齐格扎格齐格尔的指南 - 大哥伦比亚(GS)

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席德·梅尔的文明®VI
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Gran Colombia offers fast-paced warfare and an entirely unique type of Great Person. Here, I detail Gran Colombian 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. Are we free? I hoped the revolution would achieve a new age of liberty, a realm of justice and glory. I saw it as a chance for the shining majesty of the New World to dispense health and life to the afflicted of the Old World. I was a fool. Old tyrants are replaced by new tyrants; a common identity short-lived in the face of factionalism, and we are left destitute. There is yet one hope - if Gran Colombia remains united, perhaps then even the distant dreams of my naive younger self may be achieved. 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 Gran Colombia has no start bias. Civilization Ability: Ejército Patriota All units gain +1 movement. Promoting a unit does not end its turn nor does it cost movement points. Simón Bolívar's Leader Ability: Campaña Admirable

进入新游戏时代时,将获得一名免费的【最高指挥官】。你获得的具体【最高指挥官】是随机的,但在一局游戏中不会重复获得同一名。西蒙·玻利瓦尔的独特伟人:【最高指挥官】

从古典时代到未来时代均可使用,且不会替换任何内容。 来源:每个游戏时代开始时自动获得 移动力:4 视野: 被动技能: 退役奖励:

2

+5

对所有位于两格范围内的己方领地军事单位 安东尼奥·何塞·德·苏克雷:立即创建你能训练的最强单位。该单位获得一次免费晋升。该单位无需资源维护。安东尼奥·纳里尼奥:+1

在最近的城市中获得一名免费商人。 弗朗西斯科·德保拉·桑坦德尔:授予总督头衔。 格雷戈尔·麦格雷戈:为一个陆军军事单位提升1级晋升等级,并获得相当于该单位购买成本50%的金币。 何塞·安东尼奥·派斯:2格范围内的所有骑兵单位永久获得+4

奖励。 何塞·费利克斯·里瓦斯:2格范围内的敌方单位失去30点生命值 曼努埃尔·皮亚尔:永久+7

至本格地上的陆军单位。马里亚诺·蒙蒂利亚:2格范围内的单位获得+4

攻击城市时永久生效。 拉斐尔·乌尔达内塔:所有2格范围内的陆地作战单位恢复所有移动和攻击能力,如同刚开始新回合一样。 圣地亚哥·马里尼奥:+4

对两格范围内的所有近战步兵和反骑兵单位永久生效。 显著特点 与其他伟人不同,不具有竞争性,因此其他文明无法阻止你获得他们 与其他伟人不同,获得时不提供时代分数。但与伟大将军类似,当你两格范围内的单位首次击杀敌人时,提供+2时代分数。 为两格范围内的己方陆地军事单位提供+5战斗力。 此加成可与伟大将军提供的加成叠加。 与伟大将军的加成不同,此加成不与时代绑定,因此可适用于远古时代单位。拥有独特的退休加成。 特色单位:草原枪骑兵

工业时代轻骑兵单位,替代骑兵 研究 淘汰 升级自 升级至 成本 资源 维护费用

军事科学 技术 工业时代

合成材料** 科技 原子时代

追猎者(270

20

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直升机(550)

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使用信仰购买单位需要【宗师礼拜堂】政府建筑,该建筑需要中世纪时代的【神权】或文艺复兴时代的【探索】市政。 如果铝资源不足,即使研究了【合成材料】科技,仍可以继续训练【兰那罗骑兵】。 战斗力 远程战斗力 移动力 射程 视野 负面属性 正面属性 62

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对城市城墙和城市防御造成85%的额外伤害 忽略控制区域 +2

每相邻一个平原牧者 当一个陆军元帅在该单位两格范围内退役时,恢复至满血。 正面改动:每回合维护费用从5金币降至2金币(-60%) 每相邻一个平原牧者+2战斗力 当一个陆军元帅在该单位两格范围内退役时,恢复至满血。 概述(第2/2部分) 独特改良设施:庄园 研究需求 地形要求 建造者 掠夺产出

重商主义 市政 文艺复兴时期 必须建造在你自己领土内的以下区域之一:

草原

平原 地块必须无特征。

建造者 掠夺者治疗50点生命值。 防御加成 直接产出 相邻产出 其他加成 典型最大产出 理论最大产出 无 2

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由于相邻加成存在冲突,从相邻种植园获得更多食物意味着从相邻庄园获得的潜在生产力会减少,反之亦然。 增强内容 研究 直接加成 相邻加成 其他加成 新的典型最大值* 新的理论最大值*

可替换部件 科技 现代 era 无 种植园相邻加成变更为+1

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快速部署 市政 原子时代 无 大庄园的相邻加成变更为+1

