Joke Collection Website - Talk about mood - How do crazy iron novices get through customs?
How do crazy iron novices get through customs?
Militarism: 5 points.
Everyone must know the horror of various bonuses of ai under crazy difficulty, and the reduction of war points 10 points and weapon damage bonus of the army can hedge this advantage to some extent. In addition, it is most important to wage war without reducing happiness.
Peace: 1.
It may be possible to farm and climb wildly in peacetime with crazy difficulty and then crush ai with a light spear, but Iron Man mode may be more difficult. . . Moreover, it's embarrassing that war reduces happiness, liberation war reduces happiness, and infinite war reduces happiness. Besides, I don't know if the whole league has won. If so, peace should occupy a place in cultural victory. Anyway, I can't use it 1 was given to the paradise plundered by militarists.
Ideality: 4 points.
In order to reduce the differences, we can use the happiness system and distribute extra food. There will be hard power technology in the later stage, which is simple and rude. Who knows who uses it.
Materialism: 2 to 5.
Personally, materialism is a more selective ideology. How many crystal monsters can be beaten in the early stage determines the value of materialism. Under the crazy difficulty, I personally think that because of the flexible tactics, everyone basically uses wormholes, and the wormholes are quite matched with the jumps in the later stage of materialism, and the number of wild mines in the early stage of wormholes is actually quite random. As for the materialistic proprietary artificial intelligence technology chain, I just want to say that it is too slow under the difficulty of Crazy Iron Man. You are extremely materialistic, can you be faster than ai?
Collective: 3 points
Under the version of 1.25, due to the IQ problem of the governor of Xingqu, the slave flow could not be played at all in the middle and late period. But this does not completely negate the collective value. First of all, in the case of pure direct administration in the early stage, slave flow can increase the amount of mining to a considerable extent. The most difficult thing under the crazy difficulty is the early stage, and the most lacking in the early stage is always the mine. With money, there is the capital to break the game. Just turn off the slaves in the middle and late stages. In addition, the collective has the only undifferentiated purification of the whole ideology, so it is not too simple to deal with all kinds of unruly people.
Individual: 2 points
In fact, I want to give 1 point, but considering the beauty of starting a private colonial ship in 25 squares, it is still 2 points closer. However, this does not cover up the personal embarrassment under the difficulty of Crazy Iron Man. First of all, we can't bear to add differences. There's gunfire ahead, and there's fighting behind. This is a crazy Iron Man with no regret medicine! Although personal buildings are beautiful, they are all too slow. As for the extra energy, there is no value in the early stage.
Chongwai: 2 points
There is a relatively weak ideology under the difficulty of Crazy Iron Man. The extra points in diplomacy can't hide the great differences of various ideologies. Should I hit you or should I hit you? It's no use kneeling Besides, under the crazy difficulty, we often don't have so many balls and don't need so many alien immigrants.
Exclusion: 4 points
2 is a monument to happiness, 1 is the influence bonus of old enemies, and 1 is the purification of unruly people.
Then I'll talk about ordinary and extreme choices. Personally, I think that only militarism and idealism are worth extreme, and others can be small.
All eight ideologies have been analyzed. Let's talk about the various combinations of games we have tried.
1, extreme military xenophobia
The idea is simple and clear, that is, do it, make enemies as soon as you meet, endure if you can, purify if you can't, and hardly pick a picture. It is also my only successful routine. There are high-quality stickers with battle reports in the bar, so I won't teach fish to swim.
2. Military materialism collective
The army can do anything, the materialist collective can do anything, slavery in the early stage, robots in the later stage, and everything else is purified. Straight to the light spear, all the way to crush, clear thinking. However, the ideal is beautiful and the reality is cruel. Turn on Iron Man mode, you will lose the game if you make one wrong step, and you will never be able to break the game successfully if you turn on NNN game. Once, it started well, and there were many strange crystals. I also succeeded in attaching myself to two small countries, and then suddenly the relationship between the two sides was ok, just like the gods announced me and my client country, GG, without warning.
3. Extreme idealism and xenophobia
Personally, I always think that purification is very important under crazy difficulty. We really can't wait for brainwashing laser or something. I think these two kinds of purification are the rejection of idealism and the collective of materialism. Idealism does not need to purify its own people, but also brings its own pressure of disagreement, so it only needs to purify some rebels with opposition consciousness, which is very similar to rejecting the army. It's just that the army was vigorous in the early stage, and idealism was a bit of a medium-term force. Idealism matches exclusion, highlighting a kind of high happiness and low difference. Idealism also has a specially customized free immigration game, which is very powerful. And I'm not very picky about pictures. Although I failed several times, I saw infinite possibilities, mainly dying in Iron Man mode. If I'm just crazy, I'll be fine. This gameplay post bar also has a great god boutique post, which is well written, so I won't say much.
Militarists are idealists and xenophobes.
Three powerful ideologies are integrated, and it is difficult to give force or not.
5. Peaceful materialism (idealism) worships foreign things and flatters foreign countries.
All kinds of development went smoothly in the early stage and died in the middle stage. Once the war starts, it will collapse back and forth.
6, personal idealism.
Better than peace, mainly because the fire in the backyard is difficult to solve.
7. Peaceful idealism and xenophobia
This feeling is a weakened version of extreme idealism and xenophobia. The point is that peace doesn't give force, and heaven can't make up for it.
8. Peaceful materialistic collective
I feel that it is an extremely weakened version of the military materialism collective, or that sentence, peace is not easy to make.
Let's talk about the problems of various regimes first. There are many forms of government. Because I play peacefully and have few individuals, I will only say a few that I am familiar with.
