In "Frost Age 2", the efficiency of all-resource buildings varies. The output of coal mines is affected by the number of workers and equipment; the efficiency of steel plants depends on raw material supply and technological upgrades. Each resource building has its own unique operating mechanism. Understanding and optimizing it can make resource acquisition more efficient and help urban development.
The real world is people-oriented, and the game is no exception; in FrostPunk2, labor is one of the most important resources, and players obtain resources by constructing buildings and deploying labor.
These include building resources such as warm rolls and prefabricated buildings; exploration resources such as the Frostland team (in the middle and late stages, the Frostland team is also an element of resource exchange on the big map. Although it is in the form of a logistics team, it is essentially the Frostland team. Subsistence resources represented by exchange materials (resources such as oil), housing, food, commodities, and most importantly, heat.
I mainly analyzed the production efficiency of each building that mainly produces survival resources.
It is difficult to establish an analysis without standards. Here I borrowed the labor theory of value from the real world and used the equivalent labor force of each labor factor as an intermediary to measure efficiency. The price of each labor factor is as follows: Housing 30 (each labor force, the same below), Food 24, Materials 8, Goods 48, Heat 10, Prefabs 120, Frostland Team 66.666
After obtaining the price of each labor factor, calculate all the products obtained from input and output, and replace them with the equivalent labor force of input and output. The labor efficiency can be obtained by comparing the two (accurately, it should be production efficiency).
For example, the most basic material production method is to establish a wood collection area (-50 materials, -20 heat energy, -600 labor, +150 materials; the bonuses of various laws are obviously not considered here). The most basic coal production method is to establish coal mine collection. The most basic heat energy production method in the area (-50 materials, -20 heat energy, -600 labor force, +120 coal) is the energy tower (1 coal = 1 heat. If overload is turned on, more heat will be produced, which is equivalent to an increase in heat energy production efficiency. , but we must also consider that after the temperature drops, the heat required by each zone +50% per 10 degrees)
Then consider 1 wood collection area + 2 coal mine collection areas, the material +150-50*3 is offset, the labor consumption is -1800, the heat energy consumption is -60, the coal output is 240, which is converted into 240 heat energy; the net expenditure is 1800 labor, net Earn 180 heat, so the price per unit of heat is 10. Then it is derived that the price of coal per unit is 10, the price of oil per unit is 50, and the price of materials per unit is 8. The prices of all other factors can be found in one fell swoop.
I have not calculated the cost of warm rolls. Warm rolls come from taxation and commodity supply, which is equivalent to the joint production method of labor + goods. Those who are interested can convert the equivalent labor force of warm rolls.
First, under the most basic mode of production, every 100 laborers consume various survival resources and require 155 laborers to fill the gap. This shows that efficiency is life. If your overall production efficiency does not reach 155% (level three difficulty), your city will die slowly, and will eventually die because it cannot make ends meet. The comprehensive production efficiency is the proportion of each production method in the total labor force multiplied by the efficiency of the production method. The productivity of the labor force who does not work is 0; the comprehensive production efficiency survival line under the second level difficulty is 140%, but in addition to digging for oil, All basic production methods cannot achieve this value. Methods to improve efficiency such as issuing laws, shouting from the foreman, and working overtime are necessary ways to get through the early days when there is no high technology. It’s the numerical mechanism of the game that makes me work overtime. What does it have to do with the Archon!
Second, although the oil area can only dig 60 oil, 1 oil = 5 heat, so the efficiency of the oil area is 250% of that of coal. This efficiency value is quite high, so zoning in oil is the lowest threshold way to achieve high efficiency. Efficiency is life. The production efficiency of the iron ore area has only increased to 133%, which is generally
Third, pay the cost of 50 heating rolls and 50 prefabricated parts to upgrade the basic division to advanced division, which can generally increase the efficiency of the division by 20%; it seems average, but the linkage of the game mechanism can reduce the heat demand, which is equivalent to gaining 200 labor (-20 heat energy); and each district can obtain building slots. As will be discussed below, buildings are the core of improving production efficiency.
Worker Villages and Dense Residential Towers are the most efficient in providing housing, with construction reaching 300%; if Dear Davarich maintains an ultra-high production efficiency of 300%, the debuff brought by the slight increase in dirt is not worth mentioning at all.
The T2 advanced chemical greenhouse in the food area is not even as efficient as the T1 biowaste greenhouse, and TI's chemical greenhouse is only 170% efficient; on the other hand, the T2 advanced biogas pool has an efficiency of 400% and is full of food. It seems that 11bit believes that nitrogen fertilizer in modern agriculture cannot beat traditional agriculture.
The values for the wood and iron mining areas are strange. The efficiency of the whiteboard iron mining area is 33% higher than that of the wood mining area, but the efficiency of the T1 iron mining building is not significantly different from that of the wood mining building. The advanced iron mining foundry of T2 cannot even beat the T2 wood mining building. , is it because I don’t have the ideological trend of the corresponding faction, and the technology tree is just a blank slate of building data?
The composite material factory is, in one word: unique; as long as the large map materials are enough, and with the heat provided by oil, I can feed many more people and mine more materials. Therefore, if it is not necessary, the more you replace oil with materials, the more money you will lose.
As you can see, the production efficiency of buildings in this game is higher than the division itself. Therefore, construction is the core of improving production efficiency. The efficiency of whiteboard division at 100% and 120% is lower than 155% (level three difficulty). The line of life and death, so without the bonus of laws, whiteboard zoning is a loss-making business, and buildings must be placed!!!
For buildings in the coal mining area, the construction efficiency of the two schools of thought in T1 and T2 is almost the same, and the eco-friendly buildings in T1 are slightly better.
In the buildings in the oil production area, T1 hydraulics dominate, and T2 stage advanced fissure type dominates. This may be a small means for game developers to drive players to switch between various factions; the ultra-high production efficiency of the oil production area is also to emphasize the theme of the game "Petroleum" ". In addition, don’t think that you can sit back and relax just because the oil production area has super high production efficiency. The game can increase the player’s heat cost through cooling and eat up the high production efficiency that the player gets.
The values of buildings in industrial areas are very strange. Eco-friendly buildings such as recycling factories and refurbished goods factories are more efficient. The mechanics camp is good, but it is not industrialized at all. Contrary to the inner thoughts of players, especially Chinese players, the efficiency of large factories in this game is not as high as that of small workshops.
The construction of the logistics area is basically 200%, and the efficiency is 100% higher than the baseline. Although the efficiency of 200% will be diluted by the population of the logistics area itself (the logistics area itself requires 400 people, the overall efficiency is (200*500+100*400)/900=155%), the improvement of 55% is also higher than that of other logistics area buildings. Lift high.