文明5_10倍mod文明特性中文
文明5——全方位妖人领袖特性MOD大全教程
⽂明5——全⽅位妖⼈领袖特性MOD⼤全+教程 慎⼊! 本⽂借鉴⽂明4M O D灵感⽽研究,基本确⽴了⽂明5领袖全⽅位妖⼈属性的修改⽅法,为了游戏平衡性和趣味性,玩家斟酌后酌量修改。
打开⽬录S i d M e i e r's C i v i l i z a t i o nVa s s e t s G a m e p l a y X M L C i v i l i z a t i o n s,你会发现C I V5Tr a i t s.x m l这个⽂件,备份好此⽂件,然后⽤W O R D、记事本、写字板等等打开即可,然后搜索Tr a i t s,你会发现如下内容: 0 T R A I T_P H I L O S O P H I C A L T X T_K E Y_T R A I T_P H I L O S O P H I C A L T X T_K E Y_T R A I T_P H I L O S O P H I C A L_S H O RT 100 ...(中间省去其他所有领袖的默认属性,在最后⼀个原始领袖属性T R A I T_E N H A N C E D_G O L D E N_A G E S下⾯添加紫⾊代码,不含中⽂注释) T R A I T_X X X领袖属性名称,其中X X X任意英⽂字母⼤写即可 T X T_K E Y_T R A I T_A RT_O F_WA R该属性描述,这⾥借⽤武则天的战争艺术描述,玩家可改为其他原始属性的描述 T X T_K E Y_T R A I T_A RT_O F_WA R_S H O RT同上,属性概要,可以改写 200英雄将军产⽣⼏率 200英雄将军额外加成 10黄⾦时代持续加成 10黄⾦时代战⽃加成 200烧杀抢掠获得财富物资等加成 t r u e任何时刻单位(除⼯作单位、移民者)获得海上⾏军 200000奇观建造速度加成 10贸易路线拓展加成 T E C H_S T E A M_P O W E R蒸汽科技在相应时代⾃动获得 20城市对⽂化的加成 500击杀后获得的⽂化加成 -100⽤⾦币购买的时候优惠加成 100新建城邦费⽤优惠加成 100路上蛮族转换为玩家单位⼏率加成 100海上蛮族转换为玩家单位⼏率加成 t r u e在⼰⽅或者友⽅领地内的丛林中⾏军等同于道路⾏军速度 t r u e战⽃中给与敌⽅严重损伤 100友邦之间友谊加成 100友邦之间互惠互利加成 100额外增加航海速度 -1000减少城市不满 -1000减少⼈⼜不满 -100减少作战单位升级所需经验(-100后,单位出⽣即全升级,基本上是⽆敌属性) 500000玩家最⼤建造速度加成 200伟⼈诞⽣的⼏率加成 确保修改过的格式与原始⽂件内部格式⼀致,然后保存退出。
文明5详细攻略
转自游侠网文明5详细攻略1.地形介绍我分成分4类地形,平地和辐射地区,有屏障的陆地(rough terrain,不知道怎么翻译),海洋(包含海岸和远洋),不可通行的地区,平地和辐射地区都是-33%防御值,rough terrain和高山+25% 防御,海洋和不可通行的地区0%防御值(除了高山),产值上来说,平地里面冲积平原是2粮食,绿洲是1金币,其他数值都和4代一致。
类型里面多了一个沼泽,它只会出现在草原上面,减少1粮食,可以清除Rough terrain包含山地(不是高山),森林和丛林,这3个的产值都和4代不同,防御值森林和丛林都是25%,不是4代的50%山地是0粮食2锤子,也就是说类似4代的黄山,5代没有青山了。
森林覆盖地区总是1粮食1锤子,不管下面的地形是什么类型;也就是说如果下面是草原,本来是2粮食,森林覆盖了就会减少1粮食,4代是森林不减少粮食,这个设定和3代差不多。
丛林多1粮食少1产能,如果丛林在山地上面,本来是0粮食2锤子,会变成1粮食1锤子。
这代的设定是除了资源地区以外都可以种田,山地也可以种田,那么如果丛林在草原上面,就可以考虑不种田,取消丛林-1,然后farm+1,只是改变了地貌,产出不变,在山地farm可以增加一个产能。
手册前半段说的是丛林砍掉以后总是变成平原,我觉得有误,因为后面的表格上面说了山地也可以出现丛林,而且中间介绍区域设置的时候也说过只能在山地和资源(铁,金子等,不是牛羊丝绸这些)上面开矿,开矿会消除掉丛林。
海洋近海是1金币而不是4代的2金币,而且近海没有10%加成,除此以外都和4代一样。
所有的自然奇迹都是0粮食2锤子3金币辐射地区所有数值-3(粮食锤子金币)河流经过的地区和4代一样都是+1金币,需要主要的是手册里面没说树林和丛林会阻碍金币产出,也就是说像4代那种河流边的树林没有金币产出的情况不会出现了(存疑,没有明确指出到底是不是)行动力上来说。
没有道路,没有单位特殊能力,没有其他因素影响的情况下,过河消耗全部行动力,过沼泽消耗2点行动力,其他数值和4代一样(辐射是2点行动力,4代也是吧?).好像基本地形和森林行动力不会叠加,也就是说山地森林貌似也是2点行动2.兵种3.政策顺序、文化胜利首发政策为——Liberty:自主社会,训练移民速率+50%。
文明5各文明全方面综合评析(以资料片为准)
文明5各文明全方面综合评析(以资料片为准)没有最垃圾的文明,只有用不顺手的玩家。
————————————————————————————————————————————————————————阿拉伯资料片咸鱼翻身动作最大的一个。
没有之一。
UU不但移动多了攻击高了,强大的经济实力,庞大的石油资源储备都可以让阿拉伯养得起更多的草兵,强兵,精兵。
再加上阿拉伯十次出生八次沙漠,随便开个沙漠文化爆棚的宗教速度让一群骆驼兵坦克飞机海带着信仰大杀四方。
重点奇迹:佩特拉。
拉希德认为:哥喜欢沙漠,沙漠有金有银有信仰,不要跟哥抢古城,乃没有胜算的。
那个远方在沙地里玩奇迹的法老,你丫要是让我撞见就第一个平了你。
————————————————————————————————————————————————————阿兹特克吃货无敌的属性在种田方面有巨大的人口优势。
就算走征服路线,由于资料片剑士泛用性下降,工厂埋的深,一般老虎兵会很晚才能过时。
不过全林地+33+林地通行加倍都让老虎兵成了十足的复杂地形王者。
苏丹,不是砍二笑话你,白板亲兵们在林地的速度和攻防真的很堪忧哦。
杀人就文化的特性也决定了阿兹特克另一个好玩的打法。
留着对方一两个人口不太多的产能大城玩,就是不下城,也不和谈,一个劲的逼着人家造兵送死。
文化速度杠杠的。
重点奇迹:阿布拉罕宫月神庙祖玛表示:爷们都是野蛮人,可是爷们有文化,乃有么?随便扔个核弹都是好几千文化啊魂淡。
————————————————————————————————————————————————————埃及沙漠信仰对于抢宗教好处很大。
而且沙漠里面真金白银石油大铁矿都很多。
抽空坐个大理,开个奇迹信仰或者古鲁导师,奇迹是神马?家里那一排比普通建筑还多的乱七八糟的玩意吗?重点奇迹:佩特拉,空中花园。
月神庙。
法老宣言:我爱奇迹我自豪。
就是沙漠人少,各位行行好,让咱抢个月神庙吧。
然后为了感谢你们的厚爱哥就把所有奇迹都拿了。
2019年文明5美丽新世界XML修改说明.doc
文明5 XML文件修改说明一、主要修改路径:文明5原版修改 \Assets\Gameplay\XML 目录下的文件文明5众神与国王修改 \Assets\DLC\Expansion\Gameplay\XML 目录下的文件文明5美丽新世界修改 \Assets\DLC\Expansion2\Gameplay\XML 目录下的文件=================================================二、修改数据:(以文明5美丽新世界为例)1、修改最小建城间距:用记事本打开\XML\GlobalDefines.xml文件,然后搜索<Row Name="MIN_CITY_RANGE">,把下一行<Value>3</Value>中的3改成4,则建城间隔就变成4格了。
注意,此项修改只对同一大陆的建城间隔有效,不在同一大陆的建城(比如岛与岛之间的)间隔为2,未找到地方修改。
----------------------------------------------------2、建筑修改:用记事本打开\XML\Buildings\CIV5Buildings.xml文件,这里边可以修改原牌中就有的建筑。
如果是美丽新世界中新增的建筑,则需要修改“CIV5Buildings_Expansion2.xml”文件以“Paper Maker 造纸坊”为例:1)建筑总体效果调整:搜索“BUILDING_PAPER_MAKER”,在结束句</Row>的前一行加以下行次即可达到相应的效果:<Experience>300</Experience>(本城新建的单位加经验300)<Happiness>20</Happiness>(本城加快乐20,以人口上限为限)<GlobalCultureRateModifier>10</GlobalCultureRateModifier>(文化增长速度增长百分之10)<PlotCultureCostModifier>-75</PlotCultureCostModifier>(土地文化消耗减百分之75)<PolicyCostModifier>-25</PolicyCostModifier>(政策启用的文化消耗减百分之25)<Culture>10</Culture>(文化加10点)2)产出量调整:<Building_YieldChanges>,在后边加段:下边这段是加金产出50(原版是2)<Row><BuildingType>BUILDING_PAPER_MAKER</BuildingType><YieldType>YIELD_GOLD</YieldType><Yield>50</Yield></Row>下边这段是加建设产出10<Row><BuildingType>BUILDING_PAPER_MAKER</BuildingType><YieldType>YIELD_PRODUCTION</YieldType><Yield>10</Yield></Row>说明:<YieldType>YIELD_后边跟的单词决定产出的类型,要改为别的产出,则修改单词(或复制这段共5行再修改单词)即可:CULTURE 文化GOLD 金钱PRODUCTION 产能FOOD 食物SCIENCE 科研FAITH 信仰3)产出比率调整:Building_YieldModifiers>与</Building_YieldModifiers>之间加<Row><BuildingType>BUILDING_PAPER_MAKER</BuildingType><YieldType>YIELD_PRODUCTION</YieldType><Yield>15</Yield></Row>即可增加产能15%说明:<YieldType>YIELD_后边跟的单词决定产出的类型,要改为别的产出,则修改单词(或复制这段共5行再修改单词)即可:CULTURE 文化GOLD 金钱PRODUCTION 产能FOOD 食物SCIENCE 科研4)资源消耗调整:建筑在<Building_ResourceQuantityRequirements></Building_ResourceQuantityRequirements>之间是控制资源消耗建筑名称例如:WINDMILL 风力磨坊CIRCUS 马戏场FORGE 煅造场CONSTABLE 保安署POLICE_STATION 警察局资源如下:HORSES 马IRON 铁OIL 石油URANIUM 铀ALUNINUM 铝COAL 煤-----------------------------------------------------3、消耗伟人建造的设施修改:用记事本打开\XML\Terrain\CIV5Improvements.xml文件,然后搜索IMPROVEMENT_MANUFACTORY会找到:<Row><ImprovementType>IMPROVEMENT_MANUFACTORY</ImprovementType><YieldType>YIELD_PRODUCTION</YieldType><Yield>4</Yield></Row>这里是关于制造中心的产能修改,原本是4【<Yield>4</Yield>】,可以随便改;上一段:<Row><ImprovementType>IMPROVEMENT_CUSTOMS_HOUSE</ImprovementType><YieldType>YIELD_GOLD</YieldType><Yield>4</Yield></Row>是海关的金产出,同样【<Yield>4</Yield>】中的数据可以随意修改;再上一段:<Row><ImprovementType>IMPROVEMENT_ACADEMY</ImprovementType><YieldType>YIELD_SCIENCE</YieldType><Yield>8</Yield></Row>是科学家建造的学院的科研产出。