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由于相邻加成存在冲突,从相邻种植园获得更多食物意味着从相邻庄园获得的生产力潜力减少,反之亦然。 胜利倾向 在本节中,文明会根据其对特定胜利类型的倾向程度进行主观评分——而非其强度。评分达到3分或以上意味着该文明在该胜利路线上至少具有轻微优势。 领袖

文化

外交

统治模式

宗教

科学 西蒙·玻利瓦尔 5/10 (尚可)5/10 (尚可)10/10 (理想)6/10 (尚可)5/10 (尚可) 对于大哥伦比亚来说,文化胜利并非绝佳路线,但他们拥有一些实用优势。大庄园带来的食物、住房和生产力潜力或许有助于奇观建造,但这一点在旅游竞争中并非巨大优势。晋升不消耗移动力的特性有助于摇滚乐队更频繁地演出,并最大化其旅游产出。 外交胜利是一条合理的路线,这得益于大庄园带来的良好黄金产出(对援助紧急事件很有用),以及大哥伦比亚的高机动性使其更容易抵达其他紧急事件地点。 征服胜利是大哥伦比亚目前为止的最佳选择。该文明的机动性一直很强,独特单位【指挥官将军】能提供多种战斗优势,再加上强大的【兰杰罗骑兵】,大哥伦比亚可能成为巨大的军事威胁。不仅如此,【庄园】改良设施还能通过提供金币来帮助维持单位。 尽管大哥伦比亚没有信仰加成,但凭借其文明能力,他们仍能出人意料地在宗教胜利上取得不错的进展。使徒可以直接移动到目标位置,无需停下来晋升,并且所有宗教单位都能更快地到达需要去的地方。 科技胜利对大哥伦比亚来说不是一条绝佳路线,但庄园在游戏后期能提供强大的生产力输出——非常适合太空竞赛项目。 文明能力:爱国军队

如果你从平地开始,可以先让移民移动一格,然后再移回来,这样还会剩余一个移动点数来建立首都。这是一种在游戏初期探索额外几格地图的简单方法。 大哥伦比亚的特点在于其机动性。大哥伦比亚的所有单位都能获得额外移动力,并且所有军事单位都可以忽略晋升通常所需的移动成本。 所有单位+1移动力 早期探索 从游戏开始,你的初始单位就能比通常情况下移动得更远。虽然我不建议让移民移动太多(延迟建立首都会在后期损失宝贵时间),但这对于用初始战士进行探索非常有利。你将有更大的机会先于其他玩家找到部落村庄和发现城邦。建议在游戏初期训练一些投石兵和/或侦察兵。侦察兵拥有极高的机动性(尤其是在获得晋升后),能够快速探索地图,但投石兵更适合防御,并且很快就能升级为弓箭手。 探索新区域时,最好每次移动一格,以确保不会意外遭遇蛮族,也不会因走入死胡同(例如半岛)而浪费时间。在与蛮族战斗时要谨慎——在游戏极早期就与蛮族交战可能会浪费宝贵的探索时间,但放任他们不管太久则可能面临他们以更强兵力发动的攻击。平民单位与宗教单位 和任何文明一样,尽早训练出移民是个不错的主意——毕竟,两座城市的产能比一座城市更高。移动能力更强的移民能更有效地躲避蛮族,从而减少你对护卫单位的需求,而且节省下来的移动时间能让你更快地发展新城市。 哥伦比亚文明的建造者同样拥有更快的移动速度,这使他们能够在移动到复杂地形后,在同一回合内执行建造行动。 这种移动加成甚至延伸到了考古学家和摇滚乐队等单位,让你能比其他文明更早获得旅游业绩——如果你的目标位置较远,这一点尤其有用。宗教单位额外的移动力使其能够更快地抵达目标,既能规避宗教战斗,也能阻止其他文明的单位逃离。很少有文明能为宗教单位提供移动速度加成,这让大哥伦比亚在此方面拥有可靠优势。 军事单位 大哥伦比亚的文明能力提供+1移动力。再加上大将军(适用于陆地军事单位)或海军上将(适用于海军单位),就能累积获得+2移动力的有效加成! 即使是+1移动力的优势也非常有用。在早期对抗蛮族时,你可以更轻松地让受伤单位撤退——一名战士或投石兵可以越过山丘或林地到达另一侧,使其免受蛮族远程单位的攻击。你的所有单位也将足够快以追上蛮族斥候,使你能在它们返回营地召唤更多蛮族之前进行拦截。 额外的移动力也有助于单位的走位。一旦你研究了【军事传统】市政,就能使用侧击和支援加成。要最大化侧击加成,用你的单位包围敌人。要最大化支援加成,确保你的军事单位周围有足够多的友方单位相邻。 当一个陆地单位拥有高达4点移动力时(在有大将军的情况下很容易实现),它们能够过河后仍剩余1点移动力,或者在同一回合内进行劫掠并执行其他行动。这两个优势都让对手更难及时组织起有效的防御。通过河流后仍有剩余移动点数时,你可以避免跨河近战攻击的惩罚。掠夺后执行其他行动,能让你依靠被掠夺的农场恢复生命值并重新投入战斗。 额外的机动性对攻城单位尤为重要,因为它们基础机动性较低且需要部署后才能开火,这通常意味着它们必须进入城市的攻击范围才能发动攻击。而大哥伦比亚可以移动后立即开火,从而最大化造成的伤害。 晋升无移动点数消耗

