

LV.

LV.

转载steam社区指南,侵删

发帖达人Ⅰ
LV.
0
玩过游戏数量
0秒
总游戏时长

这里是关于《方舟:生存进化》你想知道的一切。 请注意,部分视频发布时间较早,可能已过时,但仍会尽可能提供帮助。 欢迎大家,我是YouTube上的Hecaton MV。我想为大家提供一份汉化指南,内容包括生物图鉴以及界面:物品栏、设置、菜单、个性化等。我还会分享生存技巧、基地建设等内容。 链接将引导你前往YouTube频道,那里有播放列表,不过本Steam指南中也会提供所有视频。 目前游戏处于测试阶段,因此还会不断改进和添加新内容,本指南也会逐步完善。 感谢大家的耐心与参与。 此致,Heca MV。|------------------------------------------------------------------------| 指南开始 《方舟:生存进化》| 完整解析 | 西班牙语最佳指南。 许多视频已有3年之久,但仍能发挥作用。 (重要提示:本指南包含游戏处于测试版时的旧视频。自2015年6月2日游戏发布起。) 寻找部落或服务器 对部落而言重要提示。我冒昧添加此部分,供那些在《方舟:生存进化》中寻找部落的玩家。同时也想告诉现有部落,如果有兴趣,可以联系我,以便在寻找成员时将他们的信息添加到这里。 可提供给我添加的信息如下:部落的标志或横幅、规则、服务器类型(PVP、PVE、PVPVE、原始模式)。普罗米修斯
这是我在某个服务器创建部落时使用的名字。 -------------------------------------------------------------------- 创建 / 物品栏 / 选项
角色创建/物品栏/选项的西班牙语说明
TRUCO PARA SUBIR NIVEL *Actualizado* QUE HACER TRUCO 1 Este truco no funsiona tan bien como antes pero puedes matar a Megalodones siempre que puedas y tengas la oportunidad. 1: Encuentra el océano y mata alguna criatura pequeña. 2: Llévalo cerca del agua en la orilla y asegúrate que estas en el océano. 3: Espera que vengan los Megalodones (antes venian a comerse la criatura muerta). 4: Mata a los Megalodones. Cuando matas a los Megalodons, dan un montón de experiencia, carne, y cuero. Nivel 1-5: ~2 Megalodones por nivel. Nivel 5-10: ~3 Megalodones por nivel. Nivel 10-20: ~4-5 Megalodones por nivel. Puedes conseguir llegar matando Megalodones pero ahora es un proceso muy lento. Los Megalodons ignoran al character para comer las criaturas y dejan que los mates tranquilo. Los primeros niveles toman mucho tiempo pero con esta guía, puede subir rápidamente para llegar a los altos niveles y escoger los mejores engrams. TRUCO 2 Esto es solo en compañerismo. 1: Si tienes a alguien que te preste un Rex o Spino, perfecto. 2: Mata animales grandes como Brontosaurios, Rex, Spinos, Argentavis, etc, con mucho cuidado. 3: Subirás de 1 a 30 en menos de un día dándole caña (Esta comprobado). Otras maneras para subir. Primera Tendrás que gastar unos puntos de Engramas para adquirir las recetas de construcción de la Nota o el Sombrero de Tela. Estos objetos son muy fáciles y baratos de crear, por lo que no perderás recursos al hacerlos. Para la elaboración de estos se necesita: 1 Paja + 1 Fibra para la Nota 10 Fibra para el Sombrero de Tela. Después de crear uno de estos objetos, obtendrás un punto de experiencia. Esto puede llevar mucho tiempo, pero es la mejor forma de subir de nivel. Solo repite el proceso tantas veces como sea necesario para alcanzar el siguiente escalafón. Segunda Para este método, deberás crear un Arco y unas Flechas. Una vez que tengas estas armas, dirígete hacia la playa donde puedas encontrar varios Sauropods. Al matarlos, estos animales dan mucha experiencia. También puedes matar a los dinosaurios con golpes cuerpo a cuerpo con el Arco para subir de nivel instantáneamente, pero esto es un simple bug que será arreglado durante el próximo parche, así que ¡Aprovéchalo mientras puedas! Tercera Este método es muy fácil de realizar y muy pocos usuarios lo conocen, pero siempre obtendrás experiencia de cualquier acción que realicen los miembros de tu tribu. Recuerda que debes estar cerca de ellos para adquirirla. Es altamente recomendado que los miembros de tu tribu estén cazando o construyendo. Un miembro puede quedarse construyendo una base mientras los otros crean armamentos y van de caza. Al hacer esto, todo tu grupo recibirá mucha experiencia en poco tiempo. CONSEJOS, RECETAS Y OTROS BENEFICIOS DE EQUIPO PRIMARIO En este vídeo comentare como empezar la supervivencia y consejos y beneficios de los primeros equipos como: Pico, Hacha, Lanza y Petaca. Aquí tienen un vídeo donde explico bien claro como hacer KIBBLES La receta fundamental para el Taming de los Dinos. La receta de la experiencia CALDO DE ILUSTRACIÓN La receta del olvido MINDWIPE TONIC Deja que el sabor profundice y te permita comenzar de nuevo con los atributos y PE. Como hacer TINTES Como hacer una GRANJA DE HUEVOS TITANOBOA Como hacer una GRANJA DE PASTA DE CEMENTO Como hacer el LESSER ANTIDOTE LA CAÑA DE ESPAÑA DROPS Y EL NIVEL DE OBTENCIÓN En este vídeo algo corto editado por Hecaton MV les muestro los DROPS que hasta ahora están disponibles y a que nivel se obtienen. Gracias por ver el vídeo. Se agradece comentarios, puntuación, etc. Aquí los niveles necesarios para cada uno de los DROPS. BLANCO -----> Nivel 3 Útiles de supervivencia básica; alimentos, construcción de paja, lanza madera, hacha y pico de piedra, etc. VERDE -------> Nivel 15 Útiles de supervivencia media; Construcción de madera, recetas básicas, etc. AZUL ---------> Nivel 25 Útiles de supervivencia media alta; Recetas medias, lanza metal, Hacha metal, pico metal, etc. VIOLETA-----> Nivel 35 Útiles avanzados hasta nivel 40, recetas de nivel alto equipo útil de armadura chitin, etc. AMARILLO --> Nivel 45 Útiles alto nivel, monturas interesantes como Argentavis, Megalodon, Carnotaurus, recetas altas hasta nivel 55, etc. ROJO --------> Nivel 60 Todo lo que hasta ahora puedes encontrar, recetas de nivel alto 70, armaduras, armas, etc. AGRICULTURA Ni mucho ni poco de la Agricultura: CONSTRUCCIONES Aquí mostrare construcciones de base COMO HACER FORTALEZA EN LOS ARBOLES GIGANTES. DOMAR CRIATURAS Aquí mostraremos como domar dinos a lo largo de la experiencia del ARK. Como domar al ALLOSAURUS Como domar el PELAGORNIS Como domar un TITANOSAUR Como domar un DIPLODOCUS Como domar un LYSTROSAURIO Como domar un ARTHROPLUERA Como domar un DIREBEAR Como domar un DUNKLEOSTEUS Como domar un WOOLLY RHINO Como domar un CASTOROIDES / GIANT BEAVER Como domar un GALLIMIMUS Como domar un ONYC Como domar un DUNG BEETLE Como domar un DIMETRIDON Como domar un ARANEOMORPHUS Como domar un PROCOPTODON Como domar un OVIRAPTOR Como domar un ANGLER Como domar un GIGANOTOSAURUS Como domar un PACHYCEPHALOSAURUS Como domar un MESOPITHECUS Como domar un GIGANTOPITHECUS Como domar un DOEDICURUS Como domar un PLESIOSAUR Como domar un SABERTOOTH Como domar un SPINOSAURUS Como domar un BRONTOSAURUS Como domar un MEGALODON Como domar un ARGENTAVIS Como domar un Mammoth Como domar un Carnotauro Como domar un Ankylosaurus Como domar un Scorpion Como domar al Parasaurolophos Como domar al Raptor CRIADERO DE HUEVOS & CRIAS Aquí añadire los criaderos de huevos de cada dinosaurio: Como criar babys DIREBEAR Como criar babys QUETZAL Como criar babys Triceratops Como criar baby Giganotosaurus Aquí las crias que dan a luz: Como criar Baby Sabertooth Como criar Baby Procoptodon CUEVAS Y ARTEFACTOS Aquí les mostrare las cuevas más comunes (Normales) de tierra y como saber encontrar las de mar. Pero en el Mapa se incluyen las coordenadas de todas hasta el momento. ARK Survival Evolved | Localización 1 de cuevas mar y tierra CUEVA DEL ARTEFACTO CLEVER CUEVA DEL ARTEFACTO HUNTER CUEVA DEL ARTEFACTO DEVOURER CUEVA DEL ARTEFACTO STRONG El vídeo se ve lageado. Pero si quieren conocerla aqui el vídeo. CUEVA DEL ARTEFACTO IMMUNE Preparar oxigeno y armadura fresca entre otros. CUEVA DEL ARTEFACTO MANADA Recomendado Raptor, Lobo, Tigre, etc. bastante Leveado, oxigeno, vida y daño. CAVERNA SUBMARINA DEL ARTEFACTO ASTUCIA Recomendación, Estimulantes, Aletas, Sopa de Pescado. Criatura fuerte y con aguante en vida y mucho daño bastante leveado, ir solo es una locura pero se puede lograr, en este vídeo la realizo con un Megalodon. BOSS (Jefes) En este apartado intentare mostrar los enemigos más poderosos del juego. Comenzamos con el ALPHA T-REX. Añadido en el parche v193. BATALLA ÉPICA ALPHA T-REX Boss BROODMOTHER boss MANTICORE DOSSIERS AL ESPAÑOL (Pestaña 1) Aquí les muestro los DOSSIER que van saliendo y traducidos al español. ARK Survival Evolved | Dossier DIPLODOCUS ARK Survival Evolved | Dossier ICHTHYORNIS ARK Survival Evolved | Dossier IGUANODON ARK Survival Evolved | Dossier PROCOPTODON ARK Survival Evolved | Dossier DIPLOCAULUS ARK Survival Evolved | Dossier CNIDARIA ARK Survival Evolved | Dossier DODOREX OFICIAL ARK Survival Evolved | Dossier PACHYRHINOSAURUS ARK Survival Evolved | Dossier ANGLER ARK Survival Evolved | Dossier PEGOMASTAX ARK Survival Evolved | Dossier MANTA ARK Survival Evolved | Dossier KAIRUKU ARK Survival Evolved | Dossier EURYPTERID ARK Survival Evolved | Dossier THERIZINOSAUR ARK Survivla Evolved | Dossier MEGALOCEROS ARK Survival Evolved | Dossier ALLOSAURUS ARK Survival Evolved | Dossier BROODMOTHER ARK Survival Evolved | Dossier HESPERORNIS ARK Survival Evolved | Dossier LYSTROSAURUS ARK Survival Evolved | Dossier HECATON MV ARK Survival Evolved | Dossier BARYONYX ARK Survival Evolved | Dossier BEELZEBUFO ARK Survival Evolved | Dossier TUSOTEUTHIS ARK Survival Evolved | Dossier GIGANOTOSAURUS ARK Survival Evolved | Dossier DUNG BEETLE ARK Survival Evolved | Dossier DIREWOLF ARK Survival Evolved | Dossier OVIRAPTOR ARK Survival Evolved | Dossier MEGATHERIUM ARK Survival Evolved | Dossier ELECTROPHORUS ARK Survival Evolved | Dossier GALLIMIMUS ARK Survival Evolved | Dossier MICRORAPTOR ARK Survival Evolved | Dossier LIOPLEURODON ARK Survival Evolved | Dossier ACHATINA ARK Survival Evolved | Dossier DIMORPHODON ARK Survival Evolved | Dossier DUNKLEOSTEUS ARK Survival Evolved | Dossier DOEDICURUS ARK Survival Evolved | Dossier COMPSOGNATHUS ARK Survival Evolved | Dossier DIMETRODON ARK Survival Evolved | Dossier PACHYCEPHALOSAURUS ARK Survival Evolved | Dossier TITANOMYRMA ARK Survival Evolved | Dossier TRILOBITE ARK Survival Evolved | Dossier GIGANTOPITHECUS ARK Survival Evolved | Dossier ICHTHY ARK Survival Evolved | Dossier GIANT BEAVER ARK Survival Evolved | Dossier QUETZAL ARK Survival Evolved | Dossier PARACER ARK Survival Evolved | Dossier MOSASAURUS ARK Survival Evolved | Dossier DRAGONFLY ARK Survival Evolved | Dossier STEGOSAURUS | ARK Survival Evolved | Dossier SCORPION ARK Survival Evolved | Dossier SABERTOOTH ARK Survival Evolved | Dossier MEGALODON ARK Survival Evolved | Dossier DODOREX (Inventado por fans) ARK Survival Evolved | Dossier CARNOTAURUS ARK Survival Evolved | Dossier PHIOMIA ARK Survival Evolved | Dossier CROCODILE ARK Survival Evolved | Dossier RAPTOR ARK Survival Evolved | Dossier CARBONEMYS ARK Survival Evolved | Dossier ANKYLOSAURUS ARK Survival Evolved | Dossier PIRANHA ARK Survival Evolved | Dossier ARGENTAVIS ARK Survival Evolved | Dossier SPIDER ARK Survival Evolved | Dossier BAT ARK Survival Evolved | Dossier TITANOBOA ARK Survival Evolved | Dossier PTERANODON ARK Survival Evolved | Dossier MAMMOTH ARK Survival Evolved | Dossier BRONTOSAURUS ARK Survival Evolved | Dossier DILOPHOSAURUS ARK Survival Evolved | Dossier COELACANTH ARK Survival Evolved | Dossier DODO ARK Survival Evolved | Dossier TRICERATOPS ARK Survival Evolved | Dossier PARASAUR ARK Survival Evolved | Dossier T-REX ARK Survival Evolved | Dossier SPINOSAUR ARK Survival Evolved | Dossier PLESIOSAUR ARK Survival Evolved | Dossier MESOPITHECUS DOSSIERS AL ESPAÑOL (Pestaña 2) ARK Survival Evolved | Dossier EQUUS ARK Survival Evolved | Dossier OVIS ARK Survival Evolved | Dossier DODO WYVERN ARK Survival Evolved | Dossier DAEODON ARK Survival Evolved | Dossier GIANT BEE ARK Survival Evolved | Dossier KENTROSAURUS ARK Survival Evolved | Dossier TAPEJARA ARK Survival Evolved | Dossier PELAGORNIS ARK Survival Evolved | Dossier PURLOVIA ARK Survival Evolved | Dossier MOSCHOPS ARK Survival Evolved | Dossier LEECH ARK Survival Evolved | Dossier ABERTOOTH SALMON ARK Survival Evolved | Dossier CHALICOTHERIUM ARK Survival Evolved | Dossier BASILOSAURUS ARK Survival Evolved | Dossier TITANOSAUR ARK Survival Evolved | Dossier MEGALOSAURUS ARK Survival Evolved | Dossier ARCHAEOPTERYX ARK Survival Evolved | Dossier AMMONITE ARK Survival Evolved | Dossier THYLACOLEO ARK Survival Evolved | Dossier HYAENODON ARK Survival Evolved | Dossier WOOLLY RHINO ARK Survival Evolved | Dossier LEEDSICHTHYS ARK Survival Evolved | Dossier TROODON ARK Survival Evolved | Dossier DIREBEAR DOSSIERS PACK SCORCHED EARTH MORELLATOPS ROCK ELEMENTAL THORNY DRAGON KHOKOI ARRAKIS LYMANTRIA MANTIS WYVERN VULTURE JERBOA JUG BUG *New* NOTAS EXPLORABLES "MISTERIOS DE ARK" Aquí tendran las notas explorables de la historia del juego traducidas: Pergamino de Meiyin: MEIYIN: NOTA MEIYIN #1 LOCALIZAVIÓN Y TRADUCCIÓN NOTA MEIYIN #2 LOCALIZAVIÓN Y TRADUCCIÓN NOTA MEIYIN #3 LOCALIZAVIÓN Y TRADUCCIÓN NOTA MEIYIN #4 LOCALIZAVIÓN Y TRADUCCIÓN NOTA MEIYIN #5 LOCALIZAVIÓN Y TRADUCCIÓN NOTA MEIYIN #6 LOCALIZAVIÓN Y TRADUCCIÓN ELIMISHA: GELLIA: ROCKWELL: NOTAS DEL MISTERIO ARK | NOTA DEL MISTERIO | ¿¿¿Gusano de la Muerte??? ARK | NOTA DEL MISTERIO | ¿¿¿Aiolornis??? ARK | NOTA DEL MISTERIO | ¿¿¿Polilla??? ARK | NOTA DEL MISTERIO | ¿¿¿Mantis??? ARK | NOTA DEL MISTERIO | ¿¿¿Lepidóptera??? ARK | NOTA DEL MISTERIO | ¿¿¿Lotosaurus??? WANTER (Jugadores Peligrosos) y otros - En este apartado me tomado la libertad de dar algunos consejos y sobre todo en que se usa la Narcoberry. Entre otras cosas hemos coincidido con un Jugador algo especial. Alguien peligroso al que hay que tener cuidado. Se busca, anda suelto y es peligroso. Traidor y mal compañero Este jugador no solo se ha aprovechado de mi. Quitando las veces que resolvi sus preguntas, ha faltado mi confienza mintiendo, intento de perjudicarme sin logro. Aquí la explicación de lo que ocurrio. Nuevos y peligrosos a la lista de WANTED: Mr. Starlight, Kranko y ElementO entre los que hay que destacar Dave y Hamura. De la tribu ANONE. Parte1 Parte2 Sebusca a BINCHO - Esta es la segunda personaje con activud fuera de lugar. Sus parametros son desconocidos pero si te encuentras con esta criatura no dudes en matarla. Se busca a KAOTICA - Esta peculiar esencia en el juego te va en plan amistoso y mejor dicho cartero. te pedira un T-Rex, Spino o lo que les guste a cambio de no atacarte, amenazas, chuleria, por diverción, todo lo bueno que tiene un rata mandado por su tribu los "Nomadas" Despues de su veredicto final le lance flechas por interrumpir en nuestro hogar como si fuera su casa. Aqui una comedia parodia aparte de estar con algunos compañeros que tambien tiene su lado simpatico por no decir... en fin. Se busca a sopla, perdón SOMBRILLA. WORKSHOP (MODs) Añadire los MOD que más me han gustado y he podido probar. THE OLDEST WORLD INDOMINUX REX PIMP MY REX ARK MOON SURVIVAL GAMEPLAYS, CURIOCIDADES Y OTROS Sin formar parte de la guía, añado mi juego libre y curiocidades para vuestro entretenimiento, donde me encontrare peligros, gente buena y mala entre mucho más. Aquí me encuentro en mis primeros pasos. Aquí una pelea contra el Alpha T-Rex en la v192. Épica. AVENTURA HECA MV PvE Esto no es parte de la guía ARK, es solo mi aventura y eres bienvenido. CAPITULO 1 BUEN DÍA PARA EMBARCAR CAPITULO 2 HORA DE INSTALARME CAPITULO 3 HISTORIA PARA NO DORMIR CAPITULO 4 CAPTURA EXITOSA MAMUTINA CAPITULO 5 DE PASEO POR HALLOWEEN CAPITULO 6 DE VUELTA INDOMINUX PIZZA EXTRA NAVIDAD UNAS FRIAS PERO FELICES FIESTAS Todo sobre ARK: Winter Wonderland CAPITULO 7 UN MUNDO NUEVO | HECA MV VS DOGLING DRAGÓN CAPITULO 8 VIVIR EN LLANOS ORIENTALES CAPITULO 9 CUEVA DE LAS NIEVES CAPITULO 10 CUEVA DEL PANTANO CAPITULO 11,1 WOMEN VS REX ALPHA El mundo llego a su fin por un meteorito... por lo que la aventura se termino, dando comienzo a otra. CAPITULO 1, SUFRIMIENTO: AVENTURA HECA MV PvP AQUÍ COMIENZA LA AVENTURA EN SANGRE Y ORO ARK SURVIVAL EVOLVED | PREPARÁNDOME PARA LO MÁS DURO ARK | RAIDEAR CON FLOW | LA FAMILIA CRECE ARK | RAIDEARK | ESTO LES PASA POR ENTERADOS ARK Survival Evolved | EPICA BATALLA VS WYVERN DODO PRÓLOGO CORTITO DE LO QUE ME ESPERA ARK Survival Evolved | NADIE ME MANDA A... ARK Survival Evolved | EL PUTO PAVO EVENTOS Aquí se compartiran los eventos en los que yo he participado.
OVIS RACING. 山羊赛跑 方舟:电影体验 我和我的小鸟。根据真实故事改编 起身战斗。起身抗争。释放与束缚 情人节 终局




