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An analysis of the family model of civilization 6 savage wars
Civilization 6 recently updated the barbarian tribe model, in which primitive barbarians became more interactive. What's new in the barbarian tribe model? Please take a look at the brief analysis of the barbarian clan model of Civilization 6 shared by "Hello Beautiful New World" below, hoping to help everyone.

This brand-new model has increased the diversity of barbarians and provided rich coping strategies for civilization. This mode replaces the savage tribe in the standard game with the savage tribe, and different tribes have different terrain and combat unit preferences. In addition, this mode introduces new player action options, allowing players to communicate peacefully with barbarians, so that players can consider more diversified strategic options.

Every clan has a tendency to transform into a city-state. If the clan outpost survives long enough in the game, or if the outpost gets enough bonus from the player's actions, then the clan will be transformed into a new city-state.

New clan species

This model includes seven barbarian clans. Each clan has its own preferred production unit type, and different clans need different map conditions. In addition to ordinary units, clans can also produce uncivilized and unique units in the game of this bureau.

Plain clan: Outposts are generally located in open areas far away from forests and mountains. They tend to strike a balance between producing melee attack units and long-range defense units.

Woodland clan: Outposts are generally located in forests, rainforest cells or cells adjacent to these landforms. They tend to produce more long-range units for attack and defense than melee units.

Mountain tribes: outposts are generally located in open areas with mountains. Their tendency towards melee units even reached the point where they hardly produced long-range units.

Wandering clan: The outpost is generally located in an open area far away from the forest, with horses (strategic resources) nearby. They will produce as many cavalry units as possible, and will use light cavalry and heavy cavalry units at both ends of attack and defense.

Chariot clan: The outpost is generally located in the desert, with horses (strategic resources) nearby. They tend to use chariot units (such as Sumerian unique units and heavy chariots) and light cavalry units at both ends of attack and defense, and rarely use long-range units.

Jungle clan: The outpost is generally located in the nearby rainforest with ivory (luxury resources). They are often supported by infantry units (not only melee units or "infantry" units in a broad sense) and long-range units, as well as mixed formations of light cavalry and heavy cavalry units.

Sailing tribe: the outpost is always located in the coastal unit. Except for the anti-cavalry units used to guard the outpost, all other units used for exploration and attack are naval melee and naval long-range units.

New unit instruction

Fighting units that enter the barbarian outpost will not automatically destroy the outpost, so they need to choose how to deal with the outpost from the following two instructions.

Destroy the outpost: completely destroy the outpost, and the unit gains experience value.

Robbery of the outpost: the player gets a certain amount of gold coins, and the clan retreats in the process of transforming into a polis, but the outpost will not be destroyed. The plundered outpost is immune to plunder for a period of time and produces a defense unit to retaliate in the same round.

New player description

Players can take peaceful or diplomatic action against the tribe. If the player needs to do the following behaviors, he needs to click the conversion progress bar above the outpost.

Recruit clan: spend gold coins to buy the most powerful unit that clan can produce at present permanently, and the clan will get additional progress in city-state transformation.

Redemption of units from the clan: it costs gold coins to redeem a civilian unit captured by the clan, and the clan will lose part of the city-state transformation progress.

Bribery clan: spend gold coins to expel clan units from the country and prevent the clan from attacking the player's city for several rounds. The clan will make extra progress in the transformation of the city-state.

Incite clans: spend gold coins to encourage clans to plunder and attack cities of another civilization (or city-state). The clan will lose part of the progress of city-state transformation.

First of all, in this mode, the house full can be updated, but the speed is much slower than before (even one will not be easily brushed out), and Man Zi people have their own unique clan. Those sitting in the village are not necessarily anti-cavalry, but may be sticks or eagle soldiers. And it seems that AI will still directly remove barbarians. Other than that, the others are similar to before (for example, barbarian scouts will attack cities and barbarians will attack other civilization/city-state units).

Secondly, about the player's explanation.

Bribery: This is related to the number of cities. The more cities you need, the more bribes you need. Personally, I think it is not cost-effective. It is better to turn it into military experience directly. If Man Zi meets your unit after you bribe, it will still attack.

Team recruitment: You can permanently recruit various units (even civilized units such as Eagle Warrior). ), and the price is only 60% of the original price, but you can only recruit once every once in a while, and after recruiting troops, Man Zi will still beat your unit (probably finding himself cheated). Recruited units will appear in the nearest city to Manzhai, and they will always be loyal to your civilization, so don't worry about suddenly becoming Man Zi.

For example, the original price of 480 pounds for four sailboats is only 286 pounds from Man Zi.

Redemption of units from clan: 0.75* the current purchase price of the first unit captured by clan. When you have a unit captured by barbarians, you can't bribe barbarians. The first unit captured by this clan will change back to your nationality and appear in the nearest city center. If you still have captured units, you can exchange gold coins for the second captured unit in turn. After all units are redeemed, they can bribe the clan again.

Incite clans: this can only make them attack the nearby civilization/city-state/free city, which is of little use. Maybe we can harass at an early stage. However, you can let barbarians attack your subordinate city-states and allies (Nuo Nuo is the only enemy, and the allies are badly hit), and it will not lead to a declaration of war.

Generally speaking, the addition of this mode makes the game more interesting and better reflects the relationship between barbarians and civilization in history (true barbarism 6).

Civilization 6 game production: Firaxis game release: 2K Games game platform: PC/PS4/Xbox one/ Nintendo Switch time to market: 2016-10-21game tag: strategy game.