文明5——游戏新特性
⽂明5——游戏新特性
本⼈从C i v2开始玩起,昨晚凌晨下好⿏⼤的C i v5的硬盘版后便通宵达旦的玩了⼏个⼩时,虽然⽬前还在“公元前”混迹,但也能领略到这⼀代不少新的内容了。
现在的地图上除了本⾝的⽂明国家以及蛮族,又多了⼀股新的⼒量(我
暂且称之为城邦),挺不错的,第⼀次和它接触还会给你点⾦币做犒赏,但以后想维持住关系貌似就要隔三岔五的送送礼给点好处了,因为每过⼀个回合,它对你的友好度会-1,果然⽇久情疏啊。
⽽且你的军队如果停留在它的疆界内,还会令它⼤⼤不满(好像友好度-6/回合)。
不过它也会有有求的时候,相当于给你⼀个任务,⽐如清剿附近的蛮兵,攻打别的城邦等,如果你去完成它的任务友好度⾃然也就飙升了。
还有外交指令多了个共同研究的设定,貌似是两国⼀起出钱,加速科研的速度吧,不过不知道这个具体的效果如何,是绝对的互利还是说对科技⽔平⾼的国家更有利或是对低的国家更有利。
逗游⽹——中国2亿游戏⽤户⼀致选择的”⼀站式“游戏服务平台。
文明5_10倍奇观mod中文
文明5_10倍奇观mod中文--========================================= ========================================= ======================================== -- Buildings--纯手工翻译,不喜勿下,谢谢!--首先把文件名更改为10x_Wonders.sql,(注意设置文件后缀名可见)然后把该文件替换到:C:\Users\Administrator\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Civ V Trait BalanceGoldPrime++ (v 4)\10x--========================================= ========================================= ======================================== --Ikanda------------------UPDATE UnitPromotionsSET OpenAttack = 100, OpenDefense = 100, FlankAttackModifier = 250, RangedDefenseMod = 100 WHERE Type = 'PROMOTION_BUFFALO_CHEST'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_BUILDINGS' AND Value = 1);UPDATE UnitPromotionsSET OpenAttack = 100, OpenDefense = 100, RoughDefense = 100, RoughAttack = 100, FlankAttackModifier = 250, RangedDefenseMod = 100WHERE Type = 'PROMOTION_BUFFALO_LOINS'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_BUILDINGS' AND Value = 1);UPDATE UnitPromotionsSET MovesChange = 10, FlankAttackModifier = 250WHERE Type = 'PROMOTION_BUFFALO_HORNS'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_BUILDINGS' AND Value = 1);--------------------Krepost------------------UPDATE BuildingsSET PlotBuyCostModifier = -250, PlotCultureCostModifier = -250WHERE Type = 'BUILDING_KREPOST'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_BUILDINGS' AND Value = 1);--------------------Walls of Babylon------------------UPDATE BuildingsSET ExtraCityHitPoints = 550, Defense = 1600WHERE Type = 'BUILDING_WALLS_OF_BABYLON'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_BUILDINGS' AND Value = 1);--------------------Burial Tomb------------------UPDATE BuildingsSET CapturePlunderModifier = 1000, Happiness = 20WHERE Type = 'BUILDING_BURIAL_TOMB'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_BUILDINGS' AND Value = 1);--------------------Mughal Fort------------------UPDATE BuildingsSET TechEnhancedTourism = 20WHERE Type = 'BUILDING_MUGHAL_FORT'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_BUILDINGS' AND Value = 1);--------------------Ceilidh Hall------------------UPDATE BuildingsSET Happiness = 30WHERE Type = 'BUILDING_CEILIDH_HALL'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_BUILDINGS' AND Value = 1);--------------------Coffee House------------------UPDATE BuildingsSET GreatPeopleRateModifier = 250WHERE Type = 'BUILDING_COFFEE_HOUSE'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_BUILDINGS' AND Value = 1);--------------------Hanse------------------UPDATE BuildingsSET CityStateTradeRouteProductionModifier = 50WHERE Type = 'BUILDING_HANSE'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_BUILDINGS' AND Value = 1);--------------------Satrap's Court------------------UPDATE BuildingsSET Happiness = 20WHERE Type = 'BUILDING_SATRAPS_COURT'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_BUILDINGS' AND Value = 1);--========================================= ========================================= ======================================== -- Building_LakePlotYieldChanges--========================================= ========================================= ======================================== --Floating Gardens------------------UPDATE Building_LakePlotYieldChangesSET Yield = 20WHERE BuildingType = 'BUILDING_FLOATING_GARDENS'AND EXISTS (SELECT * FROM JFD_GlobalUserSettingsWHERE Type = 'JFD_10X_BALANCE_BUILDINGS' AND Value = 1);--========================================= ========================================= ======================================== -- Building_UnitCombatFreeExperiences--========================================= ========================================= ======================================== --Ducal Stables------------------UPDATE Building_UnitCombatFreeExperiencesSET Experience = 150WHERE BuildingType = 'BUILDING_DUCAL_STABLE'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_BUILDINGS' AND Value = 1);--========================================= ========================================= ======================================== -- Building_YieldChanges--========================================= ========================================= ======================================== --Paper Maker------------------UPDATE Building_YieldChangesSET Yield = 20WHERE BuildingType = 'BUILDING_PAPER_MAKER' AND YieldType = 