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How to arrange the production building of Ark Infrastructure tomorrow?

How to arrange for the success of infrastructure production and construction in tomorrow's Ark mobile game? Next, let Bian Xiao explain to you the layout of the infrastructure production building, and interested friends will take a look ~ ~

Raiders on layout arrangement of capital construction production buildings;

Power stations can build more advanced buildings, while power stations can squeeze out a place to build trading stations or manufacturing stations.

In this paper, the relevant data will be calculated, and the results will be quantitatively analyzed, and finally the scheme suitable for each swordsman tower will be obtained.

If you think that architectural taste is above everything else, then the value of this article may be very small;

But if, like me, you want to squeeze out the maximum potential of infrastructure within a fixed framework, you might as well read on.

* The premise of data analysis in this paper is that the infrastructure construction is fully open and the 3-star LS-5 and CE-5 are stable.

* * This article will not discuss the production of synthetic jade for the time being.

* * * If you want to see the summary, you can pull it directly to the end of the main building.

* * * * Due to my limited ability and time, there are inevitably omissions in the content. If there are any mistakes, please point them out. I appreciate it.

I. Basic data

This section summarizes and records the fixed data in the game.

Experience this LS-530 Reason 7400 Experience 360 Longmen Coin

Qian Qian Ben CE-530 sensible 7500 Longmen coins.

(Select the most efficient acquisition route, regardless of LS 1~4 and CE 1~4, the same below).

180min/ 1000 experience in making intermediate combat records.

Make red gold for 70 minutes/piece.

Although there are different orders for trading post orders, the average calculation is about 500 Longmen coins for one red gold every 70 minutes.

The drone naturally replies for 6 minutes/piece.

UAV acceleration deduction time is 3 minutes/set (without deduction of acceleration time, it is equivalent to direct exchange of products/orders).

All accelerations and additions of power stations, manufacturing stations and trading stations are additive superposition.

The initial emotional consumption of manufacturing station and trading station is 1/ hour.

The manufacturing station or trade station provides an acceleration of 1% for each manned station.

When two workers in a single manufacturing station or trading station are working, their emotional consumption is reduced by 0.05 point/hour. When the three agents were working, their emotional consumption decreased by 0. 1 point/hour.

When all level 5 hubs are cadres, the overall emotional consumption will be reduced by 0.25/ hour.

Amia/Schwiya will provide 7% acceleration for the trading station when it is arranged in the hub, and the effects cannot be superimposed.

There are 5% drones accelerating in the third-level power station.

Power provided by tertiary power station: 270

Power consumption of manufacturing station/trading station/reception room/training room/office: 1 level 102 level 303 level 60 level.

Electricity consumption of dormitory: 1 grade 102 grade 203 grade 304 grade 455 grade 65

Power consumption of processing station: 10.

The agent's biggest emotion is 24 o'clock.

Emotional recovery in first-class dormitory 1.6/ hour atmosphere limit 1000.

Emotional recovery in secondary dormitory 1.7/ hour, and the upper limit of atmosphere is 2000.

Emotional recovery in the third-level dormitory 1.8/ hour, and the upper limit of atmosphere is 3000.

Emotional recovery in level 4 dormitory 1.9/ hour, and the upper limit of atmosphere is 4000.

The emotional recovery of level 5 dormitory is 2.0/ hour, and the upper limit of atmosphere is 5000.

Every 1000 atmospheric pressure can provide a mood recovery speed of 0.4/ hour.

Single return (Sharpin, Ansel, Furong, etc. ), group regression (Du Lin, King of Progress, Nightingale) and self-regression (Clovis, Frost Leaf, Miguru, etc. ) can be superimposed on each other in the same dormitory; But the same effect is only the highest and cannot be superimposed.

The self-return effect is always effective, and some drugs have both self-return effect and single-return effect, among which the single-return effect can be covered by the stronger single-return effect, and the self-return effect is not affected.

