Diplomatic/Religious) Māori (Cultural/Religious) Mapuche (Cultural/Domination) Maya (Scientific) Mongolia (Domination) Netherlands (Scientific) Norway (Domination) Nubia (Domination) Ottomans (Domination) Persia (Cultural/Domination) Phoenicia (Domination) Poland (Cultural/Domination/Religious) Portugal (Diplomatic/Scientific) Rome (Domination) Russia (Cultural/Religious) Scotland (Scientific) Scythia (Domination/Religious) Spain (Domination/Religious/Scientific) Sumeria (Diplomatic/Domination/Scientific) Sweden (Cultural/Diplomatic) Vietnam (Cultural/Domination) Zulus (Domination)*The Teddy Roosevelt Persona Pack splits Roosevelt's leader ability in two, meaning the game with it is substantially different from without - hence two different versions of the America guide. Lincoln was added later and is only covered in the latter guide. Other civs with alternative leader personas are not split because the extra personas added in later content do not change the existing gameplay - as such the guides are perfectly usable by players without them. Rise and Fall These guides are for those with the Rise and Fall expansion, but not Gathering Storm. They are no longer updated and have not been kept up to date with patches released since Gathering Storm. To look at them, click here to open the Rise and Fall Civ Summaries guide. The "Other Guides" section of every Rise and Fall guide has links to every other Rise and Fall guide. Vanilla The Vanilla guides are for those without the Rise and Fall or Gathering Storm expansions. These guides are no longer updated and have not been kept up to date with patches released since Rise and Fall. To look at them, click here to open the Vanilla Civ Summaries guide. The "Other Guides" section of every Vanilla guide has links to every other Vanilla guide.
2026-02-27 09:01:33 发布在
席德·梅尔的文明®VI
说点好听的...
收藏
0
0