如果我发给你这个,那是因为我觉得你的潜行配装太烂了,所以直接抄我的就行,非常感谢。 主配装 这是我用于所有潜行劫案的主配装。
对于这套配装,我使用的是“模仿者”技能卡组,卡片设置为“4, 4, 4, 4, 4, 21”,不过“黑客”技能卡组也完全适用。当然,这意味着我装备了“便携ECM”,以满足你阻挡摄像头和延迟寻呼机的所有需求。我选择的近战武器是“新星短刀”,它速度很快,便于使用“破锁器”模组,并且隐蔽度为30。西装是必穿的,不穿的话就太不明智了。我倾向于携带2个尸袋包和非寻呼机阻断型ECM,但你完全可以根据自己的玩法进行调整。如果你想更改技能,尽管去做,我只是更喜欢这种技能配置带来的灵活性,同时仍能专注于强化我的“判官”霰弹枪。我的50级配装 每当我进行“恶名昭彰”时,我在100级的最后一个劫案是“框架行动”,而我的第一个劫案会是“钻石商店”。这样能立即获得100万经验值。你知道100万经验值能让你升到多少级吗?50级。现在你拥有大量技能点但技能不多,所以使用一些基础技能来完成一些高经验值的劫案,你最多在4-5小时内就能回到100级。
武器 最爱武器
CAR-4步枪 短枪管 低轮廓消音器 隐蔽性提升 单发模式 E.M.O.前握把 紧凑型激光模块 直握把 THRUST下机匣 复古弹匣 Riktpunkt放大镜配件
高光瞄准镜 折叠枪托 轻型上机匣 判官霰弹枪 000号鹿弹 沉默杀手消音器 隐蔽性提升 紧凑型激光模块 0级武器
双持拦截者45手枪 大小无关消音器 隐蔽性提升 微型激光
格鲁伯 Kurz 手枪 小巧制胜消音器 团队增益 微型激光 手枪红点瞄准镜 主武器
渡鸦霰弹枪 000号鹿弹 短枪管 沉默杀手消音器 隐蔽性提升 紧凑型激光模块 折叠式瞄准镜
9毫米凹腔枪管 低轮廓消音器 隐蔽性提升 阿巴拉契亚 紧凑型激光模块 Riktpunkt放大镜配件 镜面瞄准镜
DECA Technologies 复合弓 隐蔽性提升 人体工学握把 战术框架 副武器
5/7 AP 手枪 氮化处理枪管 小巧消音器 隐蔽性提升 微型激光瞄准器 加长弹匣 手枪红点瞄准镜 锯齿刀刃
OVE9000 电锯 隐蔽性提升 静音马达 锋利刀片 -------------------------------------------------------------------------------- [?] 如果我想添加更多变体给你看(比如无DLC配装、穿甲手枪使用、电锯),我会的,但我现在没心情,所以就这样吧。 好了,谢谢,再见 <3




本指南针对硬件配置较低的玩家,尤其是使用大量模组的玩家。无论你如何调整游戏设置,都无法获得理想的视频性能。我使用的是酷睿i3-3220处理器、8GB内存、Radeon HD 7750显卡(但超频幅度很大),游戏分辨率为768p。通过这些优化,我在城外能稳定达到60帧(开启垂直同步),白天在城内则为25-40帧,并且我使用了大量模组(超过60个)。 CPU还是GPU瓶颈 关于需要更强的CPU还是GPU,一直有很多讨论。其实很简单——你需要尽可能高IPC(每时钟周期指令数)的CPU,因为游戏使用DX9/OpenGL引擎,这意味着更多的核心毫无帮助,而IPC较低的CPU(AMD以及低主频的Intel处理器)会受到严重影响。 不要使用会干扰交通频率的模组,尤其是那些增加交通流量的模组。这是降低帧率的最快方式,而且没有任何设置能帮到你。AI交通越多,CPU的负担就越重。 我从Radeon HD 7750换成了RX 470,但在768p、1080p和1440p分辨率下玩游戏时,帧率没有任何区别,因为这款游戏是严重依赖CPU的。 启动选项 如果你有4GB内存,请以64位模式启动。 如果你使用Radeon显卡,请始终使用DirectX,因为它们在OpenGL下表现很差。 如果你使用GeForce显卡,可以试试OpenGL,也许能获得更好的性能。 右键点击→属性→设置启动选项… -nointro 这个命令显然是用来跳过开场动画的。 阴影,到处都是阴影…… 这是《欧洲卡车模拟2》中最吃配置的设置,没有之一。阴影无处不在!主要问题是,即使你在游戏内将阴影设置为低,性能仍然会很差。前往“我的文档”中的“欧洲卡车模拟2”文件夹,打开config.cfg文件: uset r_sun_shadow_texture_size "2048" 这对于低阴影纹理尺寸来说简直是疯狂的设置!把它调低到至少512,我甚至设为64,但512之后效果提升就不明显了。我的帧率提升了约50%!现在阴影看起来会很差,但谁在乎呢?有很多其他更重要的东西应该看起来更好。 还有假阴影(环境光遮蔽?)。这会有帮助吗?应该会。将其改为0: uset r_fake_shadows "2" 到处都是的草 在阅读SCS论坛并亲自测试后,这是第二个最消耗性能的图形功能。和阴影一样,它非常依赖CPU。它会导致帧率骤降,并在大型路口加载时造成严重卡顿。设为低或关闭。 缩放 我认为这很明显。使用100%或更低的比例。只有当你拥有性能更强的显卡时,才考虑使用更高的数值。更高的缩放比例能显著提升游戏画质,但在性能较弱的显卡上会导致严重卡顿。 镜面反射 在阴影和植被之后,这是第三个最消耗性能的设置。我使用中等画质。 其他所有设置 以下是其他所有设置。你的卡车(内外饰)和AI车辆看起来会很棒,并且你将获得丝滑流畅的体验。如果你的显卡显存低于1GB,请将纹理质量调低至中等。 切勿使用游戏内的抗锯齿(MLAA),因为效果非常差。使用NVIDIA Inspector或AMD Radeon驱动程序强制开启合适的抗锯齿。注意,如果你的显卡性能较弱,请勿使用抗锯齿,否则会导致卡顿。
帧率限制与垂直同步(Vsync) 1) 如果你遇到严重的画面撕裂问题,且在城外能稳定维持60帧,那么可以开启垂直同步(Vsync)。 2) 否则,帧率限制是更好的解决方案。AMD的Radeon Crimson驱动中提供了“帧率目标控制”功能,进入“游戏”选项并找到《欧洲卡车模拟2》的配置文件即可设置。 对于英伟达(GeForce)显卡,可使用“自适应垂直同步”功能。 卡顿修复方法 此方法非本人原创,原帖来自Steam社区。 我曾频繁遭遇卡顿,应用此方法后,卡顿现象极少出现。 若你的游戏未安装在C盘(假设“我的文档”默认位于C盘): 1) 右键点击游戏→属性→设置启动选项… 输入:-homedir e: (其中e:为你的游戏安装路径) 2) 将整个“Euro Truck Simulator 2”文件夹复制到该驱动器的根目录下(以我为例是e:) 此后,游戏将仅使用这个新文件夹。可能的卡顿修复方法(仅适用于Win 7) 在BIOS和Win 7中启用HPET。[www.neowin.net] 你需要自行测试。如果没有看到任何积极变化,可以检查其他游戏,因为这可能对其他游戏有帮助。如果结果更糟,请禁用它。 卡顿警告(模组) 如果你像我一样安装了很多模组,并且显卡相对较弱,那么你无法完全消除卡顿。这些模组会疯狂占用显存。我的卡顿现在已经完全消失了,但我把显卡从HD 7750换成了RX 470。1GB显存和4GB显存之间有巨大差异。现在仍然会掉帧,但不再卡顿了。



本指南包含新地图(艾伦格:冰封)的完整攻略,内容包括所有卫星的位置、所有冰封地点以及所有卫星的位置。
卫星1号 位置:造船厂
卫星2号 位置:左侧桥梁 松树附近
卫星3号 位置:渡轮码头上方的开阔场地
卫星4号 位置:Stalber 卫星5号 位置:Shelter(无截图) 秘密房间 Baleciaga房间位于普通“秘密地点”中 外观如下:
通往巴黎世家房间的门看起来是这样的:
现在打开这扇门不需要钥匙了!你只需走到门前,按下“F”键即可。下方显示的是这些秘密房间的地图。
进入内部并打开门后,您会看到一个大厅,里面有四套布伦达·奥杰迪的服装——“巴黎世家”。
这些服装中的每一件都可以穿在你的角色身上。
而在大厅中央、屏幕正前方将放着三副眼镜:
捡起桌子左侧的分数后,你将完成任务,并能将这些分数收入自己的背包。这些分数的外观如下:




温馨提示: 在游戏中按标准的 SHIFT + TAB 键可调出 Steam 界面,从而查看指南。 点击图片可查看大图 地图来源:https://www.farming-simulator.com/cms/uploads/news_68ca5660d1c36.jpg 截图来源:DjGoHam Gaming 的视频《All Collectible Locations & SURPRISE! | Highlands Fishing Expansion | Farming Simulator 25》,链接:https://www.youtube.com/watch?v=jeTv1PkOPdo 为方便您查看,数字编号为本人添加 - 在 3 号位置,您可以前往城堡;在顶部,您会找到一本书,可再次阅读所有条目。 - 收集全部物品后,3 号位置北侧会出现一艘海盗船(在地图外,可“飞往”那里) 地图
截图(按剧情顺序)1
2
3
4
5
6
7
8
9
10
11
12
城堡之书(所有故事)
海盗船




本指南将帮助你在游玩游戏时获得更流畅的帧率。希望你能喜欢 系统设置介绍 首先,我强烈建议你按照以下步骤优化你的Windows性能,这样所有资源都能直接用于游戏(遗憾的是,如果你使用其他操作系统,这部分内容对你没有帮助,因为本指南是基于我的个人经验编写的) 常规设置 Windows 我个人使用Windows 11,所以也推荐你使用,但如果你使用Windows 10也没问题,我也会展示在你的系统上如何进行相同的操作(不过我强烈建议你升级到Windows 11,因为它能显著提升帧率) 驱动和更新 重要的一步是检查你的CPU/GPU或其他常规组件是否有新的驱动程序或更新可用,因为我们希望最大限度地提高帧率 Windows 11/10设置 在这一部分,我将告诉你我的一套能让我获得最高帧率的Windows设置 性能设置在Windows 11中,此面板的打开方法如下:1)首先打开文件资源管理器,右键点击“此电脑”,然后选择属性 2)接着找到“高级系统设置”一行并继续操作
然后点击“性能”选项卡下的设置
关闭所有选项,仅保留这两项。这会使你的Windows外观略有下降,但能确保性能提升。
在Windows 10系统中,此操作流程稍显复杂,但这是最快的方法:1) 按下WIN + R组合键;2) 然后输入sysdm.cpl。
然后点击高级选项
然后执行完全相同的操作
Windows 11 和 Windows 10 的电源设置存在细微差异。在 Windows 11 中,建议使用平衡电源模式而非最高性能模式,因为我个人使用平衡模式时获得了小幅 FPS 提升。不过你也可以自行尝试,不同系统的结果往往有所不同。但在 Windows 10 上,我仍然推荐使用最高性能模式。你可以直接在搜索栏输入“电源计划”来编辑电源计划,然后更改高级电源计划,也可以通过控制面板按以下路径进行操作。
游戏栏、游戏模式 首先需要说明的是,在这两个系统中,最好关闭游戏栏以及所有与其相关的选项。但说到游戏模式,情况就没那么简单了。在Windows 10系统中,启用游戏模式时,部分游戏曾出现过卡顿问题,但根据我的经验,该问题已在Windows 11以及Windows 10的最新更新中得到修复,因此我建议在Windows 11和Windows 10系统中都启用此选项。 Windows 11中的游戏栏
Windows 10 游戏栏
Windows 11 游戏模式
Windows 10 游戏模式
图形设置 此步骤的重要性不亚于之前的所有步骤,它能让我们专门为游戏分配更多资源,从而获得小幅的性能提升。在Windows 11中操作非常简单,在之前的游戏模式和游戏栏截图上,你可以看到需要点击的图形设置选项,然后像截图中那样开启这些选项。
在 Windows 10 系统中
还必须说明,你需要将你的游戏添加到下方列表中,并进行这些设置。
对于此选项,在Windows 10/11系统中,你都需要可执行文件(exe)的路径,你可以通过在Steam中点击“浏览本地文件”来获取该路径。
然后进入此路径:模拟农场25 x64 FarmingSimulator2025Game.exe 以上就是针对您操作系统的所有设置 游戏设置 在本节中,我将展示我为《模拟农场2025》设置的参数,分享使用这些设置的游戏体验,并展示游戏截图 体验 现在我来谈谈使用这些设置的体验。首先要提醒的是,由于开启了帧生成技术,游戏前一小时可能会感觉操作延迟,但请相信,你是可以适应的,一小时后就不会再注意到这个问题。画面质量非常高,但由于FSR( FidelityFX Super Resolution,超分辨率技术)的缘故,某些地方可能会显得有些模糊。你可以关闭FSR,但这很可能会导致帧率下降20-30。由你自己决定 截图和实机游玩视频
视频 https://youtu.be/295tJ0YIa5E 设置(俄语)
[h3]čąć[/h3]
MY OTHER GUIDES https://steamcommunity.com/sharedfiles/filedetails/?id=3409609397