Daily task reward

Longmen coin *3500

Operation Record Foundation *8 Elementary *5 A total of 3,600 experiences

Skills summary 1*2 copy

Recruitment permit * 1 expedited permit * 1

Carbon *3

Artificial jade * 100

Red ticket *5

Furniture parts *60

Weekly task reward

Longmen coins * 13000

Operation record basis *4 elementary *4 intermediate *4 advanced *4 total 14400 experience.

Skills summary 1*5 copy

Recruitment license * 10

Artificial jade 500

Red ticket *30

Furniture parts *250

Jinchi * 14

Green ticket *20

Reason *200

Sign-in reward

Longmen coin *30000

Operation record basis * 10 elementary * 10 intermediate *6 advanced *9, with a total of 24,600 experiences.

Recruitment Permit *5 Expedited Permit *5 (there may be only 2 copies according to the cumulative 30 days of this month or 3 1 day) Search voucher * 1

Red ticket *33 green ticket * 10 yellow ticket *5

Carbon *5 carbon *6 furniture fittings * 140

Skill summary 1* 15 Skill summary 2*5 Skill summary 3*6

Jinchi *3 1 chip additive * 1

Green tickets are exchanged for green tickets on the first floor every month * 1490.

Search voucher *2

Artificial jade 600

Longmen coin *60000

Furniture parts *500

Recruitment license * 15

Intermediate combat record *60, with a total of 60,000 experiences.

Jinchi * 120

The weekly consumption of encirclement and suppression is about 125, and the synthetic jade of 1600~ 1700 is rationally obtained.

Reason automatically recovers 240 points every day.

Monthly cards get 200 synthetic jade and 60 sanity every day.

Second, the agent data

This section summarizes and records the agent data in the game.

* Strictly speaking, this part should belong to the previous part of the basic data, and it is listed separately here just for convenience of reference.

* * This section only lists the efficiency bonuses of manufacturing stations (non-source rocks) and power stations and the data of returning workers in dormitory groups, and the reasons for not listing the data of trade station workers will be detailed later.

* * * For more detailed bonus data, please refer to [[soft text] Get up and work overtime! Public beta agency infrastructure skills finishing]

Manufacturing station agent parts

According to the difficulty of acquisition and training, cadres are divided into five grades.

Special instructions

Chronic disease: initially increased to 15%, then increased by 2% every hour, and reached the maximum efficiency of 25% after 5 hours.

Impatience: initially increased to 20%, then increased to 1% per hour, and reached the maximum efficiency of 25% after 5 hours.

Pop card: additional storage capacity-12, negative effect of emotional consumption +0.25/ hour; You can get a 0.2 self-reply in the dormitory after reading the first grade.

Plot giving: most of them are 2-star and 3-star agents, 2-star agents are easier to be comprehensive, and 3-star agents are easier to be refined, so they will not continue to be subdivided; Jessica, another four-star medicine, also belongs to this category, because it has the effect of +25% output of all types from the beginning, and it is the biggest effect without precision.

3-star and 3-star elite: 3-star agent elite is easier to find and recruit, so it is not subdivided.

Looking for and recruiting 4-star and escort vehicles: At present, the skills of (20 19. 8. 1)4-star workers have not changed after the first or second proficiency level, and there is no need to subdivide them; The acquisition difficulty of Castle -3 is temporarily classified as 4-star level.

Search for 5 stars: There are actually only 4 5-star agents, among which Hermes and White Flour are the same model; Honey is not refined or made; Iron eater initially 30%, refining 2 increased to 35%, the promotion is limited.

Whether these five-star agents are worthy of the second best in production skills requires a knife tower to weigh. Personally, considering comprehensively, white flour is the best thing to settle for, followed by Hermes; Those who like to play Mel will definitely play well (CE-5 2 people); Iron-eating animals lick and draw

Power station part

Yan Rong 10% plot gift

The Lancet -2 10% plot gift

A Xiao's 15% plot talent needs refining.

Castle -3 10% 1 star

Gorey 20%4 stars

Razer 15% (initial) 20% (Jinger) 5 stars

Eve Park Jung Su 10% (initial) 15% (Jinger) 6 stars.

