Установить Steam
войти
|
язык
简体中文 (упрощенный китайский)
繁體中文 (традиционный китайский)
日本語 (японский)
한국어 (корейский)
ไทย (тайский)
Български (болгарский)
Čeština (чешский)
Dansk (датский)
Deutsch (немецкий)
English (английский)
Español - España (испанский)
Español - Latinoamérica (латиноам. испанский)
Ελληνικά (греческий)
Français (французский)
Italiano (итальянский)
Bahasa Indonesia (индонезийский)
Magyar (венгерский)
Nederlands (нидерландский)
Norsk (норвежский)
Polski (польский)
Português (португальский)
Português-Brasil (бразильский португальский)
Română (румынский)
Suomi (финский)
Svenska (шведский)
Türkçe (турецкий)
Tiếng Việt (вьетнамский)
Українська (украинский)
Сообщить о проблеме с переводом
#1): Ports have special building chains that give tons of income per turn (300-400 per port, usually).
#2) Ports allow you to embark armies onto the ocean without wasting movement points, so you get a head start on transitioning from water <=> land.
#3) If you capture a major port by turn 20 or so, this opens up diplomacy options with race-nations around the world. As far as raiding goes, this can allow you to declare war on enemies that will never bother attacking you [which you could use on Skaven Lords such as Queek Headtaker], or create allies that can double-team the places you want to raid. For example, you could ally with Khemri to take out the Knight-Errant civilizations.
Could you explain this? Why do I need a port city to raid far away lands? How does it improve things over me raiding other continents without a port?