齐永卡的所有收藏品 - 50/50 金苹果 1个金苹果 = 5000美元 1/50
2/50
3/50
4/50
5/50
6/50
7/50
8/50
9/50
10/50
11/50
12/50
13/50
14/50
15/50
16/50
17/50
18/50
19/50
20/50
21/50
22/50
23/50
24/50
25/50
26/50
27/50
28/50
29/50
30/50
31/50
32/50
33/50
34/50
35/50
36/50
37/50
38/50
39/50
40/50
41/50
42/50
43/50
44/50
45/50
46/50
47/50
48/50
49/50
50/50




Japan can do a lot with little land and has great versatility. Here, I detail Japanese strategies and counter-strategies. Introduction Following this guide requires the Gathering Storm expansion. Furthermore, it is written with the assumption you have all Civ 6 content released prior to the Leaders Pass: 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. The Leaders Pass is only relevant when playing as or against leaders released in its content packs; otherwise it makes no difference to the game. I must rid myself of my fear if I am to face the unstoppable force from over the seas. They have land, allies and armanents we are ill-prepared for. But we are not to give in to their threats and watch sunset fall upon our ancient realm. Let our faith guide us through this moment, and triumph over even the most impossible of foes. We shall outlast them. 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
日本文明在开局时倾向于等级3的沿海地块。这使其更容易发挥北条时宗领袖能力的强度加成。 文明能力:明治维新 学院、商业中心、港口、圣地、工业区和剧院广场区域每相邻1个区域,便能获得+1各自对应的产出,而非每相邻2个区域。 北条时宗的领袖能力:神风
所有陆军和海军单位在毗邻海洋、湖泊以及沿海(浅水区)的陆地地格中获得+5战斗力。此加成基于战斗开始时防御单位所在的位置生效。该加成不适用于仅毗邻湖泊但不毗邻海洋的陆地地格。宗教单位可享受此加成。空中单位无法获得此加成。单位和地格改良设施免疫飓风造成的伤害。与日本处于战争状态的文明,在日本领土内会受到100%的额外飓风伤害。建造军营、圣地和剧院广场区域的生产力消耗减少50%。德川幕府领袖能力:幕藩体制
国际贸易路线所有产出-25% 与其他文明建立贸易路线时,无法获得通常的25%旅游业绩加成 国内贸易路线根据目的地城市的特色区域(不含城市中心)数量,每条路线额外+2金币、+1科技和+1文化 首都6格范围内的己方城市始终拥有满忠诚度;研发现代 era 飞行科技后,所有特色区域各+1旅游业绩 概述(第2/2部分) 特色单位:武士
一种中世纪时期的近战步兵单位,可替代“披甲战士” 研发 淘汰 升级自 升级至 成本 资源 维护费用
封建制度 市政 中世纪时代
火药** 科技 文艺复兴时代
Swordsman (150
10
)
火枪手 (170
10
) 160
or 640
ć 320
* 10
3
使用信仰值购买单位需要“宗师礼拜堂”政府建筑,该建筑需要中世纪时代的“神权统治”或文艺复兴时代的“探索”市政。 **若你无法获取硝石,即使在研发出“火药”科技后,仍可继续训练武士。 战斗力 远程战斗力 移动力 射程 视野 负面属性 正面属性 48
N/A 2
N/A 2
对城墙和城市防御造成-85%伤害 受伤时不会损失兵力 +5
对抗反骑兵单位 变量调整:解锁条件由中世纪时代的“学徒制”科技变更为中世纪时代的“封建制度”市政。 正面调整:训练成本从20铁降至10铁(减少50%) 战斗力从45提升至48 受伤时不会损失战斗力 特色建筑:电子工厂
工业时代的工业区建筑,可替代工厂 研究 前置条件 建造要求 成本 维护费用 基础掠夺产出
工业化 科技 工业时代
工业区
创意工坊
任意发电厂 330
or 1320
2
2
25
固定产出 其他产出 市民槽位 伟人点数 其他效果 3
4
拥有现代电力技术 电力加成:5
无 1 工程师\n(2
(若已填写) 1
生产加成适用于该城市工业区六格范围内所有已拥有的城市* *城市无法从多个电子工厂的生产中获益,除非有马格努斯总督(管家)在场并拥有垂直整合晋升。 通电时,为六格范围内所有城市提供的生产力加成从3提升至5 城市无法从多个电子工厂的生产中获益,除非有马格努斯总督(管家)在场并拥有垂直整合晋升。拥有现代 era 电力科技时提供4点文化值 与生产力加成不同,此文化加成不会扩展到六格半径内的所有城市。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备轻微优势。 领袖
ćĺ
ĺ¤äş¤
控制(Domination)
ĺŽć
科技 北条时宗 8/10(良好) 6/10(尚可) 8/10(良好) 7/10(良好) 8/10(良好) 德川幕府 4/10(可接受) 6/10(尚可) 7/10(良好) 5/10(尚可) 9/10(理想) 在游戏中,北条时宗领导的日本是在胜利路线方向上最多才多艺的文明之一,这使他们能够轻松适应其起始局势,然后确定后续发展方向。德川幕府则尤其专注于科技胜利。 由于北条时宗的剧院广场建造成本较低(有助于生成伟人点数以获取大艺术家、大作家和大音乐家,从而产出更多旅游业绩),以及圣地(用于招募自然学家和摇滚乐队),文化胜利是他的一个极佳目标。剧院广场的相邻加成和电子工厂带来的额外文化值,也能对市政值积累有所帮助。电子工厂提供的额外生产力,与马格努斯(管家)的“垂直整合”能力相得益彰,有助于建造奇观。然而,德川幕府因失去国际贸易路线带来的25%旅游业绩加成而受到严重影响,其特色区域在游戏后期提供的旅游业绩加成也无法弥补这一损失。 外交是日本最薄弱的环节,但并非不可行。该文明的多功能性有助于完成城邦任务,额外的商业中心/港口金币有助于应对紧急状况,而剧院广场的额外相邻加成则对关键市政的研发有所助益。主要缺点是你需要为电子工厂找到清洁的能源来源,并且要避免过度的武士战争以防止外交支持度下降。 统治胜利的效果很好。如果你能快速解锁武士,他们会非常强大,而廉价的军营意味着你可以为他们准备好伟大将军和经验加成。此外,工业区相邻带来的额外产能和电子工厂有助于你在整个游戏中训练更多单位,商业区相邻带来的额外金币以及德川幕府的领袖能力则能帮助你维持这些单位。 对于北条时宗来说,宗教也是一条不错的发展路径。廉价的圣地让你在创立宗教方面具有优势,即使是一些更专注于宗教的文明也可能难以与之抗衡。圣地与其他区域相邻时获得的额外信仰值加成,虽然不像俄罗斯那样拥有巨大的信仰潜力,但仍是一个不错的奖励。此外,北条时宗的战斗力加成将在沿海地区的神学战斗中为你提供帮助,不过对于宗教单位而言,这个加成的实用性不如对军事单位那么高。 对于北条时宗来说,科技发展是有效的,但对于德川家康而言则更为卓越。商业中心与其他区域相邻可提供高额的金币加成,借助“自由探究”黄金时代 dedications,这些金币可以转化为科技值——而且在德川家康的统治下,商业中心所建立的贸易路线还能产出更多科技值。之后,电子工厂会提供更多产能,这与马格努斯(管家)的“垂直整合”晋升搭配使用时效果尤为显著。此外,“蒸汽之心”黄金时代奉献能让你强大的校园产出大量产能,以助力相对后期的科技启发。 文明能力:明治维新(1/2部分)
介绍 游戏中的六个区域(校园、商业中心、港口、圣地、工业区和剧院广场)通常每相邻两个任意类型的区域,就能获得+1对应产出(分别为科技值、金币、再次为金币、信仰值、生产力和文化值)。对于日本文明,每相邻一个区域就能获得+1相邻加成——这是一个灵活且强大的加成,对任何胜利路线都有帮助,并且在整个游戏过程中都有用武之地。 很容易认为这个加成只是让区域相邻带来的常规产出翻倍,但实际上,如果某个区域相邻的其他区域数量为奇数,其效果甚至会更好。默认情况下,一个与其他三个区域相邻的学院仅能提供+1科研加成,但对于日本文明而言,这一加成提升至+3。 最大化产出 若要使相邻区域的数量达到最大化,应将城市尽可能紧密地进行布局。话虽如此,在游戏初期,由于区域数量有限,优先考虑基于地形的相邻加成是个不错的起点。然而,随着游戏的发展,为了在城市间形成区域集群,地形因素大多可以忽略不计。 在放置政府区时,应尽量使其能够为尽可能多的其他区域提供加成。对于日本文明,政府区能为这些区域提供可观的+2加成,这使得在没有山脉的情况下建造强大的早期学院、在没有奇观的情况下建造剧院广场等变得轻而易举。高相邻加成将使使用经济政策卡来提升区域内建筑产出变得更加容易。“自由市场”“理性主义”“同时代”和“大歌剧”政策卡,分别能在商业中心、校园、圣地和剧院广场的区域相邻值达到4或更高时,使其区域内建筑的主要产出提升50%。当城市规模达到15或更高时,这些政策卡还能再提供50%的额外加成,所以别忘了利用贸易路线和谷仓等优质住房来源,让更多城市尽快达到这一规模,不过要注意紧密布局的城市会减少农场的可用空间。 最后,被掠夺的区域仍会提供相邻加成,所以如果遭到蛮族等势力的袭击,留存下来的区域依然能发挥作用。现在,让我们来看看各类区域会受到怎样的影响……校园区
建造首个学院区有两种方法:要么将它们集中建在山脉、地热喷口和/或礁石附近;要么围绕政府区建造,混合搭配学院区与其他区域(商业区是不错的选择,因为若你在古典或中世纪时代达成黄金时代,凭借“自由探究”黄金时代奉献,商业区本身就能提供科技值)。 无论是文化胜利、统治胜利还是科技胜利的游戏,在整个游戏过程中,最大化学院区的相邻加成都是关键优先事项。不要害怕用区域替换学院区相邻的雨林——后者能提供更优的相邻加成。拥有工业时代或现代的黄金时代时,你可以选择“蒸汽之心”奉献,使学院的相邻加成同样对生产力生效。这对建造电子工厂非常有帮助。 你可以通过古典时代“记录历史”市政解锁的经济政策卡“自然哲学”来使学院的相邻加成翻倍。到了现代,该政策会被“五年计划”取代,后者需要现代时代的“意识形态”市政,并且能使工业区的相邻产出翻倍。 圣地
考虑到北条时宗的领袖能力使圣地造价减半,日本在大预言家的竞争中拥有不错的起步优势,这使得其创立宗教比大多数文明都要容易。再加上此处提供的圣地产出加成,你完全有机会冲击宗教胜利。不过需要记住的是,自然奇观的相邻加成所提供的信仰值,比除政府区外的任何特定区域都要高。 要创立宗教,你很可能需要在游戏初期至少建造两个圣地,这意味着要暂缓其他区域的建设。在《文明6》中,日本选择宗教胜利路线面临的一个挑战是,相比其他文明的宗教胜利,它对城市发展(以提升区域容量)和生产力(以建造区域)的需求更大。建造大量工业区不失为一个好主意,而一些商业中心通过贸易路线促进城市发展和生产力提升也会有所帮助。 北条时宗在宗教玩法上的一个优势在于,如果宗教胜利最终不可行,其已建立的基础设施仍能为其他胜利路径提供良好支持。信仰值可以通过“大教堂”购买陆地单位,或购买“自然学家”/“摇滚乐队”以助力文化胜利。对于德川幕府而言,圣地通常是优先级较低的区域,主要限于那些有额外区域容量且没有其他可建造区域的城市。你可以通过“经文”经济政策卡使圣地的相邻加成翻倍,该政策卡需要古典时代的“神学”市政;还可以通过“工作伦理”追随者信条,将强大的信仰相邻加成转化为生产力。商业中心和港口
由于城市只能通过市场或灯塔提供贸易路线容量,因此通常需要在城市中选择建造商业中心或港口。对于北条时宗来说,这是一个相当艰难的选择,因为他的海上加成鼓励你使用港口,但商业中心通常能获得更多相邻区域。 如果你能在古典或中世纪游戏时代达成黄金时代,就可以使用“自由探索”市政,从商业中心或港口区域的相邻加成中获得科技值。考虑到这两种区域都能轻松获得不错的相邻加成(举两个例子:日本的港口与市中心相邻初始就能获得+3金币加成;商业中心若与河流、政府区和市中心相邻,初始可获得+5加成),因此在游戏初期建造至少几个这类区域,以便有机会获取黄金时代的奉献值,不失为一个好主意。 如果想发展海军,在1格湖泊旁建立城市并非理想选择,但在该湖泊中建造港口并在其周围布局区域,你将获得非常可观的相邻加成(最高可达+8,如果其中一个区域是政府区则为+9)。在城市中建造造船厂(需要文艺复兴时期的“大规模生产”科技)后,这一高额相邻加成还能提供生产力!通过中世纪时代的“行会”市政解锁的经济政策卡“城镇特许状”,可使商业中心的相邻加成翻倍。通过中世纪时代的“海军传统”市政解锁的经济政策卡“海军基础设施”,可使港口的相邻加成翻倍。现代时代的“意识形态”市政将这两者整合为一张政策卡——“经济联盟”。 文明能力:明治维新(第2/2部分) 剧院广场
考虑到剧院广场是最难获得相邻加成的区域类型,提升其贡献值无疑是个非常受欢迎的加成。对于北条时宗而言,半价意味着新城市能够负担得起建造剧院广场并使其投入运作。如果你能尽早研发出“戏剧与诗歌”科技,一个位置优越的剧院广场将帮助你更快解锁“封建制度”,进而更早获得武士单位。不过,这并非每局游戏都能实现。你需要自行判断在武士单位出现之前建造剧院广场是否值得投入时间。在现代时期,电子工厂将提供可观的文化值来源,因此后续的剧院广场应主要旨在为其他区域提供更强的相邻加成、提升德川的贸易加成、最大化你的旅游产出,或者如果你确实想快速研发未来时代的市政。 你可以通过美学经济政策卡使剧院广场的相邻加成翻倍,该政策卡在中世纪时代的“中世纪集市”市政解锁。到了原子时代的“职业体育”市政,该政策卡会被“体育媒体”取代,后者额外为所有体育场+1宜居度。 工业区
一旦你研究了辅助武士作战的科技,接下来“学徒制”会是个不错的科技选择。虽然其生产加成不及德国的“汉萨同盟”,但生产对任何胜利路线都很有用,所以任何加成都是受欢迎的。从工业区获得更高的相邻加成,意味着即便不考虑电子工厂的文化加成(该加成与生产加成不同,仅适用于建造它的城市,这意味着拥有工业区的城市越多,你就能从独特建筑中获得越多收益),你也值得在大多数(如果不是全部)城市建造工业区。若将工业区放置在一片城区集群的中心位置,不仅能充分利用大量相邻加成带来的生产力,还能将工业区产生的负面吸引力与潜在的社区选址隔离开来。 你可以通过中世纪时代“行会”市政解锁的“工匠”军事政策卡,使工业区的相邻加成翻倍。到了现代,该政策卡会被“五年计划”取代,后者需要“阶级斗争”市政解锁,同时还能使 Campus(学院)的相邻产出翻倍。此外,燃煤发电厂建筑也会基于该区域的相邻加成提供生产力。 非相邻区域
大多数无法获得相邻加成的区域,最好放置在主要区域集群的边缘。这样一来,区域集群中心拥有最大相邻加成的部分,就能专门留给那些真正能利用这些加成的区域。 娱乐中心和水上乐园除了作为普通区域提供+1文化相邻加成外,还能为剧院广场额外提供可观的+2文化相邻加成。因此,如果你需要建造这些区域,尽量将它们放在区域集群的同一侧,这样就能让剧院广场与多个此类区域相邻。 规则的例外情况 对于“非相邻加成区域应位于区域集群外围”这一规则,最显著的例外是政府区。如果它们位于一片区域集群的中心,就能为更多区域提升产出。水渠和堤坝除了作为区域本身提供的+1相邻加成外,还能为工业区额外提供+2相邻加成,不过它们对其他区域的加成效果并不那么显著。两座城市可以相对建造水渠,将工业区置于中间,周围再可能建造堤坝,从而获得极佳的产出。 应避免建造的区域 作为北条时宗,你可能尤其需要尽量减少建造机场和自然保护区,因为它们会占用区域容量,且与日本的特色能力协同效果不佳。如果你能充分利用航空母舰,减少机场的建造应该不会造成太大麻烦。在《文明6》中,考虑到玩家通常会将城市紧密布局,导致留给未开发地块的空间所剩无几,因此保护区其实很难在日本的玩法中得到良好利用。 作为德川幕府,你的大型城市应尽可能建造更多特色区域,以最大化通往这些城市的贸易路线收益。不过,机场和保护区仍应是特色区域中的最低优先级,因为与其他区域不同,它们本身并不能提升贸易路线的收益。机场可以通过其建筑提供少量额外产能,因此其建造优先级略高于保护区。 总结:利用政府区提供的+2相邻加成来打造强大的早期区域。最终,区域应在两座或更多城市之间形成集群——除了政府区、水渠和堤坝外,自身无法获得相邻加成的区域应位于集群边缘。若你在古典或中世纪时代进入黄金时代,商业中心和港口可产出科技,因此务必尽早建造一些。尽量减少机场和自然保护区的建造,这样你就能建造更多其他能获得或大幅提升相邻产出的区域。北条时宗的领袖能力:神风(1/2部分)
There's two distinct parts to Hojo Tokimune's leader ability with relatively little overlap: the coastal strength bonus (with the minor hurricane bonuses), and the faster construction of three different districts. Coastal combat bonus The coastal regions of the world are where Hojo Tokimune's units are at their strongest. Though not quite as versatile a strength bonus as, say, Tomyris' +5 boost against wounded units, it still nonetheless has some very useful applications, including: Fighting coastal Barbarians Defending against coastal invasions Attacking coastal cities Coastal theological combat All of these are explained in more depth later in this leader ability section. Keep in mind that the strength bonus only applies to land military, naval military and religious units which are engaged in combat on: A coast (shallow water) tile, regardless of how far it is from land A land tile that is adjacent to coast (shallow water) - tiles that are only adjacent to lakes don't count! A lake tile. This is based on where the defending unit/city is, not where the attacker is. A Battleship on an ocean tile attacking a city adjacent to the sea will still receive the +5 strength boost. With that out of the way, let's explore in more detail the uses for this bonus... Fighting Coastal Barbarians Barbarian encampments will appear near the sea fairly often, and cannot relocate once they're there. As such, they're ripe targets for your land military units. Dedicating a few units early on to clearing Barbarian encampments will be a good source of era score prior to the renaissance game era, as well as gold at any time. Once you have access to Privateers, Submarines or Nuclear Submarines, you no longer need land units to clear coastal Barbarian encampments. You can simply destroy the units occupying them from a two-tile distance, then move adjacent to the encampment and destroy it in a coastal raid. Coastal raiders aren't usually especially strong against land units compared to naval ranged units, but the +5 strength bonus will make this strategy more effective. As such, just a small force of naval raider units can help you earn a bit of extra cash and keep the seas safe. Repelling Coastal Invasions Japan's Samurai UU requires a focus away from the navy to produce, which can leave Japan with a relatively weak navy in the early renaissance era. Strong navies can be a significant threat for a maritime empire with a weak navy, as until air units come available, you have only three options against them - build up city defences and hope the ranged attack can stop them, attack them with regular land ranged units and suffer a -17 attack penalty, or use siege units which suffer from poor mobility. Hojo Tokimune can use the latter two strategies much more effectively than most other civs. Regular ranged units won't be quite so weak against naval units, and the poor mobility of siege units will be partially addressed by them being able to defend better when stationed on the coast, meaning they can stay out longer before needing to retreat. If the enemy intends to disembark an army onto your coast, you can place a line of melee infantry units (Samurai are great at this) along the shore as a powerful barrier against the would-be attackers. Pay attention to where cliffs are located so you can minimise the number of land units you might need to dedicate to this, seeing as only promoted melee infantry units can embark on them. If you're going for a cultural victory, you can do something similar later in the game to protect your seaside resorts. Attacking Coastal Cities Attacking coastal cities is perhaps the best use of Hojo Tokimune's strength bonus. Coastal cities can sometimes be tricky targets as they're much harder to put under siege than inland ones. With a +5 strength boost, you can deal more damage and take them out sooner. Don't forget that embarked land units as well as naval units are useful for the purpose - you can stack both together to maximise the amount of damage you can deal to cities each turn. Theological Combat As with many other unique strength bonuses, Hojo Tokimune's leader ability can apply in theological combat, making your religious units stronger by the coast. Because religious units often have to travel inland to convert the cities of others, this can be a tricky ability to reliably use. Perhaps the most reliable use of this bonus in theological warfare is defensive. As one example, injured religious units can temporarily retreat to coastal tiles before they move back to a friendly Holy Site or city with Governor Moksha (the Cardinal) promoted with Laying on of Hands present. As another, you can surround your coastal cities with Inquisitors to keep rival religious units at bay. Hurricane Effects Hurricanes are storms which appear in and move through open waters, lasting three turns. They can make landfall, adding fertility yield bonuses to land tiles, but typically they remain in the sea. They usually move about 3-4 tiles per turn they are active. There are two types of hurricanes in the game: Category 4 and Category 5. Both types, especially the latter, become more common as climate change affects the world. Category 4 hurricanes affect seven tiles per turn, having a 60% chance of damaging naval units in range for 40-60HP. Category 5 hurricanes have an extra tile radius, affecting a whole 19 tiles per turn, and will always damage naval units in range for 60-80HP. They can also pillage districts and their buildings and destroy or pillage tile improvements. Hurricanes won't ever deal damage to Japanese units, improvements, buildings or districts, though Japan may still benefit from the fertility yield bonuses. Furthermore, enemy units in Japanese territory will take double damage from hurricanes - Category 5 hurricanes will reliably kill all enemy naval units in range! The downside of this bonus is that the appearance of storms is random, so you cannot rely on it. It makes settling small islands out in the sea a little safer, but don't count on it to defeat a naval invasion. Hojo Tokimune's Leader Ability: Divine Wind (Part 2/2) Half-Price Holy Sites, Encampments and Theatre Squares
北条时宗允许你以半价建造三种不同类型的区域,这很像一种独特区域。此加成的实用性取决于你偏好的胜利路线——文化和宗教胜利的玩家将获得最大收益。所有玩家都可能发现廉价区域有助于最大化其他更高优先级区域的相邻加成,尤其是当城市发展壮大并拥有显著更多的区域容量时。 请注意,所有区域的成本会根据你的科技和市政进度而增加。如果你拥有的特色区域数量大于或等于已解锁的特色区域类型数量,且前者除以后者的数值大于你拥有的此类区域的数量,你将获得40%的折扣。结合这一能力,两者将以乘法叠加,最终获得70%的折扣。 廉价的圣地能提高你创立宗教的成功率——前提是你行动迅速。“神圣火花”万神殿会有所帮助。但要记住,过早建造圣地意味着要推迟建造学院、商业中心或其他类似的实用区域。如果你不追求宗教胜利,这一取舍是不容忽视的。 廉价的军营有助于你及时招募到适合与武士搭配的大将军。拥有寡头政治政体和大将军的武士将拥有高达57点的战斗力——比火枪手还要强!如果你有足够的剩余生产力,还可以尝试建造兵营,这样那些武士就能更快地获得经验值。廉价的剧院广场能帮助你以合理速度进入封建时代,并获得重要的“封建契约”政策卡(该卡可加快武士的训练速度)。对于文化胜利玩家而言,廉价的剧院广场非常适合搭配伟大作品和文物槽位来最大化GWAM点数,这些因素共同作用,能极大提升你的旅游业绩。 总结:沿海战斗加成主要对沿海蛮族、敌方海军单位和敌方沿海城市有效。 飓风的出现相当随机,因此你很难围绕北条时宗的加成来应对。 半价的圣地、剧院广场和军营的实用性取决于你的胜利路线,但对任何人来说,建造它们最终都有助于最大化相邻加成。德川的领袖能力:幕藩体制(Bakuhan)
德川家康牺牲了部分北条时宗的多功能性,换取了一种更具孤立主义色彩的游戏风格,同时拥有出色的科技产出。 国内贸易路线加成 当向自己的一座城市派遣贸易路线时,你通常会根据目标城市的特色区域获得食物和生产力。德川家康在此基础上还能额外获得科技、文化和金币,整体产出十分优秀。 如果你拥有一到两座拥有尽可能多特色区域的大型城市,并且让所有其他城市都向这些城市派遣贸易路线,那么这项能力将发挥最大效果。由于贸易路线容量在很大程度上受拥有市场或灯塔的城市数量限制,因此在游戏初期建立大量城市会有所帮助。换句话说,你的国家应该拥有1-2座大型城市,以及许多小型城市。你选择发展的城市应当具备充足的农场空地,或者拥有丰富的种植园资源和/或海洋资源。这是因为这些改良设施能同时提供食物和住房,这对城市早期的快速发展至关重要。在游戏初期训练一两名建造者有助于推动城市发展。将总督马格努斯(管家)指派到这座城市,你可以同时使用“盈余后勤”和“物资供应”晋升来最大化城市发展,同时避免因训练移民者而导致的人口流失。
由于你的首都作为首个发展的城市,能从城邦获得额外产出,且宫殿能提供额外1点住房,因此它通常是你扩张城市的最佳选择。 尽量尽快在你的核心大城市中建造政府区和外交区。这是因为通往拥有这些区域的城市的贸易路线能同时获得+1食物和+1生产力,而不像大多数其他特色区域那样仅提供+1食物或+1生产力。在覆盖所有其他特色区域之前,避免建造保护区或机场,因为它们不会为贸易路线提供固有的食物或生产力——只有德川幕府的特殊加成除外。
借助毕昇等提供额外区域容量的大工程师,以及“可替换部件”科技等大量食物加成,你可以从每条前往核心城市的贸易路线中获得巨大收益。 留意对国内贸易路线的加成——文艺复兴时期的大商人托达尔·马尔王公、现代时期的大商人约翰·洛克菲勒,以及现代时期的经济政策卡“集体化”,都能显著提升这些收益。 如果贸易路线数量多于城市数量,可以考虑从最大的城市派出这些贸易路线,这样就能利用食物和生产力更快扩张,最终支持更多区域。凭借额外的科技值和文化值,德川幕府的日本应该能轻松快速攀升科技树与市政树。 国际贸易路线惩罚 德川幕府的国际贸易路线无法获得通常25%的旅游业绩加成,此外所有产出还会受到25%的惩罚。再加上国内贸易路线能提供多种高额产出,这使得除了刷取联盟点数或获取额外使者等特定情况外,国际交易的吸引力大幅下降。 尤其是旅游业绩加成的损失,对文化胜利来说是个重大阻碍,这促使德川幕府利用其贸易路线加成来支持科技胜利的玩法。 首都6格范围内城市的加成
德川家族所拥有的城市中,凡位于首都6格范围内的城市忠诚度均为100%。在常规游戏中,这一效果很少发挥作用,因为该区域内你自己文明的忠诚度压力通常已经非常强大。不过,若你开局时与其他文明距离极近,或是面对像阿基坦的埃莉诺所领导的英格兰或法兰西这类会产生大量忠诚度压力的文明,此效果将有助于你进行早期扩张。 当研发出现代 era 的“飞行”科技后,这些城市还将从其特色区域获得额外的旅游业绩。但实际上,德川无法通过国际贸易路线获得额外旅游业绩,这使得旅游业绩加成的效果大打折扣,因此德川的领袖能力总体上往往会导致旅游业绩的净损失。总结:建造一座大型城市以最大化区域容量,并建造许多带有港口或商业中心的小型城市。确保尽早使用建造者建造农场,以最大化核心城市的发展。总督马格努斯(管家)应派驻核心城市以促进发展。留意大工程师毕昇和艾达·洛夫莱斯,以便更快提升核心城市的区域容量。特色单位:武士
无论你计划选择何种胜利途径,都可以考虑武士的潜力。在寡头政治政体下,武士拥有52点战斗力,并且与骑士不同,他们可以使用攻城槌和攻城塔来摧毁敌方防御。你甚至可以将剑士升级为武士,以节省部分生产力。 解锁武士 与大多数军事单位不同,武士是在市政树中解锁的——准确地说,是在封建主义阶段。你可以通过建立大量城市并在区域之间建造纪念碑来最大化早期文化产出,或者(作为北条时宗)直接研发戏剧与诗歌以建造剧院广场。 在科技树方面,你需要尽早研发青铜工艺,以便尽快发现铁矿,从而确定城市选址以确保铁矿资源归自己所有。掌握制铜技术也有助于解锁营地(招募大将军所需),并获得清理雨林以开辟潜在区域位置的能力。 如果你的敌人可能拥有大量有城墙的城市,那么在研究军事战术之后,要么研究石工术,要么朝着机械学发展,这样你就能分别建造攻城槌或攻城塔。攻城塔在摧毁城市方面效果稍好,但研究和建造所需的时间更长。弩手也很实用,但不要为了等待他们而推迟开战——你可以在之后再将他们投入战场。 使用武士 武士拥有48点战斗力,初始强度几乎与骑士相当,但成本更低。“寡头政治”或其传承卡牌能为他们带来+2的优势,而在沿海相邻的地格上,优势更是高达+7。此外,即使受伤也能全力战斗的能力,让单位在消耗战中占据优势。 单位受伤时通常会损失战斗力,损失比例为每失去10%生命值就降低1点战斗力,向上取整。例如,生命值为90-99的单位会损失1点战斗力,80-89的单位损失2点,以此类推。当生命值处于30-39时,武士的战斗力与同生命值水平的火枪手相当,不过此时你或许不会想让他们冒险参战。拥有持续较高的战斗力意味着你不需要大量武士就能对军事科技落后的文明造成巨额伤害,仅需少量武士搭配攻城槌或攻城塔就能对城市造成惊人的破坏。你也可以在更长时间后再让武士撤退(或者更长时间不通过掠夺农场来恢复生命值)。 当你发起两栖攻击(从海上到陆地)时,用你能建造的最强海军单位护送已登船的武士(最好带有两栖作战晋升)。已登船的武士可以持续攻击城市等陆基目标,而与他们编队的海军单位则能保护他们免受反击。这能让你持续指挥已登船的武士进行攻击,直至他们生命值极低,且无需担心其轻易被消灭,从而帮助你最大化他们的伤害输出。 “精锐护卫”晋升需要一定时间才能达成,但能让近战单位获得两次攻击机会,使其更具威胁。对于大多数单位而言,由于在首轮战斗中损失生命值,第二次攻击的威力会弱于第一次,但武士的两次攻击威力完全相同。 淘汰情况 武士在火枪手普及前都能保持有效战力,即便火枪手出现后,他们也能在一段时间内相当程度地自保——两者最大强度差距仅为7点,而武士的训练成本低三分之一,维护费用更低,战略资源需求也更易满足。这意味着你可以推迟研究火药,转而专注于其他重要科技,如工业化和电力。 总结:尽早研发青铜工艺,以便发现铁资源。 建立大量城市并建造纪念碑,或者直接研发戏剧与诗歌,以获得剧院广场来积累文化。 采用寡头政体,可获得+4战斗力加成。 让武士部队搭配攻城锤或攻城塔来攻克城市。 特色建筑:电子工厂
