The first is to unlock the second and third level buildings in the industrial zone using industrial age technology. Among them, third-level buildings can use coal? to produce electricity and can radiate towards the city center within a 6-block radius, then gradually unlock buildings that use oil and uranium to produce electricity. Later you can unlock improved facilities. You will be able to build power plants on geothermal fissures, hills, coasts or lakes. , and you can also build solar farms on flat land to generate electricity.
Civilization 6 is a turn-based historical strategy game in which players build an empire and accept the test of time. Players will create and lead their civilization from the Stone Age to the Information Agermation and will become the leader of the world. Players will wage war, practice diplomacy, promote culture, and face many of history's leaders as they attempt to build the greatest civilization the world has ever known. Each civilization in the game is unique, each with its own “idiosyncrasies”. Civilization leaders will also display their own unique traits in competition, some will appear early, while others will appear later.
What are geothermal fissures used for in Civilization 6?
The zones in Civilization 6 are a very interesting environment. Each zone allows you to greatly improve your own city's technology, culture, and beliefs, money production, below I will share with you a detailed explanation of the regional mechanism of Civilization 6, let's take a look eye.
1. Regional concept:
The area is un building that greatly improves your city. Many later buildings can be built in a single area
For example, a college. (0 adjacent situation at the bottom): library +2 technology, university +4 technology, laboratory (with electricity) +8 technology, three upper populations +9, hang a double card (natural philosophy), a university area can be adjacent to 0 In the later stage, 2*2+4*2+8*2+9=37 bottles were produced.
Construction Zone Requirements:
Zone 1: Requires 1 person.
Zone 2: Requires 4 people.
Zone 3: requires 7 people. Population
4 zones - requires 10 people
(German capacity Free Imperial City: ignore population and build an extra zone, that's how strong it is)
< p> Theory: except population. It is linked to food and shelter. Current residential populationConcludedion: We should not sit in a city without water at the beginning, because the initial population is 1 and 2 dwellings, and the population will be stuck at the beginning (we can. By cutting down trees and producing water channels to compensate for this, you can sit in a city without water).
2. Regional cost:
Base cost coefficient *
Theory: Each zone has a base cost (usually 54 hammers, 36 hammers for water channels), But as you go As your technology and humanities develop, the coefficient will continue to increase, which will increase the cost of the area.
Conclusion: If you plan to build a certain area, take the area as soon as possible, then produce other things you need, because the number of hammers required for the area is the number when you took the area.Will increase again. (For example, if you build a new city, you must first add smallmonuments (monuments) or workers, but you can first remove the area you want to build later, so that the area hammer is locked)
< p>Level skills: 40% off area mechanism, novices can skip it, suitable for those who have a certain basis for learning and understanding:A: The number of areas you have unlocked through current technology and humanities. B: The number of areas you have currently built (necessarily completed, those photographed are not counted)
C: The number of areas to be built (for example, if you want to build a college, then this the value is the number of colleges you currently have) If it meets B/A
Academy: Mountain +1, 2 Rainforest +1, Geothermal and Reef +2
< p>Holy Land: Mountain +1, 2 Forest +1, Natural Wonders +2Theater: Adjacent to Wonders +2
Industry : adjacent to canals, dams +2 2 mines/logging yards +1; 1 strategic resources/careers +1;
Commerce: adjacent to rivers +2, adjacent to port +2,
Port: adjacent to city center +2, maritime resources +1
Water canal: +2 dwellings with fresh water, +6 dwellings without fresh water
Entertainment: Do not build (build props for the Roman Colosseum), low income< /p >
Military camp: don't build unless conquered and low income
Conclusion:
Generally speaking, colleges and theaters are important areas;
Industry, followed by commerce (in the case of industrial auxiliary work, or in priority industrial areas of Germany, the bonus is too high);
< p>Aqueducts are used so that Tamsui City will add adjacent housing and industries;p>
Religious victory will build a large number of holy places;
Lhe victory of the conquest will build a small number of military camps (classic Canadian army);
The port will be medium;
The entertainment area will not be built (one will be built during of the construction of the Colosseum (must be adjacent));
The canal embankment will not be built (money will not be recovered)
The urban planning process in Civilization 6 is very interesting Here's a tip for beginners: map pins You can use map pins to plan the urban area at first and then. you can take pictures of the area with confidence!
Finally: let's share a little tip:
In the advanced options at the start of the game, the color of the civilization you have selected can be changed. If you can't stand the color of Lao Qin's tiger, you can change it!
The role of geothermal fissures in Civilization 6: Geothermal fissures shave a newlandform elementthat provides bonuses to nearby buildings and areas, such as greater habitability or tourist performance.
Geothermal fissures are typically found in areas between two continental plates where the surface has been damaged by geothermal activity. Hot springs and steam will gush from here, making the surrounding area ideal for the construction of aqueducts, Roman baths and Hungarian baths.
Historical background of geothermal fissures:
When the Earth's crust cracks to a certain depth, hot gases from the mantle escape, forming a geothermal vent. This can take the form of natural hot springs, geysers or vents that are not large enough to form a volcano. Since ancient times, people have been attracted to these geological wonders solely to obtain hot springs to bathe in.aign and perform rituals.