Civilization 6" India civilization characteristics and playing method detailed explanation

"Civilization 6" in India is a religious, population and other advantages of the civilization, when used properly is very strong, many players want to know the specific civilization characteristics of India and how to play, the following is the "civilization 6" Indian civilization characteristics and method of play explained, take a look together. strong> Gandhi - Nonviolent Non-Cooperation

All civilizations encountered (including India) that have created the Featured Ability Religion and are not at war are +5 Faith. Civilizations at war with Gandhi gain double Aversion to War.

A standard map has up to 5 religions present, 6 on large maps and 4 on small maps, which means that most of the time, the value of beliefs whored out by LA will be at most 20-30, which is worth half a dozen or so tokens; to a lesser extent, it's just a couple of shrines plus shrines, which is less than 1/10th of the output of the medium term, and it's so hard to keep peace with each other that it's often as little as 15% of the output. Faith is a stabilizing income. So just the early very lack of faith can help a little help, theology units or civilian unit prices go up this point in addition to the bonus is not much use, every 9 turns can buy an additional minion can not turn the tide of battle?

Luckily if the monolith ai is a neighbor, very early to get +5 faith / t, and if everyone is relatively peaceful, classical into the gold will be able to quickly convert this faith income into pioneering workers, the Gandhi pre-pace has a very big speed up. According to the above said assuming that there are resident 15 extra per turn faith, equivalent to extra can change 15 * 0.7 (majestic under 1 hammer than 0.7 faith) = 10.5 hammers, 50 rounds is 520 hammers, equivalent to the standard speed of white whoring 7 horsemen (although this faith can not be taken to buy ponies in the early stage), the income is still very considerable

LA

Chandragupta - Political Discourse

Unlocking the Military Training Municipality allows you to declare a territorial expansion war. For 10 turns after declaring a territorial expansion war, you get +2 movement and +5 combat power.

While it's possible to unlock territorial expansion wars earlier, honestly the difference between territorial expansion wars and formal wars is just the ability to open up a eureka to nationalism and the fact that they can only be waged against neighbors. The key is that the +5 power and +2 speed provided by territorial expansion wars (which oddly enough doesn't stack with the +3 power of intelligence, both being shown as a bonus to movement intelligence) allows India to wage blitzkriegs like Persia and Mongolia, and it's still true that the speed of a soldier is important, and the fact that even bulky war elephants can walk like they're on speed makes it possible for India to wage extensive, high-intensity wars of conquest in the Classical period.

UA

Dharma - The Unity of All Laws

Gain a believer's faith bonus from each religion in the city (which must have at least 1 believer). The city gains 1 point of Livability from each religion (which must have at least 1 follower). The city gains 1 point of livability from each religion (must have at least 1 follower). missionaries spread +2. religious pressure from trade routes + 100%.

The first sentence translates to one of the buffs for each religion in the city, and in practice, the benefits of the religion are largely focused on the Follower's Creed, which is a very useful and stable output. As for what combination of gains directly to see the table below, no matter what the dogma as long as you can get three have been very profitable. In addition, the country's major cities have 3 to 4 religious believers can not build entertainment centers, even to the point of war-weariness is not too worried about the rebellion.

Commercial routes plus 100% religious pressure both helps spread your own religion and pulls back other religions in the process, which is the fastest way for India to get religions of all nations in the country in the short term.

Summary of Believers' Beliefs

UU

War Elephants

A distinctive Indian unit from the Classical era. Enemy units adjacent to it have -5 combat power.

40 (+4 vs. Rider, -8 vs. Knight) Power 120 (+40 vs. Rider, -100 vs. Knight) Hammer Required. No strategic resources required. Can be upgraded to a tank, but not to a knight. (Khmer also had war elephants, but they were long range siege units)

Why say war elephants are weak, because they are expensive and bulky, but siege damage is about the same as a swordsman, and the times have come to the Middle Ages, but they can't be upgraded to knights to go to war and still eat the high maintenance costs. The opposite side of a row of arrows on the bow and arrow can not be hit in

Then why the war elephant strong, because as long as the opening animal husbandry and then build a pasture trigger riding Eureka can be unlocked, does not consume the strategic resources and can provide a strong output and support, characteristics with ZoC can be the opposite of the rider surrounded by the sheep and elephants in the circle to fight. Hang on to the maneuver policy is not expensive, 3 war elephants and 1 stick can stomp the newly explored capital when there is no fence in the early stage. After the era can also be a card in the river woods hilly terrain nausea. The first upgrade to the warhorse armor out of the 47 long-range defense, while the bow and arrow on the 25 base power (up to +5 flurry +7 storm arrows), 4 arrows within the impossible to shoot dead war elephants, but the war elephants can be stomped on the bow and arrow, the operation does not miss is not a disadvantage of the game.