无需休整! 军事单位 通常情况下,当军事单位拥有足够经验时,你可以对其进行晋升,这会为其恢复50点生命值并给予永久加成,但会消耗该单位剩余的行动回合。在战况更激烈的情况下,这会是一个棘手的权衡——花费一个回合进行治疗可能意味着你会错失消灭敌方单位或占领城市的机会。 大哥伦比亚完全避免了这一问题。其单位可以进行晋升并获得相应治疗,且**完全无需消耗移动力**,这将休整时间降至最低,让你能够持续作战。这一点对新单位尤为有效,因为它们获得晋升的频率更高。再加上额外的移动力,这能让你在进攻时更加激进,更快地击败敌人。在拥有晋升【射孔】的总督维克托( castellans )所在的城市中训练或购买的军事单位,将获得一次免费晋升。你可以立即使用该晋升,让更强的单位快速投入前线;也可以考虑保留它,直到单位首次战斗后使用,以获得一次便捷的治疗。这对近战攻击单位(如【草原枪骑兵】)最为有效。 晋升无需移动点数的特性,与奇观【兵马俑】搭配时尤为强大——后者能为你所有的军事单位提供一次免费晋升。这实质上相当于为你的整个军队进行了一次治疗。 其他单位: 无需移动点数的晋升同样会影响【使徒】、【间谍】和【摇滚乐队】,因为这三类单位都拥有各自的晋升树。使徒初始自带一个晋升,若在拥有【庇护圣徒】晋升的莫克沙总督(红衣主教)所在城市购买,还可额外获得第二个晋升。尽管使徒无法再获得后续晋升,但哥伦比亚的文明能力在帮助使徒快速部署到目标位置方面,仍能有效节省时间。 间谍无法享受哥伦比亚的额外移动力加成,且最多只能获得三个晋升,因此节省的时间非常有限。虽然仍有一定帮助,但作用较为轻微。 摇滚乐队能从额外移动力中显著获益,因为它们需要频繁移动以在不同演出场地间穿梭。无需消耗移动力的晋升则能进一步节省时间——当统治胜利策略效果不佳,想要转而追求文化胜利时,这一点会非常实用。额外移动力对于探索、侧翼包抄和逃脱非常有用。 你可以立即晋升单位以更积极地作战,也可以保留晋升机会,直到需要一个便捷的治疗来源时再使用。 西蒙·玻利瓦尔的领袖能力:卓越战役

