In the “Ice Steam Age”, the Code can be said to be the key element that supports our entire game operation. We can choose different codes according to each level, but there are always several codes that are strong enough to ignore the level. Below I will bring a detailed explanation of the “Fast Steam Age” powerful code, I hope to help everyone
First define the concept of the decision function. Simply summarize: 99% dissatisfaction = 0 dissatisfaction 1% hope = 100% hope.
In this game, the hope and dissatisfaction settings only affect whether the player is overthrown without affecting people’s work efficiency (even protests are only at rest time) and the essence of the game is productivity and efficiency. Discuss a few cross-border bills that simply affect dissatisfaction.
Of course, the endless mode of the blizzard is hopeful, but it is also within the scope of the single temple or single propaganda center. The
Entry is as follows:
Purpose: 1, efficiency tower (broadcast station shrine) 2, foreman 3, public condemnation 4, faith guardian 5, treatment room 6, mobile kitchen.
Adjustment: 1. Emergency shift (abbreviated as 24) 2. Delayed shift (referred to as 14) 3. Organ transplantation 4. Maintenance of life Root therapy 5. Overcrowding Extra rations.
6. Child Labor Apprentice Engineer Apprentice 7. Soup Food Additives 8. Classification of Patients Organic Fertilizer Maintenance Center.
1, Efficiency Tower.
Cost: 10 wood 10 steel one Demolition loss 2 wood 2 steel.
Return: Hope value 20% work efficiency (except workstation).
The Efficiency Tower has nothing to say.. Now cost 20% efficiency can affect the medical site intensity evaluation: 8 (with a delay shift of 10).
But the order of the radio station is too far away. It is far worse than the two keys of the faith (the next prayer room is the god).
2, Foreman.
Cost: For a workplace use 10 consuming cooling for 2 days.
Return: 40% efficiency improvement within 24h (the only code that can be used on robots).
Although the time spent on the broadcast site is quite short (2, 25 days), it is not ideal to go straight to the foreman when the food is tight and the technology is backward.
1, must be used with other buffs to have obvious effects. 2. Use blood loss to workstations. 3. Use blood loss in labor-intensive buildings such as collection stations in the early stage. Use high-grade coal mines and robots in the middle and late stages.
Strength Rating: 6
3, just condemn.
You travel one of the strongest two codes.
Cost: Dissatisfaction increases.
Return: Randomly get food ration according to your current food ration. For example, if you have 1000 ration, you will be given 200 (the specific proportion is forgotten).
Assault two days of food and then you will find that you no longer need to invest anything in the hunter or greenhouse.
Strength rating: 9, 5
4, Faith Keeper.
Cost: After signing dissatisfaction, increase 40 wood 40 steel and lose 10 wood 10 steel after dismantling.
Return: I hope to increase the dissatisfaction after starting the operation. The story is triggered at 2 pm on the next day of signing the Code (13:59 at least 20% of the building efficiency). The second item is 100.
A very few of the codes directly to the resource 100 are allocated in the previous period, meaning 100 ratios = single technology hunter + soup conditions, about 266 hours of work, that is, 26 workers do not open the delay shift work all day (no soup Compared to the income will be higher).
Like child labor, it belongs to the code of the previous productivity source, that is, the increase of manpower and can delay the time of food technology. The priority is to develop other resources. The only price is 10 wood 10 steel.
Strength Rating: 6
5, treatment room.
Cost: Unit price 30 wood 10 steel (can not remember) Inevitable plot: an adult died.
Return: A pseudo-medical office that does not require engineers and steam cores (the treatment speed is 1 or 6 times that of the ambulance station, and the medical office is 2 times)
There is almost no cost to solve the medical problem throughout the game. Save 14+15=29 hours of medical research time and steam core to make room for the development of other resources. Better use with child labor.
骚operation (BUG): All workers have child labor breaks into the treatment room (workers can go hunting) All engineers rest time into the ambulance station can be permanent and disease-free requires only two: 1, count heating The medical room and the ambulance station can be operated normally under cold conditions.
Strength rating: 8 with normal use of child labor = 8, 5 with child labor using bug = 10.
6. Mobile kitchen.
Cost: Unit price 5 wood 10 steel Single building consumes one meter per hour and requires one worker (child labor) Heating does not affect itself.
Return: There are two aspects to reducing heating pressure: 1. Reduce coal consumption (different brother level) 2. Reduce technology demand.
It is obviously not appropriate to evaluate this code from the conversion of production and distribution to coal production, especially when you need to raise something to -1 cold in your workplace.
Strength rating: 3
7, emergency shifts.
Cost: A lot of dissatisfaction (the riot requires two days to drop the dissatisfaction and the 24 dissatisfaction just lasts for two days, so this added dissatisfaction is equal to no increase) The plot death that can be circumvented Overall = no price Cooling 2 days.
Return: You can force the workplace to work for the next 24 hours.
The strongest code-breaking shift of the pre-scenario killing method: 1, the first emergency shift to the building and there is no other emergency shifts at the same time will not be overworked 2, the emergency shift will not pass to the field resources Labor die.
