First, the construction tips
1, the novice guides the process. Although there is an arrow pointing to it during construction, the position can actually be chosen at will.
2. The maximum number of rooms can be 3. After the room becomes a big room, the output, upgrade cost and upgrade value are all small rooms X3 (single rooms don't need to be entangled, obsessive-compulsive patients should continue to struggle).
3. For patients with obsessive-compulsive disorder, a room that cannot be synthesized into a large room is not a good room, but it is conditional to be demolished, as shown in the following figure.
Class a room-class b room-elevator-class c room-class a room.
In the above picture, Room B and Room C are the first rooms connected to the elevator, and it is impossible to dismantle Room A without first dismantling it. Do you understand, little friends?
4. The more similar rooms, the higher the construction price.
5. The space occupied by stones should be cleared out with bottle caps (money) to build rooms.
6. The room type will be unlocked with the increase of the number of asylum seekers.
Second, the production skills
1, click on the room, and the letters displayed in the circle (like this-> (1) There are letters in the circle), which is a required attribute.
Power station The power station is S (Sreng th Power); How can you do heavy work without strength?
Water treatment station Water treatment station is P (perception); You can tell at a glance whether the water is polluted.
Restaurant Restaurant is a (agile); Have you ever seen a waiter slow down?
Living quarters The living quarters are C (Charm); No wonder asylum seekers with low C attributes can't find anyone at all.
MEDBAY medical station and Science Lab scientific laboratory are I (intelligent intelligence); There is no need to explain this, just learn to bully.
Radio Studio is also C. Is this easy to understand? Yo, yo, chuck.
2. Rushing is equivalent to finishing the current production immediately. Everyone is familiar with the "acceleration" function, so don't accelerate unless there is an emergency and there is not much time left in production.
Rush has two points to pay attention to: rewards and events. The higher the accident probability, the greater the reward for success.
4. The high attribute of asylum seekers only affects the production speed, not the output value (it seems to also affect the success rate of RUSH, please pay attention later).
5. If RUSH fails, there will be fire or insect disaster (only these two are found for the time being), so please make preparations before RUSH in the room with more pregnant women, and prepare more armed personnel in the room to deal with the insect disaster.
6. When RUSH's accident rate is low, try to go to RUSH to get bottle caps (money) and experience rewards for asylum seekers.
7. No matter whether the punching succeeds or fails, the accident rate of the next punching will definitely increase by about 10%-20%, and the additional accident rate will return to the original probability with time.
Third, other tips (I can't think of many other categories for the time being)
1. There is no attribute to upgrade the level of asylum seekers. You just need to build a weightlifting room, a gym, a classroom or something, and just decorate it.
2. There are gender restrictions on clothing, but there are no restrictions on weapons (are you afraid of girls carrying a gold rocket launcher with S force 1? ! )
3. The items produced by lunch boxes are: random resources, bottle caps, weapons, clothes, and advanced asylum seekers (generally equipped).
4. Drag the asylum seeker outside the shelter and arrange for him/her to explore, so as to gain experience, bottle caps and equipment.
5. The higher the L(Luck is lucky) of asylum seekers, the greater the chance of getting equipment and bottle caps (and when reading the adventure log, it seems that it is often possible to save the day, especially when various mutation reconnaissance teams meet, hiding in the dark and then picking it up wherever they go).
6. Please give the asylum seeker the most powerful weapon and several therapeutic needles when arranging for him to go to Exlore, which can greatly improve his exploration time and reduce the "accidental" death rate (when he sleeps, he is found dead).
7. There are many interesting events and inner monologues in the adventure log, such as meeting Yao Guai (monster? ), the fried mutant insect feels super disgusting, and people who have played with radiation should be able to fill in all kinds of pictures easily.
8. The exploration return event is half the exploration time (I didn't pay much attention to the time, I saw a post earlier).
9. If a man and a woman are placed in the same living area, there is a chance of "creating a baby" (the role's C value determines the success rate).
10, pay more attention to the target task in the "Beep Boy" menu in the lower right corner, and complete the reward bottle cap and lunch box, which is one of the best ways to get the bottle cap in the early stage.
I don't know if it's a BUG or a setting. I built a 3X power station under a 2X living area, and then every time there is a fire or insect disaster in this living area, I will automatically move to the power station below as long as I wait for a while. Do any friends have the same situation?
I found that some friends were often slaughtered by bugs or bandits.
On this issue, many friends said: "I gave asylum seekers weapons. I can't kill them, how can I break them? "
This involves numerical problems. What is the attack power of your gun? BB gun 1 damage, let alone fight bandits, bugs can't be killed.
