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本指南将教你如何攻略《方舟:生存进化》的10个洞穴、3个终极生命形态,以及如何攻克泰克洞穴并击败监察者首领以完成飞升,获得5、10或15级的等级上限提升。 南低地洞穴 - 猎手神器
下南洞穴是孤岛地图中最简单的洞穴。该洞穴是少数没有蝙蝠的洞穴之一,因此获取神器的难度相当低。其入口位于坐标80.3,53.5,内有猎手神器。和大多数洞穴一样,注意不要进入水中,那里有大量食人鱼群出没。该神器用于召唤育母蜘蛛,它是孤岛地图的三大终极生命体之一。 生物: 狼蛛、巨脉蜻蜓、粪甲虫、巨蜥、南方巨兽龙、食人鱼、帝王蝎、帝鳄、泰坦巨蟒 上南洞穴 - 团结神器
上南洞穴是一个大型洞穴,一半位于水下,但水下部分可以轻松跳过,这样你就无需携带水下呼吸装置。该洞穴位于坐标68.3,56.1,内有“群体”神器。如果你没有抓钩或水下呼吸装置,会发现这个洞穴非常难探索!该神器用于召唤巨猿,它是岛屿三大终极生命形态中的第二个。 生物: 狼蛛、 arthroplatypus(节肢动物)、粪甲虫、南方巨兽龙、爪蝠、巨水虎鱼、帝王蝎、帝鳄、泰坦巨蟒 东南洞穴 - 巨型神器
东南部洞穴,通常被称为熔岩洞穴,是岛屿东南部的一个洞穴,位于草食动物岛北部,德雷奥湾正东的半岛上。你可以在坐标70.6,86.1处找到入口。巨型神器位于这个洞穴的尽头,该洞穴大致呈一个大环形,有两条可能的路径,两条路最终都会通向神器。该神器是召唤育母蜘蛛(Broodmother Lysrix)所需的第二个神器。 生物: 狼蛛、双脊龙、粪甲虫、巨蜥、南方巨兽龙、爪蝠、帝王蝎 中央洞穴 - 智慧神器
中央洞穴是岛屿中部的一个洞穴,位于火山正东方。入口坐标为41.5,47.1。在这里可以找到智慧神器,该神器与猎手神器、巨物神器共同用于召唤育母蜘蛛莉兹克丝。 生物: 蜘蛛、巨脉蜻蜓、蜣螂、南方巨兽龙、蝙蝠、食人鱼、帝王蝎、帝鳄、泰坦巨蟒 西北洞穴 - 天空领主神器 西北洞穴是雪地区域的一个小型冰洞,开凿于冰川之中。其入口位于19.3,19.0。天空领主神器可在此找到,用于召唤方舟三大守护者中的最后一位——喷火龙。就导航而言,这个洞穴难度相当大,需要使用抓钩。要找到神器,需紧贴最右侧墙壁前进,直至到达一个有落差的区域。千万别掉进那个坑里!那里有尖刺,哪怕只是轻微碰到,都会对任何敢触碰它们的生物造成5000点伤害,还会把你的所有护甲都劈成两半。到达坑边后,找到墙上的一个洞,用抓钩钩进那个洞里。神器就在那里。 生物: 蜘蛛、蝙蝠 东北洞穴 - 吞噬者神器 东北洞穴是位于地图最东北部食肉动物岛上的一个洞穴。小心当地的恐龙!那里生活着诸如剑齿虎、帝王蝎、牛龙,甚至霸王龙等生物!洞穴入口在14.7,85.4坐标处。你可以在那里找到吞噬者神器,它是召唤巨猿所需的3个神器中的第二个,另外两个是群体神器和另一个神器。这个洞穴主要由一个巨大的 chamber(洞穴大厅)构成,墙壁上有一段断裂的螺旋坡道。你可以借助降落伞和抓钩轻松获取神器。只需跳伞下去,消灭沿途遇到的所有蝙蝠,然后落到神器所在位置,干掉下方的敌人。取回神器后,用抓钩向洞穴顶部攀爬,若不慎坠落,记得使用降落伞。 生物: 蜘蛛、粪甲虫、巨蜥、南方巨兽龙、帝王蝎、蝙蝠 沼泽洞穴 - 免疫神器
这是岛上第四难的洞穴,所以请做好准备!沼泽洞穴是岛屿红木林地区的一个洞穴。该洞穴很难找到,但其入口坐标为62.7,37.3。是什么让这个洞穴比其他洞穴难得多?因为这个洞穴有毒。你需要一个高质量的防毒面具(至少300点耐久度)才能在这里呼吸。这里的生物包括蜘蛛、巨蝎和泰坦巨蟒,它们的等级最高可达300级,并且无法被驯服!这里有一个大型水蛭池,因此你有很高的几率感染沼泽热,即使使用800耐久度的防毒面具也不例外,该面具可持续使用5小时20分钟。方舟维基指出,整个洞穴本应非常炎热,但由于一个漏洞,除最低点外的大部分洞穴区域使用的生物群系是“红木森林”,这意味着洞穴内并不会太热。不过,还是不要携带毛皮护甲。免疫神器可在此处找到,它是召唤喷火龙所需的第二件神器。 生物: 玛瑙螺、狼蛛、巨脉蜻蜓、水蛭、巨蜥、巨型马陆、泰坦巨蟒、泰坦蚂蚁 (此处生成的生物等级最高为300级,且无法被驯服,唯一的例外是巨蜥。) 失落信仰洞穴 - 蛮力神器
这是岛上第三难的洞穴,所以做好准备!失落信仰洞穴是岛上两个水下神器洞穴中的第一个。它的入口在地图的最西端,坐标53.7,10.4。由于这个洞穴几乎完全在水下,要带上高品质的潜水装备,以及一只高等级、已印痕且配有高品质鞍具的龙王鲸。为什么是龙王鲸?虽然同等级下它的生命值和伤害可能不如沧龙,但龙王鲸对水母的眩晕控制免疫,而如果你带沧龙进洞穴,就会被强制下马、持续眩晕然后被杀死,期间你什么都做不了!这里可以找到召唤巨猿所需的最终神器——蛮力神器,以及群体神器和吞噬神器。不要长时间离开你的龙王鲸,否则你会被水母群围攻! 生物: 菊石、水母、腔棘鱼、电鳗、蝠鲼、巨齿鲨、沧龙、三文鱼、三叶虫 (此处生成的生物等级较高且不可驯服。) 失落希望洞穴 - 狡诈神器
这个洞穴是岛上第二难的洞穴,除非你至少达到81级,并且拥有一群高等级、经过繁殖的龙王鲸,否则切勿尝试!作为岛上两个水下神器洞穴中的第二个,失落希望洞穴名副其实。这个短小但异常残酷的洞穴位于岛屿的最东部,坐标46.0,88.9。狡诈神器位于一个小 chamber 内,由类似泰克(TEK)的柱子标记,它是召唤喷火龙所需的第三个神器。正如我之前所说,除非你有一只快速升级的鱼龙,或者一只专注于生命值和近战伤害的高等级、经过印痕的龙王鲸,否则不要尝试这个洞穴。如果使用鱼龙策略,要小心水母,因为它们无法免疫眩晕控制。无论采用哪种策略,都要带上高耐久度的水下呼吸罐! 生物: 玛瑙螺、鮟鱇鱼、狼蛛、水母、粪甲虫、邓氏鱼、电鳗、广翅鲎、巨齿鲨、巨型食人鱼、沧龙、蝙蝠、蛇颈龙、帝王蝎、三叶虫、托斯特巨鱿 (所有生物均为高等级刷新且无法被驯服。) 雪洞 - 强者神器
这个洞穴是方舟上最难的洞穴,做好准备!雪洞是一个极度寒冷的冰洞,里面有高等级且无法驯服的生物。带上高品质的毛皮护甲,如果有的话,带上一只水獭。另外,如果你有低温休眠舱,带一只羽暴龙并骑乘它,因为它可以使用恐惧咆哮来削弱这个洞穴众多房间内的许多敌人。洞穴入口位于29.0,31.8。召唤喷火龙所需的最后一个神器——强壮神器,以及天空领主神器、免疫神器和狡诈神器,都可以在这个洞穴的最深处找到。 生物:安康鱼、恐狼、北极熊、砂犷兽、三文鱼、雪人 (所有生物均为高等级刷新且无法驯服。) 育母蜘蛛利兹里克战斗:所需物品、技巧与奖励
贡品需求: 1个猎人神器、1个巨物神器、1个智慧神器、5/10阿根廷巨鹰爪(仅 Beta/Alpha 难度)、5/10帝鳄皮(仅 Beta/Alpha 难度)、5/10蜥脚类恐龙椎骨(仅 Beta/Alpha 难度)、5/10泰坦巨蟒毒液(仅 Beta/Alpha 难度) 进入 Gamma 难度竞技场至少需要 30 级,Beta 难度需 50 级,Alpha 难度需 70 级。 生物: 大地懒是育母蜘蛛(Broodmother Lysrix)战斗的必备生物。育母蜘蛛是一只蜘蛛,它会召唤蜘蛛仆从,而大地懒对昆虫和蜘蛛造成额外伤害,在致命一击时获得一个持续 2 分钟的伤害提升 buff,且每击杀一只昆虫或蜘蛛都会刷新该 buff。注意:尽管大地懒对虫子能造成大量伤害,但未被骑乘时它们的攻击速度相当慢,因为出于某种原因,AI只会使用它们的猛击攻击,这实际上使其每秒伤害(DPS)低于一群霸王龙/镰刀龙。在大型群体中,它们也可能无法持续击杀蜘蛛,这可能导致其增益效果超时,从而降低攻击和防御,再加上它们较低的生命值(与霸王龙或镰刀龙相比)和糟糕的攻击速度,进一步削弱了它们对抗首领时的表现。我建议最多使用6只大地懒。 霸王龙,原因显而易见。确保使用高品质的鞍具! 犹他盗龙,因为它的勇气咆哮能让你的盟友变得更强!一对获得同伴加成的大地懒可以治疗你的恐龙。一定要提升它们的生命值等级,否则它们很快就会死亡! 提示: 育母蜘蛛专长于生命值而非伤害。在同等难度下,它的生命值几乎是巨猿的两倍,但伤害却不到同等难度巨猿的一半。 竞技场温度很高。建议至少分配25点属性点到耐力上,并在战斗前穿上吉利服、饮用卡琳汤。 如果是单人游戏,你只能从位于地图东南部沼泽附近的绿色方尖碑进入竞技场。泰克蓝图(所有难度): 泰克复制器、泰克地基、泰克三角形天花板、泰克三角形地基、泰克三角形屋顶 (测试版及更高难度): 泰克倾斜屋顶、泰克倾斜墙壁、泰克靴子、泰克通道、泰克天花板、泰克栅栏地基、泰克梯子、泰克支柱、泰克斜坡、泰克楼梯、泰克墙壁 (仅阿尔法难度): 沧龙泰克鞍、泰克头盔、泰克炮塔 击败首领后获得的元素: 20(伽马)、56(贝塔)、148(阿尔法) 巨猿之战:所需物品、技巧与奖励
贡品需求: 群体神器、吞噬者神器、蛮力神器 (仅测试版/早期测试版,同样需要神器): 5/10 巨蜥毒素、5/10 巨齿鲨牙齿、5/10 棘龙帆、5/10 镰刀龙爪子、5/10 袋狮爪子 你还需要至少达到45级才能进入伽马级别的竞技场,贝塔级别需要65级,阿尔法级别需要85级。 生物: 你只需要霸王龙、羽暴龙和2只大地懒,因为巨猿的生命值比育母蜘蛛低,但没有特定弱点。不过要注意,这个首领实际上专精于输出伤害!给你的恐龙堆叠生命值,并给它们配备100或更高护甲值的鞍具! 提示: 起始区域右侧有一个大洞,如果你的宠物掉进去会被秒杀。不过,可以使用高速的迅猛龙或似鸡龙将巨猿引诱到坑中以轻松获胜。巨猿会掉入坑中并立即死亡,从而实现不费吹灰之力的胜利。但要记得在起始区域部署一群霸王龙,以防巨猿变得足够聪明而避开坑洞! 竞技场非常寒冷,因此需要加点耐力,并携带高品质的毛皮护甲,同时食用弗里亚咖喱。 这个首领战的大部分危险实际上来自环境(如一击致命的坠落、寒冷等),不过巨猿也拥有高伤害的扔石头攻击,该攻击过去曾能直接伤害骑手。虽然这一特性后来被移除,但它仍然是一种强大的攻击。在单人模式中,你只能从位于白天空峰的蓝色方尖碑进入竞技场。 泰克蓝图(所有难度): 泰克护手、泰克孵化框架、泰克复制器、泰克活板门、泰克窗户、泰克窗框 (测试版及更高难度): 泰克恐龙门、泰克恐龙门框、泰克门、泰克门框、泰克发电机、泰克步枪、泰克饲料槽 (仅阿尔法难度): 大型泰克墙、霸王龙泰克鞍、泰克手榴弹 元素: 40(伽马)、110(贝塔)、220(阿尔法) 巨龙之战:你需要准备的物品、技巧和奖励
贡品需求: artifacts:天霸主、免疫者、强者、狡诈者 恐龙掉落物(仅适用于Beta/Alpha难度): 异特龙大脑5个(Alpha难度10个)、龙王鲸鲸脂5个(Alpha难度10个)、南方巨兽龙心脏1个(Alpha难度2个)、托斯特巨鱿触须5个(Alpha难度10个)、霸王龙手臂5个(Alpha难度15个)、羽暴龙肺5个(Alpha难度10个) 最低幸存者等级要求: 55级(Gamma难度)、75级(Beta难度)、100级(Alpha难度) 生物配置: 10只镰刀龙、7只霸王龙、2只大地懒和1只羽暴龙的组合。给镰刀龙喂满蔬菜蛋糕和食物,其他恐龙也一样,大地懒尤其要喂饱。如果你拥有一只经过多代培育、已完成印痕、至少有25次突变、配备高护甲鞍具的恐爪龙,并且自身有足够的理智值,你就可以骑乘它抓住巨龙。这样一来,巨龙在试图攻击你时,只会原地打转,完全无法对你造成实质性伤害!不过,恐爪龙只能在瓦尔盖罗或维京湾地图获取。记得为恐爪龙提升生命值、耐力和近战伤害,因为它在抓住巨龙时会大量消耗耐力!恐爪龙的流血效果不仅对 Boss 有效,还可以叠加!记住,培育的血统越强,效果就越好! 小贴士: 巨龙是飞行 Boss,战斗开始时它会处于空中。它还会向你喷射火球,火球爆炸后会直接对骑手造成伤害!它还会召唤双型齿翼龙作为随从,这些随从能直接攻击骑手,因此尽管环境炎热,也需要穿戴高品质的防弹甲或防暴甲。 竞技场温度极高,所以要分配一些属性点到耐力上,并携带卡琳汤以增加隔热效果。记住,这条龙能直接攻击骑手,所以要穿防弹甲,而不是吉利服!务必带上一些医疗 brew,以防出现“你受伤了!需要恢复一些生命值才能正常行动。”的提示,或者当你发现生命值条低到危险水平时使用。 竞技场内有熔岩,会灼伤你的驯服生物,但不会对龙造成伤害。 如果你被击落坐骑,且被龙咬到,很可能会立即死亡,尤其是在对抗阿尔法变种时,它造成的伤害比泰坦龙或野生南方巨兽龙还要高。如果你采用恐爪龙战术,请牢记首领的高额伤害。巨龙的火焰攻击对食肉恐龙造成的伤害更高(实际上,严格来说我之前的说法有误,食肉恐龙在被灼烧或爆炸时会受到正常伤害,而食草恐龙由于厚实的皮肤,所受伤害会降低),因此使用你的霸王龙从后方攻击巨龙。其吐息攻击还是基于百分比的伤害(对命中的目标在10秒内造成最大生命值20%的伤害),所以要确保你的生命值不要过高,但也要足以承受多次撕咬。泰克蓝图(所有难度): 巨型泰克大门、巨型泰克门框、巨齿鲨泰克鞍、古神翼龙泰克鞍、泰克腿甲、泰克复制器 ( Beta及以上难度): 泰克专用存储箱、泰克双开门、泰克双开门框、泰克栅栏地基、泰克力场、泰克楼梯、泰克传送器、真空舱 (仅Alpha难度): 克隆室、泰克胸甲、泰克传送平台、真空舱月池 元素: 80(Gamma难度)、220(Beta难度)、440(Alpha难度) 泰克洞穴与最终首领战
tek洞穴是位于火山顶部的一个洞穴,坐标为42.8,39.2。当你到达那里时,大门会紧闭。要打开它,你需要: 育母蜘蛛战利品(伽马/贝塔/阿尔法级;相应难度或更高) 巨猿战利品(伽马/贝塔/阿尔法级;相应难度或更高) 喷火龙战利品(伽马/贝塔/阿尔法级;相应难度或更高) 阿尔法牛龙手臂(仅限贝塔/阿尔法级) 阿尔法迅猛龙爪(仅限贝塔/阿尔法级) 阿尔法霸王龙牙齿(仅限贝塔/阿尔法级) 阿尔法利兹鱼鲸脂(仅限阿尔法级) 阿尔法巨齿鲨鳍(仅限阿尔法级) 阿尔法沧龙牙齿(仅限阿尔法级) 阿尔法托斯特巨鱿眼睛(仅限阿尔法级) 最低幸存者等级:60级(伽马)、80级(贝塔)、100级(阿尔法) 请注意,这些物品在过程中不会被消耗——你可以在 boss 战后取回你的战利品!“相应难度或更高”是指进入tek洞穴所需的战利品必须达到所选难度或更高,例如,你可以使用beta或alpha难度的育母蜘蛛、巨猿和喷火龙战利品进入beta难度的tek洞穴,但不能使用gamma难度的战利品。进入tek洞穴也只需各携带一个上述物品。 tek洞穴本身是一个大型火山洞穴,里面有这些危险生物: 异特龙、古马陆、重爪龙、南方巨兽龙、牛龙、双脊龙、南方巨兽龙、帝鳄、斑龙、小盗龙、砂犷兽、霸王龙(雷克斯)、骇鸟、镰刀龙、羽暴龙 这些生物在gamma难度下等级固定为195级,beta难度下为320级,alpha难度下为620级,且无法被驯服。洞穴仅开放5分钟,因此请在此时间内将你的恐龙带入!我还注意到一些生物被编成了小队阵型: 1只重爪龙后面跟着几只蜘蛛 1只帝鳄后面跟着一群小盗龙 1-2只镰刀龙后面跟着一群骇鸟 1只南方巨兽龙后面跟着一群砂犷兽 你有55分钟时间完成洞穴并进入首领战,但与其他所有首领不同,首领战本身时间不限。
在洞穴尽头,传送门入口前,你将不得不与一只高等级的南方巨兽龙或沧龙战斗。前者会造成流血效果,后者会施加治疗减益(降低治疗速率)。两者都拥有高生命值和近战伤害,后者还能使用甩尾攻击,将你的恐龙打入熔岩坑中。
当你最终抵达传送器时,可以激活它,并从最多允许进入泰克洞穴的50只恐龙中,带入最多20只你的恐龙。泰克洞穴内部非常炎热,但传送器却异常寒冷!带上充能的泰克盔甲以应对各种环境,将一些属性点分配到坚韧上,并同时食用卡琳汤和弗里亚咖喱。这样一来,你将获得112点坚韧隔热值+56点食谱隔热值=168点基础隔热值,再加上泰克盔甲提供的(30-7-7-4-4=8)点耐热值和(5+15+15+10+10=55)点耐寒值,总计223点耐寒值和176点耐热值。使用元素为其充能后,你将拥有448点耐寒值和301点耐热值,但我认为这仍不足以抵御泰克洞穴的极端高温和传送器的极端寒冷。无论如何,将你的部队传送到空间站后,你会看到育母蜘蛛、巨型猿猴和喷火龙这三个首领的竞技场。继续沿着这条路走,你会找到3份探险家笔记: 美盈笔记31:控制台旁边,你的右侧 罗克韦尔记录29:第二个控制台旁边,你的左侧 海伦娜笔记30:即将进入竞技场前,你的左侧;非常显眼! 收集完这三份探险家笔记后,你会来到一个有方舟全息3D地图的区域。走向尽头,你就会触发首领战。
关于最终首领本身,使用巨犀、霸王龙、大地懒、羽暴龙和镰刀龙的组合来击败《方舟:生存进化》的最终首领。记得携带泰克步枪,因为首领召唤的无人机小怪会飞到你上方,发射直接伤害骑手的等离子螺栓。当首领生命值损失25%时,它还会变身成三大守护者之一。最终击败首领后,将所有驯服生物收入低温舱,然后进入竞技场后方的传送门。你将完成飞升,并获得5级(伽马难度)、10级(贝塔难度)或15级(阿尔法难度)的额外等级;若以阿尔法难度击败首领,还将获得泰克ATV蓝图。之后你会被上传(在单人模式中,飞升后会返回主菜单),重新下载角色后,你可以再升级几次!




Georgia can push for continuous Golden Ages while tying religion and city-state diplomacy together. Here, I detail Georgian strategies and counter-strategies. Introduction Following this guide requires the Gathering Storm expansion. It also assumes you have all other Civ 6 content, listed below, though it is not necessary to have these to utilise the key strategies of each civ. Pre-Rise and Fall content packs Vikings, Poland, Australia, Persia/Macedon, Nubia, Khmer/Indonesia Rise and Fall Expansion New Frontier content packs Maya/Grand Colombia, Ethiopia, Byzantium/Gauls, Babylon, Vietnam/Kublai Khan, Portugal These content packs include exclusive civs, city-states, districts, buildings, wonders, natural wonders, resources, and a disaster, but not core game mechanics - all you need is the base game and the Gathering Storm expansion for those. God's work stops for no-one. Not the hordes who assault my kingdom, not for the drunkards who fight without thought and not for ignoble nobles who know nothing of governing a nation. As you take the burden of the crown and arise as the new defender of Georgia, know that faith and determination shall overpower the sinners of the world. 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 Start Bias Georgia has no start bias. Civilization Ability: Strength in Unity Golden and Heroic Age dedications also provide their normal age era score bonuses. +50% production when building Ancient Walls, Medieval Walls and Tsikhe buildings. Tamar's Leader Ability: Glory of the World, Kingdom and Faith
击杀军事单位可获得相当于其近战强度50%的信仰值。此效果与“战神”万神殿叠加后,可获得相当于单位近战强度100%的信仰值。当你在某个城邦获得使者时,若该城邦信奉你城市中占多数的宗教,则额外获得1名使者。若你的城市中没有单一宗教在至少半数城市中占据主导地位,则此加成不生效。该效果不影响“阿曼尼(外交官)”在城邦时提供的+2使者加成。此效果在“宗教统一”创立者信条之后生效,因此通常会产生2名而非1名使者。当你激活“外交联盟”或“遏制”政策卡时,向信奉你宗教的城邦派遣首位使者将仅获得3名使者,而非4名。特殊单位:克赫苏尔战士
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
军事战术 科技 中世纪时代
火药** 科技 文艺复兴时代
Swordsman\n(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,该建筑需研发中世纪时代的“神权”或文艺复兴时代的“探索”市政。 **若硝石不足,您仍可在研发“火药”科技后继续训练克赫苏尔单位。 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 +5
对抗反骑兵单位时 +7
攻击或防御丘陵地形时 忽略丘陵地形的额外移动成本 变量变更:所需科技由“学徒制”改为“军事战术” 正面变更:训练成本从20铁降至10铁(减少50%) 战斗力从45提升至48 在丘陵地形攻击或防御时+7战斗力 丘陵地形的移动成本从2点变为1点 特色建筑:Tsikhe
文艺复兴时期的市中心建筑,可替代文艺复兴城墙 研究 前置条件 建造要求 成本 维护费用 掠夺产出
围攻战术 科技 文艺复兴时代 无法与以下建筑同时建造:
钢铁 科技 现代纪元
远古之墙
中世纪城墙 无 260
ć 520
* 无 无 *用信仰值购买市中心建筑需成为瓦莱塔城邦的宗主国。此效果不包含瓦莱塔信仰购买城墙时的30%折扣。 固定产出 其他产出 公民槽位 伟人点数 其他效果 4
3
在黄金时代或英雄时代,这些产出将翻倍。无 无 无 为其所在城市提供+3战斗力,除非其外围防御被完全摧毁。为城市外围防御增加200点生命值,直至解锁现代 era 钢铁科技。该城市的外围防御无法被攻城塔绕过。*需要现代 era 环境保护市政。积极改动:产能/信仰消耗从300/600分别降至260/520(-13%)。每回合提供4点信仰。在黄金时代或英雄时代,额外提供+4信仰;若已解锁现代 era 环境保护市政,还将提供+3旅游度。为城市外围防御提供200点生命值,较之前的100点提升100%。胜利倾向 在本节中,文明将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
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科学 塔玛尔 7/10 (良好) 9/10 (理想) 7/10 (良好) 9/10 (理想) 5/10 (尚可) 格鲁吉亚在文化胜利方面表现出色。信仰可通过自然学家、国家公园和摇滚乐队促进旅游业绩,而在城邦中获得的额外使者可能有助于科学、文化和奇观的产出。建造奇观是时代分数的最佳来源之一,这反过来又能带来强大的黄金时代加成。在黄金时代期间,独特奇观“齐克赫”将提供更多旅游业绩。 外交是格鲁吉亚最佳胜利途径之一。很少有文明能与格鲁吉亚获取城邦使者的能力相媲美,这为格鲁吉亚提供了同时成为众多城邦宗主国的绝佳机会。这反过来可以带来大量额外的外交支持。此外,低廉的城墙建造成本、特色建筑“茨赫”(Tsikhe UB)以及君主制政体相结合,能提供显著的外交支持加成。 凭借格鲁吉亚的特色单位,统治胜利也相当有效。虽然该单位本身并非特别强大,但搭配寡头政体和攻城塔后,就成为了性价比很高的全能战争选择。城邦中的额外使者也让你能轻松成为拥有庞大军队的城邦宗主国,并征召其单位。或者,借助“圣殿骑士团教堂”建筑,你可以用信仰值购买单位——这与塔玛领袖能力中“击杀获得信仰”的特性结合起来效果显著。 宗教胜利是格鲁吉亚的另一条强力胜利路线。UB能提供相当数量的信仰值——尤其是在黄金时代/英雄时代期间。不过,真正能为你带来大量信仰值的是塔玛的领袖能力——既可以通过宗教城邦的额外使者,也能通过击杀获得信仰值。但有几个问题需要注意——格鲁吉亚在创立宗教方面没有直接优势,而且发动战争会使你的宗教单位面临严重风险。话虽如此,在与其他文明交战时转化其城市是获得时代分数的最佳途径之一。 最后,格鲁吉亚也能尝试走科技胜利路线。“耶稣会教育”信条允许用信仰值购买学院建筑,更重要的是,格鲁吉亚的额外使者能帮助你从科技城邦获得更多科技值。塔玛尔的领袖能力:世界、王国与信仰的荣光(第1/2部分)
