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报告翻译问题









b) how are comeback wins possible here more so than in other civs? It'd be interesting to know.
c) " Some of the things that effect corruption levels are buildings present in the city. (Courthouses reduce corruption.) " you said building(s), care to elaborate on that part? Which buildings in particular reduce it and are there buildings that increase it? Thank you for good general info.
Civ4, Civ2, (and I'm guessing Civ1) all allowed unit stacking. The biggest difference is Civ3 has no penalty whatsoever for stacking. Civ4 has collateral damage from siege units and flanking damage from cavalry which can damage other units in the stack. Civ2 eliminates the entire stack if the primary defender loses. Civ3 stacks have to be killed one unit at a time, making the stack of doom truly dominate.
The unit stack.
Civ IV onwards disposed of this feature, using a different style grid system, and units were no longer allowed to be stacked. The only "stacking" was the ability to place a single worker and a single artillery unit on top of a military unit. Battles end up being wonky games of tileslide, where you cant maneuver large numbers of units past one another and the playing field gets crowded.
In Civ 3 you can stack as many units as you care to onto a single tile, and they will move and fight together. It is perfectly plausible to deathstack 150 modern armor units on top of one another and wheel out the pain train.
– strategic resources providing an unlimited supply isn't unique to III, as it's also the case in IV;
– IV also has flood plains and they too are detrimental to a city's health;
– IV also starts you with different units, depending on your civilization (usually it's a toss up between a scout and a warrior);
– as far as I'm concerned roads do not cost upkeep in IV or VI; quite the contrary, having a road in IV is among a few ways in which cities can instigate trade.