Εγκατάσταση Steam
Σύνδεση
|
Γλώσσα
简体中文 (Απλοποιημένα κινεζικά)
繁體中文 (Παραδοσιακά κινεζικά)
日本語 (Ιαπωνικά)
한국어 (Κορεατικά)
ไทย (Ταϊλανδικά)
Български (Βουλγαρικά)
Čeština (Τσεχικά)
Dansk (Δανικά)
Deutsch (Γερμανικά)
English (Αγγλικά)
Español – España (Ισπανικά – Ισπανία)
Español – Latinoamérica (Ισπανικά – Λατινική Αμερική)
Français (Γαλλικά)
Italiano (Ιταλικά)
Bahasa Indonesia (Ινδονησιακά)
Magyar (Ουγγρικά)
Nederlands (Ολλανδικά)
Norsk (Νορβηγικά)
Polski (Πολωνικά)
Português (Πορτογαλικά – Πορτογαλία)
Português – Brasil (Πορτογαλικά – Βραζιλία)
Română (Ρουμανικά)
Русский (Ρωσικά)
Suomi (Φινλανδικά)
Svenska (Σουηδικά)
Türkçe (Τουρκικά)
Tiếng Việt (Βιετναμικά)
Українська (Ουκρανικά)
Αναφορά προβλήματος μετάφρασης
Every other island in the Old World can be stuck at just Peasants and Workers, since that's the people you need for resource and low-level production. Anything more advanced than that can happen on your capital island.
Once you unlock the Commuter Pier (at Engineers level), you don't even need to settle anyone on an island provided you have the piers and enough workforce on other islands.
Having multiple islands with potato fertility and large numbers of peasants and workers on them (upper limit of 1000 each per island so you don't start paying royal tax on them) early on can significantly speed up your early game, thanks to the extra money income and materials production.
Building your very large capital in Cape Trelawney requires a lot of influence points.
Since you intentionally limit the population size and don't advance beyond workers, it's also very easy to balance out the supply and demand - peasants and workers want a lot of the same things, and you don't need to provide absolutely everything to keep them happy.
Once balance is achieved, these islands basically need no management, and turn into passive background income which also happens to secure islands and resources for future use.
You can also set up lumber and brick production on these islands where possible. This means you won't even need to get building material from elsewhere, and once the island is finished, you can use the extra material production to speed up development of other islands, if you want. Especially brick production is *very* useful to have, since you'll need lots of bricks, but production is very limited with just one island.
You don't need to defend every island with lots of defenses.
First, you'll always want to keep an eye on the diplomacy screen and compare your and the AI's military strength values. When you're at least roughly equal, the AI will usually think twice about declaring war on you. Military strength comes from island defences and ships.
Second, you will want to build a navy, anyway. Apart from directly fighting the AI ships, you can also use fleets as mobile scarecrows to keep the AI away from your islands, since the AI does take fleets and relative fleet strengths into account when making their move. It doesn't even take a lot of ships to generally keep the AI in line until they have geared up for a major attack (at which point you obviously should have a fleet to match).
Third, try to secure a corner of the map for yourself, and then place your defenses on the "outer" islands in such a way that they don't just protect the main harbour building, but also cover the area in between the islands. This can potentially block of entire areas of the map against anything other than a major attack.
Doing this, you then don't really need much defenses further inside your corner of the map.
How many islands will have to be developed with engineers and concrete? only the first? will the others remain with workers?
First shipment New World (cotton --> fur coats)? then Land of Lions? Usually few influence points remain for Cape Trelawney..