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发表于 2010-9-3 12:12:30
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Civ 5 plant and Steam offers me an update (which has nothing to do with Civ 5). No luck again, I could not go to the use of catapults and legions, and therefore this part will stop here. Whatever. Again, it is only a beta version of Civ 5, which is ample to see the operation of the new arrangements, flawless operation incidentally. We note also that in a recent interview the lead designer Jon Shafer, suggested that such adjustments were still made on Wonderland.
Anyway it was so good as it was said a real strategic depth and tactical. It should consider establishing a frontline, to build on the ground (hill to increase firing range of the archers; rivers and rugged terrain to be covered), to protect its flanks (especially for archers, even for Artillery) to be used of course the best skills, but also to track your experience of our units, because experience can quickly be won, including by being attacked and especially, of course, following the route of honor. So make your teeth on the barbarians, and then engage clutch on a real opponent.
Also note that the ranged combat is not working everywhere, some sites blocking line of sight (hill forests, which reduce handy), thus forcing them to carefully consider its position not to let the enemy fault which could benefit . A competency can take over an obstacle.
In terms of movement, a unit of a control area (the surrounding hexes), which "consumes" all points of movement of the enemy when he returns. Simple scouts can therefore bypass slow motion on your flank by the enemy (even after being seriously messed up). Not to mention the usefulness of recognition in attacking, of course.
The strong should also take much more important than before.
Cities are not mine adversaries should not be neglected (they also have more hit points than a normal unit, PV will reduce it to 0 to win the city). Especially with a garrison (unit) parked inside. We can also now consider the construction of city-fortresses designed to stamp on a border with a belligerent neighbor.
The Navy for its part is another matter. In addition to the naval battles shore bombardment allows a single trireme to provide valuable assistance to a fight in the sea power of a trireme is small, but it helps reduce the hitpoints of the defenders; thus making the attack easier to carry.
With modern units combining battles naval and land forces promises to be formidable.
The battle against the Iroquois was easy, he had a soldier, attacked by surprise in a plain at the beginning. The remaining seats were only small cities (locations with valuable, especially the first and the second was here an opportunity to get rid of a neighbor who we wanted for a long time, a priori, the capital of the Iroquois was much further south).
The Japanese, with the code of Bushido, or with its Greek hoplites, would have been tougher. Especially without legions.
Fighting in Civ 5 should apply in fact far more subtle than in Civ 4, or unfortunately the confrontation quickly turned into a duel of stacks of units. The interface provides an almost perfect legibility of different factors to consider. These are sufficiently numerous to change the situation, and not too much to drown the player with too many cases of FIGS. Civ 5 is probably the best rules for a wargame classic.
The various special units should also help to spice up the battles though, the Egyptian chariots with archers for example, fast, does not require the resource to be built Horses. Obviously the higher your technology progresses, the more you can adjust your tactics, playing on the strength, speed (knights ... which does not receive a defensive bonus of the land) or the range of your units (especially with aviation). The amphibious attacks are also possible, very early indeed, and give a penalty of -50%. The buildings have a lot with buildings such as barracks, giving 15 XP cash, or other buildings to amend the defensive potential (wall, castle) or speed of production units (teams).
But as you might expect, even with new units and technologies, the logic of battles should remain the same. Even the Giant Robot Death Force (150!) Has its limitations, namely penalty defense and urban warfare (not to mention the need for uranium).
Finally, even with a medium (in terms of potential) as was the case here, the choice of a party-oriented war does not paralyze the rest of the game can still search in parallel or non-military technology construct buildings for culture, for example. Obviously this will not compete in science or culture against an opponent focusing on that, but you can still develop something else, and thus "simulating" the phases of peace and periods of war 's intermingling consistently in the life of your civilization warmonger.
Alliances with the city-states are also added here, or to strengthen your military production (with a militaristic city), or your cultural expansion (with a city planted).
Some cards can lead to more difficult situations, and some reversals of AI, in theory at least. Another point to remember, maintenance units, which cost 8 gold at the beginning of this war weighing heavily on the finances of Rome.
Another benefit in terms of war, in addition to capturing the cities or to gain power his army also captured enemies of the workers (or looting of the facilities, a dozen gold prior mean, the beginning) . The defect here is that sometimes when the workers are too many we do not know necessarily what to do, again depending on the card, bonus and resources to operate / connect cities. In the worst cases of excess workers, nothing prevents us from building forts in the boxes untapped, even using them as human shields (it blocks the passage on a hex) or as bait to lure an enemy unit in cases.
The fighting between units will last as many rounds as their hit points and damage. A balance of power in the same range, two or three towers seem a good average to eliminate an enemy unit. This creates a certain dynamic in wars that promise to be exciting and often require several major battles before ending.
- All the success of an operation lies in its preparation. Sun Tzu. |
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