UB

UB

Tierwells

Unlocks the builder's ability to build the characteristic Indian improvement, the Tierwell.

Provides +1 point of food and +1 housing. If adjacent to a sacred area, +1 faith value. If adjacent to a farm, +1 food. As technology and municipalities develop, they will provide more housing, faith, and food. Prevents food loss during droughts. Cannot be built on a hill, or next to another stairwell.

Note: Terrace wells are +1 output regardless of how many farm sanctuaries are adjacent

Feudalism +1 faith when unlocked. Occupation Sports +1 Food after unlocking. Sanitation +1 housing when unlocked.

UI output is very practical for city development, only (fortunately) do not produce hammer (or other UI cry), every few cities in the middle of a few can be laid in the lack of housing interchangeable,, the new city improved ladder wells basically do not have to hammer granaries, coastal cities are also easier to replenish housing.

As long as you know how to plan your land, the output of the wells is very high, and they can be used to provide housing at the very least. Unlike most farm UI, terraces can be built on both desert and tundra, directly giving India super-survivability. Even if the UI only serves as a replacement for farmland during the course of the game, it plays very well in a sourcebook where population is very important. Plus again early on it can give era points to help get into gold.

Specific method of play

India's birthplace is generally in the low latitude along the river in the rainforest area, bananas, coffee, rice and so on a lot of resources, most of the time the best first pottery → irrigation, on the one hand, you can build a plantation to mine the luxury goods and bananas, on the other hand, you can harvest rice to remove the swamps to quickly increase the population, with the same time to unlock the ladder well to provide housing, the big unlocked! With the unlocking of the housing provided by the terraced wells, you can stack a city with 7+ population in the early stage (even with pioneering, you can still stabilize the population at 6), and the technology and culture have a basic output of 7 * 0.7 ≈ 5, and then there is the culture provided by the coffee and silk, and the technology provided by the tea, so in the early stage, even if you don't build the academy and the monument, the municipal or technological speed is also very fast. Then out of the holy land (if you want to grab Daisen or the capital along the mountain range) or barracks (if you want to cut the rainforest need to cast copper, point of casting copper on the way out of a barracks plus productivity) depends on the situation.

Pantheon preferred should be the river god, after all, India born along the river and must be out of the holy land, so the river god is very high earnings, with UBUA basically will not lack of housing and livability is very high, the population is crazy to rise. The basic output of the city increased and the immigration reduction is relatively low, on the other hand, you can build more special areas, regional construction of a few policy benefits are also higher, by the way, you can also take the population related to the era of points.

The conquest of the sudo can refer to the Persian style of play, grasp the timing and efficiency. Irrigation points after the cast copper to go and then build a military camp, unlock the political philosophy on the oligarchs, the military slot to put exercises out of the war elephant, the universal slot to put the great general, until the military training research is completed on the declaration of war, then continue to the other side of the neighbor to a territorial expansion of the war. When the territory is big enough, we have to focus on development planning and strategic defense.

Gandhi can refer to the Maoist way of playing, the early slowly planting change temples, built after the knight chapel mass buy soldiers buy guns, good luck draw can be a medical apostle on the better. The biggest advantage of the liver emperor war is that you can slowly liver, must be the opposite of the livability of the first collapse, then the opposite side of the city active mutiny are possible.

Tactically, India has a special war elephant support play (actually, Maury can also, but the Toa appeared too late to lead to not commonly used): several war elephants and other combat units spaced out, advancing the battle line, the first to let the war elephants stick to the side of the unit to be eliminated to weaken its combat power, the rear side of the 1 to 2 friendly units of the strangulation or war elephants to fill in the knife, and then the other side of the friendly units advance to the The war elephants are ready for the next round of attack. The best configuration is Rider + War Elephant + Breaker Hammer, preferably with a couple of Swordsmen to kill the Gunmen.

PvP, pay attention to the sea defense, India's naval power is not much bonus, and the characteristics of a large piece of land to play better, so it is easy to forget to set up a navy for defense. pvp per capita Stalin Hitler, can not defend the capture of the coastal city can also be lifted for you.

Religion I don't think it's about getting a religious victory, but because India has so much of a bonus to play religion, holy sites provide probably more cultural value than even theater plazas, and food probably more than banana plantations, so I don't think it's worth it to establish religious superiority through inquisitions and apostles vs. apostles. But at the very beginning all said that India has religious advantages, I am not punching myself in the face, but I would like to say that India missionary is better to make more use of the two things of missionaries and trade routes, they are the most prominent advantages of India missionary, but also can be appropriate to bring in foreign religions to improve the domestic output of the history of India learning from the West. If you think that religion is troublesome and boring, it is better to use it as a supplementary means.

This number is committed to good article push, the content is only for learning, communication.

The copyright of the article belongs to the original author or organization, if it involves copyright issues, please contact.