In the early stage, you can get an entire technology (recommended to be the first time to work overtime after the workstation). Most of the best choices for the start.
Strength rating: 8.
8, Delayed shifts.
Cost: Dissatisfaction increases (but when the riots turn off the delay and then turn it on, you will find that the people are comforted and give hope once again, that is, no price).
Return: Really positive 40% productivity (except medical facilities) and its real strength lies in the growth of scientific research, no matter what efficiency increase is used on the workstation, the mechanism of research speed is not obvious because of the unique efficiency. Revenue and 14 can really do a key (perhaps a lot of keys) to increase research speed by 40% without paying any price. When I am new, I just want to say: Don’t ask if you want to work overtime.
Strength rating: 10
9, organ transplantation.
Cost: The front snow pit will lose a lot of dissatisfaction and hope.
Return: Permanent 20% medical efficiency with a ration efficiency tower can achieve 210% medical efficiency.
Still the same sentence As long as you are still on the stage, dissatisfied with hope, no matter how confused, it has nothing to do with you. Free 20% treatment efficiency is not good.
Strength rating: 3
10, root therapy.
Cost: Dissatisfaction increases.
Return: The ambulance station can accommodate serious illnesses and hope to increase.
These two in addition to some special places (such as the Ark) are basically no cure, no suspense 30% amputation rate is so low (not to mention SL) why do you want to occupy the pit and not pull x, but also increased the death of the hospital The risk on the road.
11, Overcrowding Extra rations.
Cost: Dissatisfied with permanent increase (full).
Return: The efficiency of the medical institution is improved (the full capacity is doubled. The treatment speed is unchanged. The ration is a 10 ration to increase the treatment speed by 50% without cooling).
These two codes are in the same position and are not compatible with each other. They can be ordered in two steps.
Overcrowding: At least 5 engineers were liberated in the early stage. The wood consumption of 1-2 ambulance stations was reduced. Half of the medical investment (mainly manpower and core) was solved in the later stage.
Extra rations: In the early stage, the ambulance station was simply reduced to a xueMA. For the time being, it was considered that it could only be used in the treatment room of the medical center in the middle and late period. However, another problem caused by the small capacity was that the patient took a long time to go to the road. Up to 50% improvement. Contrary to overcrowding, you can only be a younger brother (even if 166 looks good)
12. Child labor Apprentice.
Cost: Safe child labor reduction, hope for full-time child labor, further reduction, hope to increase dissatisfaction, child shelter, unit price 20 wood 5 steel needs at least slightly cold to work (one can guarantee apprenticeship, all children have shelters will further improve hope).
Return: Child labor is simple and rude to provide workers apprentices to reason. There is no reason to use luan to raise the hope of any apprentice or child labor. If you rely on the greenhouse, you will no longer need to heat the house (working off the hub to the cold). You can).
Child labor and 14 different works but can not affect scientific research but all fundamentally improve productivity (in fact, all increase working hours) No need to open the whole post no longer need to discuss, but the collection station + coal mining machine brigade and treatment room can use child labor Still quite good and especially useful in the early stage of the field of resources.
And the apprentices are useless mainly: 1. The medical aspects are 24h work and the apprentices can only cover up to 66% in 7-8 hours and switch to scientific research because of the special algorithm for efficiency conversion research speed. The problem is also poorly earned. To be honest, the apprentice code reduces the heating demand in the residential area during the day, but I think it means a little more.
Strength Assessment: Child Labor = 8, 5 Child Labor in the Refugee Script = 10 (Children are too large) Apprentice = 2
13, food line.
Cost: Dissatisfaction increases Hope to reduce soup will further increase dissatisfaction Wood chips will make people more susceptible to illness.
Return: The food ration output is increased (25% for woody meal and 50% for woody meal).
Let’s talk about soup first: eat fullness and dissatisfaction + drink soup plus dissatisfaction = 0 so soup = now cost 25% food increase, I just said how you can take me.
Wood chip meal Considering humanity and practical factors, it is basically not used. The only thing that has room to play is the Ark story. All engineers live in the ambulance station and get sick. Eating wood chips has no cost 50% food increase.
Strength evaluation: soup = 5 wood chip meal = 1 wood chip meal in the Ark = 8.
14, a few younger brothers:
I. Maintenance Center: Prosthetic limbs are built most of the time. It is better to build them and not to build them. It will be demolished immediately. The province’s serious illness will turn to the hospital and turn around. Then it will be upgraded to the original place, but if there are many disabled people, it can be reduced. Point food needs are still useful and occupy a small heater than a two tent to open a heater as a high-class house.
Second, patient classification identification: Really someone like this thing?
III. Organic Fertilizer: Is someone really ordering this stuff?
IV. Reserve Food Source Law: Is someone really ordering this stuff?
Ok, no kidding, the cannibal bill is generally trying to figure out a lot of fresh ideas. Actually, you can’t use the above three