Regular Factories are a key source of production in the later eras of the game, and Electronics Factories build on that with an even bigger bonus when powered, and a reasonable culture boost once you can get to the modern-era Electricity technology. Electronics Factories arrive pretty late as unique buildings go, and the culture bonus arrives even later - though thankfully it's easy to beeline Electricity after Industrialisation. To make things trickier, while you only need to build a few Factories to spread its production bonus to all your cities, the culture from Electronics Factories has no such advantage; to reach their full potential you'll need one in as many cities as possible. Outputs As with regular Factories, without power, Electronics Factories provide +3 production to cities within six tiles. Secure a source of power for the city, and you'll get an impressive +8 production to all the cities in range, rather than the regular +6. A good way to power your Factories is via Coal Power Plants, as they have a direct production bonus based on the adjacency bonus of your Industrial Zones. Japan can get very strong Industrial Zone adjacency bonuses by surrounding them with Aqueducts, Dams and other districts. Speaking of Dams, with the Electricity technology, you can build Hydroelectric Dams there for an extra source of clean energy. You can boost that production advantage even further if you station Governor Magnus (the Steward) in a centrally-located city and give him the Vertical Integration promotion. That allows one city to get an incredibly strong production yield. If you can manage to have 10 Electronics Factories in range of your Magnus city, that city will be gaining 80 production (20 of which is only achieved thanks to this UB). You can make that even stronger with the industrial-era Great Engineer James Watt, who boosts the production yield of all Electronics Factories by 2, Mexico City's suzerain bonus if they're in your game (it increases the range of AoE buildings by 3, letting you get more Electronics Factories in range of your Magnus city), or the modern-era Great Engineer Nikola Tesla who can provide a similar boost to a single Industrial Zone. If you've been neglecting culture throughout the game thus far to focus on warfare and science, Electronics Factories will help make up for that. 4 culture per city is more than you'd usually get from an unimproved Theatre Square for the cost of a building you'll be building in plenty of cities anyway. With the advent of Replaceable Parts' huge bonus to food from farms, and Urbanisation offering Neighbourhood districts, cities can get much larger at this point in the game and handle many more districts than before. As such, if you held off building Theatre Squares before, you'll usually be able to build some around this point without sacrificing more immediately relevant districts. The combination of Electronic Factory culture and more Theatre Squares can zoom you through the late-game civics and get the powerful future-era policy cards. Being an Industrial Zone building, Electronics Factories are prone to sabotage by Spies - this can pillage them even in peace-time! To avoid this, make sure you don't neglect to train new Spies, and have them ready for counterespionage. Japan's civ ability encourages you to cluster districts together, and Spies protect the district they're assigned to and all surrounding ones in a one-tile radius, so thankfully you'll be able to cover lots of your key districts easily. Summary Use Governor Magnus (the Steward) with the Vertical Integration promotion so a city can make the most of Electronics Factory production. Coal Power Plants and Hydroelectric Dams are two easy, and effective, sources of energy for Electronics Factories. The culture bonus can help you on the way to powerful future-era civics. Administration - Government 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 Oligarchy is a good choice early on. The +4 strength bonus to Samurai makes them even more effective against unprepared civs. However, if you don't think you can unlock Samurai at a fast pace, or don't wish to use them much, take Classical Republic instead. Classical Republic is usually the better choice for Tokugawa. Complement Oligarchy with the Warlord's Throne so you get production bonuses every time you capture a city. Complement Classical Republic with the Audience Chamber so you can maximise your district capacity faster. Tier Two If you're after a religious victory, you'll want Theocracy, but otherwise Merchant Republic is ideal for its district construction bonus. The Intelligence Agency is typically your best option for a tier two government building as you can keep more Electronics Factories safe from being sabotaged. The Grand Master's Chapel also isn't bad for a domination-focused Japan - you can use your cheap Holy Sites to provide faith you can then use to purchase units. Diplomatic players should take the Foreign Ministry. Tier Three Fascism is often the best option if you're pushing for a domination victory. Communism is ideal for a scientific game, and is therefore usually the best option for Tokugawa. Democracy works best for a cultural, diplomatic or religious game. Your choice of tier three government building similarly depends on your victory route - use the National History Museum for cultural games, Royal Society for diplomatic or scientific games (you can use Builders to rush carbon capture or space projects with it) or the War Department otherwise (the health-on-kills works for both military and religious units). Tier Four Corporate Libertarianism exploits Japan's cheap Encampments and strong Commercial Hubs, and is a great choice for domination games. Digital Democracy rewards building a high number of districts, and is ideal for cultural games. Synthetic Technocracy makes powering Electronics Factories easier while boosting project production, the latter of which is good for the diplomatic and scientific games, and to a lesser extent religion (you can more effectively use Holy Site Prayers projects). Administration - Policy Cards Policy Cards Ancient Era (Tokugawa) Caravansaries (Economic, requires Foreign Trade) - Boosts the gold from your trade routes further. (Tokugawa) Colonisation (Economic, requires Early Empire) - The more cities you can settle early on, the more trade routes you'll have later and therefore the more gold, science and culture you'll receive. (Tokugawa) Ilkum (Economic, requires Craftsmanship) - Tokugawa's start is significantly better if you can grow a key city quickly. Part of that involves building plenty of food and housing-based tile improvements, for which you'll want plenty of Builders. Limitanei (Military, requires Early Empire) - Useful if you want to start Samurai conquests. Japan's bonuses to an array of district types do not include Entertainment Complexes, so you can be prone to being short on amenities. Add to that the relatively slow movement speed of Samurai, and maintaining loyalty in captured cities could be quite a challenge. This policy card will help with that. Urban Planning (Economic, requires Code of Laws) - Japan benefits from being able to build a lot of districts, and getting a production bonus now while the cost of districts is still fairly low will be very useful. Classical Era Insulae (Economic, requires Games and Recreation) - If you need a bit of extra housing to maximise district capacity, this is a reasonable, if not exceptional, choice. Natural Philosophy (Economic, requires Recorded History) - Doubles Campus adjacency bonuses. One of the best adjacency bonus boosts to pick up. Praetorium (Diplomatic, requires Recorded History) - Useful if you really need more loyalty during Samurai wars. (Hojo Tokimune) Scripture (Economic, requires Theology) - Doubles Holy Site adjacency bonuses. (Hojo Tokimune) Veterancy (Military, requires Military Training) - Makes setting up a developed Encampment district lightning-fast, and Harbours somewhat faster. Building Samurai in cities with a Barracks makes them earn experience faster, allowing them to achieve their full potential sooner. Medieval Era (Hojo Tokimune favoured) Aesthetics (Economic, requires Medieval Faires) - Doubles Theatre Square adjacency bonuses. Craftsmen (Military, requires Guilds) - Doubles Industrial Zone adjacency bonuses. Considering the importance of production, this is one of the better double-adjacency cards to get. Feudal Contract (Military, requires Feudalism) - Speeds up training of Samurai. Medina Quarter (Economic, requires Medieval Faires) - Aids in boosting housing, and therefore district capacity. Naval Infrastructure (Economic, requires Naval Tradition) - Doubles Harbour adjacency bonuses. Rather effective if you have plenty of Shipyards as it will also double the production output they offer, or if you have the Free Inquiry classical/medieval Golden Age dedication as it will double their science output. Retainers (Military, requires Civil Service) - Extra amenities helps you hold off from building Entertainment Complexes in favour of districts that have adjacency bonuses. Town Charters (Economic, requires Guilds) - Doubles Commercial Hub adjacency bonuses. Also combines well with the Free Inquiry Golden Age dedication for bonus science. Renaissance Era Drill Manuals (Military, requires Mercantilism) - Coal Power Plants are the first source of power in the game - crucial for Electronics Factories - and also offer production based off its district's adjacency bonus. As such, maximising your coal output will be very useful. Free Market (Economic, requires The Enlightenment) - Japan's civ ability makes maximising Commercial Hub adjacency easier, allowing you to get more out of this bonus. Liberalism (Economic, requires The Enlightenment) - A valuable source of amenities allowing you to put off building Entertainment Complexes in favour of more districts with adjacency bonuses. Machiavellianism (Diplomatic, requires Diplomatic Service) - Electronics Factories are vulnerable to enemy Spies, so you'll want to train your own Spies to stop them. This policy card cuts the time needed to do so. Rationalism (Economic, requires The Enlightenment) - Japan's civ ability makes maximising Campus adjacency easier so you can more easily get more science out of this policy card. (Hojo Tokimune) Simultaneum (Economic, requires Reformed Church) - Boosts Holy Site building faith so long as the adjacency bonus is 3 or higher - something that's easier to achieve thanks to Japan's civ ability. (Tokugawa) Triangular Trade (Economic, requires Mercantilism) - Further boosts gold from your trade routes. Industrial Era (Hojo Tokimune favoured) Grand Opera (Economic, requires Opera and Ballet) - Japan can use this policy card more easily than most civs to squeeze even more culture out of Theatre Squares, though with the culture from Electronics Factories, you may need to ask yourself if you really need that much culture at the cost of other policy card bonuses. Modern Era (Tokugawa) Collectivisation (Economic, Communism only, requires Class Struggle) - An excellent choice for Tokugawa, this policy card provides an impressive boost to food and production for all your internal trade routes. Economic Union (Economic, requires Ideology) - Combines the effects of Naval Infrastructure and Town Charters. Five-Year Plan (Economic, requires Ideology) - Combines the effects of Natural Philosophy and Craftsmen. A very useful policy card worth keeping to the end of the game. (Domination) Martial Law (Wildcard, Fascism only, requires Totalitarianism) - Keeps your war weariness down while also helping keep your loyalty up, letting you conquer more effectively without having to use up district capacity building Entertainment Complexes and Water Parks. New Deal (Economic, Democracy only, requires Suffrage) - Getting +2 amenities in every city with 3+ districts means you can focus on districts that offer adjacency bonuses instead of buiilding Entertainment Complexes and Water Parks. (Domination) Propaganda (Military, requires Mass Media) - Helps keep war weariness down, saving you valuable amenities. (Hojo Tokimune) Their Finest Hour (Wildcard, Democracy only, requires Suffrage) - Stacks nicely with Hojo Tokimune's coastal strength bonuses to make your civ particularly hard to attack. Atomic Era Cryptography (Diplomatic, requires Cold War) - Helps you defend your Electronics Factories against enemy Spies. Sports Media (Economic, requires Professional Sports) - A late game replacement for Aesthetics. Offers the same bonus with +1 amenity for Stadiums on top. Information Era Communications Office (Diplomatic, requires Social Media) - A boost to loyalty which will help you with any late conquests. (Tokugawa) Ecommerce (Economic, requires Globalisation) - Even more gold and production for your trade routes. Future Era (Hojo Tokimune) Global Coalition (Wildcard, requires Smart Power Doctrine) - Keep your coasts particularly safe with this wildcard. Non-State Actors (Wildcard, requires Cultural Hegemony) - You can reliably give Spies good defensive bonuses to protect your key districts. Space Tourism (Wildcard, requires Exodus Imperative) - Electronics Factories and good Theatre Square adjacency bonuses can put Japan in a strong position for culture output by the end of the game. With this wildcard on top, you can be even more effective at stopping rival cultural civs. Administration - Age Bonuses and World Congress Age Bonuses Only bonuses with notable synergy with the civ's uniques are covered here. Free Inquiry (Golden Age, Classical to Medieval eras) - Well-positioned Commercial Hubs next to a Government Plaza, a river and some other districts can produce large amounts of gold, which can be added to science with this powerful Golden Age dedication. If that wasn't enough, it also makes eureka boosts more effective. (Tokugawa) Isolationism (Dark Age, Classical to Industrial eras) - If you're done settling cities, you can enjoy a handy boost to domestic trade route food and production. (Hojo Tokimune) Monasticism (Dark Age, Classical to Medieval eras) - Although not quite as potentially powerful as the Free Inquiry Golden Age dedication, it's still extremely strong in Japan's hands. The Holy Site requirement is easy to achieve thanks to Hojo Tokimune getting them for half-price so your good Campus adjacency yields can be boosted even further. Monumentality (Dedication, Classical to Renaissance eras) - Japan's incentive to build a lot of districts makes this a good dedication to choose when you're trying to gain era score. Pen, Brush and Voice (Golden Age, Classical to Medieval eras) - A good choice if you're coming out a classical-era Dark Age into a medieval-era Heroic Age, as the culture boost can make up for lost time from the Monasticism Dark Age wildcard. Gaining culture based on your number of districts works well considering Japan's incentive to build a lot of them. Twilight Valour (Dark Age, Classical to Renaissance eras) - Stacked with Oligarchy, Samurai can attack at a massive 57 strength (62 with a Great General, or equivalent to Cavalry). The restriction to only healing in your own territory isn't as much of a drawback as it is for many civs with slow units as Samurai still fight at full strength when injured. (Tokugawa) Reform the Coinage (Dedication, Renaissance to Modern eras) - A reliable source of era score for a leader encouraged to make lots of trade routes. Heartbeat of Steam (Dedication, Industrial to Atomic eras) - Electronics Factories arrive in the industrial era, and this dedication gives you era score for building industrial-era or later buildings. Heartbeat of Steam (Golden Age, Industrial to Atomic eras) - Your strong Campuses will now provide a good amount of production on top. (Domination) To Arms! (Golden Age, Industrial to Information eras) - Reducing the warmonger penalties from a war also reduces the amount of war weariness it creates. As such, this Golden Age dedication is very useful for late-game warfare without you needing to use up district capacity for Entertainment Complexes or Water Parks. Collectivism (Dark Age, Modern to Information eras) - If you don't need any more Great People, then this Dark Age wildcard can be a good way of growing your compact cities while also making them a fair bit more productive. 