塔玛尔的领袖能力明确表明,格鲁吉亚的游戏玩法围绕信仰构建,不过其能力的两个部分与信仰的配合方式大相径庭。 要想充分利用这一能力,你需要确立宗教。由于格鲁吉亚在创立宗教方面并无直接优势,尽早发展圣地就显得至关重要。尝试向山区扩张——山区不仅能为圣地提供强大的相邻加成,还能让你在后期有效防御这些城市。 击杀获得信仰 与希腊的戈尔戈击杀敌方单位可获得文化的能力类似,塔玛尔能获得信仰。在游戏初期,击杀一个蛮族战士可获得10点信仰——击杀三个蛮族战士就足以确立万神殿。保留一个蛮族前哨站而不清除它可能会很有用,这样它就能生成更多蛮族供你击杀以获取额外信仰值。 可以考虑将此能力与“战神”万神殿叠加使用,该万神殿与这个加成类似,在击杀单位时会根据其近战强度的一半为你提供信仰值。“战神”万神殿仅在圣地周围8格内生效,但该圣地不一定必须是你自己的! 信仰与战争通常难以兼顾,因为敌方军事单位可以轻易掠夺你的宗教单位。不过,转化与你处于战争状态的其他文明的城市将获得额外时代分数,这是维持持续黄金时代的好方法。 进攻性战争 如果你想通过这种能力主动获取大量信仰值,或许可以考虑入侵其他文明。克赫苏尔战士、攻城锤或攻城塔在摧毁敌方防御工事方面表现出色,同时它们拥有足够的实力来对抗任何中世纪时期的单位。拥有二级政府后,你可以建造“总领礼拜堂”政府广场建筑。虽然它没有外交部那种有用的城邦征召加成(这与塔玛尔领袖能力的另一半很搭配),但它允许你用信仰值购买军事单位。这意味着在战争中,你可以通过消灭敌方单位来加速未来单位的生产,但要注意单位的成本增长速度比敌方单位的强度增长速度更快。 防御战争 这种能力的另一种用法是让敌人主动来找你。格鲁吉亚文明的能力让建造城墙变得轻松,这样你就能在保证城市安全的同时,通过消灭敌方单位来获取信仰值。 由于塔玛尔特别擅长成为城邦的宗主国,其他文明可能会想要直接入侵并征服这些城邦,以阻止塔玛尔获得相关加成。占领城邦可能会引发城邦紧急状况——作为成员加入紧急状况是与其他文明开战而不产生不满的好方法,这可是个通过消灭敌方单位获取信仰值的绝佳机会! 总体而言 塔玛尔领袖能力中的这一元素并非信仰值的主要来源,且其重要性会随着游戏进程逐渐降低。不过,它确实能为清剿蛮族、防御其他文明,甚至发动克赫苏尔战争提供不错的奖励。塔玛尔的领袖能力:世界、王国与信仰的荣耀(2/2部分) 已转化城邦的使者数量翻倍
Just one envoy sent gives you two when the city is of your faith - meaning it's easy to flip back city-states to your control when the envoy race gets competitive. The more consistently powerful part of the leader ability lets your envoys stretch much further than they would for other civs, letting you become suzerain over far more city-states than practically anyone else. For the sake of efficiency, unless city-states have particularly important bonuses you need as soon as possible, avoid spending envoys in city-states you haven't converted. If you're already suzerain over all the city-states you've converted, just hang onto those envoys until you convert another city-state or someone else takes control of the city-state from you. For a list of the city-state suzerain bonuses most relevant to Georgia (and therefore some of the city-states you'll want to favour the most), head to the Administration section of this guide. As for envoy bonuses, those from religious city-states are generally the most relevant, but otherwise it largely depends on what you need at the time. If in doubt, scientific and industrial city-state envoy bonuses are almost always useful. Keep in mind that the 3 and 6 envoy bonuses require you to build corresponding buildings to make use of the bonus. Here's all the methods of obtaining envoys: The Religious Unity founder belief provides Georgia with +2 envoys in a city-state when they convert one to their religion. Some government options help accumulate them over time (the Monarchy government and the Charismatic Leader, Diplomatic League, Gunboat Diplomacy and Containment policy cards), along with the Diplomatic Quarter district. Certain civics grant you envoys directly when unlocked - usually civics that are off the main research path. The classical-era Apadana wonder offers two envoys, plus two more for every wonder built in the same city - considering wonder construction is a great way of gaining era score, it's a good fit for the Georgian civ ability. Some Great People grant envoys when used - see the Administration section of the guide for more details. Amani (the Diplomat) grants 2 envoys in a city-state she is present in. This, however, is not doubled by Tamar's leader ability. If promoted enough, Amani also doubles the number of envoys you have present in a city-state when she is placed there. Liberating a captured city-state puts you at 3 envoys if you liberate it in the medieval era or earlier, 6 envoys if it's between the renaissance and industrial eras, or 9 envoys in the modern era or later.Be warned that enemy Spies can remove some of your envoys via the Fabricate Scandal mission. Of course, you can use that mission yourself to set back everyone else. Having lots of envoy bonuses and city-state allies is useful for boosting all kinds of yields, but it also helps provide a handy defensive advantage - when you go to war, all your suzerain city-states will join you, and for an affordable price you can take levy their military, taking control of all their military units for 30 turns. Furthermore, every city-state you are suzerain over grants +1 diplomatic favour per turn, or +2 with the industrial-era Országház wonder. This can give you a significant advantage in the World Congress. Further Reading: Tamar of Georgia and Civilization VI Tamar (and Georgia)'s inclusion in Rise and Fall might be a surprise to players who were unfamiliar with developments in the Civ community prior to the release of Civ 6, considering Georgia has never featured in a Civ game before. Between Civ 6's announcement and its release, the civs that would be featured in the base game were introduced - generally on a weekly basis - in a series of First Look videos. Occasionally different videos were released to explain elements of the game's development, and one of those videos included a blurry poster in the background. This poster appeared to showcase the leaders that would feature in Civ 6's base game, and as more First Look videos were released, it confirmed that the poster was accurately showing which leaders (and therefore which civs) would be in the game. Deciphering the poster wasn't easy for the Civ community. The blurry resolution meant that it was necessary to find historical images that roughly corresponded to its shape. Some were easy enough to find, but some proved elusive. One in particular was mis-identified as representing Tamar of Georgia. As more First Look videos were released, the idea that the next one would showcase Tamar of Georgia became an in-joke, particularly in the CivFanatics forums. This extended even past the release of the game once First Look videos were released for DLC civs, slowly morphing into an increasingly popular desire to see Georgia in the game, and ultimately culminated in Tamar and Georgia actually featuring in Rise and Fall. Conclusion Tamar's leader ability pushes you to tie together religion and city-states. You may have to spare a couple of Missionaries more than the typical religious civ for the full advantage, but faith from kills and suzerain or envoy bonuses from city-states will help make up for that. Civilization Ability: Strength in Unity (Part 1/3)
Georgia's civ ability is a tricky one to use well - misjudge era score just slightly and you can end up with no benefit from it for at least 40 turns. Smart use of it allows you to enter constant Golden Ages that other civs would never manage to achieve. Dark, Normal, Golden and Heroic Ages The game is divided into nine game eras: ancient, classical, medieval, renaissance, industrial, modern, atomic, information and future. These last between 40 and 60 turns depending on the rate at which civs research technologies and civics. During a game era, various actions grant era score, elaborated on later in this guide. Depending on how much you earn during a game era, you will have a Dark, Normal, Golden or Heroic Age during the next game era. The four different types of ages have distinct effects: Dark Ages You will enter a Dark Age if you produced insufficient era score during the previous game era to reach any other kind of era. During Dark Ages, your citizens will provide half as much loyalty pressure as normal, which can cause border cities to become disloyal, making it much trickier to hold onto conquests. However, you also have access to Dark Age policy cards. These go in a wildcard slot and provide significant benefits but also significant drawbacks. To help you get out of a Dark Age, you may choose one of four dedications, which grants you bonus era score from certain actions. The selection of possible dedications varies every game era. Normal Ages You will always start the game in the Normal Age. Further Normal Ages can be entered if you produced a moderate amount of era score in the preceding game era. Normal Ages have nothing particularly special about them. Like Dark Ages, you may choose one of four dedications for bonus era score. Golden Ages Golden Ages can be achieved if you had a particularly large amount of era score in the preceding game era. Golden Ages cause your citizens to provide 50% more loyalty pressure than normal, making it much easier to resist enemy loyalty pressures. More importantly, you get access to a choice of one of four Golden Age dedication bonuses, which offer some powerful advantages for the rest of the era. However, the dedications in a Golden Age do not provide era score, making it harder to avoid a Dark Age in the following era. Heroic Ages If you are in a Dark Age, achieving enough era score for a Golden Age will instead place you in a Heroic Age. These ages are identical to Golden Ages, except they let you choose three dedication bonuses instead of just one. Era Score Thresholds The amount of era score you achieve in a game era will determine your next era status - the exact numbers are as follows: By default, having 13 era score or less will result in a Dark Age in the next game era. By default, having between 14 and 27 era score will result in a Normal Age in the next game era. By default, having 28 or more era score will result in a Golden Age in the next game era, or a Heroic Age if you are currently in a Dark Age. These thresholds are lowered by 3 for the ancient game era, so you only need 25 era score to achieve a classical-era Golden Age. These thresholds are increased by 1 for every city you controlled at the start of the game era. These thresholds are increased by 3 for every previous Golden or Heroic Age you entered, and decreased by 3 for every previous Dark Age you entered. Enter Georgie Georgia's civ ability makes a notable change to the typical rules - Golden and Heroic Age dedication bonuses provide extra era score as well as direct advantages. The main effect of this is it makes it much easier to follow up Golden or Heroic Ages with another Golden Age, but it does come with the problem that Normal Ages are pretty useless for Georgia. Unless you're out conquering and need the loyalty boost, it's often better to get a Dark Age than a Normal Age. Era Score So, we've established that Georgia needs plenty of era score to make the most of their civ ability, and now we need to consider where era score comes from. There's too many sources to list them all, but most of them are one-off boosts. Here are the key repeatable methods: City-States Being the first suzerain of a city-state prior to the renaissance game era grants +2 era score. Cancelling another civ's levied units by equalling or exceeding their envoys present in the corresponding city-state grants +2 era score. Dragging a city-state out of a war by equalling or exceeding their suzerain's envoys grants +2 era score. Warfare Destroying a Barbarian Encampment prior to the renaissance game era offers +2 era score, and an extra 1 if it's within six tiles of one of your cities. This is one of the best (and easiest) sources of era score early on. Killing an enemy unit with a unit with a Great Admiral or General attached gains +2 era score. This can only be done once per Great Admiral or General you have. Killing a corps or army with a unit gains +1 era score. Killing a unit with at least two more promotions than your own grants +3 era score. Converting a city of another civ to your faith while you're at war with them adds +3 era score. Reconquering a city adds +2 era score, though you probably don't want to rely on this. Taking the capital of a civ adds +4 era score. Eliminating a civ adds +5 era score. Other Uncovering a tribal village in the ancient game era offers +1 era score. Earning a Great Person adds +1 era score, increasing to +3 if you earned it via faith or gold patronage in a way that represented more than 50% of the progress needed to unlock