'YIELD_GOLD'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_BUILDINGS' AND Value = 1);--------------------Stele------------------UPDATE Building_YieldChangesSET Yield = 20WHERE BuildingType = 'BUILDING_STELE' AND YieldType = 'YIELD_FAITH'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_BUILDINGS' AND Value = 1);--------------------Mud Pyramid------------------UPDATE Building_YieldChangesSET Yield = 20WHERE BuildingType = 'BUILDING_MUD_PYRAMID_MOSQUE' AND YieldType = 'YIELD_CULTURE'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_BUILDINGS' AND Value = 1);--------------------Candi------------------UPDATE Building_YieldChangesSET Yield = 20WHERE BuildingType = 'BUILDING_CANDI' AND YieldType = 'YIELD_FAITH'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_BUILDINGS' AND Value = 1);--------------------Mughal Fort------------------UPDATE Building_YieldChangesSET Yield = 20WHERE BuildingType ='BUILDING_MUGHAL_FORT' AND YieldType = 'YIELD_CULTURE'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_BUILDINGS' AND Value = 1);--------------------Wat------------------UPDATE Building_YieldChangesSET Yield = 30WHERE BuildingType = 'BUILDING_WAT' AND YieldType = 'YIELD_CULTURE'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_BUILDINGS' AND Value = 1);--------------------Satrap's Court------------------UPDATE Building_YieldChangesSET Yield = 12WHERE BuildingType = 'BUILDING_SATRAPS_COURT' AND YieldType = 'YIELD_GOLD'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_BUILDINGS' AND Value = 1);--------------------Pyramid------------------UPDATE Building_YieldChangesSET Yield = 20WHERE BuildingType = 'BUILDING_MAYA_PYRAMID' AND YieldType = 'YIELD_SCIENCE'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_BUILDINGS' AND Value = 1);--========================================= ========================================= ======================================== -- Building_DomainFreeExperiencePerGreatWork--========================================= ========================================= ======================================== --Royal Library------------------UPDATE Building_DomainFreeExperiencePerGreatWorkSET Experience = 100WHERE BuildingType = 'BUILDING_ROYAL_LIBRARY'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_BUILDINGS' AND Value = 1);--========================================= ========================================= ======================================== -- Building_YieldChangesPerReligion--========================================= ========================================= ======================================== --Candi------------------UPDATE Building_YieldChangesPerReligionSET Yield = 2000WHERE BuildingType = 'BUILDING_CANDI'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_BUILDINGS' AND Value = 1);--========================================= ========================================= ======================================== -- Building_ResourceYieldChanges--========================================= ========================================= ======================================== --Bazaar------------------UPDATE Building_ResourceYieldChangesSET Yield = 20WHERE BuildingType = 'BUILDING_BAZAAR'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_BUILDINGS' AND Value = 1);--------------------Ducal Stables------------------UPDATE Building_ResourceYieldChangesSET Yield = 20WHERE BuildingType = 'BUILDING_DUCAL_STABLE' AND YieldType = 'YIELD_GOLD'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_BUILDINGS' AND Value = 1);--========================================= ========================================= ========================================-- Building_FeatureYieldChanges--========================================= ========================================= ======================================== --Bazaar------------------UPDATE Building_FeatureYieldChangesSET Yield = 20WHERE BuildingType = 'BUILDING_BAZAAR'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_BUILDINGS' AND Value = 1);--------------------Longhouse------------------UPDATE Building_FeatureYieldChangesSET Yield = 10WHERE BuildingType = 'BUILDING_LONGHOUSE'AND EXISTS (SELECT * FROM JFD_GlobalUserSettingsWHERE Type = 'JFD_10X_BALANCE_BUILDINGS' AND Value = 1);--========================================= ========================================= ======================================== -- TEXT--========================================= ========================================= ======================================== -- Language_zh_CN----------------------------------------------------------------------------------------------------------------------------Floating GardensUPDATE Language_zh_CNSET Text = '+150% [ICON_FOOD] Food. Each worked Lake tile provides +20 [ICON_FOOD] Food. City must be built next to a River or Lake.'WHERE Tag = 'TXT_KEY_BUILDING_FLOATING_GARDENS_HELP'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_BUILDINGS' AND Value = 1);--IkandaUPDATE Language_zh_CNSET Text = '+100% [ICON_STRENGTH] Combat Strength when fighting in [COLOR_POSITIVE_TEXT]OPEN[ENDCOLOR] Terrain. (NO Hills, Forest or Jungle). Flank attack bonus increased by 250%. +100% [COLOR_POSITIVE_TEXT]Defense[ENDCOLOR] against