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 Getting extra tiles for free will help you maximise the number of districts you can fit into a district cluster before other civs start buying tiles and getting in the way. Espionage Pact - Effect B (The chosen Spy operation is unavailable) for Sabotage Production Prevents your Electronics Factories from being pillaged outside of war-time. Migration Treaty - Effect A (+20% faster population growth but -5 loyalty per turn in this player's cities) on yourself, unless you are at war. Japan is encouraged to keep cities close together, which has the side-effect of keeping loyalty high. Compact cities can also struggle to secure many food tiles, so a growth bonus can be helpful. Nobel Prize in Physics - Vote in favour Electronics Factories are a good source of Great Engineer Points, while Japan's civ ability in general encourages the construction of Campuses and Commercial Hubs for Great Scientist and Merchant points respectively. (Tokugawa) Trade Policy - Effect A (Trade routes sent to the chosen player provide +4 gold to the sender. The chosen player receives +1 trade route capacity) on yourself. Helps you get a little more out of Tokugawa's leader ability. Urban Development Treaty - Effect A (+100% production towards buildings in this district) on Industrial Zones Helps you build Electronics Factories, or at the very least prepare for them. Administration - Pantheons, Religion and City-States Pantheons City Patron Goddess - Makes setting up your first district in each city faster, which can get you stronger adjacency bonuses sooner. For Tokugawa, it can save time getting Commercial Hubs or Harbours up in new cities, therefore allowing you to get more trade route capacity sooner. (Hojo Tokimune favoured) Divine Spark - Helps you found a religion with Holy Sites, secure more Great Scientists with Libraries or secure more Great Writers with Amphitheatres. (Hojo Tokimune) God of Healing - Being able to build Holy Sites cheaply means you can use them as reasonably effective spots for your units to heal. (Hojo Tokimune) God of the Sea - Japan's strong coastal defence makes this pantheon easier to use. (Tokugawa favoured) Religious Settlements - Although securing this pantheon is very difficult, it is amazing as a source of a Settler without costing population in your capital. This is important as Tokugawa favours having a huge early city, but otherwise settling extensively early on to maximise trade route capacity. (Hojo Tokimune favoured) River Goddess - Japan's civ ability means you can position Holy Sites next to rivers and still get adjacency bonuses akin to them being near mountains, making the amenity and housing bonus easier to use. The amenities will be useful for avoiding having to build Entertainment Complexes or Water Parks, which lack the same synergy with Japan's unique bonuses. Religious Beliefs You can have one founder, one follower, one enhancer and one worship belief. (Hojo Tokimune) Jesuit Education (Follower) - Cheap Holy Sites combined with this belief means you won't need production or gold to get your Campuses or Theatre Squares developed. Stewardship (Founder) - Makes your strong Campus and Commercial Hub districts slightly stronger. Stupa (Worship) - A source of amenities without needing to build Entertainment Complexes or Water Parks. (Hojo Tokimune) Warrior Monks (Follower) - Hojo Tokimune's low-cost Holy Sites makes the culture-bomb effect rather good if you need more land (whether neutral land or that owned by another civ). Work Ethic (Follower) - Add your impressive faith adjacency yields to production on top! Zen Meditation (Follower) - Another decent source of amenities without having to build Entertainment Complexes or Water Parks. City-States Akkad (Militaristic) - Saves you having to bring Battering Rams and Siege Towers with your Samurai. Bologna (Scientific) - Extra Great Person Points as a reward for all that district construction. Buenos Aires (Industrial) - More amenities to help you avoid having to use Entertainment Complexes and Water Parks. Cardiff (Industrial) - Allows you to power Electronics Factories immediately, and enjoy the production boost sooner. (Tokugawa) Chinguetti (Religious) - Provides some bonus faith for trade routes. If you can convert your largest city to your religion, with as many followers as possible, you could get over 100 faith per turn with this city-state! (Tokugawa) Hunza (Trade) - A little extra gold from trade routes. Kabul (Militaristic) - Faster experience gain means Samurai can get to Elite Guard sooner. Attacking twice is less of a risk for Samurai relative to other melee units as they'll still fight at full strength. Mitla (Scientific) - Building lots of Campuses early will also be rewarded with fast city growth. The faster your cities grow, the more productive they'll become sooner. Mexico City (Industrial) - Building your first Electronics Factory will have a bigger immediate impact, a city with Governor Magnus (the Steward) and the Vertical Integration promotion will gain even more production, and you won't need as many Entertainment Complexes or Water Parks to bring Zoo, Aquarium, Stadium and Aquatics Centre amenities to all your cities. Muscat (Trade) - Adds an amenity to every Commercial Hub, meaning there's less need for you to build Entertainment Complexes. (Hojo Tokimune) Valletta (Militaristic) - Hojo Tokimune's Encampments are cheaper to build than those of other leaders, but his Encampment buildings aren't any cheaper to construct. This suzerain bonus allows you to purchase their buildings with faith, freeing up production and gold for other uses. Vilnius (Cultural) - If you have an alliance, all your already-good Theatre Squares get a 50% adjacency boost. If you have a tier two alliance, it's 100%. Tier three? 150%. A Theatre Square surrounded by other districts could produce 15 culture per turn, and that's even before taking into account the Aesthetics policy card. Zanzibar (Trade) - An amazing source of amenities without you having to build Entertainment Complexes. Administration - Wonders and Great People Wonders Great Bath (Ancient era, Pottery technology) - Generally too risky a wonder to build in most games, but is nonetheless useful for Japan. It acts as an early Dam, protecting districts you may have clustered around a floodplain, and also helps the city grow taller and hence support more districts. Temple of Artemis (Ancient era, Archery technology) - A source of amenities for a single city (due to the way luxuries work, that amenity bonus can end up distributed throughout your empire), and both food and housing to help it grow. It's a good idea to build this in your Government Plaza city so it can support as wide an array of adjacency-receiving districts as your other cities. That being said, building this uses precious production you could be using for Settlers and other districts in the first place. Colosseum (Classical era, Games and Recreation civic) - Although it requires an adjacent Entertainment Complex with an Arena, the main advantage of building this is you won't need to build more Entertainment Complexes for quite some time thanks to all the amenities on offer. That helps you focus on the districts with adjacency bonuses. (Tokugawa) Colossus (Classical era, Shipbuilding technology) - Extra trade route capacity builds on Tokugawa's leader ability. Mausoleum at Halicarnassus (Classical era, Defensive Tactics civic) - Given Japan's incentive to develop Industrial Zones, you'll likely receive a lot of Great Engineers which this wonder magnifies the effects of. Tokugawa in particular benefits greatly from doubling the retirement abilities of Bi Sheng and Ada Lovelace to boost district capacity in a city and in turn boost the yields of trade routes heading there. Alhambra (Medieval era, Castles technology) - An extra military policy card can help strengthen your conquests, while extra amenities helps alleviate war weariness. The catch is that the Castles technology has a tricky eureka boost to achieve if your cultural output is poor, and it's a different branch of the technology tree to where many useful districts and buildings lie. Angkor Wat (Medieval era, Medieval Faires civic) - Bumping up all your cities by a population point as well as providing extra housing will really help you maximise the number of districts you can fit in a small area. (Tokugawa) University of Sankore (Medieval era, Education technology) - An excellent additional source of faith and science if you have a lot of trade routes heading towards this specific city. (Tokugawa) Great Zimbabwe (Renaissance era, Banking technology) - Extra trade route capacity is always useful, and the city sending these trade routes can generate a lot of gold as well as culture, science, food and production if sent to a city with a lot of speciality districts. Great People These Great People have particular synergy with Japanese uniques, but are not necessarily the most effective options overall. Any classical or medieval-era Great General will be useful for Samurai, but it would be redundant to list them all. Classical Era (Domination) Trưng Trắc (Great General) - An early, and permanent reduction to war weariness - very useful if you lack Entertainment Complexes, as is quite common for Japan. (Tokugawa) Zhang Qian (Great Merchant) - Extra trade route capacity. Medieval Era Bi Sheng (Great Engineer) - Bi Sheng increases the district limit in a city by 1. Having lots of districts increases the effectiveness of Japan's civ ability, and especially Tokugawa's leader ability. (Hojo Tokimune favoured) Hildegard of Bingen (Great Scientist) - Makes a Holy Site's adjacency bonus also add to science. Considering they're cheap for Hojo Tokimune to build, it's easy enough to make use of. (Tokugawa) Ibn Fadlan (Great Merchant) - +1 trade route capacity. (Tokugawa) Marco Polo (Great Merchant) - +1 trade route capacity. (Hojo Tokimune) Rajendra Chola (Great Admiral) - Extend your advantage in coastal tiles by making all your naval units more powerful. (Tokugawa) Zheng He (Great Admiral) - +1 trade route capacity. Renaissance Era (Tokugawa) Raja Todar Mal (Great Merchant) - Makes your internal trade routes provide a total of +2.5 gold per speciality district at the destination! Leonardo da Vinci (Great Engineer) - Makes all Workshops produce +3 culture. Considering you'll want to build plenty to make use of Electronics Factories, that's a reasonable advantage. Industrial Era (Tokugawa) Ada Lovelace (Great Engineer) - Extra district capacity on your largest city can boost the yields of most of your internal trade routes once the capacity is filled up. James Watt (Great Engineer) - Instantly builds an Electronics Factory and makes all Electronics Factories provide +2 production. This makes them twice as good at providing production as the regular Factories of other civs! John Spilsbury (Industrial Merchant) - More amenities. Joseph Paxton (Great Engineer) - Helps get more out of an Entertainment Complex, so you can dedicate more cities to districts that offer adjacency bonuses. Beyond this point, cities will soon grow rapidly with the food bonus from Replaceable Parts and the housing provided by Neighbourhood Districts so building more Entertainment Complexes won't carry as high an opportunity cost. As such, it won't be as important to look for amenity bonuses. Modern Era (Domination) Joaquim Marques Lisboa (Great Admiral) - Reduces war weariness so a lack of Entertainment Complexes or Water Parks is less of an issue. (Tokugawa) John Rockefeller (Great Merchant) - Boosts the gold of most, if not all, of your trade routes. Nikola Tesla (Great Engineer) - Makes both an Electronics Factory and a Power Plant in the same city stronger. Information Era (Hojo Tokimune) Jamseth Tata (Great Merchant) - Very useful if you want to change course towards a cultural victory. Your many strong Campus districts will now offer a massive +10 tourism each. (Hojo Tokimune) Kenzo Tange (Great Engineer) - Powerful for the cultural game - a city with a lot of high-adjacency districts, boosted by the Japanese civ ability, will now create a lot of tourism! (Hojo Tokimune) Masaru Ibuka (Great Merchant) - The Electronics Factory UB combined with Japan's civ ability already encourages you to have lots of Industrial Zones. Masaru Ibuka adds +10 tourism to every single one. Counter-Strategies (Part 1/2) Japan is among the game's most versatile civs, so they can easily adjust victory route direction if need be - especially under Hojo Tokimune, but somewhat still under Tokugawa. Furthermore, many of Japan's strengths are hard to take away from them, but that's not to say you can't play around them. Here's some good ways to take on Japan. Civilization Ability: Meiji Restoration Doubled adjacency bonuses for adjacent districts can be tricky to counter-play. One possibility is to prevent Japan settling cities close together, or to push them into settling cities in a line rather than a blob, so the strongest adjacency bonuses are hard to secure. One mean method of doing so is blocking off the best locations for Settlers with your own military units. Even if you can't stop Japan clustering districts, you can exploit it as an easy source of pillaging yields with cavalry units. The advantages of the Meiji Restoration will be lessened if Japan builds a lot of districts that can't have adjacency bonuses. Consider avoiding trading Japan luxuries so they're more likely to build Entertainment Complexes and Water Parks. If you appear to be a militaristic threat, they might be pushed to build more Encampments. Air superiority might encourage them to build more Aerodomes. Hojo Tokimune's Leader Ability: Divine Wind Coastal combat bonus On map types such as Archipelago, where the strength bonus can rarely be avoided, be prepared to put up stronger defences than usual when facing Hojo Tokimune's Japan. Otherwise, if Japan starts near you, you can lessen their threat to you by avoiding founding cities directly on the coast - a tile or two inland will suffice. This will deny them a +5 strength bonus against those cities and reduces the risk of you having to fight a Japanese unit on terrain that favours them. Prior to the renaissance era, it's a good idea to avoid fighting naval battles with Japan where possible. If they have a navy and intend to use it against you, make sure any naval units you have are kept close together and near to your coastal cities. That way, they can group together to bring down the stronger Japanese units, and heal up again afterwards ready to face more. Once you have Cartography, you can simply position your naval units in ocean tiles outside Japanese territory to make them less vulnerable to Japanese naval units. Hurricane effects Hurricanes mostly only affect naval units, but a category five hurricane in Japanese territory will deal so much damage as to instantly destroy any naval unit in the way, and even category four ones frequently will. While not an especially common weather event (at least until climate change increases their frequency), it's nonetheless a good idea to spread out your navy before you enter open Japanese waters - a line rather than a cluster is a good idea. Faster Encampment, Holy Site and Theatre Square construction Fast construction of these district types pushes Japan into building these more than other civs might. Holy Sites and Theatre Squares also gain from the Meiji Restoration civ ability, but Encampments don't. If Japan goes to war a lot, they may be incentivised to build more Encampments. Starting a war against Japan early on might help push them down such a path, even if otherwise little lasting damage is done - though beware that they may well end up with a Great General they otherwise wouldn't have as a consequence. Keep an eye on Japan's era status in the classical and medieval eras. If they end up with a Dark Age in that time, they can use cheap Holy Sites and strong Campuses to get a lot out of Monasticism's huge science boost. If they get a Golden Age and take the Free Inquiry dedication, their Commercial Hubs and Harbours will create a lot of science. Hojo Tokimune's Agenda: Bushido Hojo Tokimume likes civs that have a strong military as well as strong faith or culture, while disliking the civs with strong militaries but without either. He will never have the Cultured, Devout, Standing Army or Paranoid hidden agendas; the first three overlap with his main agenda and the last conflict with it. If you want to befriend him, keep in mind that he has a requirement of strong faith or culture - you don't need both. Either way, you'll still need a strong army. Some civs will be naturally inclined this way (Spain tends to have a good army and good faith, while Greece under Gorgo will usually have strong culture and a good army, as examples) but even if the civ you're playing as isn't, you can still adjust. A cultural or religious civ just needs to build a stronger defence while a domination-inclined civ can boost its cultural output. For scientific civs, your tech advantage will make your armies stronger without having to build as many units, and upping your culture output will be useful anyway for getting to key civics such as Space Race faster. Counter-Strategies (Part 2/2) Tokugawa's Leader Ability: Bakuhan Tokugawa can settle cities within 6 tiles of his capital without ever receiving loyalty pressure. This usually won't make much difference, but keep it in mind if you're trying to use loyalty pressure to flip his cities (most relevant when playing as Eleanor of Aquitaine). Tokugawa's penalty to international trade routes makes him a worse ally, as you most likely won't receive the alliance point bonus from him trading with you. It also limits his potential in the cultural game by denying him a notable tourism boost. The bonuses to domestic trade route yields are the most important part of Tokugawa's leader ability. It is at its most effective if Tokugawa has 1-2 large cities with lots of speciality districts, and lots of other smaller cities with Commercial Hubs or Harbours. The fewer cities Tokugawa can settle, or the fewer districts his largest city has, the weaker the ability will be. Unlike Hojo Tokimune, Tokugawa largely lacks direct military bonuses and as such will be less able to stop you settling near him and cutting off expansion routes. Both Tokugawa's districts and trade routes will be very vulnerable to pillaging - light cavalry units are perfect for this job. Tokugawa's Agenda: Bakuhan An AI-controlled Tokugawa prefers isolation and hates civs that own other civs' original capitals. He will never have the Turtler hidden agenda as it overlaps with his main agenda. This is obviously an agenda that punishes warmongers, but anyone conducting that much warfare will probably find it hard to get along with other civs anyway. Due to Tokugawa's incentive not to form international trade routes resulting in slower alliance point generation, he makes a bad choice of ally if others are available. Unique Unit: Samurai Samurai have 48 strength. Knights, however, have 50, making them an excellent choice for countering them. If Samurai are exploiting Hojo Tokimune's strength bonus on coastlines, or are exploiting Oligarchy's strength bonus, promoting your Knights with Charge (+10 strength against fortified defenders) can help. Crossbowmen also work well if you can keep your distance, and regular Pike and Shot units of your own aren't so bad. Keep your unpromoted Pikemen away from Samurai, or you'll be dealing with a strength difference of 8 in their favour. In the event you don't have access to medieval-era units when Japan attacks, Horsemen and Swordsmen can work so long as you can withdraw them when injured. They each have 36 and 35 strength respectively, which is 12 or 13 less than Samurai, but their lower cost means in a prolonged war you should be able to outnumber Japan's forces. Use Archers to garrison your cities; their low defence won't matter there. Unique Building: Electronics Factory A notable thing about Electronics Factories relative to other buildings that provide culture is that you can pillage them without even having to go to war. Spies can sabotage Industrial Zones, which includes Japan's UB. Do so and you set back not only Japan's production, but their culture as well. The combination of strong production and some culture makes Industrial Zones a good target in war-time as well. Bomber-class aircraft are good at pillaging, as are light cavalry units. Unlike pillaging Industrial Zones via Spies, pillaging them in war-time will provide you with some science! 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.