If you have passed the start-up period of infrastructure, you might as well take A Xiaojing to generate electricity.

No one is allowed to put the power station on the guard car; Gorey's initial 20% bonus is very useful; Razer's initial 15% is already very good, exquisite but not exquisite to see love; Eve Park Jung-jung Su Can's utilization rate in the first shift is 65,438+00%, but why not turn the invincible Charmander into the second best?

Dormitory group return part

Turin 0.2 (initial) 0.25 (level 30)

Empty 0. 155 star

Amiya 0. 15 (Jinger) 5 stars

Winter 0. 15 (early) 0.2 (Jinger) 5 stars

King of Propulsion 0. 15 (initial) 0.2 (Jinger) 6 stars.

Nightingale 0. 1 (initial) 0.2 (Jinger) 6 stars

There is nothing to say about Turin's permanent existence, and it doesn't matter if other groups don't return; In addition, try to ensure that every dormitory has a permanent single return.

Third, the preliminary calculation

This part processes the data collected before and gets some intermediate data.

The first is CE-5 and LS-5, which could have been used as benchmarks to measure whether the income reached the standard.

CE-5 gets 7500 Longmen coins for 30 senses (plus the tower experience of 360 swordsmen, the same below), which is equivalent to 250 Longmen coins/sense.

LS-5 has 30 senses, gaining 7400 experience and 360 Longmen coins.

The calculation here is more interesting. Firstly, the Longmen coins obtained are converted into 1.44 rationality according to the proportion of CE-5, so the income of 7400 experience is actually equivalent to 28.56 rationality, which is equivalent to 259.438+0 experience/rationality.

Experience is very similar to the income ratio of Longmen Coin, with a difference of less than 4%. After all, they are all 7000+ cardinality.

No acceleration

Each manufacturing station can produce 8 intermediate combat records with a total of 8000 experiences every 24 hours.

Each manufacturing station can produce 20.57 pieces of red gold every 24 hours.

Each trading post can consume 20.57 red gold coins every 24 hours and get 10285 Longmen coins.

Respond to 240 drones every 24 hours, which can be exchanged for 4 intermediate combat records, equivalent to 4000 experiences; Or exchange 10.28 pieces of red gold; Or speed up the trading post to place an order 10.28 pieces, equivalent to 5 143.

The atmosphere of the third-grade dormitory is full+Du Lin's emotional recovery1.8+1.2+0.25 = 3.25/hour.

3-station full agent +5-level central full agent, the mood consumption is reduced to 0. 1+0.25=0.35/ hour. At this time, the emotional consumption of the agent of the manufacturing station/trading station is 0.65/ hour (except Popka, which will not be described in detail in the future).

3.25/0.65=5, which means the ratio of rest time to working time is 1:5. That is to say, when investigating the 24-hour cycle, the agent can work continuously for 20 hours (consuming 13 mood), and then rest for 4 hours (returning 13 mood) to achieve the balance between consumption and recovery.

Only the following conditions need to be met:

The working place of the agent is the third-level manufacturing station or trading station, and all three stations are occupied when working.

When the cadres rest, they are located in a three-level dormitory full of atmosphere, and there is Du Lin in the dormitory; If you are located in a dormitory with a full atmosphere above level 4, you don't need to quit work.

All five sites in the center have agents.

Red gold acquisition:

Weekly 14/ week

Login 3 1/ month

Green ticket 120/ month

Credit, credit, activities and so on are uncertain.

The first three items are equivalent to 7 pieces per day, depending on credit.

Fourth, practical analysis.

* The following calculation does not consider the agent's return.

First, roughly estimate the income of power station 3.

It should be noted that red gold itself is not directly equivalent to Longmen coins, and it needs to be transformed through trading stations, which means that manufacturing stations and trading stations can cooperate to produce Longmen coins.

Due to the high bonus of trading station agents and the large number of people, we temporarily set the bonus of trading station agents at 30%/ person and the bonus of manufacturing station agents at 30%/ person.

