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City of Exile-Some Difficulties in Raiders
These three achievements are
The map selection is moderate, because under the conditions of mountainous terrain+bad climate, no education, no agriculture and no trade, the author thinks that it is absolutely impossible to reach 300 people in a small amount (of course, if there is a great god who can do it, I am sure I will be the first to bow down! ) I didn't create a disaster because the previous game was abused. It is estimated that if I start a disaster, the result of this game will probably be ruined, so the author sets an upper limit on the difficulty of his challenge.
Difficulties and corresponding methods:
1. Without agriculture and animal husbandry, it is actually not difficult. Before playing a game of limiting flux, I tried pure industrial development. However, at the same time, we can't trade, which means that we can only produce food by collecting huts and hunting houses (congratulations if you were born in a big lake and a big river, the fishing house is a very good choice), and the requirements of these two buildings are that large forests are needed. In mountainous areas, it usually takes a long distance to find a forest of the right size ... but it also leads to another difficulty-how to make a reasonable plan to prevent a villain with low IQ from running long distances and freezing to death on the way.
2. Without education, well, an educated little person can improve work efficiency or output by at least 50%. Example: Loggers, uneducated, 9 wood = 15 firewood educated, 8 wood =24 firewood, which means that under the same population, uneducated towns need more labor and facilities to ensure their living needs. It is not difficult, but the key lies in stable development. Don't explode the population when you find there is enough surplus grain (well, that's what the author did, which led to a famine). The solution is to observe the output and consumption of various materials in the city hall every year (but you need 120+ stone, which is a huge amount without trade, because you will find that most people are gathering food, and only a few workers can be stuffed in the quarry, and the output of uneducated villains is really poor ...).
3. Don't trade! ! ! The real difficulty is coming! Experienced friends should know how powerful trade is in the game. Whatever you want, the above-mentioned non-agriculture can be easily developed through trade. In fact, without trade, non-agricultural conditions have been guaranteed = = ... so the difficulty is the same as 1 Large-scale cross-regional construction is needed in the middle and late stage, and it is most important to ensure the working path of the villains.
Just to mention briefly, there will be no building materials at the beginning of the difficulty. Collect materials at the first time, and then build a firewood chopping house and enough houses and warehouses before winter comes. Make up a hunting in the second year, so don't worry about food for the time being, and then tools and clothes will be in short supply one after another, so hit the iron shop first and then tailor the shop. There must be a shortage of hands at this time. It is enough for the tailor to go back and forth alone when chopping wood and striking iron.
Because food only depends on buildings with a large area, it will soon need to expand into the distance. (Well, the author played so deeply that he forgot the screenshot development process. ) At this time, some detailed operations are needed. In order to ensure the villain's working path, before building a new food collection point in the distance, we need to build a warehouse with stacked houses, just on the edge of a three-piece range. But in order to control the population, we can't build too many new houses. At this time, it is necessary to tear down some of the original houses first, and then build new ones, so as to avoid too many small villains being unhappy after leaving their parents to have new houses, resulting in too many babies being born. In this way, we will continue to expand into the distance, and at the same time observe the path after the completion of the new workplace to see if it is far away. If it's far away and you don't want to add population at this time, tear down the distant one and move it nearby. So we just need to ensure that the number of houses can meet the number of people working nearby. ) When we expand to a certain distance, it is quite far from the birthplace, so we will need a market, because usually the production tools and clothes are near the birthplace, and the function of the market is to collect all kinds of materials in proportion on the whole map, so that the blacksmith shop and tailor shop workers in the birthplace don't have to run far to get the materials, and the workers in remote areas don't have to run back to get the tools ... As for the logging house, let's build it nearby.
So everything goes well and there is plenty of surplus grain. The author made a wrong decision to accelerate population growth ... As a result, in the next few years, the weather was very bad, which led to a sharp decline in grain output ... Famine came ... Generally speaking, the time when famine occurred was not only the time when the population was aging on a large scale, but also the time when it was possible to survive. The author had to spend more time to restore the population, which could have been accomplished faster.
When the achievements are made, we can see that the first population decline was caused by famine, followed by the aging of the first batch of newborns. Then, in order to save time, the author began to go shopping, hunting and collecting, developed to the riverside and lakeside, desperately built fisherman's music, and collected a group of immigrants (fortunately, just in time).
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