all [COLOR_POSITIVE_TEXT]RangedAttacks[ENDCOLOR].'WHERE Tag = 'TXT_KEY_PROMOTION_BUFFALO_CHEST_HELP'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_BUILDINGS' AND Value = 1);UPDATE Language_zh_CNSET Text = '+100% [ICON_STRENGTH] Combat Strength. Flank attack bonus increased by 250%. +100% [COLOR_POSITIVE_TEXT]Defense[ENDCOLOR] against all [COLOR_POSITIVE_TEXT]Ranged Attacks[ENDCOLOR].' WHERE Tag = 'TXT_KEY_PROMOTION_BUFFALO_LOINS_HELP'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_BUILDINGS' AND Value = 1);--KrepostUPDATE Language_zh_CNSET Text = '+15 XP for all Units. [ICON_CULTURE] Culture and [ICON_GOLD] Gold costs of acquiring new tiles reduced by 250% in this city.'WHERE Tag = 'TXT_KEY_BUILDING_KREPOST_HELP'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_BUILDINGS' AND Value = 1);UPDATE Language_zh_CNSET Text = 'The Krepost is the Russian unique building, replacing the barracks. The Krepost provides 15 experience points for all military units constructed in its city. In addition, the Krepost increases the citys cultural border growth by 250%. Itsquite worthwhile to construct these useful buildings in all Russian cities, but especially in cities on the civilization''s frontiers.'WHERE Tag = 'TXT_KEY_BUILDING_KREPOST_HELP'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_BUILDINGS' AND Value = 1);--Paper MakerUPDATE Language_zh_CNSET Text = '+1 [ICON_RESEARCH] Science for every 2 [ICON_CITIZEN] Citizens in this City. +20 [ICON_GOLD] Gold.' WHERE Tag = 'TXT_KEY_BUILDING_PAPER_MAKER_HELP'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_BUILDINGS' AND Value = 1);--Walls of BabylonUPDATE Language_zh_CNSET Text = 'The Walls of Babylon are a Babylonian Unique Building, replacing the standard city Walls. The Walls of Babylon increases a citys Defense Strength by 16 and Hit Points by 550 (both significantly more than standard Walls).'WHERE Tag = 'TXT_KEY_CIV5_BABYLON_WALLS_STRATEGY' AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_BUILDINGS' AND Value = 1);--BazaarUPDATE Language_zh_CNSET Text = 'Provides 1 extra copy of each improved luxury resource near this City. Each source of [ICON_RES_OIL] Oil and each Oasis provides +20 [ICON_GOLD] Gold. Trade routes otherplayers make to a city with a Bazaar will generate an extra 1 [ICON_GOLD] Gold for the city owner and the trade route owner gains an additional 1 [ICON_GOLD] Gold for the trade route.' WHERE Tag = 'TXT_KEY_BUILDING_BAZAAR_HELP'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_BUILDINGS' AND Value = 1);UPDATE Language_zh_CNSET Text = 'The Bazaar is the Arabian unique building, replacing the Market. The Bazaar provides a [ICON_GOLD] Gold bonus to the city. The civilization gains an additional copy of each luxury resource provided by a city possessing a Bazaar. The Bazaar provides +20 [ICON_GOLD] Gold on oil Oil and Oases.' WHERE Tag = 'TXT_KEY_BUILDING_BAZAAR_STRATEGY'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_BUILDINGS' AND Value = 1);--Burial TombUPDATE Language_zh_CNSET Text = 'The Burial Tomb is a Classical-era building which increases the citys output of [ICON_HAPPINESS_1] Happiness, and costs no maintenance for the city. However, if the city is captured, the capturing civilization will gain ten times as much gold as would be the case in a city without a Burial Tomb. It replaces the Temple.'WHERE Tag = 'TXT_KEY_BUILDING_BURIAL_TOMB_STRATEGY'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_BUILDINGS' AND Value = 1);--Ducal StablesUPDATE Language_zh_CNSET Text = 'Unique Polish Stable replacement. +15% [ICON_PRODUCTION] Production and +150 XP for Mounted Units.[NEWLINE][NEWLINE]Each Pasture worked by this City produces +1 [ICON_PRODUCTION] Production and +10 [ICON_GOLD] Gold.'WHERE Tag = 'TXT_KEY_BUILDING_DUCAL_STABLE_HELP'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_BUILDINGS' AND Value = 1);UPDATE Language_zh_CNSET Text = 'In addition to the regular abilities of the Stable, the Ducal Stable increases [ICON_GOLD] Gold on Pasture tiles and +150 XP for Mounted Units. Only the Polish may build it.'WHERE Tag = 'TXT_KEY_BUILDING_DUCAL_STABLE_STRATEGY'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_BUILDINGS' AND Value = 1);--CandiUPDATE Language_zh_CNSET Text = 'Unique Indonesian Garden replacement. +25% [ICON_GREAT_PEOPLE] Great People generation in this City, and +20 [ICON_PEACE] Faith for each World Religion that has at least 1 follower in the city.[NEWLINE][NEWLINE]Unlike the Garden the Candi does not have to be built next to a River or Lake.' WHERE Tag = 'TXT_KEY_BUILDING_CANDI_HELP'AND EXISTS (SELECT * FROM JFD_GlobalUserSettingsWHERE Type = 'JFD_10X_BALANCE_BUILDINGS' AND Value = 1);UPDATE Language_zh_CNSET Text = 'In addition to the regular abilities of the Garden, the Candi also provides +20 [ICON_PEACE] Faith for each World Religion that has at least 1 follower in the city. Only Indonesia may build it, and the city does not need to be located next to a River or Lake.'WHERE Tag = 'TXT_KEY_BUILDING_CANDI_STRATEGY'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_BUILDINGS' AND Value = 1);--LonghouseUPDATE Language_zh_CNSET Text = '+10 [ICON_PRODUCTION] Production from each worked Forest tile.'WHERE Tag = 'TXT_KEY_BUILDING_LONGHOUSE_HELP'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_BUILDINGS' AND Value = 1);--Mughal FortUPDATE Language_zh_CNSET Text = 'Provides +20 [ICON_TOURISM] Tourism after Flight is researched.