it. Each wonder built offers +3 era score, and an extra 1 if it corresponds to the present game era or later. Creating a national park adds +2 era score each time. Flipping a free city to your civ adds +2 era score. Winning an emergency as a coalition member prior to the atomic game era grants +3 era score. Winning an emergency as the target, regardless of era, grants +4 era score. Of special interest to Georgia is the ability to get +3 era score every time you convert a city of a civ you're currently at war with, considering the faith-on-kills attribute on Tamar's leader ability. Keep religious units escorted with military units so they can't be condemned, and you should be able to get quite a lot of era score that way! Constructing wonders is also a reliably good source of era score, which goes nicely in conjunction with the Divine Inspiration belief for extra faith. The renaissance-era Taj Mahal wonder, available at Humanism, is of particular note - it makes anything that grants 2+ era score grant an additional 1 point. Out of the one-off bonuses, it's worth noting that training your first Khevsur or building your first Tsikhe will grant +4 era score each. Civilization Ability: Strength in Unity (Part 2/3) Dedication Bonuses Now that we know some good sources of era score, it's time to consider what can be done with it all. Each era has a set of four possible dedications, and as the game goes on some new ones become available to replace old ones. Here they all are: Dedication Name Era Score Bonus Golden Age Bonus Start Era End Era Free Inquiry 1 era score per eureka unlocked, 1 per science building built Eurekas provide an additional 10% of science cost. Harbour and Commercial Hub adjacency adds to science. Classical Medieval Pen, Brush and Voice 1 era score per inspiration, 1 per building with a Great Work slot Inspirations provide an additional 10% of culture cost. All cities gain +1 culture per speciality district. Classical Medieval Monumentality 1 era score per new speciality district Builders gain +2 movement. May purchase civilian units with faith. Cost of purchasing Settlers and Builders (including via faith) reduced by 30%. Classical Renaissance Exodus of the Evangelists 2 era score for converting a city for the first time Missionaries, Apostles and Inquisitors get +2 movement and new ones get +2 charges. Gain +4 Great Prophet Points per turn. Classical Renaissance Hic Sunt Dracones Gain +3 era score per natural wonder or continent discovered. Gain +1 era score for killing a non-Barbarian naval unit. Cities settled on a foreign continent gain +3 starting population, and +2 loyalty per turn. Naval and embarked units gain +2 movement. Renaissance Modern Reform the Coinage Successfully completing a trade route grants +1 era score. All traders are immune to pillaging. Gain +3 gold per speciality district at the destination from international trade routes. Renaissance Modern Heartbeat of Steam Gain +2 era score for each industrial-era or later building. Gain +10% production towards industrial-era and later wonders. Campuses also add their adjacency bonus to production. Industrial Atomic To Arms! Gain +1 era score for killing a non-Barbarian corps and +2 from killing a non-Barbarian army. Gain +15% production towards military units. Also unlocks a special casus belli that reduces warmonger penalties by 75% relative to a formal war and can be used immediately after denouncing a foe. Industrial Information Bodyguard of Lies Gain +1 era score per successful Spy operation. Spies take no time to establish themselves in an enemy city. Offensive Spy operations take 25% less time. Atomic Future Wish You Were Here Gain +1 era score per artefact excavated. National Park tourism doubled. Cities with governors gain +50% tourism from world wonders. Atomic Future Sky and Stars Gain +1 era score per Aerodrome building constructed and Great Person gained. Air units gain +100% experience. Gain 3-4 eurekas (Information era: Satellites, Robotics, Nuclear Fusion, Nanotechnology. Future era: Smart Materials, Predictive Systems, Offworld Mission). Aluminium mines produce +2 resources per turn. Information Future Automation Warfare Gain +1 Era Score for each non-Barbarian unit killed with a Giant Death Robot. Gain a Giant Death Robot. Receive 3 uranium per turn. Uranium mines accumulate +1 more resource per turn. Future Future Early on, Exodus of the Evangelists will be extremely useful for Georgia getting their religion off the ground, through Monumentality can be great as well; cheap Settlers purchased with faith can really help expand your empire. If you don't feel you can achieve a religious victory, the Wish You Were Here Golden Age bonus offers a very effective boost to help you convert your strong faith output into tourism. Because of the rising era score thresholds for Golden Ages, you'll probably eventually need to enter a Dark Age at some point to lower it again. This also creates the possibility of a Heroic Age, so it's not a huge loss if done well. Here's a potential plan of action which ensures you get the most relevant Golden Age bonuses, without the difficulty of relying on a non-stop chain of them. Classical Era: Golden Age - Exodus of the Evangelists Medieval Era: Golden Age - Exodus of the Evangelists Renaissance Era: Golden Age - Exodus of the Evangelists Industrial Era: Dark Age - Reform the Coinage is probably the easiest dedication bonus for era score. Modern Era: Heroic Age - Heartbeat of Steam, Hic Sunt Dracones, Reform the Coinage (replace the latter with To Arms! if you're likely to do a lot of combat) Atomic Era: Golden Age - Wish You Were Here Information Era: Golden Age - Wish You Were Here Future Era: Golden Age - Wish You Were Here Destroying a few Barbarian Encampments will help you get to the first few Golden Ages. The UU and UB will also help provide bonus era score to secure the renaissance-era Golden Age. The industrial era has the least relevant bonuses to a heavily faith-centric strategy, so it's a good time to concede a Dark Age. If you end up in the wrong kind of age, just continue this path as if that never happened. An alternative approach is to concede a classical era Dark Age so you can get a Heroic Age going when the Khevsur UU is most relevant, and to make subsequent Golden Ages a bit easier to acquire. You'll probably unlock the Khevsur UU before the medieval game era, but you'll need time to train them up seeing as you can't upgrade anything into them. Civilization Ability: Strength in Unity (Part 3/3) Bonus Wall Production
即便是这座生产力低下的新城,也能迅速建立起防御工事。 除了格鲁吉亚文明能力的主要时代分数加成外,游戏中的三种防御建筑——远古城墙、中世纪城墙和特色建筑“齐赫”(Tsikhe UB)还能获得50%的生产力加成。这与“罗马边境”(Limes)军事政策卡(古典时代,需“防御战术”科技)叠加后,可获得150%的加成。 这显然有助于更快建造特色建筑,对早期防御也很有用。与其他文明相比,远古城墙的建造时间大约减少33%(假设双方均未使用“罗马边境”政策卡)。如果双方都使用“罗马边境”政策卡,建造时间则大约减少20%。这能节省更多生产力用于其他方面,比如防御单位。它还能让你在更具侵略性和风险的位置建立城市,因为你可以快速构建一些坚固的防御工事。此外,城市城墙在现代时代的“保护”市政下能提供旅游业绩。远古城墙提供+1旅游业绩,中世纪城墙提供+2,而“茨赫”特色建筑提供+3(在黄金时代/英雄时代期间为+6)。再加上格鲁吉亚良好的信仰产出(可以轻松用于购买自然学家以建立国家公园,或购买摇滚乐队),如果宗教或外交路线未能成功,格鲁吉亚也具备进行不错的文化胜利游戏的条件。 城市防御机制 关于城市城墙,值得更深入地解释一下城市防御的运作方式。城市拥有的近战 strength 等于你最强单位的近战 strength 减10,或者等于驻守单位的近战 strength(取较高值)。若该城市是你的首都,基础防御值+3;若位于丘陵地形,+3;每拥有1个特色区域,+2;若有维克托总督( castellans )驻守,+5。城市每损失10%生命值,防御值便降低1,机制与单位类似。 城市拥有200点生命值,是单位生命值的两倍。城市每回合恢复20点生命值,除非处于被围攻状态(完全被敌方单位的控制区域包围)。 城墙从三个方面保护城市:首先,只要城墙未被摧毁,每级城墙可为城市增加+3防御值,若城市拥有文艺复兴城墙,总计可+9防御值。其次,城墙允许城市对两格范围内的邻近敌人发动远程攻击(远程攻击力等同于你已训练过的任何单位的最高远程攻击力)。第三,也是最重要的一点,城墙为城市增加了外层防御。 外层防御相当于城市的第二条生命值。当拥有城墙的城市受到攻击时,外层防御和城市生命值都会受到伤害。不过,剩余的外层防御越多,城市生命值受到的影响就越小。拥有满值外层防御的城市所受直接伤害微乎其微,通常能够自行恢复。若一座城市连续三回合没有相邻敌人,即可启动“修复外围防御”城市项目,完成后将完全恢复已损耗的城市防御值。此外,外围防御受到近战攻击时伤害降低85%,受到大多数远程攻击时伤害降低50%。但攻城单位、海军远程单位和轰炸机类飞行器对其造成全额伤害。远古城墙提供+100外围防御值,中世纪城墙额外+100,文艺复兴城墙再额外+100(格鲁吉亚的“齐克赫”为+200),总计300(格鲁吉亚为400)。当解锁现代 era 的“钢铁”科技后,将无法再建造任何类型的城墙,且城墙也不再影响外围防御等级。相反,所有城市都会获得“城市防御”效果,使其拥有400点外围防御值并具备远程攻击能力。不过,已有的城墙仍会为城市提供防御加成,且所有相关的产出加成(例如君主制政体提供的住房)依然适用! 总结:尽可能避免普通时代。 获取时代分数的一个简单可靠的方法是转化与你处于战争状态的文明的城市——将此与你的击杀信仰值属性相结合。 如果你有足够的剩余生产力,建造奇观也是获取时代分数的合理途径——可搭配“神圣启示”信条以获得额外信仰值。 “福音传道者大迁徙”“不朽丰碑”和“愿你在此”这三个黄金时代加成,与格鲁吉亚的信仰优势最为直接相关。特殊单位:克夫苏尔战士(Khevsur)
克赫苏尔人机动性和战斗力均属中等,在中世纪战争中颇具优势,尤其擅长摧毁蛮族营地和防御作战。如果你愿意,甚至可以将其用于进攻;若打算这么做,记得带上攻城塔。只要拥有足够的信仰,即使没有建造军营区域,也能招募大将军。 准备工作: 要解锁克赫苏尔人,需要研发“军事战术”科技。此外,还需“青铜冶炼”科技来揭示铁资源,以便训练他们。你可能还需要先研究“占星术”“箭术”以及“灌溉”等关键的建造者科技,但在其他条件允许的情况下,越早研发出相关科技,这些单位的效用就越大。 若想充分发挥克赫苏尔人的实力,你需要采用“寡头政治”政体,它能提供+4战斗力加成,使克赫苏尔人的战斗力超过骑士。此外,如果你能获取“封建制度”市政以解锁“封建契约”政策卡,将能更快训练他们。或者,如果你有足够的金币,可以将战士或剑士升级为他们,但为此你需要绕道研发“铁器”科技。 用法 在战斗中,克赫苏尔战士应尽可能坚守丘陵地形,以获得+7战斗力加成和移动优势。拥有“突击队”晋升或古典/中世纪时代大将军的克赫苏尔战士在丘陵上的机动性比骑士更强,作战效率也显著提升。他们还可以利用丘陵安全地从敌方远程单位处撤退。 克赫苏尔战士在山脉间的狭窄通道中尤其有用。它们能够清除敌方单位,因为其对丘陵的攻击加成足以抵消地形防御加成,且敌人很难将它们从丘陵上驱逐。当然,丘陵并非随处可见。有些区域只有零星几处丘陵,但克赫苏尔战士在那里仍然有用。让克赫苏尔战士在丘陵上驻防,可以形成敌方文明难以撼动的控制区域,从而让你在其后方调动更脆弱的单位。不过,拥有冲锋晋升的骑士可能会构成威胁——你或许需要一两个长枪兵来配合克赫苏尔战士组成的军队。一旦火枪手出现,你会希望将大部分克赫苏尔战士升级为火枪手。保留一两个(克赫苏尔战士)一段时间仍然有用,因为它们在丘陵地带的机动性可以让你在敌方其他单位占领之前抢占一个良好的防御位置,或者更快地对城市展开围攻。之后你可以将克赫苏尔战士替换为火枪手。 结论 克赫苏尔战士主要作为防御单位发挥作用,但对格鲁吉亚而言出现得正是时候。一支性价比高的防御部队意味着你可以将更多生产力投入到圣地建设和扩大信仰产出上。 特色建筑:齐克赫(Tsikhe)
The Tsikhe building offers a lot of great advantages for Georgia - some obvious and some subtle; some direct and some indirect. It'll help you defend better, collect plenty of faith and even get some bonus tourism, alongside lots of other potential boosts. Construction The Tsikhe comes available at the renaissance-era Siege Tactics technology, which is relatively easy to beeline once you're done with Military Tactics and whatever other technologies you need. The Limes military policy card (available at the classical-era Defensive Tactics civic) grants a +100% production boost while building it as well as its prerequisite buildings, and Georgia's civ ability adds another +50%, so it can still be manageable in relatively small cities. Importantly, the Tsikhe is rare among UBs by not requiring a specific speciality district. This makes it easy to build in every city in your empire, but there's a catch - the Tsikhe is also the only UB that obsoletes, so be sure to build it everywhere before the Steel technology so you can keep its bonuses! Yields The Tsikhe building offers 200 outer defence, up from the typical 100 Renaissance Walls offer. A Georgian city with a Tsikhe building will be as well-defended as a city with Urban Defences from the modern-era Steel technology, making it particularly hard to take out. Even Bombards will struggle to leave a dent in Georgian cities. The Tsikhe building also offers a decent +4 faith boost, which is better than most worship buildings, and without the need for a specific speciality district. Enter a Golden or Heroic Age, however, and this is doubled to a very impressive +8. With the modern-era Conservation civic, all Renaissance Walls (including the Tsikhe UB) offer +3 tourism. However, the Tsikhe UB doubles this to +6 during a Golden or Heroic Age - better than most Great Works! There's two other handy bonuses you can apply to Renaissance Walls (and by extension, Tsikhe buildings): The Monarchy government adds +1 housing per level of walls, so a city with a Tsikhe building will have a +3 housing advantage. More significantly, it adds +2 diplomatic favour for every Tsikhe you have, granting an incredible diplomatic advantage. The industrial-era Urbanisation civic offers the Military Research military policy