The higher the weapon damage value, the faster you can deal with bugs and bandits. Open the lunch box and get a gold card rocket launcher (see the picture below, with character attributes).
The pest disaster is basically solved within 10, and bandits usually get 20-30 (I will give him a team with a laser pistol (ji) to fight bandits, which is basically invincible).
Put a "profile" of the current shelter.
How to build a wasteland shelter in a fallow shelter?
In order to achieve this effect, a new shelter has been opened, and obsessive-compulsive disorder can't afford to hurt.
Presumably, there are also small partners who encounter various problems of insufficient resources and are satisfied with the rhythm of running.
I also encountered these problems when I first played, and I also analyzed some solutions when I started to build this shelter, hoping to help everyone.
1, don't expand blindly-try to keep the building scale close to the level of asylum seekers, because the more rooms, the greater the power consumption.
2. The number of people began to increase. If we don't build new power stations/water stations/restaurants, we can't meet the demand-if you look at my 22-year-old population, there will be/kloc-0 restaurants/water stations and two power stations. First of all, blindly building new rooms will lead to an increase in the power consumption of shelters (rooms without electricity = toilets). According to the specific situation, there are two solutions to this problem:
Strategy of building waste earthwork cabin in radiation shelter
Scheme 1: Number of people required for production >: Upgrade buildings when there is a large population (give priority to upgrading large rooms with a ratio of 3: 1).
Option 2: Number of people required for production
As I am now, the situation of the shelter is:
Lv2' s three-in-one 1 restaurant has six people working, and the attributes are 3, 3, 3, 2, 2 and 5 respectively.
Lv2' s 3-in-1 1 water station has 4 people working, and its attributes are 4, 4, 5 and 3 respectively.
Lv2' s three-in-one 1 power station has 1 people working, and its attribute is 8.
Lv 1 three-in-one 1 power station, two people working, attributes 3 and 5.
Medical station lv 1, 1 person, attribute 3.
Lab lv 1, 1 person, attribute 3.
Lv 1 2 in 1 1 radio station, 3 people, attributes 3, 3, 4.
The three-in-one 1 living area of Lv 1 is dedicated to making people and is idle at ordinary times.
Lv 1' s two-in-one 1 living area is dedicated to making people, and it is usually idle.
Lv2' s refuge door will only be hit by bandits.
An intellectual, a lucky man, was sent to explore when he went to bed at eight o'clock in the evening and was on his way back. The harvest after 8 hours is as follows:
3 therapeutic needle when going out, 1 fortinin (radiation reduction), lv 10.
Eight-hour harvest: 885 bottle caps, upgraded by 2 levels, 3 weapons and 4 clothes.
It can be seen how important the lucky value is, and it is also necessary to equip the explorer with a good gun.
Before building a new room, you should look at the current power situation before deciding whether to build (cheap) or upgrade (expensive).
At present, we dare not expand, because there are too few S-intensity asylum seekers, and the production/use of electricity is almost flat, so we have to place our hopes on the "flower of the future" in the shelter, which is of high intensity. This is why it is useless to store so many bottle caps. Water and food are overflowing. Two 3-in-1 1 1 lv3 power stations have just enough electricity, so they dare not build new houses. )
There is a detailed description about the fire. After LZ's many deaths, I probably understood the characteristics of the fire.
If a fire breaks out from an idle living area, whether people are sent to put out the fire or not, the fire will quickly transfer from the living area to the surrounding rooms, and as long as no one goes to put out the fire, the fire will continue to transfer.
How to build a wasteland shelter in a fallow shelter?
Legend:
AAA-elevator-BBB-CCC
DDD-Elevator-FFF-GGG
HHH-Elevator-Klan-LLL
If there is a fire in GGG, as long as there is no one to put out the fire in GGG, the fire in GGG will disappear and move to Chinese mainland, FFF and LLL. If FFF is not put out, it will disappear again and move to BBB, DDD and Klan.
The expansion range is shown in the following figure:
Room with secondary spread = = = room with primary spread = = = room with secondary spread
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The room that spread for the first time = = = the room that caught fire = = = = the room that spread for the first time.
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Room with secondary spread = = = room with primary spread = = = room with secondary spread
Note: as long as someone puts out the fire in the room before it moves, the fire will not move! ! !
Therefore, I would like to remind directors not to build spare rooms in the middle of the room group, preferably in the corner. Of course, the best situation is to arrange at least one refugee in a room, which can stop the fire from spreading in the first place.