Personally, I think the two strongest regimes in the early stage: the chaebol oligarchy and the idealistic democracy (the name is forgotten, that is, the one that adds happiness). Ideal uses second, others use chaebol. The chaebol has great advantages in the early stage, and the cooperation with militant leaders can greatly improve the chances of winning in the early stage, and the break depends on the accumulation in the early stage. (chaebol plus militant star miner leader) As long as the construction fee of a wild mine is 34 yuan, the money saved can explode as soon as possible. As for idealistic democracy, the main advantage lies in the leadership that can brush the upper limit (I don't know if it is a bug). Science Council is suitable for materialistic fast light spear, but it feels not as good as the first two. The middle and late options are idealistic democracy (after all, it can brush the leadership and increase happiness), resettlement (1 affect resettlement), reducing policy consumption (who knows) and the right row of land, sea and military production capacity (simple and rude). So why is idealism strong? Good regimes are idealistic, which is embarrassing.
Let's talk about political power first, and then talk about the selection of ethnic talents. Immortality is basically standard, after all, cost-effective. Then what remains more valuable is 1 grouping to speed up music and 2 points to reduce differences conservatively, and then 1 points to spread quickly and 1 points to charm. The rest are not recommended in the early stage, and can be modified if necessary in the later stage. If you want the first four features or leave some for later conversion, you must select one or more negative features. Among the negative features, settlement is more common, which has no effect at all except forcing immigrants to fight the law. Then there is weakness. 5% of the ore is not obvious in the early stage, but there is no shortage of ore in the middle stage. As for the army, it is obviously not a problem, so it is completely acceptable. There is nothing wrong with students who are so clumsy. After all, going out to explore is not much slower. There is also a sense of disgust that people like very much, because people think they are exclusive, so disgust is normal. But I strongly suggest that you choose this negative feature under the difficulty of Crazy Iron Man, because there is a diplomatic penalty of 15. As we all know, Diplomatic Red 50 cannot be traded, and this 15 point may be the last straw to crush the camel! Under the crazy difficulty, our early mines were basically obtained by selling star maps and scientific research agreements, and one more buyer would have one more chance of winning.
Finally, the characteristics of leaders are obviously far more belligerent than other characteristics. It is suggested that the leaders of all regimes should have the characteristics of belligerence. In addition to belligerence, the remaining characteristics are suggested to be selected from interstellar miners, guard specialization, happiness+10, influence+1. Many people think that the influence of+1 is rubbish, but it is not. This influence of 1 allows you to colonize a farther and better ball earlier, and there are still quite few ways to gain influence in the game. Residual energy+10, minerals+10 are acceptable, others are not recommended.
Finally, let me talk about my only experience of crazy iron man breaking the game. (Extreme military exclusive chaebol oligarchy plus kinetic energy black hole)
A good beginning is half the battle, and a militant leader must be attracted. The first three technologies in physics must produce batteries and shields (if there is 1 at the beginning, only two technologies are enough), and the first two technologies in engineering must produce class 2 weapons (the class 2 space station is in no hurry). First, open the physical support policy and complete the shield and battery support project. In the last point, all the ai that can be traded will sell maps and sell technology for lunar mines. After the transaction, it is best to choose one or two fleets with equal strength, which are influenced by hostile brushes with bad popularity (racial cleanliness). Then choose whether to colonize the first star or rush directly according to the map. Rush's words directly should be no match for the strength of your fleet. At this time, it will be crazy to explode soldiers over the upper limit until the strength of the other fleet becomes slightly weaker. At this time, it is time to declare war. If the reason is, according to the ideology of the other party and the adaptability of the planet, it is decided whether to cede territory or be a vassal. When opposing ideologies (that is, you, the two cancers of a peaceful individual) are not suitable for our own people, never forcibly cede territory. The vassals might as well colonize themselves after stabilizing the rear, and then annex them when their adaptability can be modified to purify heresy. Unplug all space stations outside the capital directly and quickly, and then the capital will fight. If you don't have enough points, you will choose to land with fewer ground troops. But at this time, there are only two ai stars at most, and there is basically no need to land. The earlier the first battle, the better, so that the fewer people know you, and you won't become a public enemy of the world. In this way, after basically laying two or three AIs, it will enter the mid-term. At this time, there are basically more than 100 to more than 200 monthly mines to sell and dig. If the ai laid in the early stage is not suitable for cutting land, then you must not slow down the pace of your own colonization. The planetary grid is not important, nor are resources. Only for the upper limit of the space station, only troops can deter ai. Here we must mention some matters needing attention of Iron Man. Because Iron Man can't manually put on record, it can be said that there is no mistake in one step, so we can't match ships for ai, and our technology will always fall behind, so we must always ensure the number and upper limit of the navy. In addition, in order to prevent the ai God from inexplicably declaring war, it is necessary to study the technology of defensive towers, and it is very necessary to build more defensive towers in peacetime (summarized by Crazy Iron Man Blood and Tears NNN Times). In the medium term, some wild mine technologies with low cost performance in the early stage can be dismantled to save electricity. The iron hoof is not the placement of idealism, nor the race of materialism. We don't need to divide each star in detail, except the energy star, because there will always be power shortage in the middle and late stages, and the unified planning of energy stars is convenient for overload power generation. Science and technology, we only need the key combat technology (shield gunboat) not to lag behind too much, and then other military technologies can beat ai by numerical advantage and engage in reverse research. Iron man mode must be slow and steady, there is no chance of making mistakes, one step at a time, and the war is undeclared. In this way, it will basically be broken in 50 years, and then it will be cautious and cautious.
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