The bonus of UAV is tentatively set as:1+0.05 * 3+0.45 =160%, that is, 10%, 15%, and each of the 20% has one resident, generating 240 *1.

At this time, the efficiency of a single trading post is: 1+0.3*3+0.03+0.07=200%, and it consumes 4 1. 14 pieces of red gold and 20,570 yuan (equivalent to 82.28) every day.

The efficiency of a single manufacturing station is1+0.3 * 3+0.03 =193%, and 39.7 pieces of red gold or 15.44 pieces of intermediate combat records are manufactured every day (equivalent to 59.59).

There are also six building spaces.

First consider the manufacturing situation of 1 trade 5 (then one of the manufacturing stations must produce red gold, and consumption cannot be balanced by other means).

Red gold deficit 1.8 pieces/day, made up by fixed acquisition, increased by 5.2 pieces/day. It takes 1 drone to get a consumer order, and it takes 2,600 RMB (equivalent to10.4); The remaining 263 UAVs can be exchanged for 4.38 intermediate combat records (equivalent to 16.92), and if they are exchanged for red gold+orders, they can get 28 18 Longmen coins (equivalent to1.27).

The equivalent rationality of daily income is 82.28+59.59 * 4+10.4+16.92 = 347.96.

Then there are two trade and four manufacturing situations (similarly, there must be two manufacturing stations to produce red gold)

The deficit of red gold is 3.6 pieces/day, 3.4 pieces after fixed collection and replenishment, and it takes 79 drones to collect Longmen coins 1700 (equivalent to 6.9 senses); The remaining 305 UAVs were exchanged for an intermediate combat record of 5.08 (equivalent to rational 19.62).

The equivalent reason of daily income is 82.28 * 2+59.59 * 2+6.9+19.62 = 310.26.

There is no need to consider trade. The remaining three manufacturing stations must all manufacture red gold, and the daily income equivalent reason will probably not exceed 300.

To sum up briefly:

First declare a concept: equivalence reason.

As the literal meaning of the concept, the reason of income equivalence means that the same reason can be used to brush LS-5 and CE-5 to get trophies equivalent to income value.

For example, the daily income of infrastructure is 37,000 experience and 39,300 RMB, which is equivalent to brushing 5 LS-5s and 5 CE-5s. Brushing these needs 300 senses, so we can think that the daily income of infrastructure is equivalent to 300 senses (of course, the income of infrastructure cannot provide the experience of swordsmen's tower and special falling furniture).

In essence, manufacturing stations and trading stations are exchanging time for products, while drones are storing fixed elapsed time.

It is not difficult to explain why the equivalent reason for the same number of drones to exchange red gold+orders is lower than that for direct exchange of intermediate combat records. Although both the red gold and the order take 70 minutes, each one needs one to produce 500 Longmen coins.

That is to say, roughly speaking,140min =500 Longmen coins ≈500 experience =0.5 intermediate combat record (as mentioned earlier, the difference between the equivalent rational conversion of Longmen coins and experience is less than 4%).

0.5 intermediate combat record only takes 90 minutes, and the gap with 140 minutes can be said to be very large (far more than 4%).

This shows that using the same time to generate intermediate combat records will get more equivalent reasons, and the agent's speed bonus is essentially to make the building run more time per unit time.

For the scheme of three power stations, the remaining six production buildings must all be Grade III, and there are three workers in the trading station, as well as the manufacturing station. Although the trading station has a 7% bonus to the center, it has little impact.

Therefore, in the construction strategy of the remaining six locations, more manufacturing stations with pure operating records will benefit more than the trade combination of 1 operating records+1.

In short, whether it is the production of buildings or drones, it is always more cost-effective to produce more intermediate combat records than to produce Longmen coins; However, due to the limitation of collecting 7 pieces of red gold every day and 5 manufacturing stations at most, it is necessary to build a trading station for consumption (and then build a manufacturing station to manufacture red gold at the same time).

So we don't need to care too much about the efficiency of trade agents. A few 30% bonus agents in the early stage are enough.

In addition, the estimation here is almost based on the top data, which is actually impossible due to the shift change of staff.