[NEWLINE][NEWLINE]City must have Walls.' WHERE Tag = 'TXT_KEY_BUILDING_CANDI_STRATEGY'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_BUILDINGS' AND Value = 1);UPDATE Language_zh_CNSET Text = 'The Mughal Fort is a Medieval-era building thatincreases the citys Defense Strength by 7, Hit Points by 25, and provides some [ICON_CULTURE] Culture every turn. It is the Indian unique building, replacing the Castle. After Flight is learned, it provides +20 [ICON_TOURISM] Tourism as well. Building Walls is a prerequisite for building the Mughal Fort.' WHERE Tag = 'TXT_KEY_BUILDING_MUGHAL_FORT_STRATEGY'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_BUILDINGS' AND Value = 1);--Coffee HouseUPDATE Language_zh_CNSET Text = '+250% [ICON_GREAT_PEOPLE] Great People generation in this City.'WHERE Tag = 'TXT_KEY_BUILDING_COFFEE_HOUSE_HELP'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_BUILDINGS' AND Value = 1);UPDATE Language_zh_CNSET Text = 'The Coffee House is a Renaissance-era building unique to Austria, replacing the Windmill. It increases the citys [ICON_PRODUCTION] Production and speed at which [ICON_GREAT_PEOPLE] Great People are generated by 250%.' WHERE Tag = 'TXT_KEY_BUILDING_COFFEE_HOUSE_STRATEGY'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_BUILDINGS' AND Value = 1);--HanseUPDATE Language_zh_CNSET Text = 'Unique German Bank replacement. +50% [ICON_PRODUCTION] Production for each Trade Route your civilization has with a City-State. Trade routes other players make to a city with a Hanse will generate an extra 1 [ICON_GOLD] Gold for the city owner and the trade route owner gains an additional 1 [ICON_GOLD] Gold for the trade route.'WHERE Tag = 'TXT_KEY_BUILDING_HANSE_HELP'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_BUILDINGS' AND Value = 1);UPDATE Language_zh_CNSET Text = 'In addition to the regular abilities of the Bank (additional [ICON_GOLD] Gold output, and additional [ICON_GOLD] Gold from Trade Routes), the Hanse provides [ICON_PRODUCTION] Production for each Trade Route within your civilization that connects to a City-State. The Trade Routes can come from any combination of cities, even cities without the Hanse (Example: If you have trade routes from Berlin to Geneva, Munich to Geneva, Munich to Berlin, and Berlin to Brussels, then all cities with the Hanse would get +150% [ICON_PRODUCTION] Production). Only Germany may build it.'WHERE Tag = 'TXT_KEY_BUILDING_HANSE_STRATEGY'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_BUILDINGS' AND Value = 1);--========================================= ========================================= ======================================== -- Wonders--========================================= ========================================= ======================================== --Alhambra------------------UPDATE BuildingsSET CultureRateModifier = 1000WHERE Type = 'BUILDING_ALHAMBRA'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_WONDERS' AND Value = 1);--------------------Angkor Wat------------------UPDATE BuildingsSET GlobalPlotCultureCostModifier = -250, GlobalPlotBuyCostModifier = -250WHERE Type = 'BUILDING_ANGKOR_WAT'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_WONDERS' AND Value = 1);--------------------Chichen Itza------------------UPDATE BuildingsSET GoldenAgeModifier = 500WHERE Type = 'BUILDING_CHICHEN_ITZA'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_WONDERS' AND Value = 1);--------------------CN Tower------------------UPDATE BuildingsSET GlobalPopulationChange = 10, HappinessPerCity = 10 WHERE Type = 'BUILDING_CN_TOWER'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_WONDERS' AND Value = 1);--------------------Colossus------------------UPDATE BuildingsSET TradeRouteRecipientBonus = 20, TradeRouteTargetBonus = 10, NumTradeRouteBonus = 10 WHERE Type = 'BUILDING_COLOSSUS'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_WONDERS' AND Value = 1);--------------------Cristo Redentor------------------UPDATE BuildingsSET PolicyCostModifier = -100WHERE Type = 'BUILDING_CRISTO_REDENTOR'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_WONDERS' AND Value = 1);--------------------Eiffel Tower------------------UPDATE BuildingsSET TechEnhancedTourism = 240WHERE Type = 'BUILDING_EIFFEL_TOWER'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_WONDERS' AND Value = 1);--------------------Forbidden Palace------------------UPDATE BuildingsSET UnhappinessModifier = -100, ExtraLeagueVotes = 20WHERE Type = 'BUILDING_FORBIDDEN_PALACE'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_WONDERS' AND Value = 1);--------------------Great Firewall------------------UPDATE BuildingsSET EspionageModifier = -9990, GlobalEspionageModifier = -250WHERE Type = 'BUILDING_GREAT_FIREWALL'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_WONDERS' AND Value = 1);--------------------Great Library------------------UPDATE BuildingsSET FreeTechs = 10WHERE Type = 