西蒙·玻利瓦尔为游戏引入了一组独特的伟人,其运作方式与伟大将军类似。本节将大致介绍你可以用他们做什么,而“总司令”部分将探讨他们的特定退休加成以及你如何利用这些加成。 迈向古典时代 你将在古典游戏时代开始时获得你的第一位总司令。在此之前,建议你集中精力用移民进行扩张,建造一些学院以发展科技,建造几个军营以确保获得一位古典时代的伟大将军,并训练一些单位(弓箭手、投石机和骑兵都是不错的选择)。虽然伟大将军无法提升远古时代军事单位的战斗力,但统帅将军可以。这意味着一旦进入古典时代,大哥伦比亚可以利用弓箭手对对手发动相当有效的突袭。经统帅将军强化的大哥伦比亚弓箭手,其速度和战斗力堪比努比亚的皮塔提弓箭手,且防御能力更为出色。在突袭期间,你可以致力于研发机械学科技,将弓箭手升级为弩手——配备古典/中世纪时代的伟大将军和统帅将军后,大哥伦比亚弩手将拥有4点移动力、40点近战强度和50点远程强度!前往草原枪骑兵的道路 统帅将军与伟大将军的组合为大哥伦比亚带来了巨大的速度和力量优势,且没有大多数好战文明所受的限制。因此,大哥伦比亚应继续其战争之路,沿途夺取更多城市。同时,在科技树上朝着军事科学努力。你可能需要绕道研究教育(以获得额外科研)、马镫(用于骑士,军事科学的尤里卡所需)和制图学(如果你在本土大陆已无目标可攻)。 在此期间,轻骑兵单位如骑手和驯马师将非常有用,因为它们拥有极高的机动性、高效的掠夺能力,最重要的是,它们之后可以升级为草原枪骑兵。远程单位在对付敌方单位和城市时依然表现出色。攻城单位的情况则稍显复杂,因为在研发出军事科学之前,投石机是唯一可解锁的攻城单位。你可能需要依靠晋升后的弩手来对付城墙。 时代分数 与其他伟人不同,指挥官将军在获得时不会提供+1时代分数。不过,和常规的大将军与海军上将类似,当处于其光环范围内的单位首次击杀敌人时,指挥官将军会提供+2时代分数。 为了充分利用这一加成,可以考虑让新获得的指挥官将军先留在国内,直到你希望一次性获得大量时代分数时再派上用场。对于打算退役的指挥官将军,建议先让他们至少击杀一个单位。指挥官将军与弓箭手、投石机和骑兵搭配,非常适合前期突袭。 指挥官将军与伟大将军组合能提供巨大的战力优势。 大哥伦比亚在指挥官将军附近首次击杀单位可获得少量时代分。 西蒙·玻利瓦尔的独特伟人:指挥官将军

With the general bonuses of Comandante Generals covered in the section on Simón Bolívar's leader ability, it's time to look more specifically at what each one can do! Just as every Great General has a unique retirement bonus, every Comandante General does as well. However, unlike Great Generals, Comandante Generals aren't tied to specific eras and are granted in a random order every game. Below, I'm listing each Comandante General in alphabetical order, but remember you won't get all of them in a game, and not at the same time in each game. Always be sure to keep at least one around for the strength and mobility bonuses. Antonio Jose de Sucre Retirement Bonus: Instantly creates the strongest unit you can train based on melee strength, or ranged strength if it's higher. This unit receives a free promotion. This unit requires no resource maintenance. This retirement bonus is most effective when activated after beelining a military technology like Military Science, as it can result in you receiving a unit with a huge strength advantage over opponents. It also circumvents the need to unlock a specific strategic resource to use a unit, allowing you to get an Infantry unit without unlocking Refining first, for example, or a Helicopter without Radio. A free Giant Death Robot with Robotics is also a handy late-game military edge. Still, this is one of the weaker retirement bonuses on the whole, so I'd recommend keeping this Comandante General in most cases unless you really need a heal for Llanero units. Any military advantage granted is fairly short-lived. Antonio Nariño Retirement Bonus: +1 trade route capacity and receive a free Trader in the nearest city. A handy economic boost, especially earlier in the game. Trading with a city-state can be a safe way to secure some extra gold for unit maintenance, or internal trade can help get weaker cities to a better state. Francisco de Paula Santander Retirement Bonus: Grants a Governor title. A versatile bonus depending on what you spend the Governor title on, though a reliable use is to gain an extra Governor for sustaining loyalty pressure on freshly-captured cities. Later in the game, an extra title becomes a bit less useful as you will have already unlocked the most relevant bonuses. Gregor McGregor Retirement Bonus: Grants +1 promotion level to a military land unit and gold equal to 50% of the unit's purchase cost. An extra promotion is largely more effective the more promoted a unit already is, as each subsequent promotion requires more experience to unlock. That being said, this is one of the less effective retirement bonuses on the whole, so consider keeping this Comandante General around. José Antonio Páez Retirement Bonus: All cavalry units within 2 tiles gain a permanent +4 strength bonus. A very powerful bonus! You can potentially get up to 18 units buffed with this strength boost, but keep in mind that can take a long time to set up. Even getting 10 units boosted will give you a great advantage - particularly with Llanero units, which are strong already. José Félix Ribas Retirement Bonus: Enemy units within 2 tiles lose 30HP Best-used against stronger enemy units as it's a flat 30HP health penalty regardless of enemy strength. Could be helpful in situations where your Llaneros are mixed up with enemy units, as you can heal yourself while huring enemies at the same time. This is a bit of a niche retirement bonus on the whole, so keep this Comandante General around until an ideal situation arises. Manuel Piar Retirement Bonus: Permanent +7 strength to a land military unit on this tile. Provides you with a super-unit! This stronger unit will make an excellent escort for Great Generals or Comandante Generals, and if you can combine José Antonio Páez's strength bonus on top, that's an incredible +11 bonus. Mariano Montilla Retirement Bonus: Units within 2 tiles gain +4 strength permanently when attacking cities. Particularly effective when used on siege units, but honestly helpul for whichever military units receive it. Be sure to pack as many units close to this Comandante General as possible for the biggest bonus. Rafael Urdaneta Retirement Bonus: All land combat units within 2 tiles regain all movement and attack capability, as if they had just started a new turn. This is most helpful when used in conjunction with a large force of Llaneros, as they will also heal to full health allowing them to deal maximum damage in their new attack. It's also helpful for land ranged units with the Expert Marksman promotion or heavy cavalry with the Breakthrough promotion for some extra damage. Santiago Mariño Retirement Bonus: +4 strength permanently to all melee infantry and anti-cavalry units within two tiles. Llaneros can be vulnerable to enemy anti-cavalry units. If an enemy is relying heavily on them, you might want to use a few melee infantry units of your own. Your mobility bonuses will make it easy to catch them, and with this strength bonus, you'll finish them off quickly. Still, if you're in a situation where you have little need for melee infantry or anti-cavalry units, it might be best to hang onto this Comandante General for the strength bonus or to heal Llaneros. Conclusion The best Comandante Generals to retire are Antonio Nariño, Francisco de Paula Santander, José Antonio Páez, Manuel Piar and Mariano Montilla - though if you're in need of era score, it's a good idea to use them to help defeat an enemy unit first. Others are generally best-kept for niche situations where their retirement bonuses would make the biggest impact. Unique Improvement: Hacienda