Then why do we have to do this calculation? Then look down.

2 power station scheme

These two power stations provide a total of 540% electricity, so they have to make a trade-off in other buildings. Moreover, due to the limitation of the number of manufacturing stations, and the conclusion that the fewer trading stations we have calculated, the better, basically the remaining seven buildings on the left are all made in two transactions and five transactions.

The detailed calculation process is not listed one by one, and interested readers can deduce it by themselves. In a word, after calculation, the construction strategy of 2 power station scheme is roughly as follows.

Here, I guarantee two third-class dormitories and 1 second-class dormitories, and the dormitories are completely adequate.

The reception room and training room are all Grade III, and there are abundant 20 electricity, which can be allocated to a part of the dormitory. You can also upgrade your office to level 2 (you can't downgrade it); Even if you have confidence in your RP (get enough bonus through credit), you can upgrade 1 trading station to level 2.

Then start to arrange agents.

Trade Station: Gu Mi, Empty Castle, Moonlight and Night, and it's no problem for three people to exchange and rotate.

Manufacturing station: The manufacturing station of No.2 station produces red gold, night smoke, gravel and spots, which are relatively easy to obtain. It is not too much to calculate by 30%/ person, and fatigue can be rotated completely.

The remaining four manufacturing stations have 12 stations. In fact, the current situation is the same as the remaining four manufacturing stations in the 1 trade 5 manufacturing scheme estimated by three power stations.

So what we actually need to compare is the benefits of two 1 trading station+1 2 manufacturing stations (hereinafter referred to as Scheme I) and 1 3 trading station+1 3 manufacturing stations (hereinafter referred to as Scheme II).

It can be seen that the scheme 1 needs two trade agents and two manufacturing agents, which means three trade agents+three manufacturing agents when counting the rotation.

Scheme 2 requires 3 trading agents and 3 manufacturing agents, including 4 trading agents +4 manufacturing agents, 1 power generation agent.

There are many and powerful trade agents, so don't worry. Although some power generation agents are 65,438+00%, they can also be used. In fact, the gap is not too big. Except for the three precious metal professionals mentioned just now, the manufacturing agent can only call the all-plus molding agent, which has little impact.

But if we completely ignore the productivity decline caused by shift change, compare the two schemes.

Scheme 1 (two 1 trading stations+1 two-station manufacturing stations)

The efficiency of a single trading post:1+0.3+0.01.07 =138%, and the daily consumption of bonus is 28.39.

The efficiency of the manufacturing station (only counting the manufacturing station producing red gold, the same below):1+0.3 * 2+0.02 =162%, and the daily output of red gold is 33.32, which is actually slightly higher because the gravel concentrate is 35%.

It is not an exaggeration to add 25% to the bonus of drones (three power stations are calculated by 45% for three people, regardless of the shift change). The UAV efficiency is1+0.05 * 2+0.25 =135%, and 324 UAVs are obtained every day.

The daily loss of Hongjin is 23.45, and there is still a deficit of 16.45 after deducting 7 fixed investments. In exchange for the 13.88 red gold produced by the drone allin, the deficit is still 2.56/ day, which can only be supplemented by credit or lottery.

But it's actually not difficult. On average, you can brush red gold once every two days when you meet a credit store.

Then the equivalent rationality of these three buildings is: 28.39 * 2 * 500/250 =113.56.

Scheme 2 (1 3-station trading station+1 3-station manufacturing station)

It has been calculated before that the efficiency of the trading station is 200% and that of the manufacturing station is 193%.

Red gold deficit 1.8 pieces/day, made up by fixed acquisition, increased by 5.2 pieces/day. It takes 1 drone to get a consumer order, and it takes 2,600 RMB (equivalent to10.4); The remaining 263 UAVs can be exchanged for 4.38 intermediate combat records (equivalent to rational 16.92).

The equivalent rationality of these two buildings is: 82.28+10.4+16.92 =109.6.

The daily income difference is 4 points, which is equivalent to reason.