card, which adds +2 science for each Tsikhe you have. Conclusion The Tsikhe building might replace a relatively niche building, but its impressive faith output in Golden and Heroic Ages, lack of prerequisite district and fast construction speed makes it worth constructing in every city. It's useful for diplomatic, religious and cultural games alike, and helps your cities stay well-defended between up to the modern era. Administration - Government and Policy Cards Note that the Administration sections strictly cover the options that have particularly good synergy with the civ's uniques. These are not necessarily the best choices, but rather options you should consider more than usual if playing this civ relative to others. Government Tier One Oligarchy is useful to enhance the power of your Khevsurs, though Classical Republic can be good as well if you need an extra edge to Great Prophet Points to help secure a religion, or if you want the extra economic policy card. The Ancestral Hall is probably the best tier one government building for Georgia seeing as faith output is largely scaled to the number of cities you have. Tier Two Monarchy complements both Tamar's leader ability and the UB well, with significant advantages in the diplomatic game. Alternatively, take Theocracy for the religious advantages. The choice of tier two government building is fairly open. If you find yourself in offensive wars, the Grand Master's Chapel is a good choice. If you're in defensive wars or are specifically playing the diplomatic game, the Foreign Ministry makes raising a quick army out of your city-states affordable while also offering an unconditional boost to diplomatic favour. If you find yourself rarely at war, the Intelligence Agency provides you with an extra Spy you can use for the Fabricate Scandal mission. Tier Three Democracy is a reliable choice. Its high number of economic policy cards helps support the religious game, and the incentive to have allies makes it work well in a diplomatic game as well. The Royal Society lets you turn Builder charges into faith via the Holy Site Prayers project, or diplomatic favour via the Carbon Recapture project. The War Department helps with theological combat. If you're switching to a faith-based cultural victory approach, the National History Museum may be more useful. Tier Four For a cultural game, Digital Democracy is the least bad option of the three. It doesn't have particularly strong synergy with a cultural game, but avoids the more awkward penalties the other tier four governments have. For a diplomatic game, take Synthetic Technocracy so you can get Carbon Recapture projects done faster. Policy Cards Ancient Era Corvée (Economic, requires State Workforce) - Building wonders is a great source of era score, though keep in mind Georgia's production will often be tied up in basic expansion and building Holy Sites. Discipline (Military, requires Code of Laws) - One of the best ways of getting era score prior to the renaissance era is to destroy Barbarian encampments. This policy card helps you kill Barbarians faster. Revelation (Wildcard, requires Mysticism) - Though this policy card is useful for any religious civ without a religion yet, it's even more important for Georgia. Unlike most religious civs, that can simply use their advantages for something else if they can't found a religion, the double envoy bonus Tamar offers only works if you can found a religion. Classical Era Charismatic Leader (Diplomatic, requires Political Philosophy) - Accumulate envoys at a faster rate. Diplomatic League (Diplomatic, requires Political Philosophy) - If you have no envoys present in a city yet, and the city is converted to your religion, Tamar's leader ability combined with this policy card means the first envoy will be worth three. Limes (Military, requires Defensive Tactics) - Offers a huge production boost to walls, including your UB. Stacked with Georgia's civ ability, even weak cities can get a Tsikhe building up reasonably fast ensuring you can enjoy a considerable faith bonus during Golden and Heroi Ages. Medieval Era Feudal Contract (Military, requires Feudalism) - Helps you train Khevsurs faster. Gothic Architecture (Economic, requires Divine Right) - Boosts wonder production up to the renaissance era. Once you're done training Khevsurs and building your UB, you should have much more production spare. Building wonders will help you keep your era score high, ensuring you can chain together those Golden Ages. Merchant Confederation (Diplomatic, requires Medieval Faires) - Georgia can end up with nearly twice as many envoys as most other civs, which means this policy card will be nearly twice as good as it is for other civs. Industrial Era Military Research (Military, requires Urbanisation) - This policy card helpfully makes all copies of your UB provide +2 science. Raj (Diplomatic, requires Colonialism) - Got a lot of suzerain city-states? Want more out of them? This policy card gives you +2 science, culture, gold and faith for each one you have. Skyscrapers (Economic, requires Civil Engineering) - Boosts the construction of all wonders - handy for getting a little more era score. Modern Era Gunboat Diplomacy (Diplomatic, requires Ideology) - Helps you accumulate envoys even faster. Atomic Era Containment (Diplomatic, requires Cold War) - Is a city-state following your religion, but has a suzerain with a different government to you? Pick up this policy card and every envoy you send there will be worth three. Information Era Collective Activism (Diplomatic, requires Social Media) - Helps you get through the last few civics by leveraging the city-states you're suzerain over. It will also help you accumulate domestic tourists to slow down rival cultural civs. International Space Agency (Diplomatic, requires Globalisation) - Offers a stacking 5% science bonus per city-state you are suzerain over. On larger maps, this can be quite considerable - if religious or cultural victory doesn't work out, maybe science will? Future Era Non-State Actors (Wildcard, requires Cultural Hegemony) - This wildcard allows you to directly choose which promotions Spies get. This allows you to consistently pick the Smear Campaign promotion, making Spies more effective at removing envoys other civs have present in a city-state. As the number of envoys removed scales to the Spy's level, that promotion essentially makes them remove two more envoys every time. Consider also adding Disguise and Linguist so the Spies can act even more rapidly to remove rival envoys. Administration - Age Bonuses and World Congress Age Bonuses Only bonuses with notable synergy with the civ's uniques are covered here. Monumentality (Golden Age/Dedication, Classical to Renaissance eras) - Killing a few units combined with this bonus lets you really spam Settlers and Builders early on, which can be a nice boost to your early civ development. Exodus of the Evangelists (Golden Age/Dedication, Classical to Renaissance eras) - A reliably powerful choice for Georgia, making your religious efforts considerably more effective. It's also a good source of era score in itself. If your religion is strong enough, you should be able to keep this bonus up for the full three eras. (Cultural) Flower Power (Dark Age, Atomic to Future eras) - Allows you to more effectively leverage your faith advantages into a tourism advantage by boosting the effectiveness of Rock Bands. Wish You Were Here (Golden Age, Atomic to Future eras) - Great if you want to convert your faith advantage to a tourism one. 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 relevant votes that have high relevance for this civ relative to other civs. City-State Emergency - Always vote in favour. Winning this emergency as a coalition member gives you a permanent gold bonus for every envoy you have present at a city-state. Given how many envoys Georgia can generate, that can become a considerable source of money. Espionage Pact - Effect B (The chosen Spy operation is unavailable) on Fabricate Scandal Avoids the risk of Spies taking away your precious envoys. Military Advisory - Effect B (Units of the chosen land promotion class lose 5 strength) on siege units Georgia's reliance on walls for defence can make siege units a threat, but this resolution makes them significantly less of one. Nobel Peace Prize - Always vote in favour Georgia's strong envoy generation means you should be suzerain over plenty of city-states, generating plenty of diplomatic favour. That makes this scored competition easier to win. Religious Emergency - Minimise your vote against this resolution when you are the target. Succeeding a religious emergency as the target causes your faith to have a considerable one-off burst of religious spread. This can be a cost-effective way to convert a lot of cities - including city-states. Treaty Organisation - Effect A (Double diplomatic favor earned from being suzerain of a city-state of this type) on whichever city-state type you're suzerain over the most. Use your advantage in the World Congress to win yourself an even bigger one! Urban Development Treaty - Effect A (+100% production towards buildings in this district) on city centres. Helps you get your UB built faster. Administration - Pantheons, Religion and City-States Pantheons Divine Spark - An incredibly important pantheon if you want a better shot at founding a religion. God of Healing - Holy Sites are typically best-placed near mountains, where there tends to be plenty of hills. This can make an incredibly good spot for Khevsurs to defend, as they'll simply heal through most damage they take. God of War - So long as you're fighting within eight tiles of any Holy Site (owned by you or otherwise), you'll receive 100% of a unit you kill's base strength as faith. Initiation Rites - Out hunting Barbarians for era score? You can grab some faith as well. Monument to the Gods - If you have a lot of spare production, this pantheon can help you get some early wonders. If you don't, you're best-off picking a different pantheon. Religious Beliefs You can have one founder, one follower, one enhancer and one worship belief as part of your own religion. Crusade (Enhancer) - Converting cities while you're at war with them is a great source of era score. With this belief, it'll also make it much easier to capture them. Divine Inspiration (Follower) - Building wonders is also a great source of era score. With this belief, you can get bonus faith out of them as well. Feed the World (Follower) - The Monarchy government combined with your UB will provide plenty of housing. This belief will help you fill that housing capacity. Pagoda (Worship) - Ties together Georgia's strengths in religion and diplomacy. Papal Primacy (Founder) - Papal Primacy gives you religious pressure when you send envoys to a city-state, helping to ensure you can carry on getting two envoys a time there. Religious Unity (Founder) - Convert a city, and you'll immediately create two envoys! This is a consistently great founder belief for Georgia. City-States Akkad (Militaristic) - While this city-state is useful if you're taking your Khevsurs on the war path, the main point of becoming suzerain over Akkad is to prevent other