大庄园是一种便捷且多功能的独特改良设施,它能满足城市的食物、住房和生产力需求,同时还能额外提供一些金币。虽然作为独特改良设施,它的解锁时间较晚,但额外的金币在后期战争中仍然十分有用。 解锁条件: 要解锁大庄园,需要文艺复兴时期的重商主义市政。在此之前,选择神权市政以获取骑士精神政策卡(可加快兰尼埃罗骑兵的训练速度),和/或选择佣兵市政以获取职业军队政策卡(能将单位升级的金币成本减半,从而更便宜地将轻骑兵升级为兰尼埃罗骑兵),这些都是很有用的。 对于大哥伦比亚来说,快速研发重商主义并非首要任务,所以如果需要其他有用的市政,不必急于优先发展重商主义。在重商主义政策实施前,提前训练一些建造者(最好配合农奴制政策卡以获得额外建造次数),这样你就能建造大量大庄园并尽早获得其最佳加成。你可能还需要移除现有的地格改良设施以获取更多产出。 用途 初期,大庄园的主要价值在于其金币产出以及与农场相当的住房。额外的住房意味着你可以减少农场的使用,转而建造更多生产设施,而金币则有助于支付军事单位的维护费用。大庄园周围建造其他大庄园能在一定程度上提升生产力,使其接近普通矿山的水平,但这并非巨大优势。相邻种植园带来的食物产出也不算高——通常最多只能获得1点食物。不过,这并不是说这种地格改良不好——少量的食物和生产力加成让它成为值得分配人口工作的地格,这样你就能利用上面的金币资源了。对比一下,比如斯基泰的库尔干,虽然能产出可观的金币,但没有食物或生产力加成来支持城市分配人口去工作它们。 可替换部件科技会提升大庄园从相邻种植园获得的食物。这虽然不会让大庄园的食物产出接近农场现在能达到的水平,但考虑到城市增长需要宝贵的宜居度,而你需要宜居度来支持征服行动,所以这也不算太大的问题。 到了原子时代的快速部署市政后,情况会好很多。被其他大庄园环绕的大庄园将获得高达+6的生产力加成,同时还有金币和住房加成。这种生产优势将有助于弥补此时兰杰罗(Llanero)单位效能下降的问题,但需要注意的是,覆盖着大庄园改良设施的大片开阔区域容易遭受干旱。 结论 大庄园能让你的城市在不显著损失生产力、住房或食物的前提下产出更多金币,使你的帝国能更轻松地承担支援和购买更多军事单位的成本。在原子时代,它们本身也会成为重要的生产力来源。 特色单位:兰杰罗(Llanero)