'BUILDING_GREAT_LIBRARY'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_WONDERS' AND Value = 1);--------------------Great Lighthouse------------------UPDATE UnitPromotionsSET VisibilityChange = 10, MovesChange = 10WHERE Type = 'PROMOTION_GREAT_LIGHTHOUSE'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_WONDERS' AND Value = 1);--------------------Great Mosuqe------------------UPDATE BuildingsSET ExtraMissionarySpreads = 30WHERE Type = 'BUILDING_MOSQUE_OF_DJENNE'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_WONDERS' AND Value = 1);--------------------Hagia Sophia------------------UPDATE BuildingsSET ExtraMissionarySpreads = 30WHERE Type = 'BUILDING_HAGIA_SOPHIA'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_WONDERS' AND Value = 1);--------------------Himeji Castle------------------UPDATE UnitPromotionsSET FriendlyLandsModifier = 150WHERE Type = 'PROMOTION_HIMEJI_CASTLE'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_WONDERS' AND Value = 1);--------------------Hubble------------------UPDATE BuildingsSET GlobalSpaceProductionModifier = 250WHERE Type = 'BUILDING_HUBBLE'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_WONDERS' AND Value = 1);--------------------Kremlin------------------UPDATE BuildingsSET FreePolicies = 10WHERE Type = 'BUILDING_KREMLIN'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_WONDERS' AND Value = 1);--------------------Leaning T ower------------------UPDATE BuildingsSET GlobalGreatPeopleRateModifier = 250, FreeGreatPeople = 10WHERE Type = 'BUILDING_LEANING_TOWER'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHE RE Type = 'JFD_10X_BALANCE_WONDERS' AND Value = 1);--------------------Machu Picchu------------------UPDATE BuildingsSET CityConnectionTradeRouteModifier = 250WHERE Type = 'BUILDING_MACHU_PICHU'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_WONDERS' AND Value = 1);--------------------Mausoleum of Halicarnassus------------------UPDATE BuildingsSET GreatPersonExpendGold = 500WHERE Type = 'BUILDINGCLASS_MAUSOLEUM_HALICARNASSUS'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_WONDERS' AND Value = 1);--------------------Oracle------------------UPDATE BuildingsSET FreePolicies = 10WHERE Type = 'BUILDING_ORACLE'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_WONDERS' AND Value = 1);--------------------Pentagon------------------UPDATE BuildingsSET UnitUpgradeCostMod = -330WHERE Type = 'BUILDING_PENTAGON'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_WONDERS' AND Value = 1);--------------------Petra------------------UPDATE BuildingsSET NumTradeRouteBonus = 10WHERE Type = 'BUILDING_PETRA'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_WONDERS' AND Value = 1);--------------------Porcelain Tower------------------UPDATE BuildingsSET MedianTechPercentChange = 250WHERE Type = 'BUILDING_PORCELAIN_TOWER'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_WONDERS' AND Value = 1);--------------------Prora------------------UPDATE BuildingsSET FreePolicies = 10WHERE Type = 'BUILDING_PRORA_RESORT'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_WONDERS' AND Value = 1);--------------------Pyramids------------------UPDATE BuildingsSET WorkerSpeedModifier = 250WHERE Type = 'BUILDING_PYRAMID'AND EXISTS (SELECT * FROM JFD_GlobalUserSettings WHERE Type = 'JFD_10X_BALANCE_WONDERS' AND Value = 1);------------------。
文明5模组超级大国V4.0正式版说明
文明5 MOD“超级大国”V4.0 正式版说明作者:Lincoln_lyfSteam 用户名:Lincoln_li4.0正式版关键词:腐败模拟机制新的科研与RA机制以“集权与分权”为主题的新的政策树机制“核冬天”模拟机制全文明平衡调整完成坏档与跳出的应急解决方案感谢你选择并使用文明5 MOD“超级大国”V4.0 正式版。
此版本为超级大国MOD的第一个正式公开版本。
目前已在或即将在百度文明5贴吧、塞爱维论坛、cfc论坛、STEAM平台上发布。
超级大国MOD by lyf_3d_studio(Lincoln_lyf)原创大型综合mod,对游戏性和平衡性进行了彻底的调整,给你一个精彩的游戏后期,打一场精彩的现代战争,打造属于你的超级大国!版权声明和使用规则非常重要!请认真阅读以下内容,如果你不同意,请不要安装此MOD。
如果你安装了此MOD,即使你根本没有阅读,也默认你是同意的。
版权声明:1,本MOD为lyf_3d_studio(Steam: Lincoln_lyf)原创的《席德梅尔之文明5:美丽新世界》的MOD作品。
2,本MOD的部分EVENTS和DLL修改部分基于DLL - Various Mod Components,作者为whoward69,其版权归whoward69所有。
3,本MOD的部分代码和参数引用或参考了一些其他的MOD的相关内容,其MOD的版权归原作者所有。
4,本MOD提供完全开源的代码和相关素材,你可以根据自己的喜好修改MOD的任何参数。
使用规则:1,利益与契约关系:由于这是一个基于《席德梅尔之文明5:美丽新世界》的MOD 作品而非商业性质的服务,因此MOD作者与用户之间不存在也不允许存在有任何现实的利益或契约关系。
MOD作者不会也不允许从用户获得任何现实中的经济利益,同理用户也无权要求MOD作者提供相应的任何形式的现实中的服务。
2,质量保障:在第一条的基础上,本MOD不会提供任何形式的质量保障。
文明5_MOD“超级大国”_手册
兼容性和用户友好:本 MOD 的各种调整都是在原版(BNW 144)的 xml 文件基础上进行修改,与其他非修改核心规则的 mod 能够互相兼容, 而且不会拖慢系统速度。由于是 mod 扩展包,没有覆盖原文件导致无法运行的风险。所有参数透明化,如果你觉得本 mod 中的一些设定不合 理,可以自己打开相应 xml 文件进行修改。
全面调整平衡性:彻底消除文明 5 中的鸡肋和万年冷板凳元素,(包括文明特色、政策、奇观、建筑、单位等等。大国固然有大国的优势,但 也会在经济、社会政策、科技发展和维持快乐等方面承受越来越大的压力。即使是前期被压制的弱小国家,也可以通过制定合理的发展策略在 后期迅速崛起。同时鼓励玩家按照客观规律正常的发展国家,各种偏激的不真实的打法受到限制。
征服胜利:征服胜利向来耗时耗力,现在这个状况有所改善,城市整体数量的减少,可堆叠的单位、部队机动性的提高使得战争节奏大为加快, 大图征服胜利也成为一个不错的选择。不过由于早期战争的成本大为提高,因此现在比较适合的方法是前期安心种田,有了雄厚的综合国力基 础,后期一举发力推平 AI。
外交胜利:外交胜利一向非常水,基本就是最后一回合买全地图城邦然后怒宣全世界就可以获胜。现在外交胜利的票数增加了不少,而且东道 主、世界宗教、主流意识的额外票数全部降为 1 票,不买票完全不要指望外交胜利。(目前解放 AI 会加大量好感,基本上只要你解放了一个 AI, 他就会乐意投你票。)
部队维护费更为合理了,早期不会因为缺钱养不起猴子和妹子,到(前期 5 个单位才一金币,而后期一架隐轰 20+维护费),这样更符合现实也给玩家来来更大的挑战,只有富国才能强兵。
(完整word)文明5参数修改教程
文明5参数修改教程目录前言 (2)一、单位修改位置文件 (3)1、能力修改 (3)2、单位关联原始特技修改!! (4)3、单位资源关联! (5)二、晋升修改 (6)1、泛用晋升 (6)2、特殊晋升 (6)3、原始晋升 (7)三、建筑及奇观修改 (8)1、基本建筑产能及限定科技修改 (8)2、建筑产出修改 (8)3、奇迹修改!! (9)四、领袖参数及特技修改 (11)1,领袖特技 (11)2,领袖资源产量 (13)3,领袖倾向 (14)五、UU以及特殊建筑修改。
