Deadlock 2

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Deadlock 2 - Hints & Tips

Deadlock II: Shrine Wars

GENERAL HINTS:
Energy 
Swamps produce the most energy. In a crunch, remember to shut down (un-plug) buildings that aren't really necessary until you can build up again.
Landing Sites 
Choose a coastal territory if possible. It allows you to build Sea Platforms and Shipyards (for AAVs). Choose a territory that has a lot of territories attached to it. Landing in a mountainous area slows down your opponents attacks and landing in prairies gives you the fastest population growth.
Sea Platforms 
Use Sea Platforms to defend coastal territories and straights, keeping isolated sea territories safe for colonization.  Don't forget that you can build on platforms, giving you get extra food, energy and research.
Transport Costs 
Make each territory as self-sufficient as possible. This will greatly reduce your transport costs and help you recover from an attack.
Combat 
Always build a Military Training Center in at least one of your colonies. It's a 'must' to get your troops ready for armed confrontation.
Sea Combat 
AAVs make an excellent early assault force for taking islands and coastal territories.
Finance 
Sea Ports, Airports and their second stage upgrades are excellent money-making buildings for your colony.  City Centers also make a very good source of income. They not only produce lots of cash ($100 per 8 labor in fast production), but they also raise additional tax money each round.
Skirineen 
If possible, do not deal with the Skirineen more than once. You can also try to deal with them early, in order to get a trained spy, laser squad and laser cannon as a jump start. That way you'll take a smaller morale hit with such a small population.
Morale 
Build a Cultural Center early and set it to upgrade to a Museum immediately. By the time you need the morale benefit, it will already be there for you. Another morale booster is to build two Cultural Centers right away, then set one to upgrade and the other to producing culture. Remember, additional culture is created by your City Center early on.  Hospitals will also give a morale bonus.

     

RACE SPECIFIC TIPS:
ChCh-t 
Training troops early is very important for the ChCh-t because of their weak military units. This race is naturally adept at reproduction so avoid Cloning Centers. Only two Luxury Housing Units need to be built to house the maximum number of colonists in each territory. Instead of destroying territories taken from the enemy, move in a swarm of ChCh-t and quickly develop the newly taken territory into a thriving colony.
Cyth 
Morale is never a problem with Cyth, so use this races to learn Deadlock II. Bring the global taxes to maximum first thing, then get cloning early in order to build up your colony quickly. Do not build Cultural Centers! They will not improve your Cyth morale as it's always fixed at 80%. The lack of Cultural Centers will also hinder anyone trying to quickly re-populate your lost territory. The only time you need to worry about morale is if the Re'Lu manipulated it or you deal with the Skirineen too much. 
Humans 
Acquire Hoverway Technology as soon as possible to reduce transportation costs to almost nothing. No other race raises money as fast as the humans so concentrate on building multiple sources of income to make a large cash reserve quickly.
Maug 
Begin by building two Universities to take full advantage of the Maug research bonus. Research Electronics first, so you can build the spies who will sabotage your enemy's units and buildings. Place these spies in a missile producing enemy territory and turn their missiles against them. The Maug also build units at an accelerated rate, so don't waste labor.
Re'Lu 
Research Electronics to take full advantage of the devastating Re'Lu spies which can subvert an enemy's morale. Build up early with Defense Forts and Training Centers to assist the Re'lu's weak military units. Send in a Command Corps with every army in hopes of turning the enemies units against themselves. Avoid visiting the Skirineen too often.
Tarth 
Attacking early is an excellent beginning game strategy for the Tarth. Let an enemy build up a few turns in a neighboring territory then move in with a few Laser Squads to get a 'ready made colony'. This means you should build Factories and Surface Mines in the first few turns. Early on, don't worry about anyone's Colonizer beating your Colonizer in a battle. The Tarth aren't the brightest bulbs on any planet, so don't slouch with the research.
Uva Mosk 
When you know you'll be playing on a resource poor planet or on an island, play as the Uva Mosk. The Shaman Dance of their Command Corps can raise resources in a territory. Get electronics early so you can build Command Corps and keep a few in each territory. You'll not only be raising resources, but you'll also be training them in the process. All Uva Mosk units may spy. To take maximum advantage of this trait be sure to set them on 'spy' when they are not in action. This continually trains them. 

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