Then at that time, there were only gravel and night smoke in the manufacturing station of Station 3, so at most one agent with 15% bonus was transferred, and the top agent could only choose from 10% bonus.

As for the power station, I couldn't even spare four workers' rotation at that time, so I temporarily calculated by 10%/ person, and got (1+0.05*3+0.3)*240=348 drones every day.

So in fact, the day shift workers need to work 12 hours a day, and the resident workers need to work for 20 hours and rest for 4 hours.

The actual daily output of red gold is (1.03+(0.35+0.3+0.15) * 5/6+0.1/2) * 20.57 = 35.93 copies.

The red gold is short of 5.57 pieces/day. After the fixed acquisition is enough to make up for it, it will be rich 1.43 pieces/day, and 34 drones will be ordered to be consumed, and 7 15 (equivalent to 2.86) will be obtained. The remaining 334 UAVs got an intermediate combat record of 5.57 (equivalent to rational 2 1.48).

The equivalence reason is: 82.28+2.86+21.48 =106.62.

This gap is probably due to 7 equivalent points per day, and it can be increased by about 1.5 LS-5/CE-5 per week (well, not too much).

So let me summarize it again.

Thanks to this good era, thanks to YJ's participation in Spots and Gorey, making multi-station rotation possible.

Then let's count the agents that are easier to handle.

Power generation: Yan Rong, The Lancet -2, small (fine arts), except for a little luck to draw Razer or Gorey or Eve Park Jung Su.

Deal: Everyone should have an empty explosion and a moonlit night, and Gu Mi and Mousse can smoke at will. If you really can't find a fourth agent with a 30% bonus, you can use Melansha (25%), or you can use a night knife for many agents with high bonus, so you don't have to worry about shift work at all.

Manufacturing:

Metals: spots, gravel and night smoke are not difficult to obtain.

Experience: Red beans, snow and frost leaves are not difficult to obtain, while Castle -3 and Iron Blood are slightly difficult to eat.

All: Black Spot, Migru, Night Knife, Croce, Fanny, Vanilla, Stuart, Jessica; Katie, Popka, snake butcher box, meteor and perfumer are not difficult to obtain; A little harder are Helmer, whiteflower _, and Mel (which needs to be refined)

Suppose we get all three types of agents of four stars and below except the guard car.

The average efficiency of power plant workers is: (0.1+0.15+0.2) * 5/6+0.1/2 = 42.5%, and drones can be obtained every day (1+0.425+0./.

Trading post consumes 4 1. 14 red gold every day, and gains 20,570 RMB (equivalent to 82.28 rationality).

Spot, gravel and night smoke are arranged at Jinchi manufacturing station, and 10% additive is added for rotation. The average agent efficiency is improved to (0.3+0.3+0.35) * 5/6+0.1/2 = 84. 17%, and the daily output of Jinchi (17%).

The remaining 15 agents work in groups of three, and the average efficiency of agents is: (0.15+0.15+0.25 * 7+0.3 * 3) * 5/6+0.3 * 4/6 = 2.658.

There are 3 gaps in red and gold, and 4 are enriched regularly every day. 93 UAVs spent 2,000 RMB (equivalent to rational 8), and the remaining 285 UAVs exchanged 4.75 pieces of intermediate combat records (equivalent to rational 18.33).

The reason of daily equivalence is 82.28+209.3+8+18.33 = 317.95438+0.

However, power plants also have relatively limited squeezing schemes: secondary trade+tertiary manufacturing.

This scheme gives up the three-level training room, and the grade of dormitory is miserable, but reasonable arrangement is still enough. According to this plan,

The average efficiency of power plant workers is: (0.15+0.2) * 5/6+0.15/3 = 34.2%, and the number of drones can be obtained every day (1+0.342+0.1) * 20.

A single trading post consumes 34.35 pieces of red gold every day, and obtains Longmen coins 17 175 (equivalent to rationality 68.7).

The Red Gold Manufacturing Station is the same as above, with a daily output of 38.5 red gold, plus 7 fixed acquisitions, there is still a gap of 23.2 (equivalent to 1624 minutes), and it is necessary to transfer some surplus productivity to produce red gold.