(18)1,泛用修改 (18)2,UU兵种添加 (18)3,特色建筑添加 (21)4,初始地点优先级更改 (22)前言BNW要修改的是Sid Meier's Civilization V\Assets\DLC\Expansion2\ Gameplay\ XML\ Civilizations文件夹下的CIV5Traits_Expansion2.xml文件帖子内化繁就简,整理一些常用的出来。
1,单位修改。
2,晋升修改。
3,建筑与奇迹修改。
4,领袖属性及特技修改。
5,文明UU和特殊建筑统一到同一文明,以及文明随机地图大几率位置。
扫盲:首先,要熟悉一种文字堆形式如下(如果这一步也看不懂就没法后续了。
)<Trait_MovesChangeUnitCombats><Row><TraitType>TRAIT_BBB</TraitType><UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType><MovesChange>12</MovesChange></Row></Trait_MovesChangeUnitCombats>↑↑↑<XXXXXXXXXXX>YYY<XXXXXXXXXXXX>是一种特定句型。
文明5 文化、政策说明
文明5新概念——政策说明传统 Tradition传统对小型帝国是上上之选,许多政策给予首都额外奖励,采纳传统首都会立即获得每回合+1粮食的奖励Tradition is best for small empires, with many Policies that improve the Capital City. Adopting Tradition will immediately provide a bonus of +1 Food per turn in the Capital.* 贵族政治 Aristocracy: 建造奇迹+33%速度 +33% production bonus for Wonders.* 寡头集团 Oligarchy: 国境内作战+33%战力* 君主国家 Monarchy: 购地价格减半(需要寡头集团)* 绅缙阶层 Landed Elite: 首都成长速度+33%(需要寡头集团、贵族政治)* 律法主义 Legalism: 减少首都33%由人口导致的不满 Reduces unhappiness from population in the Capital by 33%.自主/民权 Liberty对于需要快速扩张的文明来说是最适合的,采用之后+50%建造移民。
该分支不能与独裁同时采用。
Liberty is best for civilizations which desire rapid expansion. Adopting Liberty will speed up the training of Settlers by 50% This branch cannot be active at the same time as Autocracy.* 集体共治 Collective Rule: 新建造的城市起始拥有获得第二个人口所需粮食的50% Newly founded Cities start with 50% of the Food necessary to gain their second Citizen.* 共和政体 Republic: 每座城市+1锤子(需要集体共治) +1 Production bonus in every city.* 公民资格 Citizenship:建造工人施速度+25%* 代议制度 Representation: 每座城市+1文化(需要公民资格)* 英才领导 Meritocracy: 每一座连接到首都的城市,+1帝国快乐(需要公民资格)荣誉 Honor荣誉通过多种手段提升军队的作战能力。
文明5各文明特性及军种评比
《文明5》各文明特性及军种评比文明5各文明特性综合评价(lihiver原创)文明5战争部份远远超过了内政和外交,尤其高级难度下是没有和平的,神级难度50-100回合内一定有人向你宣战,想活只有靠战争。
综合评价各国大体都以军力为主。
暴强:罗马,中国(初期几乎无敌的远程军种,能战胜神级难度兵海)强:美国(视野加成),阿拉伯(中期兵种远程优势),希腊(城邦政策),日本(损血攻击力不降),印度(后期人口超强),英国(前期远程兵种优势)中:埃及(抢奇迹),德国(野蛮人送兵),易洛魁(丛林优势),俄罗斯(资源优势),奥托曼(强大近战兵种)弱:阿兹特克,法国,波斯,桑海,暹罗美国特长:加视野其实是非常强大的技能,尤其远程单位升3或4射程之后,无需前面放上近战单位探路。
抢地节省25%用处不大。
特殊单位:民兵无视地形技能用处有限,轰炸机出现太晚,而且本身不能升级。
总评:强阿拉伯特长:每个城多2金币,在金钱万能的文明5里面实际很好用。
石油加倍技能基本是浮云。
特殊单位:骆驼射手天生具有骑兵移动力+弓兵远程的混合优势,可以打完之后退下来换一个兵上再打,这种轮番攻击在中前期的战争中几乎无敌。
特殊建筑:加钱很有用,+1奢侈品配合+快乐的政体非常有用。
总评:强阿兹特克特长:杀人加文化,必须靠不断的战争才能成长,而且文化加的不多,弱。
特殊单位:极其早期的兵种,很快就被淘汰了,需要丛林地形,武力增幅有限,也就打打野蛮人玩。
特殊建筑:必须靠湖,加食物也不实用。
总评:弱中国特长:大军事家属性加成从普通的25%提升到45%,配合地形和政策加成甚至能用低于对方一个时代的兵种硬抗,极其适合战争。
特殊单位:诸葛弩自带两次攻击变态超强(普通弓兵需要升到4级之后才能升),一个顶两,经验值积累加倍,再加上双倍经验就是四倍,升级暴快,从弓兵开始培养各种强大。
特殊建筑:除了图书馆加科技还能加钱,必造建筑。
总评:超强埃及特长:+20%速攀奇迹再+33%政策相当于半价的奇迹,非常强大。
文明5截至资料片全文明UA介绍
文明5截至资料片全文明UA介绍(新手向)以前348流行单城国立速长剑的时代在贴吧曾经写过一个评价的帖子,可惜由于度娘的关系,没法更下去了,一段时间以来也没怎么玩。
现在出资料片又拾起来好好玩了玩,这里写个个人的总结吧,希望对新人们有帮助。
另外,大部分的思路基于7级难度,8级我就用中国、板上分享的神图西班牙、神图巴比伦、神图砍二过过。
倒不是普通的图过不了,完全是因为神级难度感觉太累,每一步都要精细,我的技术又不能像I大那样no SL,所以懒得打。
可是吧……7级的AI又太弱……一般都能轻松干翻邻居第一个进启蒙发现不用打仗就能赢可一堆精兵闲着吃饭怎么看怎么不爽,于是就不想打下去了~~~不过我喜欢换各种文明过着玩~~所以,属于那种广而不精型的,哈哈。
所以在这里我绝对是小新人,各路大神轻拍……闲话少提,下面是正文。
UA是文明5玩家最津津乐道的东西(文明特色嘛),其实~~虽然UA确实有强弱之分,但也没有那么重要。
大神们已然向我们证明了,只要战术对头,白板都能被用成神。
下面逐一表述:1、天朝。
说是CIV5最强UA也不为过,还跟UB、UU配合得如此和谐。
虽然从最原版的逆天(最高大军45%+境内33%+姬路的加成让你2兵守家2诸葛2长剑征服世界……)日渐削弱如今依然给力。
30%的大军非常霸道,1.5倍出现速度更霸道。
资料片出了修改了大军功能更是逆天得无以复加——AI兵海算个蛋蛋,老子用大军海炸死你……长城?长城是什么?用大军炸到长城AI钢铁首都隔壁然后诸葛抛石慢慢磨的经历我会到处说么……天朝最喜欢近邻神马的啦,有句话不是说得好么~~“远亲不如近邻”~~说得就是我~~分城坐资源什么的鶸爆了,老子的分城就是用来拍脸的~~~来,亲,咱哥俩好好亲近亲近~~~UA评价:A+2、法国。
很犀利的UA,每城+2文化让你前期不愁政策。
想想坐下一个城就等于自带一个一般也要花14个回合才能造出来的纪念碑是什么感觉?自从511铺城惩罚降低这尼玛法国一下笑醒了——想找我首都?来,玩玩穿越火线吧亲~~并且——别人开局天天祈祷上苍给我一个+20文化的遗迹吧~~矮子不屑的表示:“切,你看哥可在乎~~”然后第9回合点了+3……再然后不一会点了送纪念碑,再点个自主……好了,铺吧亲——只要你快乐够,裸城+5文化……初期政策这东西就是滚雪球,快的越来越快,慢的就等着喝稀饭——跟宗教一样。
文明5详细攻略范文
文明5详细攻略范文《文明5》是一款策略类游戏,玩家需要根据不同的历史时期建造城市、发展科技、扩大领土、与其他国家进行外交和战争等一系列操作。
下面是一份详细的攻略,帮助你在游戏中取得优势并取得胜利。
1.选择适合的难度和文明:在开始游戏之前,你需要选择一个适合自己的难度等级。
对于新手来说,建议选择较低的难度,以便更好地熟悉游戏规则和机制。
此外,每个文明都有其特点和优势,可以根据自己的游戏风格和喜好选择适合的文明。
2.抓紧科研:科技是文明发展的关键,对战局的发展起着决定性的作用。
在游戏开始时,选择合适的科技路径,并尽快研发科技,以获取更先进的战争单位和建筑等。
此外,建议遵循科技树的发展方向,以便更好地利用升级的优势。
3.合理规划城市建设:城市是文明的核心,因此合理规划城市建设非常重要。
选择合适的地点建设城市,并根据资源的分布和城市的需求来建造不同的建筑和奇迹。
同时,要注重城市的发展平衡,包括粮食生产、商业、文化和科研等,以满足城市的需求并提高城市的发展速度。
5.发展军事力量:战争是游戏中不可避免的一部分,你需要建立强大的军事力量。
从最初的战士开始,逐步升级到弓箭手、骑兵和炮兵等更强大的战争单位。
此外,建议保持军事力量的平衡,包括陆军和海军的发展,以便在战争中具备全面的攻击和防御能力。
6.合理使用间谍:间谍是一种强大的工具,可以收集情报、进行破坏和间谍活动等。
使用间谍可以帮助你了解其他文明的情报,追踪他们的行动并避免受到他们的攻击。
同时,你也可以派遣间谍去其他文明中进行间谍活动,破坏他们的建筑和发展。
7.管理幸福度和文化:幸福度和文化是城市稳定和发展的重要因素。
要注意控制城市的幸福度,通过建造和升级建筑、提供足够的资源和文化活动来提高幸福度。
同时,要注重发展文化,通过建造剧院、博物馆和文化奇迹等来提高文化产量,增加文化影响力。
8.注意敌人和资源的分布:了解其他文明的位置和资源分布非常重要。
通过观察地图和与其他文明进行外交活动,你可以了解他们的城市位置、资源分布和军事力量等。
文明5修改方法
<Yield>10</Yield>
<YieldType>YIELD_FAITH</YieldType>
<Yield>8</Yield>
</Row>
<Row>
<BuildingType>BUILDING_PAPER_MAKER</BuildingType>
印度城市不满-50%
<PopulationUnhappinessModifier>-50</PopulationUnhappinessModifier>
印度人口不满-50%
<CityStateBonusModifier>50</CityStateBonusModifier>
亚历山大友邦提供资源
杀人增加文化1倍
<CityCultureBonus>2</CityCultureBonus>
法国所有城市增加2文化
<TradeRouteChange>1</TradeRouteChange>
阿拉伯商路增加几条
<WonderProductionModifier>20</WonderProductionModifier>
印加 无丘陵维护费
<PlotCultureCostModifier>-25</PlotCultureCostModifier>
城市扩展文化边界所需减少
文明5——游戏解析攻略
⽂明5——游戏解析攻略 很多⼈⼩时都有⼀个梦,建⽴⾃⼰的国度,古今中外⽆所不包,但是现实中世界只有⼀个。
⽽⽂明,正是这样⼀款让我们站在全局纵想千年横越万⾥的游戏。
⽂明是历史策略?是模拟经营?是军事战棋?似乎都有点但并不能完全概括,姑且称之为⽂明类游戏吧。
本攻略针对⽂明5原版,可能有些内容不适⽤于后续版本,见谅。
⼀.定制游戏 建议不要点开始游戏,建⽴游戏更能让游戏适合你。
五个主要的选项⾥,⽂明及领袖的选择随喜好,所有内置⽂明都有两个特⾊兵种(或⼀个特⾊兵种⼀个特⾊建筑)以及⼀个特有能⼒,但是总的来说区别不是很⼤。