civs doing the same, ensuring your cities' walls stay strong. Ayutthaya (Cultural) - The Limes policy card in conjunction with Georgia's civ ability makes walls much faster to build than their production cost would suggest. In conjunction with Ayutthaya, this is a great way to obtain culture. Bologna (Scientific) - Becoming suzerain over Bologna early on will really help your efforts to found a religion thanks to the extra Great Prophet Point bonus. Brussels (Industrial) - Building wonders is a great source of era score, and Brussels will help you build them faster. Fez (Scientific) - In conjunction with the Exodus of the Evangelists dedication or the Religious Unity belief, you can get even more rewards for a first-time city conversion. Valletta (Militaristic) - Valletta lets you buy the Tsikhe UB (and its prerequisites) with faith. While you might not want to do that if you're pushing for a religious victory, it does help free up production for wonder construction or unit training. Then again, the existence of the Limes policy card and Georgia's production bonus means the production cost is a lot more manageable than it would be for most buildings. Administration - Wonders and Great People Wonders Oracle (Ancient era, Mysticism civic) - The Oracle makes faith patronage of Great People much easier, which is rather useful considering Great People are a source of era score. If you're not aiming to use that faith to help with a religious victory, it's not a bad wonder to have. Stonehenge (Ancient era, Astrology technology) - It's an extremely competitive wonder but secure it and you don't have to worry about the trouble of founding a religion. You'll also get some early era score to help you secure a classical-era Golden Age. Apadana (Classical era, Political Philosophy civic) - An excellent wonder for Georgia. Building lots of wonders in the city with this wonder will provide plenty of era score anyway, but now it can provide lots of envoys as well. Mahabodhi Temple (Classical era, Theology civic) - Wonder construction in general is a good source of era score, but add advantages that help your religion and diplomatic victory points on top, and this is a great wonder for Georgia. Kilwa Kisiwani (Medieval era, Machinery technology) - Become suzerain of enough city-states and this wonder can provide some powerful empire-wide boosts. Generally this wonder will be stronger in larger map sizes as they have more city-states available. Potala Palace (Renaissance era, Astronomy technology) - Georgia benefits from a lot of diplomatic policy cards, and this wonder provides an extra slot for them. Of course, so does the Forbidden City via its wildcard slot, but the research path for it is a little more out of the way. You'll also gain a diplomatic victory point on top! Taj Mahal (Renaissance era, Humanism civic) - Had trouble making it into Golden Ages? You shouldn't any more thanks to the bonus era score the Taj Mahal offers. Just be warned that it does make it harder to deliberately enter a Dark Age as well, and therefore a Heroic Age. Országház (Industrial era, Sanitation technology) - A very powerful wonder for Georgia, as all those suzerain city-states will now produce twice as much diplomatic favour. This will help you dominate the World Congress. Statue of Liberty (Industrial era, Civil Engineering civic) - Georgia's great wall-building ability enables aggressive city placements, though loyalty pressure can be a limiting factor. The Statue of Liberty removes that problem. More to the point, it provides four diplomatic victory points. Great People Any classical or medieval-era Great General would complement Khevsurs nicely, but it would be redundant to list them all. Medieval Era Hildegard of Bingen (Great Scientist) - Been getting Holy Sites early to secure a religion? Have you been neglecting science to do so? Hildegard will help fix that problem by making a Holy Site provide science for you. Imhotep (Great Engineer) - Great for grabbing an early wonder for some era score. Isidore of Miletus (Great Engineer) - Helps you rush a wonder (and grab its era score). James of St. George (Great Engineer) - The Georgian UB can be quite expensive to set up in smaller cities (though the Limes policy card greatly helps). James of St. George makes that task a lot easier by setting up Medieval Walls in three of your cities. Favour using him in weaker cities that can't so easily spare production. Piero de' Bardi (Great Merchant) - Provides an envoy. Send it to a city-state that has your religion present and it'll be worth two. Renaissance Era Ana Nzinga (Great General) - Provides an envoy when retired. Filippo Brunelleschi (Great Engineer) - Helps you rush a wonder. Jakob Fugger (Great Merchant) - Provides 2 envoys, or 4 with Tamar's leader ability. Raja Todar Mal (Great Merchant) - Grants an envoy. Industrial Era Gustave Eiffel (Great Engineer) - Helps you rush a wonder. John Jacob Astor (Great Merchant) - Grants two envoys. Modern Era Matthew Perry (Great Admiral) - A powerful stalemate-breaker in the race to be suzerain over a city-state, as he completely eliminates all other civs' envoys from it. That could be quite devastating if used against you, so it helps to acquire Matthew Perry for yourself if you can. Furthermore, if the city-state follows your religion, you won't only get enough envoys to become suzerain, but you'll get double that number! Counter-Strategies Georgia is a relatively hard civ to conquer - their incentive to build city walls, the Khevsur UU, their tendency to have a lot of city-states allied to them and their loyalty pressure boost from Golden Ages can all make it trickier. Nonetheless, they have weaknesses - particularly early in the game. Civilization Ability: Strength in Unity Era score Era score isn't the most predictable thing in the game, but there are some reliable means of obtaining it. Destroying Barbarian Encampments, converting cities while at war with them and building wonders are three good ways. Deny Georgia the ability to do those actions, and it becomes a lot harder for Georgia to make the most of their civ ability. Working out Georgia's Golden Age bonus will also help, seeing as they'll provide era score via the dedication bonus as well. If their religious units are moving faster than normal for example, they have Exodus of the Evangelists - condemning their religious units so they can't convert any cities will deny them plenty of era score. Georgia's high number of Golden Ages does mean that their loyalty pressure is likely to be constantly at a high level. Invading Georgia while you're in a Dark Age will often be a bad idea for that very reason. On the other hand, continuous Golden Ages will eventually cause Georgia trouble when the Normal/Golden Age threshold raises later in the game. Without good management, Georgia can be very prone to falling into a Dark Age (or several) later on at a time where they're unprepared to deal with the consequences. Furthermore, age thresholds increase the more cities a civ has at the start of a game era. Allowing Georgia to settle in weak locations like tundra or snow could make it much harder for them to achieve Golden Ages - though remember that their faith output is largely scaled to how many cities they have, so be prepared to face a more powerful Georgian religion. Wall-building bonus Georgia is exceptionally good at building up city walls. This means that you can't neglect siege when fighting them, and you'll need to ensure your siege units are relevant to the era as well. The counter-strategies subsection for Tamar's Agenda and the Tsikhe building will provide more information on this. Tamar's Leader Ability: Glory of the World, Kingdom and Faith Faith on kills Tamar won't get any faith from her unique ability if she can't kill anything. Make sure your higher-strength units always have an escape route when fighting her so you can retreat them if necessary. Ranged units with a low melee strength won't give her much culture if she kills them, so if given the choice between sacrificing a Knight and a Crossbowman, you may want to sacrifice the Crossbowman. Embarked units can be attacked by naval units without dealing any damage in retaliation themselves, making them easy for her to kill. As such, be sure to invest in a navy of your own when taking units overseas near Tamar. Once you're able to form corps or fleets, do so. The faith Tamar gets from killing a corps or fleet is less than the faith she'd gain from killing two of the individual units. Double envoys in city-states of Georgia's religion If Tamar can't convert a city-state, she won't get extra envoys there. If you have a faith of your own - or have someone else's faith and a Shrine - you can buy a Missionary and convert the city-state away from Tamar's faith. If you have enough spare faith, you could even leave an Apostle there to ambush any Georgian Missionaries that try and convert it back. Alternatively, Georgia cannot use this ability if no religion covers a majority of her cities. A strong enough presence of rival religions in Georgia - even multiple different ones - may be enough to set back Georgia's ambitions. If Tamar's envoys in a city-state are too much to handle, simply conquering the city-state will end that problem. Tamar's Agenda: Narikala Fortress A computer-controlled Tamar likes building up walls in her cities, and likes civs that do the same. She dislikes civs that don't bother building them. This agenda is mostly impactful between the medieval and industrial eras. Civs that have an incentive to take the Monarchy government (e.g. Greece) may find it useful to build more walls and may therefore get along better with Tamar. Warmongers will struggle to win her trust seeing as capturing cities destroys the fortifications. Once you reach the modern-era Steel technology, urban defences take the place of walls, meaning you can't play around this agenda any more. Unique Unit: Khevsur Khevsurs are hard to fight on hill tiles, but sooner or later they'll have to leave the hills. There, they'll be vulnerable to Charge-promoted Knights. Crossbowmen are also effective against Khevsurs. By positioning them in open land and firing on Khevsurs that refuse to move from their defensive position, you force them to either attack your Crossbowmen (putting them in a more vulnerable spot) and stay put, constantly taking damage until they're killed. Unique Building: Tsikhe The main impact this UB has when you're fighting Georgia will be their tendency to have highly-fortified walls in the renaissance and industrial eras, meaning you'll need particularly good siege units to get through it. Multiple Bombards may be necessary. The Tsikhe UB also provides Georgia with plenty of faith, and unlike other UBs, cannot be pillaged. The best way to minimise that issue is to try and prevent Georgia entering a Golden Age by preventing them destroying Barbarian Encampments, building wonders, and other key sources of era score. To widen the window in which Georgia can build this UB, they may neglect researching Steel for quite some time. This can make Georgia vulnerable to late-game warfare, particularly from the sea. 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.