兰尼埃罗骑兵速度极快且实力强劲,几乎无人能抵挡其纯粹的力量——或许只有城市防御工事能做到。 解锁条件: 兰尼埃罗骑兵需要工业时代的军事科学科技。在完成写作、箭术、货币等关键早期科技后,建议优先研发机械学(以解锁弩兵),然后再研发军事科学。尽管研究比当前游戏时代更晚的科技成本更高,但你仍能比其他文明早不少时间解锁兰尼埃罗骑兵,从而获得巨大的实力优势。 训练兰尼埃罗骑兵还需要马匹,但如果你领土内原本没有,早期的征服行动应该至少能为你获取一些。幸运的是,它们的金币维护费用较低,因此你无需过于担心需要大量金币收入来维持它们(很快庄园就能在这方面提供帮助)。 提前训练一些骑兵或驯马师是个不错的主意,这样一旦解锁军事学,你就能立即将它们升级为兰尼埃罗骑兵。此外,留意伟大将军——你会在文艺复兴或工业时代需要一位。 解锁军事学后,研究金属铸造以获取 bombard单位也是个好主意,因为它们在对抗城市防御时比兰尼埃罗骑兵有效得多。炼油(用于发现石油)和钢铁(用于需要石油的火炮)不需要太多额外的科技。 作为轻骑兵单位,兰尼埃罗骑兵可以忽略控制区域。这使得它们非常擅长绕过敌方单位和城市,分别对其进行侧翼包抄和围城。凭借大哥伦比亚的文明能力和一位伟大将军,草原枪骑兵每回合最多可拥有高达7点移动力,因此你可以轻松包围敌人。 话虽如此,包围敌人并非总能实现最大化伤害,因为草原枪骑兵与相邻的其他草原枪骑兵相邻时获得的战斗力加成,比侧翼包抄(至少在没有“双重包围”晋升的情况下)更高。不过有时两者可以兼顾,但这通常需要将草原枪骑兵部署在无法作战的位置。因此,请仔细考虑你的具体情况: 尝试包围城市(以对其进行围城并阻止其 healing)和你不想让其逃脱的较强单位。尽量最大化草原枪骑兵对较弱单位的强度加成(以减少你受到的伤害) 拥有掠夺晋升的轻骑兵单位只需1点移动力即可进行掠夺。对于大哥伦比亚来说,这使你能在一回合内掠夺多达四个地格改良设施,或掠夺几个区域。掠夺农场或娱乐中心是获取生命值的绝佳途径。一旦你占领城市,改良设施很容易重建,但区域的重建成本可能更高。不过,为了科技去掠夺学院,为了文化去掠夺剧院广场仍然是值得的。 退役指挥官将军获得的生命值 退役任何指挥官将军会将其周围两格内的草原枪骑兵治疗至满血。当有大量已晋升的受伤的【Llaneros】时,这会非常有用,因为他们需要很长时间才能晋升到下一级并恢复。你很可能在围攻城市时遇到大量【Llaneros】在范围内的情况。 不要过度使用此能力,因为你可用的【Comandante Generals】数量有限,如果你使用了最后一个,就会失去宝贵的+5力量加成。总的来说,我建议至少保留两名【Comandante Generals】,这样你总能有一个备用的。 噩梦吉他手