大家好!本指南将详细解析《荒野大镖客2》及《荒野大镖客Online》的成就解锁条件与技巧,也就是获取游戏中的所有成就。祝大家在这项不简单的任务中取得成功,希望我的指南对大家有所帮助。 引言
!!!注意:指南中包含游戏剧情战役的剧透!!! 不希望被剧透的玩家建议在完成剧情后再查看本指南。 游戏中有51项成就,其中10项为剧情成就,17项为在线成就,24项为额外成就。 《荒野大镖客:救赎2》和《荒野大镖客Online》有互动地图(RDR[rdr2map.com] RDO[jeanropke.github.io]),这些地图能极大地方便寻找收集品,而游戏100%完成度需要收集的物品非常多,所以这些地图会对您有所帮助。对于每个成就,我会单独留下有助于获取该成就的视频,如果您不方便使用互动地图的话。 亲爱的朋友们,要想以白金成就通关《荒野大镖客:救赎2》,你们必须克服一条非常艰难的道路。《荒野大镖客:救赎2》本身并非一款运气至上的游戏。你们所需要的一切,就是专注和耐心。在游戏过程中很容易因急于获取白金奖牌而玩脱,所以别担心暂停游戏,过段时间再回来继续玩,一口气通关是非常困难的。我想就这些了,我们可以开始了!
错过即消失的成就 错过即消失的成就指的是那些仅能在游戏特定时刻完成条件,之后便会变得无法获取的成就。建议立即完成这些条件,以免之后出现问题,不得不额外回溯进度或重新游玩游戏。
奔跑的男孩 完成5个营地伙伴的请求
援助之手 完成所有关于荣誉与尊严的额外剧情支线任务
向营地公共基金捐赠250美元
互利的友谊 在每个营地完成同伴的任务
入侵破解 在农场找到4个宝箱
人工智能 揭开马尔科·德拉吉奇的命运
挥霍无度(Транжира) 在商店消费5000美元
从一个极端到另一个极端 达成最高或最低声望等级
悬赏金 在所有州的悬赏金均为250美元的情况下存活3天
从富人那里获取财物 抢劫或找到250美元
西部陌生人 完成10个陌生人任务分支
收藏品 完成收藏品相关支线任务中的一条
自给自足 在剧情模式中制作30种不同的物品
就是这样!捕获一条重量不低于16磅的鱼
战斗准备 升级任意个人武器或大型武器的所有组件
与爱马达成最高信任等级
致敬 找到所有牺牲同伴的坟墓
喜爱的活动 玩遍所有迷你游戏
这是一门艺术 为松鼠雕像找到合适的位置
咬紧牙关 在剧情模式中挺过18次熊的袭击,并在每次袭击中都杀死熊 奔跑的男孩 奔跑的男孩——随着游戏的推进,你的营地同伴会要求你给他们带各种东西。已留下详细说明的表格。
Рука помощи Рука помощи - Обязательно с самого начала делайте поступки увеличивающие честь, если сделали что-то негативное, перезапускайте сейв. В 6 главе будет миссия, требующая 4 из 8 уровень чести. Все миссии для трофея должны быть выполнены в одно прохождение. Если вдруг что-то пропустите придется начинать заного. Глава Название миссии Подробности 2 глава Старое доброе чудодейственное зелье Отмечен на карте черепом. Выдают в офисе шерифа 2 глава Растовщичество и прочие грехи (1-3) Отмечен на карте LS. Выдает Штраус 2 глава Да прольется нефть(1-4) Отмечен на карте JM. Выдает Джон Марстон 2 глава Старая любовь(1-3) Нужно прочитать письмо в лагере от возлюбленной на столе Артура, далее к метке ML 3 глава История настоящей любви(1-3) Помогаем возлюбленным из разных поместий, начинаем у Бо Грея. Отмечены GR и BG 3 глава Ростовщичество и прочие грехи 4 Отмечен на карте LS. Выдаёт Штраус 4 глава Помощь брату В Сен-Дени увидите незнакомеца(?) афроамериканец возле церкви просит о помощи 4 глава Братья и сестры, все и каждый Отмечен BD возле церкви 4 глава Отцовство и другие мечты(1, 2) Нужно прочитать ещё однон письмо в лагере от возлюбленной Артура, оно будет лежать на столе. Далее идите к метке ML 4 глава Ростовщичество и прочие грехи 5 ]Отмечен на карте LS. Выдаёт Штраус 6 глава Не ждите прощения(1, 2) Отмечен ED в Аннесбурге 6 глава История нашей любви(4, 5) Отмечены GR и BG 6 глава Братья и сестры, все и каждый Далее говорим с сестрой возле церкви в Сен-Дени(SC), сделать нужно строго до прохождения основной миссии "Тонкое искусство переговоров" 6 глава Археология для начинающих Отмечен на карте RF. Выдаёт Падающий Дождь. Чтобы миссия стала доступна в сюжетной миссии "Вспышка гнева" соглашаемся помочь. 6 глава Благородные воры На карте отмечено CM 6 глава Ростовщичество и прочие грехи(6, 7) Отмечен на карте LS. Выдаёт Штраус 6 глава Миссис Сэди Адлер, вдова(1, 2) Выдаёт Сэди Адлер возле лагере(SA), соглашаемся идти вместе, и сразу начинается вторая часть Отдаём бедным Отдаём бедным - по мере прохождения 6 основных глав вы можете жертвовать деньги в общак лагеря. Ваша задача пожертвовать 250 или более долларов. Взаимовыгодная дружба Взаимовыгодная дружба - надо выполнить по одному делу спутника в каждой из глав. Глава 2: Любой случайный член банды - домино или покер: иногда случайный член банды сидит за столиком и хочет играть (в основном вечером или ночью. Лучше полностью закончить мини-игру (выиграть или проиграть). Ленни - Five Finger Fillet : иногда Ленни сидит за столом и хочет играть в «Five Finger Fillet» (чаще всего вечером или ночью). Хавьер - Home Robbery. Поговорите с Хавьером в лагере, он хочет ограбить дом с вами к северу от Валентина. Если не пройдёте во второй главе, также возможно будет пройти её в третьей, только скакать потом до лагеря далеко. Чарльз - Охота: поговорите с Чарльзом в лагере, он хочет охотиться на зубра с вами. Глава 3: Шон Coach Robbery: Поговорите с Шоном в лагере, он хочет ограбить Дилижанс. Билл - Coach Robbery: поговорите с Биллом в лагере, он хочет ограбить Дилижанс. Tilly - Dominoes Minigame: Вы можете играть в Домино с ней в лагере, когда она сидит за столиками (обычно ночью). Хавьер - Рыбалка: Поговорите с Хавьером в лагере, он хочет отправиться на рыбалку. Киран - Рыбалка: Поговорите с Кираном в лагере и отправляйтесь на рыбалку вместе. Мика - Five Finger Fillet: вы можете играть в мини-игру FFF с Микой в лагере, когда он сидит за столиками (обычно ночью). *Хавьер - Home Robbery: если вы еще не сделали свое ограбление в главе 2, оно может появиться снова в главе 3. Глава 4: Чарльз - ограбление банка: доступно только в том случае, если у вас есть Special или Ultimate Edition. Это эксклюзивная бонусная миссия, недоступная в стандартной версии RDR2. Мика - Coach Robbery: поговорите с Микой в лагере, он хочет грабить дилижанс. Ленни - Coach Robbery Поговорите с Ленни в лагере, он хочет разграбить дилижанс. Пирсон - Охота: Поговорите с Пирсоном в лагере, он хочет отправиться на охоту. Дядюшка - Robbery: Поговорите с Дядюшкой в лагере, он хочет украсть с вами коров. Информация была взята с форума! Взлом с проникновением Взлом с проникновением - в игре есть всего 7 ферм с тайниками, вам нужно облутать только 4 из них. Есть видео которым я сам пользовался при получении данной ачивки! Так что спокойно пользуйтесь.
人工智能 人工智能 - 该成就与陌生人的一个任务相关。从第4章开始,在圣丹尼斯城可以从马可·德拉吉奇处获得。视频中已全部展示! 收藏家 收藏家 - 这里的一切都非常清楚,如果在游戏过程中没有按进度完成成就(这种情况可能性很小),只需去购买直到获得该成就即可。从一个极端到另一个极端 从一个极端到另一个极端——我建议你以最高荣誉完成游戏,因为这会带来各种奖励(商店折扣、服装以及额外任务)。要提升荣誉等级,你可以将钓到的鱼放回水中,钓鱼15分钟后就能确保获得最高荣誉等级。悬赏任务 悬赏任务——在每个州获取250美元悬赏金,然后搭建帐篷并休息3天。 向富人下手 向富人下手——在圣丹尼斯,夜晚进入裁缝店时会遇到扒手,用套索抓住他,抢劫扒手即可获得成就。因为他身上会有一大笔钱。 西部陌生人 西部陌生人——需要完成10个陌生人任务。你可以通过交互式地图[reddeadredemption2map.de]找到它们 收集物品 收集物品 - 你在完成“西部神射手”成就的过程中自然会解锁此成就 自给自足 自给自足 - 需要尽可能多地收集资源,例如:动物脂肪、各种草药、羽毛、箭矢、飞刀、战斧。我们用上述材料制作滋补剂、药品、马匹药剂、各类箭矢、涂毒匕首、改良型战斧、爆炸弹药和快速制作物品。此外,还可以在商人处委托制作物品。 就是这样 就是这样 - 在奥万吉拉湖很适合钓鱼。视频中已展示了全部过程。 战斗准备 战斗准备 - 前往武器商处对武器进行全面自定义,从枪管开槽开始。以“西部神射手”成就为契机,这便是艺术的体现。当你获得该成就后,需完成霍布斯小姐发布的狩猎任务。任务完成后,你会收到前往草莓镇她家中的邀请。在那里,她会赠予你身着约翰·马斯顿服饰的松鼠玩偶。你需要在农场外度过24小时,之后松鼠玩偶会被偷走。你需要找回它并放回原处,此过程需重复6次。需要在以下地点寻找玩偶: 1) 约翰房间内的箱子 2) 约翰房间内的壁炉 3) 阁楼里的箱子。可通过厨房的楼梯上到阁楼 4) 谷仓右侧的羊圈里 5) 谷仓内部(需上楼梯,会看到箱子) 6) 斯特劳斯贝里镇北部的沙恩山。 地点已在视频中标出。 咬紧牙关 咬紧牙关——我使用了本视频中展示的方法。喜爱的活动 忠实伙伴 致敬之礼 获取这些成就的条件将在你获得“лучший стрелок на диком западе”成就时一并达成
剧情成就
只是一道划痕 完成任务“思绪回到过去”
回到泥沼 完成第一章
寻找更好的份额 完成第2章
敌对结束 完成第3章
被冲上岸 完成第4章
非叛徒 完成第5章
事不过三 完成任务“再见了,亲爱的朋友”
救赎 完成任务“血、死亡与救赎”
牛仔建造师 完成任务“新耶路撒冷”
无尽之夏 完成尾声
获得“Лучший стрелок на диком западе”的条件
西部神射手 以100%完成度通关游戏 若想在游戏过程中详细了解自己的进度,可使用Social Club[signin.rockstargames.com] 以下将详细解析该成就的各项内容。首先,让我们确定获取该成就所需的条件,然后具体分析任务和事件:完成全部104个剧情战役任务;完成10个陌生人任务;在“悬赏狩猎”任务中抓获5名罪犯;在世界中旅行时遇到并经历25次随机遭遇;击退帮派袭击;找到并突袭6个帮派藏身处;收集品;参观一处景点。访问所有阵亡同伴的坟墓 收集一套香烟卡 收集30块恐龙骨头 钓获13种传说鱼类 完成阿尔杰农·瓦斯帕陌生人的所有任务 找到10处岩画 完成霍布斯小姐的所有狩猎委托 找到1件宝藏 找到20个捕梦者 图鉴 找到并研究50种动物 拥有10种装备 钓获10种鱼类 找到6个帮派 找到并研究10种马的品种 找到并研究20种植物 收集48种武器 玩家 达成生命值、耐力和“鹰眼”的最高等级 将马匹信任度提升至4级(最高级) 完成全部9项挑战 其他 找到5个窝棚 找到并杀死5只传奇动物 玩4种桌面游戏 与5个特殊角色交谈 洗一次澡 观看1场表演 在篝火上各制作1个: tonic,物品,例如弹药、马匹护理用品、狩猎用品和武器。 抢劫驿站马车、房屋、商店和火车 任务与事件 现在让我们详细解析“任务与事件”这一项 1. 完成107个剧情任务 游戏中共有107个剧情任务(94个主线剧情任务以及15个荣誉任务) 这些任务分为6个章节和包含2个部分的尾声。1. 每个已完成任务的完成情况会显示在游戏进度菜单和Social Club界面的任务模块中。 2. 完成10个陌生人任务——我建议在游戏过程中逐步完成陌生人任务,但其中一些陌生人给予的任务是解锁成就“西部枪神”(Best in the West)的必要条件(奇异植物、岩石雕刻、恐龙骨骼。这些陌生人任务必须完成,其他的可根据选择完成) 3.逮捕5名罪犯——在第2章中,你将解锁一个悬赏任务。该任务会出现在警长的辖区。其余4个任务将在尾声的第二部分出现,同样是剧情的一部分,因此完成此条件应该不会有问题。 4. 在世界中旅行时遇到并体验25次随机遭遇——这里没什么特别需要说明的。如果你看到附近刷新了随机事件,尽量不要错过。随着游戏的推进,你会获得很多这样的物品。所以应该不会有什么问题。 5. 击退帮派袭击——骑马疾驰时,路上可能会遇到游戏中6个帮派之一的匪徒。这些事件是随机出现的。你的任务是击退他们。 6. 正如我之前所说,游戏中有6个帮派。它们的据点散布在地图各处。其中4个会在剧情中遇到,剩下的2个将在约翰的尾声部分解锁。帮派名称及地点 地图位置 奥德里斯科尔帮据点:六点小屋(Six Point Cabin)
勒莫因掠夺者帮藏身处:谢迪贝尔
无法识别内容,直接返回原文:Логово банды выводков Мерфри: Бобровая лощина
奥德里斯科帮的藏身处:吊狗牧场
德尔· lobos 帮的巢穴:盗贼着陆
德尔· lobos 帮的巢穴:梅尔瑟堡垒
收藏品 1. 参观一处景点——游戏中共有49处景点,但你只需参观一处。你有可能在推进剧情的过程中参观到它,若未参观,可在互动地图[reddeadredemption2map.de]上查看其位置。 2. 参观所有已故同伴的坟墓——在剧情推进过程中,你的帮派同伴会陆续离世。游戏中共有9个需要访问的坟墓,它们会随着剧情的推进逐步解锁。建议在完成剧情战役后再去访问同伴的坟墓。 已故同伴姓名 地图位置 詹妮·柯克
戴夫·卡兰德尔
肖恩·麦奎尔
Киран Даффи
何塞·马蒂乌斯和伦尼·萨默斯
无法识别或无法翻译,直接返回原文:Парящий Орел
Сьюзан Гримшоу
亚瑟·摩根
3. 收集一套香烟卡——香烟卡有两种获取方式,但第二种方式需要花钱。第一种方式:通过互动地图[reddeadredemption2map.de]寻找卡片。或者在商店购买“昂贵香烟”,当背包满了就扔掉它们。众所周知,每包香烟里都有一张卡片,所以购买香烟能让你快速集齐收藏。原则上两种方案都不错,但我用的是第二种。 4. 收集30块恐龙骨头——首先需要启动这个任务。你需要前往这个地点:
那里会有一位老婆婆给你发布任务。之后通过互动地图找到30块骨头。然后一定要去邮局给她发送坐标。之后等待24个游戏日,再去一次邮局,那里会有奖励和邀请函。之后你的地图上会出现任务,前往那里。任务条件就完成了! 5.捕获13条传说鱼类——这其实非常简单,只需拿起鱼竿和对应的鱼饵(每条鱼都有专属鱼饵)。这一点在该视频中展示得最为清楚: 视频作者:“Канал Стича” 6. 完成陌生人阿尔杰农·瓦斯帕的所有任务——这是游戏中最难的陌生人任务之一。详细描述这一切对我和本指南的读者而言都十分冗长且不便。所以我会留下自己用过的视频链接。建议先从头到尾观看这个视频。 视频作者:“scregfm” 7. 找到10幅岩画 - 首先需要激活任务。可以在这里完成:
激活互动地图[reddeadredemption2map.de]上的任务后,寻找所有岩石壁画,也可以参考此视频: 视频作者:“Канала Стича” 8. 完成霍布斯小姐的所有狩猎委托——共有5个任务,可在5个不同的邮局领取。本视频展示了这些地点: 9. 找到1件宝藏——我完成此条件时参考了该视频,你们也可以放心使用。这里有个小细节。视频作者没有展示接取任务的地点,所以我会附上截图:
Автор видео: TotalWeGames 10. Найти 20 ловцов снов - ловцов снов можно найти с помощью интерактивной карты[reddeadredemption2map.de]. Они там отмечены как "Мечтитор" так же я прикреплю ролик для вашего удобства. Автор видео: "Канал Стича" Справочкник 1. Найти и изучить 50 видов животных - тут всё просто. Вы должны изучить 50 видов животных. Есть шанс, что вы выполните это условие по мере прохождения игры, но если вам не хвает животных, вы можете воспользоваться данной интерактивной картой[jeanropke.github.io]. Вы должны выбрать раздел "животные" и выбрать нужное вам животное, после чего приступить к поискам. 2. Иметь 10 видов снаряжения - С самого начала и по мере прохождения на 100 у вас разблокируются разные виды снаряжения. Сейчас объясню. Просто после прохождения 9 (Подробно про их прохождения опишу в разделе "Игрок") испытаний направляйтесь к охотнику. И купите у него все снаряжения (бандит,игрок,травник,исследователь,мастер-охотник,стрелок,мастер-оружия, мастер выживания). Их будет достаточно чтоб выполнить условия. Ну или можете делать талисманы. Но я не нашел ни одного годного гайда по талисманам, так что не смогу вам тут что-то посоветовать, но знайте, что такой вариант тоже есть. 3. Выловить 10 разновидностей рыбы - я сам пользовался данным видеоматериалом при выполнении данного условия. Так что спокойно можете им пользоваться. Перемотайте видео на 19:20 там будет 15 разных рыб, ловите любые которые вам удобно. Автор видео: "Marl" 4. Есть такое-же условие только выше. Разбирал его в разделе "Задания и События". Проблем возникнуть не должно. 5. Найти и изучить 10 видов лошадей - я пользовался этим видео и вам тоже советую. Автор видео: "Red Sprut" 6. Найти и изучить 20 видов растений - тут вы сами можете кататься по карте и искать неизученные виды растений. Но так же можете использовать данное видео. Нужный вам материал указан на 22 минуте виедо. Ищите по этому видео любые 10 из 43 показанных. Автор видео: "Marl" 7. Собрать 48 видов растений - по мере прохождения игры у вас уже будет некоторое количество оружия. Остальное вы можете купить у оружейника или по этому гайду Автор видео: "AmyGreenRush" Игрок 1. Достигнуть максимального уровня здоровья, выносливости и "Меткого глаза" - вы должны выполнять определенные физические действия, связанные с тем или иным атрибутом, чтобы его прокачивать. Например, для увеличения выносливости нужно бежать, а для повышения запаса здоровья – кулачный бой. Самая сложная характеристика – «Меткий глаз». Лучший способ ее прокачать – завершать многочисленные испытания. В игре есть девять отдельных категорий, каждая из которых предлагает по 10 испытаний. Выполнив все эти задачи, вы гарантированно прокачаете свои атрибуты до максимума. Уровень Требования для нового уровня 1 уровень 0 очков опыта 2 уровень 50 очков опыта 3 уровень 100 очков опыта 4 уровень 200 очков опыта 5 уровень 350 очков опыта 6 уровень 550 очков опыта 7 уровень 800 очков опыта 8 уровень 1100 очков опыта 9 уровень Собрать фулл сет за испытание 10 уровень Выполнить все испытания Здоровье Действие Выдают очков За каждые 100 метров, преодоленные на лодке при помощи гребли веслами 20 очков Ловля рыбы 10-30 очков опыта за каждую в зависимости от размера Убийство стрелой лука 20 очков Выигранный кулачный бой 10 очков Выпить эликсир женьшеня мгновенно получите 25 % от очков опыта, требуемых до получения следующего уровня Выполнение испытаний отдельных категорий – «Травник», «Мастер охоты» и «Оружейный эксперт» Каждая задача наградит вас 25-150 очками опыта. За выполнение всех испытаний трех перечисленных категорий вы получите 1425 очков опыта Выносливость Действие Выдают очков 100 метров спринтом 20 очков 15 секунд непрерывного плавания 20 очков выживить в сражении с запасом здоровья менее 25 % 20 очков Выполнение испытаний отдельных категорий – «Подрывник», «Наездник» и «Выживальщик» Каждая задача наградит вас 25-150 очками опыта. За выполнение всех испытаний трех перечисленных категорий вы получите 1425 очков опыта "Меткий глаз" Снять шкуру с трупа животного От 1 до 10 очков опыта в зависимости от размеров особи Хедшот с расстояния 50м и больше От 1 до 5 очков опыта в зависимости от дистанции Изготовление предмета 1 очко Приготовление пищи 1 очко Выполнение испытаний отдельных категорий – «Бандит», «Азартный игрок» и «Меткий стрелок» Каждая задача наградит вас 25-150 очками опыта. За выполнение всех испытаний трех перечисленных категорий вы получите 1425 очков опыта 2. Прокачать доверие лошади до 4 уровня (максимального) - У лошади есть всего 4 уровня доверия. Для того чтобы быстро повысить уровень доверия лошади нужно: Кормить лошадь. Овсяное печенье, яблоки или сено — лучший и самый питательный выбор.Тем не менее, вы должны быть осторожны, чтобы не кормить лошадь слишком много, потому что существует риск избыточного веса. Чистить. Уход за вашей лошадью очень важен. Если она грязная, то уровень доверия не будет увеличиваться. Чтобы почистить животное, просто подойдите и нажмите кнопку прицеливания и выберите вариант очистки. Успокаивать. Стоя рядом с лошадью или даже сидя на ней, мы можем нажать G, чтобы погладить животное по шее или спине. Скачки. За скачки на лошади вы тоже будете прокачивать ваша доверие с ней, но не стоит её переутомлять, так что следите за шкалой выносливость. Все эти действия помогут вам быстро прокачать уровень доверия с вашей лошадью! 3. Выполнить все 9 испытаний. - особые задачи, дополнительные задания. Всего есть 9 категорий (Бандит,Игрок,Травник,Исследователь,Мастер-Охотник,Стрелок,Мастер-Оружия, Мастер Выживания) они включают в себя по 10 заданий (всего 90). Название испытания Ссылка на видео Исследователь Мастер-Оружия Игрок Мастер-Выживания Стрелок Бандит Травник Всадник Мастер-Охотник Прочее 1. Найти 5 хижин - В игре есть 20 хижин 5 из которых нужно отыскать. Снизу таблица с их местоположением на карте 5 хижин. Номер хижины Местоположение на карте Хижина №1
木屋 2号
3号小屋
4号小屋
5号小屋
2. 找到并杀死5只传奇动物——游戏中有15只传奇动物,其中5只需要找到并研究。你可以使用互动地图[jeanropke.github.io]或本视频。视频作者:“MrFaspik” 3. 玩4种桌面游戏——桌面游戏包括:飞刀游戏、21点、多米诺骨牌、扑克。要获得成就无需赢得游戏,只需坐在游戏桌旁然后离开即可。您可以在暂停菜单 > 进度 > 总体完成度 > 桌面游戏中追踪状态。 游戏名称 地图位置 持刀游戏
二十一点
多米诺骨牌
ćĺ
4. 与5名特殊角色交谈——在游戏过程中,你会遇到健谈者和活动家。 5. 泡澡——可以在任何酒店泡澡。走近“服务指示牌”并选择“泡澡”。 6. 观看1场演出——可以在瓦伦泰恩、圣丹尼斯和黑水镇观看演出。既可以是去剧院看戏,也可以是看电影。 7.在篝火处各制作一个: tonic(滋补剂)、食物、弹药类物品、马匹护理用品、狩猎用品和武器——这里都很清楚,按TAB键生起篝火并制作所需物品。 8. 抢劫驿站马车、房屋、商店和火车——你很可能在完成任务的过程中就已经达成了这个条件。但如果碰巧没完成,我会留下攻略。 商店抢劫 没什么难度。戴上口罩,然后将枪直接对准店员。他会打开收银机,你走上前去从里面拿钱。 抢劫运钞车 你也可以抢劫从你身边经过的运钞车。你只需要射击马车后面通常会有的保险箱上的锁。入室抢劫:这里非常简单,找到任何敞开的房子然后进行抢劫(拿走贵重物品)。火车抢劫:抢劫火车有两种方法。第一种是前往车站(在地图上寻找邮局图标),等待火车停下,然后进入车内。第二种是找到铁路,等待火车出现。当他出发时,你可以直接从你的马背上跳上车顶。仔细查看地图。然后让司机停车,之后迅速跑进载有乘客的车厢。用武器指着那个人,让他把钱交给你。
黄金狂热
黄金狂热 在剧情模式中通过任务获得70枚金牌 “黄金狂热”是一项颇具难度的成就,我本可以在此逐一详述每个任务,但觉得并无必要,因为每个人都可以自行查看条件并完成,不过我会留下一份自己使用过的指南(其中并非70个任务,而是60-65个)。如果遇到困难可以联系我,我随时准备提供帮助。https://www.youtube.com/watch?v=BnSuLrSY43I&list=PL6Bqj4BODJ-nhbDeq9JN2FBAa51WX5nv8&index=7
无法识别内容,直接返回原文:Зоолог | До кости
动物学家 在剧情模式下研究每个州的所有动物种类
深入骨髓 在剧情模式中安抚所有种类的动物 我决定将这两个成就合并为一个,因为它们可以同时完成。已附上详细演示视频链接。不需要瓜尔马的动物来解锁成就!
《荒野大镖客Online》成就
逃离 完成序章
系列战士 参与系列赛
雇佣兵 接受来自游戏世界中角色发布的10个自由模式任务
值得铭记 在自由模式中完成5场活动
系好安全带 获得5个金色纽扣作为奖励
你就是那个关键人物 3次成为“最有价值玩家”
马匹狂热 成为5匹马的主人
开始的开始 达到10级
坏名声 达到50级
不择手段 在自由模式中阻止敌方小队完成任务
舒适与温馨 获得5项营地升级
地下生产 制作25个弹药物品
小队,集结!组建固定小队
多面手 制作20个物品(不包括弹药)
供应商 向肉贩出售20件物品 逃亡 逃亡 - 这是多人模式的剧情成就。无论如何都能获得。 系列战士 系列战士 - 要获得该成就,在进入会话前,在“多人游戏”部分用箭头向下滚动并选择任意系列。完成其中一个系列的游戏即可获得成就。 雇佣兵 雇佣兵 - 任务在地图上以带有挥舞小人的橙色点显示。前往他们那里并完成任务。 会有值得回忆的事情 会有值得回忆的事情 - 在开放会话中,左上角会时不时出现自由模式PvP活动的邀请通知。若想了解活动开始的准确时间,可以使用互动地图。当看到邀请时,按下F1键即可接受。如果错过了邀请且未能及时接受,请按L键,“邀请”栏目中会有该邀请。自由模式事件有有效期,因此请尽快接受。完成5个此类事件。 系好安全带 系好安全带 - 通过完成不同类别的挑战来获得卡扣。可在游戏菜单 >> 进度 >> 奖励中查看。以下是各类别的简单挑战: 马匹:达到最大忠诚度 购买5匹马以获取另一项成就,这也能解锁成就。 生存: 食用20种植物 交易: 在商店消费1000美元 在3种不同类型的商店出售物品 自由模式: 在1天内完成4个自由模式任务(橙色标记,带有奔跑的人形图案) 狩猎: 用弓箭射落飞鸟 你就是最佳人选 你就是最佳人选 - 需要在至少4名玩家的回合中,3次成为最有价值的玩家。我认为在竞速比赛中获得第一名是最容易的,为此你需要3次第一个冲过终点线。大部分对手会在起点停留刷金币,所以获取这个成就应该没有问题!马匹狂热 马匹狂热 - 进入任意马厩并购买马匹栏位,然后购买5匹马即可解锁该成就! 初始之始 恶名远扬 初始之始 恶名远扬 - 你需要达到10级和50级。等级将通过完成各种任务和角色任务获得,随着游戏进行,你的等级会逐步提升。不择手段 不择手段 - 在自由模式中,地图上会时不时出现红色标记,表明有其他队伍开始了任务。你需要找到他们并阻止任务完成。 舒适与温馨 舒适与温馨 - 若想升级营地或更改其外观,可与你营地中的克里普斯交谈。完成任意5项升级即可获得该成就。地下生产 地下生产——最简单的方法是将战利品保留到50级。在50级时,花费280美元从商人处购买切割子弹的制作说明书。然后立即在篝火旁或营地制作20发子弹。 队伍,组建起来! 队伍,组建起来!——当你积累到200美元时,按下L键,在出现的玩家菜单中选择“队伍”选项,然后按空格键创建自己的队伍。创建时请选择队伍类型——“固定”。 万事通 万事通 - 达成此条件时,重复项会被计入。只需去狩猎动物,然后在篝火旁或营地烹饪肉类即可。 供应商 供应商 - 地图上的肉贩会以斧头图标显示。猎取动物,杀死后需要对其进行处理,处理后获得的兽皮、肉、羽毛、兽角等物品可以卖给肉贩。重复获取的物品也会被计入。
总结 希望我的指南能帮助你顺利通关并获得白金成就。指南中可能存在不足之处,如果你发现了,欢迎在评论区指出。祝大家在游戏中一切顺利,万事如意 广告 你也可以查看其他作者已发布的指南: https://steamcommunity.com/sharedfiles/filedetails/?id=2987084103 https://steamcommunity.com/sharedfiles/filedetails/?id=3460490167