获取更清晰、无卡顿的图像!通过英伟达应用程序切换至DLSS 4(或更新版本)1. 打开英伟达应用程序(如果没有该程序,可通过链接下载)2. 应用程序打开后,点击左侧的“图形”选项卡。
3. 在列表中搜索《怪物猎人:荒野》。如果没有找到,请参见第3.1点。 3.1 若要将《怪物猎人:荒野》添加到列表中,请点击Nvidia应用程序中的三点图标。
3.2 点击“添加程序” 3.3 找到《怪物猎人:荒野》的安装文件夹,双击MonsterHunterWilds.exe (我的路径是C: Program Files (x86) Steam steamapps common MonsterHunterWilds) 4. 点击“为每种DLSS技术使用不同设置”
在“超级分辨率”选项卡中,将选项更改为“最新”并点击应用
6. 享受游戏中更清晰的DLSS效果。你也可以使用DLAA替代DLSS以获得更锐利的图像,但这会带来性能损耗。 无卡顿帧生成(仅适用于GeForce RTX 40系列及更新型号) 遗憾的是,Nvidia应用程序不允许我们替换DLSS中的帧生成部分,因此我们需要下载DLSS Swapper。 !!!警告!!!在执行此操作前,请更新你的显卡驱动,将游戏内分辨率设置为1080P或1440P,并禁用除Steam外的所有其他覆盖层(例如Discord、FPS监控器、Rivatuner),否则可能导致黑屏问题。 1. 下载该应用程序的最新版本[github.com] 2. 打开DLSS Swapper 3. 搜索《怪物猎人:荒野》并点击它 4. 将DLSS帧生成更改为310。2 或更新版本(即使显示为旧版本也不要更改 DLSS,因为你很可能会覆盖 NVIDIA 应用程序中已替换的 DLSS 4)
5. 关闭程序,享受大幅提升的帧生成效果 体验DLSS 4,帧生成效果更佳




This part of the guide series deals with traversing the Spire. Introduction If you haven't read Part 1, please do so here. This guide will help you ascend the Spire. Note that this guide is not meant to force you into one way of playing, but to inform you of generally accepted strategy. Seed When you start a run, the game will generate a map from around 20 quintillion possibilities, or seeds. A seed is denoted by a unique alphanumeric code. The seed determines every map location, reward, and Neow's blessing. Thus if you sent a friend a seed code they could replay the same run you played as long as certain conditions are met. These conditions are: both of you have the same unlock level, both of you either reached the Act 1 boss during the previous run or both of you didn't reach the Act 1 boss during the previous run, both of you are playing on the same ascension level, and you're playing the same character. Note that "seeded runs" as they're called disable achievements and leaderboards to avoid giving an unfair advantage. Also, >99.9% of seeds are winnable with optimal play. Neow's Blessing Avoid curses and try to avoid randomization when you're first starting out. If you see an early shop, consider one of the blessings that awards gold. Some generally good blessings include common relic, upgrading cards, and remove cards. As you get better at the game, randomization blessings become acceptable. These include card addition, card transformation, and swap starter relic for boss relic. The blessing "First 3 Encounters are 1 HP" can either be worthless or somewhat useful. If you see a clear path where an elite will be encountered within the first 3 encounters, you may select this blessing. Do not take this blessing if there's an event somewhere within the path to that elite, as it may turn out to be an encounter as well, making the blessing worthless as well as potentially dooming you to an early elite that you're unprepared for, which is the worst outcome. In terms of the downsides, blessings that cost you 99 gold are more acceptable the farther away the first store is. If your chosen path has no stores, then the 99 gold isn't very meaningful if the blessing being taken is worth it. Taking damage from blessings can be costly if you're not Ironclad, as it will generally guarantee you'll need to use at least one more campfire to rest. General Path Logic Rest sites (AKA Campfires) are the best map locations. When learning the game, use them to heal when you're below 50%. As you get more comfortable with the game you can lower this healing threshold to 20%. Otherwise use campfires to upgrade cards. Prioritize upgrading cards that reduce their energy cost. Once all energy cost reducing upgrades are done, generally the upgrade priority is rares, then uncommons, then commons, then defends, then strikes (these last two are flipped for Watcher). Treasure rooms are the second most valuable map location after campfires. The only time they lose value is if you have Cursed Key. Whenever you have enough gold (at least 100, but this amount increases as you remove cards and as you get better at the game) try to get to a shop. Shops are basically free stops, so use them to take a breather if you can't reach a campfire and bypass an encounter where you'd take near-fatal damage. Your top priority should be to remove curses from your deck, followed by strikes and then defends (unless playing as Watcher, then this defends are removed before strikes). If you see a path that contains multiple shops, consider if you'll have enough gold to make them all worth it. If not, consider changing paths, as visiting a shop without enough gold is a waste. Events are wildcards. In general, you should prefer them over regular enemy encounters and shops when you don't have enough gold. Regular encounters are the least valuable map location in the game. They are more valuable than shops when you don't have enough gold. They are only more valuable than elite encounters if you think your deck isn't ready or if you think the elite encounter would cost too much HP. As you improve at the game you'll get a feel for when your deck is ready to take on the boss. It's at this point that you'll really want to avoid regular encounters as they'll just bog you down, as it's far more likely they'll take HP from you rather than give you a card worth adding to your already completed deck. Elite encounters are low-priority early and high-priority towards the end of each floor once you feel comfortable in your deck. Make sure to smartly plan when you're heading towards elite encounters, as you don't want them back to back or in a spot where you can't avoid them if you're going to take on too much damage beforehand. Silent and Defect generally take longer before they're ready to take on the Act 1 elites compared to Ironclad and Watcher. Act 1 The first three regular enemy encounters are easier than the rest, so try to pick a path that maximizes these early while minimizing them from then on. In Act 1, the game challenges you to build the damage side of your deck. The elites in this act challenge you to kill them as quickly as possible, as once you fall behind you might be unable to recover, even if you started a fight at full health. Because of this, you may have to pass up more desirable powers and skills for less desirable attacks. Act 1 Bosses The three bosses of Act 1 are Slime Boss, The Guardian, and Hexaghost. Slime Boss and The Guardian both challenge you to deal damage to them quickly enough to prevent their large attacks. Slime Boss adds Slimed cards to your deck. When reduced to half-health, Slime Boss will split. When these two slimes are reduced to half-health, they will split again. Thus the battle against Slime Boss can see you fighting up to seven enemies, with the only way to avoid a split is to kill Slime Boss or one of the large slimes in the same turn they reach half-health. A good strategy is to accept damage to deal damage if you've already caused a slime to reach half-health, as any further damage you do is effectively doubled as it effects both resulting slimes' Max HP. The Guardian starts in offensive mode and switches to defensive mode when dealt enough damage. The damage required to force a mode switch increases each time it happens. While in defensive mode, it grows thorns which damage the player when attacked. These thorns disappear when it switches to offensive mode. Because of this, you need to weigh the value of attacking the Guardian in Defensive Mode to the damage that you'll take, as you can lose the fight if you refuse to attack during this mode entirely. Hexaghost acts differently, as it doesn't react to your attacks like the other two bosses. It deals a large attack based on your current health on turn 2. Because of this, consider not healing before this fight as it could buff this attack disproportionately compared to the amount you heal. Hexaghost also adds Burn cards to your deck and later in the fight adds Burn+ cards. Act 2 In this act and the third, the first two enemy encounters are easier than the rest. This act is where you play catch-up with your deck, as you'll seek out less attacks and more powers and skills to round your deck out. Elites are more dangerous, so be more careful than in the previous act if you're low health or your deck isn't up to snuff. Two of this act's elites challenge the AOE side of your deck, so you'll look for cards that either affect all enemies or energy generation so you can hit multiple enemies with your single targeting cards. If you feel your deck is capable, maximize your elite encounters in this act, as the difficulty of regular encounters compared to Act 1 is much higher than the difference in difficulty between the Act 1 and Act 2 elites. The rest of the path logic is the same as Act 1. Act 2 Bosses The bosses in Act 2 are Bronze Automaton, The Collector, and The Champ. Bronze Automaton and The Collector continue the AOE theme of the act, while The Champ fights you solo. Bronze Automaton starts the combat by spawning two orbs to aid it in battle. It will not spawn any more orbs for the rest of combat. These orbs have the unique ability to steal cards from your draw pile. When killed, the stolen cards are returned to your hand. Because of these traits, it's wise to kill both of these orbs first. The Collector starts the combat by spawning two Torch Heads to aid it in battle. Unlike the Bronze Automaton, The Collector can spawn replacements when these minions are killed, however only two can be alive at any time. Because of this, a useful strategy can be to kill one Torch Head and allocate the rest of your energy towards The Collector, as it will want to keep its full compliment of Torch Heads in the battle. Note that killing one is not a guarantee The Collector spends the next turn spawning a replacement, but it is decently likely. The Champ starts the combat decently strong, but when his health is reduced by half, he uses Anger, causing his abilities to greatly increase in strength. Because of this, try not to end a turn with his health at half or lower. Instead, leave it slightly above 50% so you can deal more damage the next turn and reduce it further. By fighting the battle this way you'll postpone Anger by a turn. Act 3 At some point before or during Act 3 you may consider your deck complete and not take any further cards. New players will often make the mistake of ruining a complete deck by adding more cards during this act, but there are runs where your deck will never feel complete and you'll be adding cards up until the boss and can win. Unless you think you can take them, minimize elite encounters as they can now legitimately kill you or leave you at an unrecoverable low health. As you get better at the game you can take them on more often as you'll get a sense of when your deck is capable. The elites in this act don't have a theme, but they're all very powerful. The rest of the path logic is the same as Act 2. This act's possible regular encounters contain several monsters that can prove just as challenging as elites, so even regular encounters shouldn't be considered safe. If you feel your deck is complete, try to avoid these as well. Act 3 Bosses The Act 3 bosses are Awakened One, Time Eater, and Donu and Deca. There's not as much of a theme to these bosses like the previous acts, as they each challenge your deck in a unique way. Awakened One starts combat in an unawakened state. This doesn't mean it isn't attacking you, but it is attacking you with weaker attacks. While in this state, it gains two strength each time you use a power, thus forcing you to weigh the value of each power with making it stronger. Assisting the Awakened One are two cultists, who are programmed like minions, meaning you only need to kill the Awakened One to win the combat, however most of the time it's probably in your interest to kill them first. When the Awakened One is "killed" the first time, it awakens the following turn. In the interim before you end your turn, it cannot be attacked any further, so keep this in mind if there are certain attacks that make more sense to use over others. Once awakened, it no longer gains strength from using powers, but its attacks are much stronger and some of them are accompanied by adding Void to your discard. In addition to all of this, the Awakened One heals 10 HP a turn in both states. To summarize, Awakened One challenges power-based decks that need time to set up. Time Eater immediately ends your turn and gains strength every 12 cards you play. Because of this there are times where you should consider ending your turn early so you have enough card plays the following turn. More simply, try to avoid ending your turn on 10 or 11 cards played as your next turn will be dangerously short. Once Time Eater goes below half health, it will heal back up to half health the following turn. Because of this, unless you can kill Time Eater, don't waste card plays dealing it further damage past half health before this heal occurs. To summarize, Time Eater challenges decks that rely on a lot of card plays and prevents decks from going infinite. Donu and Deca are the most straightforward of the Act 3 bosses. Each of them alternates between an attack and an ability, so that each turn you're being attacked by one while the other is casting something. Donu's ability is granting both of them strength while Deca's ability is granting both of them block. Additionally Deca's attack adds Dazed cards to your deck. This added wrinkle is a misdirection on the game's part, as your first target should be Donu as the strength buff is far more dangerous. To summarize, Donu and Deca challenge your deck to scale with your opponents and deal a balanced amount of attack and block each turn or you will fall behind. Basic Traversal Tips You cannot face the same Elite twice in a row, but you can see the same Elite the first and third time in 3 Elite encounters. Note that the Dead Adventurer event does not follow this rule. The first spot in all routes will always be a regular encounter. The last spot before the boss in all routes will always be a campfire. The middle spot in all routes will always be a treasure room. You can see who the boss of the current act is as soon as you start it, as each boss has a unique map picture. Conclusion After reading this you should feel comfortable traversing the Spire. If you have any questions or need anything clarified feel free to comment below. The next part of this guide, dealing with Act 4, can be found here.