An incomplete example. By combining Comandante General retirement bonuses with Llaneros, you can make an even stronger force... Start with a Llanero (62 strength) and make it into an army (79 strength) Add a Great General (84 strength) Add the strength bonus of José Antonio Páez (88 strength) Add the Fascism government or legacy card (93 strength) Add five adjacent Llaneros (103 strength) Add the strength bonus of Manuel Piar (110 strength) Everything up to the Fascism government bonus can be applied to up to 18 Llanero armies - add Mariano Montilla as well and they'll have 98 strength against cities, plus more with adjacent Llaneros. The maximum strength here exceeds many information-era units! Obsoletion Llaneros are strong, fast and tough for opponents to stop. Still, it's worth upgrading them to Helicopters once you reach the Synthetic Materials technology as they're even stronger than a Llanero unit with six adjacent Llaneros. The higher gold maintenance cost can be covered by your Hacienda improvements. Summary Llaneros are great against units, when pillaging and when against unfortified cities, but need siege support to handle city walls - Bombards and Artillery are ideal. Consider carefully if it's better to flank an enemy or maximise the Llanero adjacency strength bonus. Retire Comandante Generals near large numbers of injured promoted Llaneros if you want to make the most of the heal, and don't retire too many. 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. Governments Tier One Oligarchy's experience bonus makes it useful for Gran Colombia as you can enjoy the easy heal from promotions more easily. However, its legacy card isn't useful for the types of units Gran Colombia tends to rely on. Autocracy is a reasonable alternative - while the wonder-building bonus is fairly niche, the Government Plaza bonuses help speed up Gran Colombia's start. Choose the Warlord's Throne for an easy production bonus from conquests. Tier Two Monarchy is the fastest tier two government to unlock, and comes at the same civic as the Chivalry policy card (required to train Llaneros faster). The Grand Master's Chapel is a good Government Plaza building as Llaneros are especially effective at pillaging, and conquests will provide you with a lot of faith that you might not otherwise have a use for. The Intelligence Agency is a fair alternative if you lack faith to spare - promotions with no movement cost means your Spies will save a little bit of time. Tier Three Fascism's strength bonus combines with Comandante Generals for an even bigger strength advantage. Use the War Department to score health from kills, allowing you to play even more aggressively. Tier Four If you don't mind the loss of science, Corporate Libertarianism comes with a handy versatile production bonus which builds on late Hacienda yields nicely. Policy Cards Ancient Era Agoge (Military, requires Craftsmanship) - Rushing Archers and bringing along a Comandante General is an effective way to start the game with Gran Colombia. Conscription (Military, requires State Workforce) - Helps you support the cost of an early rush with Archers, Catapults, Horsemen or the like. Manoeuvre (Military, requires Military Tradition) - Training Horsemen now means you can upgrade them to Coursers or Llaneros later for an immediate strength advantage. Strategos (Wildcard, requires Military Tradition) - Securing an early Great General gives Gran Colombia a huge strength advantage over other civs. Survey (Military, requires Code of Laws) - If you're using recon units for early exploration, more experience will mean they'll get to their first promotion sooner and move even faster. Classical Era Raid (Military, requires Military Training) - 50% improved pillaging yields - rather handy when you have light cavalry with the the Depredation promotion as they can pillage for cheap. Medieval Era Chivalry (Military, requires Divine Right) - Allows you to train Coursers and Llaneros faster. Professional Army (Military, requires Mercenaries) - Upgrading Horsemen or Coursers to Llaneros can be expensive, but this policy card halves that cost. Serfdom (Economic, requires Feudalism) - Training Builders ahead of time with the boost from the Serfdom policy card means you'll be ready to build plenty of Haciendas once you research the Mercantilism civic. Renaissance Era Logistics (Military, requires Mercantilism) - Build on your mobility advantage even further! Builders will be able to cross rivers and perform an action in the same turn, or go onto a forested hilltop and remove the foliage in the same turn, while military units can catch up to your Great General-boosted units more easily. Industrial Era Force Modernisation (Military, requires Urbanisation) - Saves gold upgrading units to Llaneros. Native Conquest (Military, requires Colonialism) - If you successfully beelined Military Science, you may have more advanced units than other civs and hence can make a fair amount of gold out of this policy card. Public Works (Economic, requires Civil Engineering) - Helps you build more Haciendas. Total War (Military, requires Scorched Earth) - Boosts pillage yields; particularly handy for light cavalry like Llaneros. Modern Era Levee en Masse (Military, requires Mobilisation) - Llanero units are now free to maintain - though Llanero corps and armies will not be. Atomic Era After Action Reports (Military, requires Rapid Deployment) - Faster experience means more promotions, and more opportunities to heal. Future Era Integrated Attack Logistics (Wildcard, requires Information Warfare) - An even better mobility advantage in enemy territory. Administration - Age Bonuses and World Congress Age Bonuses Only bonuses with notable synergy with the civ's uniques are covered here. Monumentality (Golden Age, Classical to Renaissance eras) - Builders can move at a rate of 5 tiles per turn (6 with the Logistics military policy card), allowing them to cross a river onto rough terrain and still have a movement point remaining. You can also use any faith you might accumulate from your conquests to help develop your growing empire. Twilight Valour (Dark Age, Classical to Renaissance eras) - This Dark Age wildcard might stop your units from healing via being idle, but it doesn't prevent healing from promotions, which is a key source of health for new Gran Colombian units. As such, you can enjoy the great +5 attack bonus without suffering too much of a downside. Letters of Marque (Dark Age, Renaissance to Modern eras) - Naval raiders usually suffer from low movement, but with Gran Colombia's civ ability and this Dark Age wildcard, they can keep pace with their enemies - or avoid being caught when raiding. Hic Sunt Dracones (Golden Age, Renaissance to Industrial eras) - Cross oceans lightning-fast! Elite Forces (Dark Age, Industrial to Information eras) - Haciendas can help cover the downside. Fast experience gain means you can more frequently promote units for easy healing. 