Introduction to the full resource building efficiency of "Ice Steam Age 2"

Sep 26 2024

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The resource buildings in "Frost Age 2" are a very important type of building in the game, and the output efficiency of different resource buildings is also different. For example, the labor efficiency of the iron mine in the mining area is 133%, and the labor efficiency of the coal mine in the mining area is 133%. That is 100%, and the labor efficiency of oil in the mining area is 250%. How efficient are resources and buildings in Frost Punk 2? The real world is people-oriented, and the game is no exception; labor is one of the most important resources in Frost Punk 2, and players obtain resources by constructing buildings and deploying labor. These include construction resources such as warm rolls and prefabricated construction; exploration resources such as the Frostland Team

The resource buildings in "Frost Age 2" are a very important type of building in the game, and the output efficiency of different resource buildings is also different. For example, the labor efficiency of the iron mine in the mining area is 133%, and the labor efficiency of the coal mine in the mining area is 133%. The labor efficiency is 100%, and the labor efficiency of oil in the mining area is 250%.

How is the efficiency of resource construction in Ice Age 2

The real world is people-oriented, and the game is no exception; labor is one of the most important resources in FrostPunk2, and players obtain resources by constructing buildings and deploying labor.

This includes construction resources such as warm rolls and prefabricated buildings; exploration resources such as the frost team (in the middle and late stages, the frost team is also an element of resource exchange on the big map. Although the form is as a logistics team, in essence it is The Frostland team exchanges materials (resources such as oil), housing, food, commodities, and most importantly, survival resources represented by 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 borrow the labor theory of value in the real world, using 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 (labor force per unit, below) Same as), Food 24, Material 8, Goods 48, Heat 10, Prefab 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 (accurate) can be obtained by comparing the two. The argument should be production efficiency).

First of all, let’s introduce how the equivalent labor force value of each labor factor is derived. In one sentence, it can be summarized as: the equivalent labor force value of each labor factor that can make the labor efficiency of the most basic resource recycling production method be 100%.

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 The most basic heat energy production method to establish a coal mine collection 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 heat energy production The efficiency has improved, 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, nets 180 heat energy, so the price per unit of heat energy 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 abundance, which is equivalent to the joint production method of labor + commodities; those who are interested can convert the equivalent labor force of warm rolls

Based on the production efficiency diagram of basic and advanced divisions I drew above, there are three points worth noting:

First, under the most basic production method, 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 average

Third, pay the cost of 50 heating rolls and 50 prefabricated parts to upgrade the basic partition to an advanced partition, which can generally increase the efficiency of the partition by 20%; it seems average, but the linkage of the game mechanism can reduce the heat demand, which is equivalent to Obtain 200 labor force (-20 heat energy); and each district can obtain building slots. As will be discussed below, construction is the core of improving production efficiency

The efficiency column of each T1T2 building in the residential area, food area, wood collection area, iron collection area and petroleum synthesis building

Worker villages and dense residential towers are the most efficient in providing housing, with construction reaching 300%; if dear Davarisi maintains an ultra-high production efficiency of 300%, the debuff brought by the slight increase in dirt is simply not worth it Mention

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% efficiency; on the other hand, the T2 advanced biogas digester has 400% efficiency. 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 very 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 materials factory, in one word: unique; as long as the large map materials are enough, with the heat provided by oil, I can feed many more people and dig out 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 zoning itself. Therefore, buildings are the core of improving production efficiency. The efficiency of 100% 120% of whiteboard zoning is lower than 155% (third level) Difficulty), so without the bonus of laws, whiteboard zoning is a money-losing business, and buildings must be placed!!!

Coal mining areas, oil extraction areas, industrial areas, commodity industrial areas, prefabricated industrial area buildings and logistics warehouse buildings

For buildings in the coal mining area, the construction efficiency of the two schools of thought in T1 and T2 is almost the same. In T1, the eco-friendly buildings are slightly better.

Among 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 game. Theme "Oil". 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 the buildings in the industrial area are very strange. Why are eco-friendly buildings such as recycling factories and refurbished goods factories 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 increased by 100% compared with 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.

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