本指南将详细介绍获取心仪圣物的各种方法。 什么是圣物? 圣物(реликвия/релик/хеирлум)究竟是什么?它是一种位于3号槽位的外观物品,不会提供直接增益。但总比赤手空拳要好。目前共有21种圣物,每个角色都有其独特的圣物。
获取圣物 特定圣物只能在商店中花费150个圣物碎片购买。圣物碎片无法直接购买,但可以从补给包中获取。从一个补给包中获得圣物碎片时,你将得到150个碎片(50×3)
获取遗物 获取遗物有3种方式: 保底 运气 活动 保底 要保底获取遗物,需要开启500个Apex补给包。 如何查看已开启的补给包数量?可以通过网站并输入必要信息,来查询已开启和还需开启的补给包数量。 https://mike.zarandona.com/coded/gotahopuphere/
运气 从宝箱中开出圣物的概率极低(0.2%)。毕竟,它是游戏中可获取的最稀有物品类型。 “相信自己运气的人,才会幸运。” ——弗里德里希·盖贝尔,德国剧作家
活动 在《Apex英雄》中经常会举办活动,活动设有特定奖励(如新遗物、新传说皮肤等)。每个活动的奖池和奖励都会更换,但价格保持不变。
获取物品的方式 Apex 金币 购买24个活动补给包,你将获得全部24个物品并保证获得一件传家宝(例如截图中的幻象传家宝)。 每个活动补给包售价700金币 为了传家宝,总共需要投入24×700=16,800金币。 材料 物品可以用材料购买。活动中共有12个史诗级物品和12个传说级物品。 一个史诗级物品的价格:800材料 一个传说级物品的价格:2400材料 因此,购买史诗级物品需要800×12=9600材料,购买传说级物品需要2400×12=28,800材料。用于轻松获取插槽。活动中获取圣物总共需要9600+28800=38400材料
如何获取《Apex英雄》组合包 如果运气不佳且活动代币不足,那么最佳选择就是通过高强度刷级来获取Apex组合包。 当前组合包的获取方式如下: 1级至20级,每级可获得1个组合包。 21级至300级,每2级可获得1个组合包。 305级起,每5级可获得1个组合包。 若要通过刷级获取500个组合包,大约需要达到1911级。
战斗通行证 在第19赛季的免费战斗通行证中,我们获得了9个Apex补给包。数量是多是少,由你判断。 在第19赛季的付费+免费战斗通行证中,我们获得了13个Apex补给包。与免费版的差异不是特别明显,但不要忘记获得的代币,可用其购买补给包或下一个战斗通行证。 商店 划算 直布罗陀(Gibraltar)时常会推出Apex补给包的优惠活动。
花费500金币,我们可以获得10个《Apex英雄》补给包和一个徽章。 划算吗?——是的。 为什么?——支付5个《Apex英雄》补给包的价格,却能得到10个补给包和一个徽章。 正如我之前提到的,付费与免费战斗通行证中的金币可以用于购买战斗通行证,或者用于类似这样的优惠活动。 不划算。把学校午餐省下的500美元用来购买《Apex英雄》补给包,能否提前获得保底物品,这取决于运气。
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本指南包含版本2.5发布时所有现有装甲套装的信息 关键信息 注意: “简易装甲”是唯一没有加成的套装,因此不会出现在列表中。那么,游戏中共有15套带有加成的盔甲,其中包括: — 5套轻型盔甲; — 6套中型盔甲; — 4套重型盔甲; 每套盔甲由4个部件组成:头盔、服装、手套、靴子。每个部件都有其独特的效果。 穿戴同一套装的4个部件可获得特殊加成。 所有效果和加成均取决于盔甲等级。套装奖励将根据所装备护甲的最低等级来计算。也就是说,如果您有3件4级护甲和1件2级护甲,那么您将获得2级的奖励。 轻型护甲 1件护甲具有以下特性: 护甲等级 1 2 3 4 5 6 防护百分比(±0.2) 7.9 8.8 9.8 10.5 11.3 12.### 制作 制作任意一套轻型盔甲的一个部件所需材料: 盔甲等级 盔甲套件 布料 铁锭 钢锭 传奇部件 1 1 5 2 2 10 3 3 15 5 4 4 20 10 5 5 25 25 10 6 6 25 25 25 1 季节限定物品(冬季): 圣诞帽 效果
相同 强盗兜帽 (额外战利品)
平均护甲 1个护甲部件具有以下特性: 护甲等级 1 2 3 4 5 6 防护百分比(±0.2) 12.9 13.8 14.8 15.5 16.3 17.2 耐久度/秒 -0.56 机动性 -5% 噪音增强 +10% 制作 制作任意中型护甲套装的一个部件所需材料: 护甲等级 护甲套件 皮革 铁锭 钢锭 传奇部件 1 1 5 2 2 10 3 3 15 5 4 4 20 10 5 5 25 25 10 6 6 25 25 25 1 注意: 1. “刺客”护甲套装无噪音增强惩罚。 2. 杠杆式步枪(ВРД).
重型装甲 1个装甲部件具有以下特性: 装甲等级 1 2 3 4 5 6 防护百分比(±0.2) 17.9 18.6 19.3 19.8 20.2 20.9 耐力/秒 -0.移动性 -8% 噪音增强 +20% 制作 制作任意一套重型护甲的一个部件所需材料: 护甲等级 护甲套件 皮革 铁锭 钢锭 传奇部件 1 1 5 2 2 10 3 3 15 5 4 4 20 10 5 5 25 25 10 6 6 25 25 25 1 备注:ЖНИ - 制作技能日志。
外观皮肤 游戏中有包含独家外观皮肤的付费DLC。但这只是角色的皮肤——没有属性加成,没有特效,什么都没有。 套装名称依次为:沙漠行者、拾荒者、掠夺者、屠夫、海盗、地狱破坏者。
此外还有付费DLC,内含4款不同的新年帽子,外观如下:
外观皮肤 2 游戏中也有免费皮肤!据我了解,要获取这些皮肤需要观看开发者在Twitch上的直播,直播中可能会掉落相关物品。 经典幸存者套装(第一款)是免费DLC,无需复杂操作即可轻松获取。观察者套装则通过上述方法获得。红线之后是“猩红指挥官”和“武士”套装——它们尚未推出,也不清楚是否会收费。
还有这样的套装和面具,获取它们也与观看直播有关。
希望我能帮助你了解《七日杀》这款优秀游戏中的护甲套装。祝你游戏愉快,好运常伴!




本指南将包含所有稀有车辆位置的截图。此外,还会附上所有影响力站点/快速移动点的地图以及带有景点的房屋地图。稀有车辆总览地图
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14辆汽车 完成《极限竞速:地平线荒野》中的第一个任务后,将解锁14辆汽车 其中一辆为捷豹XJR-15
感谢 [Archille] 的帮助 所有展台 经验展台
快速移动站台
拉近视角(截图中可能未包含所有展台)
景点与房屋地图 景点
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《极限竞速:地平线5》交互式地图 对于那些不方便通过截图来导航的玩家 交互式地图链接 [swissgameguides.app] 解锁地图上所有标记的最简单方法 只需要你的钱! https://store.steampowered.com/app/1613285/Forza_Horizon_5/




你是否总是被《漫威争锋》中艾玛·弗罗斯特的无尽魅力所分心?是否因为无法停止迷恋这位穿着钻石高跟鞋的虚构角色而影响了游戏表现?你并非个例——但现在是时候重新集中注意力了。 本指南将帮你改变现状。无论你是偶尔沉迷还是彻底陷入对“弗罗斯特”的迷恋,我们都会带你逐步采取实际措施来打破这种执念,重新集中精神,回到真正重要的事情上:赢得比赛、提升段位以及掌控战场。 让我们专注起来,把对弗罗斯特的迷恋抛在脑后。 1. 承认自己存在问题 快速的现实审视:本指南存在的原因以及目标读者。 我们不妨直言——如果你点击了本指南,你可能已经深陷其中。你满怀期待地启动《漫威争锋》:想要提升段位、精通你的主力英雄、或许最终能放出那记制胜的终极技能。但这时她出现了——艾玛·弗斯特。闪耀夺目、自信满满,像素建模完美无瑕。突然间,你的击杀死亡比趋于平稳,占点时间归零,队友们疯狂发信号,仿佛他们的生死就取决于此——而事实也确实如此。 真相是:为艾玛·弗斯特痴迷并非罕见情况,这简直是一场无声的“流行病”。但承认问题是康复的第一步。本指南不是来指责你的,而是来拯救你的。因为当你重新集中注意力,不再盯着她的待机动画发呆时,你将解锁比“渴望”更重要的东西:真正的技术。 深呼吸,这是你的警钟。让我们打破这个循环。
2. 冻伤的症状 如何判断你对艾玛的喜爱已演变成痴迷? 那么,怎样才知道你对艾玛的执念是否过界了呢?以下是“完全冻伤”的典型迹象: 1. 每个选将界面都悬停她(即使你不玩) 你是浩克玩家,却仍在每场比赛中高亮艾玛,只为听她的语音台词。这骗不了任何人。 2. 发现自己挂机……只为盯着她看 运载目标在移动,队友在战斗,而你却躲在角落里欣赏她的待机动画,仿佛那是什么高雅艺术。先生,女士,清醒一点。 3. 你曾搜索“Emma Frost Skin Mods” 好奇并非坏事——但如果你在模组网站上深入寻找“增强版”艾玛外观,或许该重新审视自己的优先级了。 4.你的击杀记录空空如也,但截图文件夹却满满当当。要是你存的艾玛魅力照片比实际比赛胜利还多,那可就危险了。5. 你曾在语音聊天中称她为“妈咪”。要是你曾在比赛中途对着一群陌生人说出“踩我”这种话,这份指南或许是你唯一的希望。
识别这些迹象是关键。沉迷不仅会损害你的尊严,还会伤害你的团队。你越是专注于“白皇后”,对任务的贡献就越少。 3.艾玛是多边形——重拾视角 温馨提醒:她不是真实存在的,而你的段位是真实的。 让我们把话说清楚:艾玛·弗罗斯特不是真实的。她是由多边形和着色器在虚幻引擎中渲染出的角色,拥有迷人的外表、敏锐的头脑和设计师服装。她的曲线?是几何图形。她的俏皮话?是脚本编写的。她那萦绕你梦境的眼神?是预渲染的动画。 然而,她却让你陷入了困境——而且不是那种有趣的困境。 这不全是你的错 开发者们清楚自己在做什么。艾玛的设计初衷就是为了分散玩家的注意力。那些镜头角度、语音台词,还有战斗中毫无实际用途的高跟鞋——这一切都是计划的一部分。但你不必上钩。 开始看清她的本质:一个干扰项 你盯着那“钻石大腿”流口水的每一秒,都是你没有进行转火、侧袭、掩护或支援队友的一秒。失败就是这么发生的。艾玛或许闪闪发光,但你的操作应该更加耀眼。 重塑你的思维 当你看到艾玛时,就想:“目标。” 不是“女王”,不是“女神”,更不是“求踩”。 她只是另一个需要你智取、压制并战胜的对手。 她只是像素。你才是玩家。让我们重新专注起来。
4. 重新聚焦精力——从欲望到杀伤力 将注意力转向实际游戏提升的战术技巧。 既然你已承认问题并重新审视,现在是时候将意志力化为武器了。 曾对艾玛·弗罗斯特(Emma Frost)的每一丝渴望?都将其重新导向。把这份精力投入到在战场上击败她。让你的游戏表现成为你未曾意识到自己需要的复仇篇章。 1. 将痴迷转化为动力 如果她让你分心,那就把超越遇到的每一个艾玛玩家作为目标。你不只是在与她对抗——更是在与自己的弱点战斗。 > “她或许冰冷,但我更冷酷。”——拿下10杀 streak 后的你。 2. 研究比赛,而非模型 当艾玛出现在对局中时,专注于她的行动模式、技能冷却和行为征兆。深入了解她的技能组合,让你能不假思索地对其进行反制。把她从养眼的角色转变为研究对象。 3. 专注竞技,而非迷恋 将心态从欣赏转变为压制。把她视为需要战胜的挑战,而非死亡间隙幻想的虚拟伴侣。 4. 化冲动为动力 让那份挥之不去的欲望成为你的驱动力。更努力地练习,更精准地瞄准,更聪明地游戏——不是因为她在看着,而是因为你已经向前迈进。
你并不弱——你只是需要重新调整方向。艾玛不值得你投入精力,MVP界面才值得。 5. 渴望管理技巧 从静音语音到冲冷水澡——实用又带点梗的方法。 那么,当比赛中冰霜再次悄悄爬上你的心头时,你该怎么办?当你那原始的大脑感到那熟悉的刺痛,告诉你“再看一眼就好……”——这时就需要“渴望管理”了。 以下是一些经过验证(且略显疯狂)的技巧,助你保持专注的游戏状态: --- 1. 静音她的语音 她的声音温柔又诱人,正在破坏你的指挥。直接在设置里静音她。相信我们,你的瞄准会感谢你的。 --- 2. 将准星换成她的脸 化诱惑为动力。把准星对准她的脸(如果模组允许的话),训练自己专注于淘汰敌人,而非欣赏。 --- 3. 比赛间隙冲个冷水澡 无论是字面意义还是比喻意义上的。离开游戏,接触现实,让水流平复你的心绪。 --- 4. 亲自操控她(然后释怀) 糟糕的判定框和技能冷却管理会打破所有幻想。一旦你玩艾玛被火箭浣熊吊打,那种魔力就会开始消退。 --- 5. 划定“不当行为”禁区 把你的游戏设备区打造成专注的殿堂。没有弗罗斯特的艺术图,没有低俗模组,没有壁纸干扰。只有纪律、鼠标DPI和胜利。 --- 6. 队友监督 告诉你的队友,立下约定:“如果我开始分心,就喷我、嘲讽我,提醒我我能做得更好。”真正的队友会让彼此远离不当行为。
对抗干渴是一种技能。像精通你的主力英雄一样掌握它。你会玩得更干净、更迅速,减少数字羞耻感。 6.皮肤而非原罪——欣赏游戏的健康方式 在不陷入过度沉迷的前提下探索视觉吸引力。 听着——我们不是说你必须变成一个没有灵魂的机器人。欣赏设计、艺术和美学是没问题的。《漫威争锋》有一些制作极为精良的角色,包括艾玛·弗罗斯特。 关键是要知道欣赏在哪里结束,沉迷从哪里开始。 --- 1.欣赏艺术,不要放弃目标 没错,她的皮肤很闪亮。没错,她的行走动画……很流畅。但欣赏不应以团队失分作为代价。如果你只是为了再近距离看一眼而吃血包——那你就越界了。 --- 2.评价皮肤,而非魅力 像欣赏其他游戏中酷炫的盔甲或稀有武器皮肤一样享受外观道具。艾玛很有范儿,其他人也是。欣赏设计——而非曲线。 --- 3. 平等看待所有角色 别把艾玛当成众星捧月的焦点。风暴有优雅气质,绯红女巫有神秘魅力,雪绪有独特风格。要么平等关注所有角色,要么就别只盯着某一个。即便在物化层面实现平等,或许也算是一种进步……吧。 --- 4. 带着明确目标进行游戏 如果你要玩艾玛,选择她是因为她的技能组,而非紧身胸衣。精通她的技能冷却时间、团队协同和战场实用性。成为其他玩家畏惧的艾玛玩家——而不只是一个在战斗中只顾自我欣赏而送命的玩家。 --- 5.将她视为审美目标,而非情感支柱。让她的时尚品味为你的穿搭注入灵感——而非成为你沉迷虚拟世界的诱因。保持冷静,保持优雅,保持从容。
欣赏可以,但不要盲目崇拜。 7. 团队高于欲望——胜利优先 艾玛不会替你运送 payload(运载目标)。你的团队需要你。 归根结底,《漫威争锋》不是恋爱模拟游戏——而是团队射击游戏。你的团队不需要“舔狗”,他们需要的是战士。沉迷美色的玩家赢不了比赛,专注的队友才能。 --- 1. 你并非孤身一人(字面意义上) 还有其他五名玩家依赖着你。他们排队是为了协同作战,不是为了在出生点照顾某个被美色迷惑的人。集中精神,全力以赴,拿出真本事来玩。 --- 2. 胜利>虚拟女神 胜利才是真正的快感。忘掉那些像素幻想吧——没有什么比击败一个自负的艾玛玩家,然后看到自己登上MVP屏幕更爽的了。 --- 3. 问问自己:艾玛会复活你吗?如果答案是否定的(事实也确实如此),那你为什么要为她冲锋陷阵?她不会治疗你,不会复活你,甚至都不知道你的存在。但你的队友知道。 --- 4. 专业标记,而非骚扰 保持标记精准、交流清晰,明确行动优先级。你是来赢得战斗的,不是来讨好霜华的。 --- 5. 成为团队需要的英雄 你不必迷恋游戏角色——自己成为英雄吧。带头推进,守住目标点。用出色的操作而非尴尬言行来激励队友。
团队合作成就梦想。而梦想可不包括为了一句语音台词而“投喂”。 8. 冷静无虞的心态——比赛中保持专注 赛前准备和游戏内技巧助你保持专注。 你已经取得了不小的进步。你承认了问题所在,对抗了冲动,重新掌控了自己的游戏体验。但这段旅程并未结束。诱惑潜藏在每一个游戏大厅、每一次出生动画、每一个闲置姿势中。 恢复并非一蹴而就——而是一种生活方式。 --- 1. 设置心理冷却时间 当你感到冲动涌上心头时,切换窗口。走开一下,喘口气。给你的大脑设置一个冷却机制。没人会评判你——或许除了你的比赛记录。 --- 2. 随身携带指南 将本指南加入书签,让它成为你的数字圣经。当软弱悄悄袭来时,回到这里提醒自己:她只是一堆多边形而已。你很强大。 --- 3. 寻找健康的发泄途径 欣赏游戏美术?很棒。可以将这份喜爱投入到同人创作、角色扮演或剧情推测中。但不要沉迷于制作以艾玛为主题的YouTube“神社”播放列表。那些缩略图我们都见过。 --- 4. 为胜利欢呼,而非迷恋虚拟角色 你在游戏中击败了她?和队友一起庆祝吧。分享精彩片段。享受纯粹、真实的游戏体验带来的愉悦感——而非源于欲望的幻想。 --- 5. 帮助他人摆脱沉迷 成为那束光。如果你看到队友在比赛中过度迷恋虚拟角色,拉他们一把: > “集中注意力,兄弟。她不是真实存在的。目标才是关键。” 以身作则。成为这款游戏所需要的“反沉迷”倡导者。 --- 现在你自由了
你不只是在玩《漫威争锋》——你正在征服它。 不再受“寒霜引擎”的困扰。 不再被曲线束缚。 你全神贯注。 你严于律己。 你已摆脱寒霜(Frost-Free)。




通过这份全面的模组指南,释放你的R.E.P.O.游戏玩法全部潜力。