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. Military Advisory - Effect A (Units of the chosen land promotion class gain +5 strength) on ranged land, light cavalry or siege units. Generally, these three classes of military units are the ones Gran Colombia will be using the most; light cavalry due to the Llanero unit, and the others because they gain considerably from Gran Colombia's bonus mobility. Administration - Pantheons, Religion and City-States Pantheons God of the Forge - Helps you speed up early rushes. Goddess of Festivals - Haciendas are most effective adjacent to plantations, and this pantheon boosts plantation yields. Religious Beliefs You can have one founder, one follower, one enhancer and one worship belief. Missionary Zeal (Enhancer) - Gran Colombian religious units will have a huge mobility advantage with this belief. City-States Kabul (Militaristic) - An ideal city-state for Gran Colombia, doubled experience gain means you can enjoy more frequent healing for your units. Wolin (Militaristic) - Helps you secure Great Generals without needing to spend production on Encampments. Administration - Wonders and Great People Wonders Pyramids (Ancient era, Masonry technology) - More build charges will be very useful once Haciendas come available, as you'll need to build a lot quickly for their best yields. Great Lighthouse (Classical era, Celestial Navigation technology) - Gives you an even greater mobility advantage on the seas. Terracotta Army (Classical era, Construction technology) - Potentially incredibly powerful for Gran Colombia, as it essentially amounts to a free heal for your entire military as well as making all your units stronger. Alhambra (Medieval era, Castles technology) - Gran Colombia can benefit from a lot of military policy cards, so having an extra slot will come in handy. Meenakshi Temple (Medieval era, Civil Service civic) - Extend your movement speed advantage for religious units even further! Taj Mahal (Renaissance era, Humanism civic) - The first time a Comandante General aids in defeating an enemy unit, you will gain two era score - or three with the Taj Mahal wonder. Great People Comandante Generals are covered in their appropriate section earlier in the guide. They are unlocked in a random order each game rather than being tied to a specific era. Great Generals and Admirals are only mentioned if their retirement bonuses have specific synergy with the civ; not merely for providing a strength bonus to a unique unit. Classical Era Hanno the Navigator (Great Admiral) - Grants you a ridiculously fast naval melee unit; excellent for exploration. Medieval Era Bi Sheng (Great Engineer) - Printing is on the way to Military Science, and has a eureka that can be hard to pick up in time without the use of this Great Person. Leif Erikson (Great Admiral) - Combined with Gran Colombia's mobility advantage, Leif Erikson can give you a huge advantage to exploration over seas. Industrial Era Horatio Nelson (Great Admiral) - Increases naval flanking bonuses. Combined with Gran Colombia's extra mobility, you can more easily maximise your damage output. Napoleon Bonaparte (Great General) - Being able to form an early army can make an incredibly strong Llanero force. Rani Lakshmibai (Great General) - A bonus free Llanero unit. Atomic Era Georgy Zhukov (Great General) - Extra flanking bonuses works nicely with Gran Colombia's movement point bonuses. Counter-Strategies Gran Colombia is fast and strong in war-time, and can be a considerable threat - especially in the industrial era. Civilization Ability: Ejército Patriota As all of Gran Colombia's units have more mobility, they're harder to catch if they're injured or retreating. Using cavalry of your own isn't a bad idea, as you'll be able to keep up with their slower units, and won't be too disadvantaged against their faster ones. Try to target one unit at a time where possible so you can kill them and prevent Gran Colombia getting an easy heal from promoting them. If you don't think you'll be able to kill a Gran Colombian unit in a turn, try to target one that's just been promoted or has a high promotion level as it'll have little opportunity to heal before the next turn. Simón Bolívar's Leader Ability: Campaña Admirable Simón Bolívar receives essentially a special Great General for free every game era - except for the ancient game era, and minus the speed boost. As such, if you start near Gran Colombia, you can mark out the exact amount of time until they'll have their big strength advantage. Consider weakening them with a rush to save yourself trouble later. Simón Bolívar's Unique Great Person: Comandante General The main limitation of the Comandante General is that it only applies for units within its radius. As such, the best way to bypass the troublesome strength bonus is to attack Gran Colombia from more than one direction. Ensure your angles of attack aren't too close as otherwise they'll easily be able to move their fast military to combat both threats. Simón Bolívar's Agenda: Carabobo A computer-controlled Simón Bolívar likes to build up Encampments and promote units. He'll like civs with highly-promoted units and dislike those without. A careful warmonger with some kind of advantage to gaining experience will do well here - Nubian ranged units, Zulu Impis, Inca Warak'aq units and American P-51 Mustangs are good examples of units that are particularly effective at this. Meanwhile, civs that de-emphasise warfare will struggle to meet this agenda. Unique Unit: Llanero Llaneros are tough units to face given their enormous strength bonuses, so it's best to stop them before they start, such as pre-emptively invading Gran Colombia If you can't stop them, then trying to catch out individual ones with massed Pike and Shot units can be effective. With the Square promotion, Pike and Shot units can provide a strong support bonus to each other making them stand up moderately well to the power of Llaneros. Unique Improvement: Hacienda Haciendas arrive quite late in the game as unique improvements go, so will generally have a smaller impact than Gran Colombia's other uniques. You can pillage them for easy health when fighting in Gran Colombian lands. 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.