This guide aims to inform and educate simple and effective ways of dealing with every monster! Enjoy! :) #1 The Peeper (The Eye) The best way to deal with The Peeper, is to break line of sight with it, in which it will eventually de-spawn. Here are some methods for breaking line of sight: #1. Try to find a table or chair and crouch under it, in which to escape the room, follow the steps of method #3. #2. Try to go out the same way you came, leave the room, and then stand behind a wall until your camera is free. #3. If you want to get past The Peeper without making your camera lock onto it, (or just continue off of method #1,) look directly down, making sure you can't see even a pixel of The Peeper, follow the floor, and go wherever you're trying to go. #2 Shadow Child The Shadow Child is quite easy to avoid, just don't look at it (make sure you can't see it at all.) Additionally, if you want it to de-spawn quicker, you have to look at it for short periods at a time, (ex. look at it, for a bit, wait for it to calm down, and then repeat.) Plus, you can also just try and knock it down with a small item or a weapon, and it'll hit the ground and disappear. #3 The Apex Predator (The Duck) Avoiding The Apex Predator is easy! As long as you don't directly hurt it, pick it up, or generally touch it in any way, it's harmless! Plus, if you want it to not be a problem, buy a duck bucket from the shop, and then rotate it and place it on top of The Apex Predator. Keep in mind, that The Apex Predator will do everything in it's power to be clicked by you, (ex. jump where your cursor is, move to your cursor) so be aware of it when you are picking up items. To kill it, unlike other monsters, if you hurt it with a weapon, it'll get angry and attack you, so try to get it into a cauldron, the extractor, etc. so it can be killed easily. #4 The Spewer To deal with The Spewer, I usually let it grab onto my face, because it barely does any damage, and you can use the vomit it spews from your mouth as a weapon to stun other monsters. To get The Spewer to latch onto your face, you need to get it aggro onto you, and then approach it so it tries to latch on. Keep in mind, The Spewer vomits while it's floating around, so be sure to dodge it, as it deals 10 damage per tick. Finally, don't forget that the vomit can break items when it's latched onto you, so aim you vomit away from anything of importance, and point it towards something you want to damage (ex, monsters, that annoying friend/random who won't shut up, etc.) #5 The Gnomes The Gnomes are the easiest monster to kill, so if you see a crowd of them, throw them and don't look back. Keep in mind, if all of the extractors of the level have been completed, DO NOT KILL THE GNOMES. The respawn time for monsters when you're getting back to the truck is instant. So if you kill one Gnome, it will instantly respawn, and they spawn in clusters, so it'll just spawn around 5 more. #6 The Rugrat (The Baby) The best way to deal with The Rugrat is to simply run away from it. They have very good aim, and will take any item without hesitation and throw it. Try to get 40 tiles away from it so it can despawn, and your items wont get destroyed nearly as much. Keep in mind, if you have a really good reaction speed, you technically can catch items before you get hit, but if you want to learn how, you need a lot of practice #7 The Animal The Animal is odd. It deals 10 damage if it hits you, but it flails around quickly and aimlessly. It's best to just get away from it. It won't really try to follow you, and it's not worth stunning, because its movement is so unpredictable. #8 The Chef (The Giant Frog) The best way to deal with The Chef, is to bait it to dashing one direction, and then going the other. Keep in mind, it indicates when it's about to jump at you by pulling out it's knifes. #9 The Hidden (The Invisible Guy) The Hidden is completely invisible, so the indication that it's there are some big footstep particles and heavy breathing noises. The Hidden will not actually hurt you, but will provide anything from a mild inconvenience, to (especially late-game) guaranteed death. The Hidden grabs you and runs, taking you somewhere else. Late-game, it often brings you straight towards dangerous monsters (ex. The Huntsman, The Headman, etc.) The best way to stop it is have a friend to grab you while you're being kidnapped by The Hidden, as you're in tumble mode, and can be grabbed. #10 The Bowtie The Bowtie doesn't directly hurt you, but blows you away, which deals damage if you impact a wall, and it can even stunlock you in a corner if you aren't too cautious. It's weakness is that it's quite slow, and wont really chase after you, so outrunning/walking it is the best way to escape. #11 The Mentalist (The Alien) The Mentalist, like The Bowtie, will not directly attack or chase the player. Instead, if it spots you, it will activate a bubble around it, which will slowly bring anything up, including players and items, and rapidly slam it down, dealing 50 damage. If you get caught in the bubble, there are two ways to avoid taking damage. Firstly, like The Hidden, you can have another player grab you and take you out of the bubble. Second, if you are alone, if you get slammed on The C.A.R.T. or the floor of an extraction point, you won't take damage, as they negate all fall damage to keep players from breaking expensive items by dropping them in. #12 The Bangers (The Skull Bombs) The Bangers are similar to The Gnomes, except instead of periodically attacking, they set a 10 second fuse, and then blow up. They have low health, but a bit more health than The Gnomes. To avoid them, outrun them and wait for them to explode, or if there are more monsters, you can use them as weapons and blow up stronger monsters with them. Keep in mind, do not kill them when the extraction points are complete, for the same reason as The Gnomes. #13 The Headman (The Head) The Headman is probably the toughest monster to escape, but there are two ways. #1 If he hears you, don't make any more noise, and try to escape the area where he heard you without getting spotted #2 If you got spotted or you're being chased, hide under a table or try and break line of sight with him for around 5 seconds. If he saw you go under the table he'll start biting until he kills you so try and back up so he can't reach, or run away from the table while he's still distracted. #14 The Robe The Robe will speed up if you look at it. The best way to escape it is to not look at it and try and walk away. (If you don't look at it, even walking is faster than it.) Do not attempt to hide under something, as it will attack you until you die, just like the headman. #15 The Huntsman Personally, I usually have a good enough reaction speed to dodge under The Huntsman's shotgun (it always aims you your head so if you're already crouched he won't shoot over your head. The best way to avoid The Huntsman, is to stay completely quiet, and not move much especially when he's close. (He can hear you better.) #16 The Reaper (The Scarecrow) The Reaper is sort of a mix of The Robe and The Chef. It's basically a Robe that walks really fast and constantly attacks you, but doesn't go faster if you look at it. To escape The Reaper, use the same methods as The Headman. (Break line of sight by going into another room, or distracting it by going under a table and moving out of the way of it's attack or running away while it's distracted.) #17 The Trudge The Trudge is the slowest monster in the game. To escape it, outrun it before it tries to pull you in with it's mace-arm. If you get caught in the pull, the final slam has some slash damage, but if you're directly under its mace arm, it instantly kills you no matter how much health you have. #18 The Upscream As its name suggests, The Upscream will run up to you, and scream, propelling you upwards and dealing around 10 damage. The best way to avoid it, is to break line of sight, or if you get attacked by it, use the boost to get away from The Upscream. #19 The Clown The Clown has two attacks that can be easily dodged. First, it has a laser attack that always aims for your head, so if you're crouching you can jump over the beam, and if you're standing, you can crouch under the beam. Second, if you're close to it, it'll try to walk towards you and kick you. If you time it well enough, you can jump over the kick, or you can simply walk to the side. Keep in mind, both of the clown attacks deal alright damage, but they propel you really fast, so the impact into a wall, decoration, etc. will deal an extra hit around 10-30 damage.

LV.
简介
转载steam社区指南,侵删

发帖达人Ⅰ