发信人: lj2426()
整理人: Wing(1999-11-26 11:57:50), 站内信件
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放在readme.txt中的攻略要点,是不是很少人去看?
其实相当实用,因为是开发者写的嘛!
怕误人子弟,翻译就免了。
IV. HINTS AND TIPS
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To reward you for being one of those rare players who actually reads t he README file, the Caesar III design team came up with these last-min ute tips. Those that duplicate hints given in the manual and the in-g ame help are especially important items that we felt couldn't be empha sized strongly enough.
Getting started:
Plan your first residential area well. You will need access to farmla nd, raw materials and water at a minimum.
Keep your road network simple. Intersections should be kept to a mini mum and the roads as straight as possible. Whenever walkers can turn the wrong way, they will (or so it seems!).
Build and develop no more than two residential areas initially. You m ay be biting off more then you can chew.
Plan ahead when placing housing. Leave space for service providing bu ildings such as baths, schools, clinics, etc.
Advanced housing (large and luxury villas) needs 3x3 tile blocks. The most advanced housing (palaces) requires 4x4 tile blocks. Don't cut o ff residential expansion with roads or service buildings in your best neighborhoods.
Housing will expand into gardens, but not statues. If you want to cov er tiles that you intend housing to expand onto later, use gardens. I f you want to control the rate at which housing can expand, use small statues (and demolish them when you want to let the houses grow).
Think carefully before you place your farms. A small area of fertile land will support more farms then you might think.
Get a trade route started quickly. The revenue gained is essential to maintaining a good growth rate. As soon as your city's food supply i s assured, check the Empire Map and find out what you can most profita bly export. Then, strive to get that industry producing goods before you worry about evolving your housing very far.
Lower your taxes. Tax revenue is too small to matter early in the gam e and the people resent them.
Don't overdo gardens and plazas when your first build things. They can get expensive. Wait until you need to increase desirability and have some extra money.
Build small low rent communities near areas where you are having labor problems.
When creating residential areas, leave open spots for baths, libraries , clinics and other buildings that provide services or boost desirabil ity.
Be sure to have a stockpile of housing evolution goods in both your ma rkets and warehouses before trying to evolve to a housing type that re quires the good. If you don't you just end up watching your housing ev olve and devolve due to erratic goods supplies.
Small insulae are the first building types where you can cover your wa ges with taxes (at a reasonable, 8% tax rate).
An efficient city:
Only one tile of a building that is 2x2 or larger needs water access i n order for the entire building to have water access. This applies to baths and housing.
Build farms at the extreme edge of fertile land to maximize its use, e specially on maps where farmland is scarce. You can usually build far ms where only one tile touches farmland, and sometimes where the neare st visible farmland is a tile or two away.
Entertainers provide the same access walking to their venues that they provide when walking from their venues.
Learn how to use the granary and warehouse special orders. Creative u se of special orders will greatly increase the productivity of industr y and the profit potential of trade.
Specialize warehouses in one or two commodities at most. This makes i t easier for you to control the flow of commodities, especially when y ou have to get them from one side of a large city to the other.
Place docks near where trade ships enter the map. Build one dock for each seaborne trade route that you open.
Minimize cart-pusher travel time by building granaries near farms and markets near granaries. Put workshops near their raw material supplie rs, warehouses near the workshops, and markets near the warehouses.
If money is tight, don't worry about Neptune's wrath on assignments th at have no fishing or seaborne trade. You don't need to build him tem ples if he can't touch you.
Fountains, markets and bath-houses all evolve as their property's desi rability rises. This evolution is graphical only, to help you see imp rovement in neighborhoods. Their function doesn't change as they evol ve.
Fighting:
The best defense is obviously a wall of towers -- all towers (except f or a few gates). Ballistas can wipe out an army all alone. But still, have some armies on hand. It is best to have one cavalry (rapid reacti on to slow down invaders if necessary), two legions (very effective bu t slow) and two or three javelin auxiliaries (long range attacks with some
speed added).
The ultimate defense has your six armies go through a gate to confront your enemies outside the city. Line up the legions and cavalry up fro nt, with javelins behind them; all of this just in front of the towers . Try to engage the enemy within range of your towers ballistas. The legions have a better chance with ballistas covering them, and the bal listas
will survive longer with legions protecting them.
Don't underestimate the enemy! Try to build a new legion about every two years, until you have as many as you want. This should give you t he troops to handle the early attacks up until year 10.
-- ※ 来源:.网易虚拟社区 club.netease.com.[FROM: 202.100.198.74]
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