There is a gap of 586 minutes (equivalent to 3.26 intermediate combat records) in the production of UAV allin Red Gold, so the output of intermediate combat records is 53.36 (equivalent to 205.94).

The daily equivalence reason is 68.7*2+205.94=343.34.

However, power station 3 can support level 5 dormitory, and the emotional recovery speed can reach 4 o'clock/hour in the whole atmosphere, plus an understanding of 4.55.

4.55/0.65=7

This means that the agent resident in production can work for 2 1 hour and rest for 3 hours. Since all trading stations are 30%, this will improve the efficiency of manufacturing stations to a certain extent and continue to apply the previous agent configuration.

The average efficiency of workers in Jinchi manufacturing station is (0.3+0.3+0.35) * 7/8+0.1* 3/8 = 86.875%, and the daily production of Jinchi (1+0.86875+0.03) * 20.57 = 39.07.

The average efficiency of four experienced manufacturing stations is: (0.15+0.15+0.25 * 7+0.3 * 3) * 7/8+0.3/2 = 2.73, and Nissan's intermediate combat record is (4+2.73+0./.

There is a deficit of 2.45 pieces of red gold and 4.55 pieces of wealth every day. 106 UAVs consumed 2,275 RMB (equivalent to 9. 1), and the remaining 272 UAVs were exchanged for 4.53 pieces of intermediate combat records (equivalent to 17.5).

The reason of daily equivalence is 82.28+211.5+9.1+17.5 = 320.38.

Fifth, summarize and sort out

So what are you talking about after such a big article? The conclusion is as follows.

If you collect all the high-bonus manufacturers (Mel is also a second-level expert) and want to get the limit income, you can choose the construction strategy of 2 power stations, 2 second-level trading stations and 5 third-level manufacturing stations. The disadvantage is that you can't build a three-level training room.

If you don't have so many 007 agents, or want to relax and have no brains, then start with Power Station 3 and Trade Station 1.

The daily output difference between these two schemes is about 10% at most, and only a handful of LS-5 or CE-5.

At this time, someone will ask, can you eat 59,000+experiences every day? Then let's do the math.

According to various calculators, it can be seen that the relationship between the cost of watching videos (that is, excluding the Longmen coins needed for promotion) and the experience value is almost 1: 1.

Daily, weekly, sign-in, green ticket first floor experience, Longmen coins can basically be used by yourself.

The output of infrastructure is about 23,000 RMB per day, that is, the gap of RMB is about 36,000 RMB per day and 252,000 RMB per week. CE-5 is closed for three days every week, and the reasonable fixed RMB acquisition for these three days is 65,438+00,800 RMB (monthly card) and 8640 RMB (non-monthly card).

Therefore, monthly card players need to brush CE-5 8 times every time, while non-monthly card players need to take some rational drugs that are frequently issued every week.

For monthly card players, if they spend all their four days' physical strength and two bottles of rational drugs on CE-5 every week, they will be able to brush 46 pens, totaling 345,000 RMB, and the gap is still 93,000 RMB, which will make up180,000 RMB for elite 26-star agents in almost two weeks.

Then there are only six days to brush materials in these two weeks, and there are some physical brush encirclement and suppression, which can be said to be very nervous. The two-week experience is 826,000, and you can feed two 6-star sperm or more.

If the credit shop can brush out the red gold, it will alleviate the pressure of watching videos to some extent.

So, although we don't want to reduce the equivalent reasons, in fact, we don't need to produce so many combat records.

Without thinking, the power station is full.

What if I have no money to eat? It is not impossible to temporarily change the manufacturing station into a trading station.

Four-hour or three-hour shifts? It doesn't matter, the difference is less than 1%.

Experience room 10 starts, 13, 16, 19, and only three people change at 22 o'clock. Remember to change the three people with the lowest bonus to the last one to sleep; The red gold room moves at will, with minimal floating.

So the final conclusion is

Follow fate and play as you like.

I have to say that the value of YJ is really awesome.