地图类型⾥包括模板以及地图,内置模板⽔平很⾼,能⽣成相当合理的随机地图。
地图尺⼨主要根据个⼈精⼒和机器性能来定,如果在论坛写战报最好标准地图(8玩家)以上。
难度等级影响游戏的多个⽅⾯,亲王级(4级)既⽆奖励也⽆惩罚,联机⽤的较多.神级(8级)相对前⼏作简单,有经验的玩家可以试着当下"世界上最优秀的玩家",呵呵。
游戏节奏会影响游戏⾥⼤多数事情耗费的回合数,以平衡喜欢快速和喜欢历史感的玩家.由于这个并不影响单位的机动⼒,所以神级战争路线下慢的节奏可以明显降低难度。
另外还有⾼级设置,可以增加或减少玩家,指定A I的⽂明和分队,选择从哪个时代开局,对地图给出进⼀步的条件,选择胜利⽅式,以及其他选项 这些选项中,单城挑战限制玩家⾃⾝只有⼀个城市,狂暴野蛮⼈会⼤⼤增加野蛮⼈的出现概率,但选择重置随机数种⼦可以通过读档改变结果,⼤⼤降低了难度,写战报请关闭此项 如果是联机,建议回合计时器/⽆野蛮⼈/⽆史前遗迹都选上 ⼆.会战军略 ⽂明5引⼊了战术元素,影响战⽃胜负的因素可分为五个⽅⾯,即天/地/⼈/法/将 基本战⽃形式仍为⼀对⼀战⽃,根据战⽃⼒随机掉⾎,虽然已不再必须决出⼀个胜负,但所有单位都只有10格⾎,弱者逃⽣⼏率并不⼤,主要是减少了⼀些90%以上胜率仍然翻船的现象,⾄少吐槽⼸箭射飞机的已经不是主流了(开始抱怨内政太简单了),但随机性仍然⾮常重要,因为转移到战略上去了 ⽂明5的新特性是取消堆叠,⼀个格⼦最多存在⼀个陆军/⼀个海军/⼀个⾮战⽃单位,但测试中出现了电脑单位太多以⾄于⽆地可放的问题,加上寻路逻辑优化的不好,最后⼤⼤提⾼了单位造价,这样早期作战基本是⼏个单位之间的事情,后期也不会像前作⼀样神级电脑上百单位的堆叠满地跑了,所以运⽓仍然是极为关键的,此之谓天也 ⼤部分地形可简单分为两种:开阔的-33%防守⼒量,复杂的+33%⼒量,更⾼加成的就算是a i也不会贸然向上冲.⼤部分单位复杂地形只能⾛⼀格,骑兵系单位在这⾥也没啥加成,但这是理论上的细节,以⽬前战⽃a i来看,只要站在扼守要点的复杂地形上,不要被城市箭塔打到,将领和站位弄好等a i来撞就是.然后就是攻城,城市⼒量虽⾼,但是⼏个单位轮流打很快就沦陷了,估计新补丁的加快城市回⾎速度也未必能解决这个问题 天时地利不如⼈和,单位的基础⼒量和技能晋升是最重要的,基础⼒量⼤体取决于你的科技⽔平,技能晋升则看经验了,所以开局多打野怪是很有好处的,⽽且也可以帮你赢得城邦的好感.本作技能晋升按部就班,感觉有点过于拉平了,需要注意的就是⼀群⼈⾥最好混⼀个医疗.⾄于单位数量,由于就算是神级⼀⼩队精锐兵也⾜够攻城拔寨,⼯业产能又不好提升,所以数⽬似乎重要性下降 战术⽅⾯,需要指出的是侧翼加成,⼀个单位攻击相邻单位时,由于是六⾓格,两侧如果有单位,则会给本⽅战⽃中的单位⼀个⼒量加成.远程部队和机动部队更便于寻找敌⼈薄弱之处,但⽬前⾁搏单位⼒量可观,所以优劣很难⼀语蔽之 另⼀个因素是⼤军事家,虽然他不能参与战⽃,但是对周围的25%加成也⼗分可观(中国的特⾊能⼒是这个加成为45%) 综上,⼀个诸葛弩也许⼒量不⾼,但是良将统军⾛位风骚的话,打⽕枪甚⾄来复枪都完全可⾏ 海军依旧垃圾,本指望能堆叠的,不过陆军可以下海的设定反⽽令其⾄少升格到鸡肋了,因为最起码得造个战舰跟着,⽽不是运输船偷渡 三.内政外交 第⼀个坏消息是⼩奇迹需要所有城都有某特定建筑,所以基本可以忽略了 第⼆个坏消息是建筑贵了,效⽤也⼀般,⽐如传统上性价⽐最⾼的粮仓和航海城邦⼀⽐,相形见绌啊,基本又回到了3代军事形势稳定了适当出点的情况 好在⼤奇迹总有⼏个给⼒的,造兵之余的⼯业⼒就给他们了,值得⼀抢 科研很长时间内取决于⼈⼜,征服和扩张是必须的,路线选择我基本都是⾛下线,考虑⾛次上线 ⾄于⽂化,虽然城多了解锁成本⾼的多,但是⽂化产量也增加了,5-15个基本能保持解锁速度变化不⼤ 城外设施选择⽅⾯,要钱造贸易站,要提⼈⼜造农⽥ 市民⼯作区域默认的程序就分的不错,早期建议注重粮⾷ ⾦钱可⽤于购买单位和建筑,或者送给城邦拿⾷物和⽂化,⼏乎可以说是⽆所不能 传统上⽂明游戏的中⼼:⼯业产能有些相形见绌,砍树也显得不够劲爆了 资源基本同质化了,同种奢侈品如有⼀份以上应作为外交筹码,战略资源前期抢铁马,后期铝似乎有点强的超过史实了 ⼯⼈改造地形要想保本,应该在后来加成建筑都出来后⼤改造,早期也就开发有资源的地,或者连接商路 感觉规则⼤⼤简化了,种⽥似乎没什么可说的了 但是削弱更多的是外交,看不见对⽅态度了,基本上除了挑拨a i开战就只能硬打 对于城邦,除了直接砸钱以外,早期造⼏个兵在地图上转悠,⼀旦发现蛮族⽴即灭之,可得⾦钱和经验,并能拿到不少好感 航海城邦早期最重要,⾸都+4粮⾷,开局设法买⼀个,后⾯随意了 四.⼩技巧 中国开局建议造斥候,探路不受地形影响,吃到升级遗迹就发了,吃两个游戏接近结束了 但如果是神级难度,尽量不要开史前遗迹,神级电脑初始单位多,探路远⽐你⼀个勇⼠快 军事路线就是在a i合围前逐个迅速将其打倒,让a i互战是极其得⼒的办法 如果⼀个快死的a i⼿⾥巨多现⾦,⽤分期换过来好了 随机地图⼤⼩不知道有⼏家?看排名呗 如果⽐a i晚⼀回合完成奇迹,读前⾯档砍个树或调整⼈⼜⼯作格⼦ 逗游⽹——中国2亿游戏⽤户⼀致选择的”⼀站式“游戏服务平台。
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<Text>All land military units have +10 sight. 500% discount when purchasing tiles.</Text>
</Row>
<Row Tag="TXT_KEY_PROMOTION_JFD_AMERICA_HELP">
<Text>Brazilwood is a tropical hardwood whose bark produces a bright crimson and deep purple extract used in dyes. Its wood is dense, and is prized for crafting stringed instruments (especially the bows) and cabinetry. The harvesting of brazilwood did not cease until 1875, by which time synthetic dyes dominated the textile industry and other hardwoods had been found to be better for musical instruments.[NEWLINE][NEWLINE]A Brazilwood Camp can only be built on a Jungle tile, and will also generate +20 [ICON_CULTURE] Culture once Acoustics is researched.
<Text>Caravans gain 500% extended range. Your trade routes spread the home city's religion ten times as effectively. [ICON_OIL] Oil resources are quintupled.</Text>
</Row>
<!--TRAITS-->
<!--America-->
<Delete Tag="TXT_KEY_TRAIT_RIVER_EXPANSION" />
<Row Tag="TXT_KEY_TRAIT_RIVER_EXPANSION">
<Text>
A chateau is a manor house or country home of gentry, usually without fortifications. In the Middle Ages, a chateau was largely self-sufficient, being supported by the lord's demesne (hereditary lands). In the 1600s, the wealthy and aristocratic French lords dotted the countryside with elegant, luxuriant, architecturally refined mansions such as the Chateau de Maisons. Today, the term chateau is loosely used; for instance, it is common for any winery or inn, no matter how humble, to prefix its name with "Chateau."[NEWLINE][NEWLINE]A Chateau must be built adjacent to a Luxury resource. It may not be adjacent to another Chateau. It provides ten additional [ICON_GOLD] Gold and 20 [ICON_CULTURE] Culture. It also provides a +500% defense bonus. When Flight is researched its [ICON_CULTURE] Culture yield increases by 10 and its [ICON_GOLD] Gold output rises by 20. Must be built in French territory.
<Text>+1பைடு நூலகம் Sight.</Text>
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<!--Arabia-->
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<!--Babylon-->
<Delete Tag="TXT_KEY_TRAIT_INGENIOUS" />
<Row Tag="TXT_KEY_TRAIT_INGENIOUS">
<Text>Receive 10 free Great Scientists when you discover Writing. Earn Great Scientists 250% faster.</Text>
?<!--纯手工翻译,不喜勿下,谢谢!
首先把文件名更名为 10x_GameText.xml,(注意设置文件后缀名可见)然后把该文件替换到:C:\Users\Administrator\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Civ V Trait BalanceGoldPrime++ (v 4)\10x -->
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<!--Brazil-->
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<!-- Created by ModBuddy on 12/26/2014 12:03:43 PM -->
<GameData>
<Language_en_US>
<!--IMPROVEMENTS-->
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<Delete Tag="TXT_KEY_CIV5_IMPROVEMENTS_BRAZILWOOD_CAMP_TEXT" />
<Row Tag="TXT_KEY_CIV5_IMPROVEMENTS_BRAZILWOOD_CAMP_TEXT">
</Text>
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<!--Feitoria-->