Reminder: Not all mods are compatible with each other, so installing multiple mods at once might make your game unstable or even unplayable. It's advisable to avoid applying too many mods to prevent crashes Essentials: Thunderstore Mod Manager - Easily install, manage, and update mods r2modman - Mod Manager Gale - Mod Manager Quality Of Life No Limit Chatbox - Expands the chatbox size for better visibility. Fov Update - Updates the field of view for a better gameplay experience. Discord Rich Presence - Adds Discord Rich Presence for tracking your game status. FPS Counter - Adds an FPS counter to track performance. Cart Decorations - Add some fun decorations to your cart. DeadTTS - Adds TTS for dead players. R.E.P.O Server List - Adds a server list for easy browsing. REPO_HD - HD texture pack for better visuals. Walkie Talkies - Adds walkie talkies with stamina usage. TruckLoot - Retain valuable items between levels by saving them in your truck. Gameplay Tweaks Heal Drone - Deploy a drone that heals nearby players. Zelda Moon Mod - Adds a Zelda-themed moon to the game. Better Flashlight - Improves the flashlight's performance and range. Shop Items Spawn in Level - Shop items now appear in-game levels. Map Value Tracker - Tracks map value in real-time. More Revive HP - Increases the health when reviving players. Better Truck Heals - Improves the healing effect of the truck. Pocket Cart Plus - Enhances the pocket cart with additional features. Enemy & Valuable Spawn Manager - Manages the spawn of enemies and valuables. More Valuables Upgrade - Upgrades the types of valuables available in the game. Better Map - Improves the map system for a better experience. MorePlayers - Removes player limit for larger sessions. Late Join - Allows players to join ongoing games. ExtractionPointConfirmButton - Adds a confirm button for extraction points. XH_DamageShow_EnemyHealthBar - Shows enemy health bar when damaged. NoLastManStanding - Removes the Last Man Standing mechanic. MoreShopItems - Adds more items to the shop. REPORoles - Adds roles to the game. Shared_Upgrade_Chance_2 - Shares upgrade chances among players. SharedHealthPacks - Makes health packs shared among players. TeamUpgrades - Adds team-wide upgrades. MapVote - Allows players to vote for maps. UltimateRevive - Improves the revive system. ImprovedStamina - Enhances stamina mechanics. NoDamageInShop - Prevents taking damage in the shop. No Save Delete - Prevents players from accidentally deleting save files. ShopEnhancements - Enhances the shop interface with additional features. Level Mods Minecraft Stronghold - Adds a Minecraft themed level. Melanie R.E.P.O levels - Adds custom levels. Hospital - Hospital themed level. Sound Mods Lego Yoda Death Sound - Replaces a death sound with the iconic Lego Yoda death scream. Meme Death Sounds - Adds funny meme sounds when players die. Fart Death Sound - Plays a fart sound effect when dying. Gnomed Gnome Sounds - Adds the classic "You've been gnomed" sound effects. Silly Weapon Sounds - Replaces weapon sounds with funny and silly effects. Fart Grenade - Adds a grenade that plays a fart sound on explosion. Roblox Death Sound - Adds the iconic Roblox death sound to your game. Shotgun Fart Sound - Replaces shotgun sounds with fart noises. Among Us Sighting - Adds the "Among Us" sound effect when an enemy is sighted. Player Customization Moo Cosmetics - Adds various cosmetic options for your character. Even More Hats - Adds additional hats for your character to wear. More Hats EFT Accessories - Adds more hats and accessories from EFT. MoreHead - Adds more head customization options. MoreHeadPlus - Additional head customization options. BensCosmetics - Adds cosmetic options for character customization. More Cuteness - Adds more cute cosmetic items to the game. Hallows Repo Cosmetics - Adds a variety of new cosmetic options for character customization. Mazed Cosmetics - Expands character customization with new cosmetic options. Chocobo Getaway Hats - Expands the MoreHead mod with additional models, including Mario and Luigi hats! Just Enough Tops - Adds more top options for character customization. All The Cosmetics - Adds a wide variety of cosmetics to customize your character. BensCosmetics - Adds over 400 cosmetic items including hats, masks, and accessories. Super Mario Cosmetics - Adds Mario-themed cosmetics for fun customization. Minecraft Cosmetics - Adds Minecraft-inspired cosmetics and accessories. RDD Cosmetics - Adds fun cosmetics from various anime and games. MoreHeadVFX - Adds more head visual effects for character customization. FNAF Cosmetics - Adds Five Nights at Freddy’s themed cosmetics. Nikos RealHead - Improves head customization with realistic options. MoreHeadCookieAdditions - Adds extra head customization options. Single Feature Large Pupils - Adjusts character eye size for a unique look. CardboardBoxSuit - Adds a cardboard box suit. Item Mods LethalCompanyValuables - Adds valuables from Lethal Company. SteampunkItems - Adds steampunk-themed items. Unique_Potions - Adds new potions with unique effects. REPO Presents - Adds special presents to the game. Funny Items - Adds humorous items with unique effects. Abiotic Factor Valuables - Adds new valuable items inspired by Abiotic Factor. Food Valuables Pack - Adds food-themed valuables. EFT Loot - Adds items from Escape From Tarkov. HSRItems - Adds various items from HSR (Honkai: Star Rail). ZeldaValuables - Adds Zelda-themed valuables to the game. Wesley's Valuables - Adds 7 new valuables MINE - Adds Minecraft blocks as valuables. Weapon Mods CANNON - Adds a usable cannon. God Of War Weapons - Adds powerful weapons inspired by the God of War series. Rifle - Adds the Huntsman's Rifle. Enemy Mods REPO Enemy Drops - Enemies now drop items when defeated. Wesley's Enemies - Adds new enemy types to the game.. Yippee Duck Enemy - Adds a Yippee Duck enemy to the game. Lego Gnomes - Adds Lego Gnomes as enemies. Obunga - Introduces the Obunga enemy. Weeping_Angel_Enemy - Adds the Weeping Angel enemy to the game. BerserkerEnemies - When enemies go berserk, your only option is to hide! Mimic - Enemies can mimic a player's voice. Freddy Enemy - Adds Freddy-themed enemies to the game. MINEMONSTERS - Adds various new monsters to the game. Wesley's Enemies - Adds 5 new creepy enemies to intensify your gameplay. Mod Packs The God Pack Celestial Modpack Moo Modpack Duck Pack Cheats WeMod R.E.P.O Trainers - Cheats for R.E.P.O

如何让模组正常运行/怎样使模组生效 REP+不会自动下载模组,所以你需要手动将它们移动到 steamapps/common/The Binding of Isaac Rebirth/mods 文件夹——这里存放着你的模组。右键点击游戏——>属性——>已安装文件——>浏览——>mods 文件夹。C:Users(用户名)Documents/My Games/The Binding of Isaac/Repentance+/mods——你需要将模组移动到这里。把它们从一个文件夹移动到另一个文件夹,这样就能正常运行了,但是不要多人游戏
如何让模组正常运行 REP+不会自动下载模组,因此你需要手动转移它们 steamapps\common\The Binding of Isaac Rebirth\mods ---- 你的模组存放于此 右键点击游戏 ---> 属性... ---> 已安装文件 ---> 浏览 ---> mods C:\Users\(用户名)\Documents\My Games\Binding of Isaac Repentance+\mods ---- 你需要将模组移到这里 将模组从一个文件夹转移到另一个文件夹后即可正常运行,但不支持多人游戏
结束 / End 我不知道是否支持所有模组,你的游戏可能会崩溃。无论如何,REP+ 会使用存档备份。 更新 22.11 问题/解决方案 问:我没有 rep+ 文件夹 答:它通常位于文档中的“My games”文件夹里。如果你在那里找不到,可以尝试在开始菜单的搜索栏中输入“Binding of Isaac Repentance+”,或许能找到它。问题/解答 问:模组无法运行且未出现在模组列表中 答:很可能是您将模组复制到了错误的位置,请重新检查。 问:模组无法运行但已在列表中显示 答:很可能是该模组与游戏存在冲突,或因某些文件问题无法运行。您需要等待模组作者发布更新。 问题/解答 问:我没有rep+文件夹 答:通常它位于“文档”中的“My games”文件夹内。如果你在那里找不到,请尝试在开始菜单的搜索栏中输入《以撒的结合:忏悔+》,也许能在那里找到。 问题:模组无法运行且未出现在模组列表中 解决方法:很可能你将模组复制到了错误的位置,请仔细检查。 问题:模组在列表中但无法运行 解决方法:很可能该模组与游戏存在冲突,无法与任何文件正常运行。你需要等待模组作者发布更新。



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