工业巨头 (Captain of Industry)

工业巨头 (Captain of Industry)

工业巨头 (Captain of Industry)

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我把自己的1000人口城市分享出来,希望能给大家提供一些参考。 大家好,我看到很多人提问,但相关的指南和解答却很少,所以决定把我的1000人口城市分享出来,希望能帮到大家。 声明:我不会对图片进行描述,因为我希望你们能自己动手尝试。不过,有问题尽管问。 市中心 - 我原本有更多的房屋,但通过升级,我成功缩小了市中心的规模。 - 废物处理直接连接到化工厂,我不在农场中使用再生水,而是采用盐水处理器。 工业区(冶炼厂+生产设施)- 我采用了简单的积木式设计: 0+0+0 0+0 0 效果非常好 - 我先建造工厂,之后再建造熔炉,所以同一排熔炉混合了铁、铜和钢 - 铁和煤都直接连接(我有专门用于化工厂的煤矿) - 玻璃、家具、混凝土和额外的钢 化工厂(+主发电机) - 电力不能中断!确保你的水-蒸汽-电力-水循环独立于燃料生产之外,连接新设备时要注意,务必计算清楚! - 这是一个“ spaghetti monster( spaghetti 式结构)”,是自然发展而成的,而非刻意设计 - 但这里有燃料提取模块(1-3),旧的柴油模块现已暂停,还有橡胶和酸制造设备 - 我“专注”于那种橙色气体(燃料气?)因为我可以用燃气锅炉让他循环运行 - 分开设置你的石油港和木材港,船只可能会在卸载木材时卡住,导致你燃料耗尽! 新农场(+盐水处理器) - 额外增加了4个农场,我要么得拼命研究科技,要么就得建更多农场 - 雨水农场只连接到生产区域,我本可以建一个水闸,但没必要 - 如果你建造温室,农场就会失去自然降雨!要准备好你的水资源生产 - 盐水处理器是我发现的最佳发电设备,你只需将海水转化为电力和盐水,盐水可以利用或排回大海 - 一个单独的肥料制造机就能让我永远用不完肥料 30年的污染情况 - 所以...情况在好转之前可能会先恶化 :) - 工业区有废气到水回收装置 - 城市废弃物作为水源进入化学工厂 - 化学工厂有废气到蒸汽回收装置【注意这是该殖民地的关键开关,如果燃料中断,重要的发电机将停止运行,一切都会崩溃】 - 化学工厂没有废水排放口 最后,用一张图片展示你游戏的核心内容- 我不需要两个以上的研究中心,我发现如果研究中心太多,科技树会变得混乱,让我难以追踪进度。 - 船只,这款游戏就是围绕船只设计的,要善用船只并体验相关玩法,你不需要建造所有东西(注意所需的水手数量),找到一到两个石油钻井平台和一个锯木厂就足够了。 - 利用你的市场码头来应对各种失误和问题,大多数时候这都是个不错的选择,而且游戏中还有更多的定居点可以探索。 希望这些建议对你有帮助,祝你游戏愉快。

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How to use the fast breeder reactor. Under construction to reflect the changes made in Update 3. The Basics: A fast breeder reactor is the endgame of nuclear power, based on cutting edge nuclear research in the real world. It works on the principle of a breeder reactor, in which atoms of heavy but non-fissile isotopes are exposed to the alpha particles and neutrons emitted from a nuclear reaction to transform them into more useful nuclear fuel isotopes. In the type of fast breeder reactor depicted in the game, the fuels used are mixtures of fissile material in a liquid form alloyed with molten salt, as opposed to conventional solid nuclear fuel rods. "Blanket fuel" and "Core Fuel" are the inputs. "Depleted Core Fuel" and "Enriched Blanket Fuel" the outputs. They are all molten liquids, which can be carried with pipes but cannot be stored in liquid storage or carried by trucks. All the loops for processing must be built close to each other. Keeping the loop going requires a constant input of steel, acid, salt and molten glass (along with yellowcake, nuclear waste and/or depleted uranium), the requisite supply of fresh water and steam reprocessing, as well as a block of steam turbines to make the power. The reactor can self-regulate if it is provided with processing power. If the reactor ever shuts down either due to overheating or because the output loop is blocked, all core fuel will be destroyed and you'll need to make more to restart it. Under construction: The fast breeder reactor has been changed a bit in Update 3. I'm working on updating the guide. The main change is that the research is now locked behind space science, and the reactor itself now requires titanium alloy to construct. There is also a setting to change the ratio of enriched products in the reactor itself, so producing a surplus of enriched blanket fuel is now optional. Establishing the recycling loops There are two output loops that need to be handled. Depleted core fuel is handled in a nuclear reprocessing plant. It requires acid and steel, as well as an input of molten glass. Using a whole blast furnace just for this is a bit overkill, but since molten transports have to be flat the only other option is relocating your glass production to near the reactor. You only need one of these plants, it has the capacity to handle two reactors worth of output and then a bit more, but you'll need a second if you want to reprocess old depleted fuel or MOX casks into blanket fuel, that'll come later. Depleted core fuel is produced one for one when the reactor consumes core fuel. For each ten units of depleted core fuel, the reprocessing facility outputs eight units of core fuel and two units of fission products. So you get four units of core fuel back for consuming five units of depleted core fuel. This means you only need to replace one out of five. The one vital thing that you cannot allow to happen is letting the output for depleted core fuel back up. That will cause a shutdown. If the output of enriched blanket fuel is full there's no consequences, the reactor can still run. If there's no input of blanket fuel, there's no problem, but no new core fuel can be created by the blanket fuel recycling loop, and so you'll eventually run out of core fuel. If you use up the core fuel you can make more using the chemical plant recipes. But if the output of depleted core fuel backs up there's nothing to be done, you can't dump, store or remove that depleted core fuel from the reactor, you have to reprocess it, and that means you need access to the inputs and need to make sure that the core fuel produced has somewhere to go. The second loop (for blanket fuel) is done in an enrichment plant. It takes in enriched blanket fuel in 15 unit batches and outputs three core fuel and 12 blanket fuel. There's no external ingredients required for this and no by-products. The rate at which blanket fuel is converted to enriched blanket fuel is settable by the player to either off, sustaining or surplus. If enriching is off you'll get no blanket fuel but the consumption of core fuel will be cut in half. You'll need to use one of the startup recipes to make up the shortfall. At the normal enriching level you will produce just enough to keep up, creating just enough new core fuel to make up for the loss on the depleted core fuel loop. At high level enrichment you will make a surplus, but in exchange the reactor will produce far less steam: at speed level 4 it will make as much steam as a level 1 on a different setting. Surplus enriched blanket fuel can be used for other processes. It can be used to convert depleted uranium into new blanket fuel (in a Chemical Plant II). In older versions of the game depleted uranium and salt could be converted directly into blanket fuel, but now this process requires enriched blanket fuel. It can also be used to make 20% uranium or plutonium (in an Enrichment Plant). Since these products can be stored and used to make core fuel they are a useful way to stockpile resources to start more reactors or generate plutonium for space probes (or restart your reactor in case of a shutdown error). Remember, 20% uranium can be stored in an ordinary flat storage but plutonium can only be stored in a nuclear waste facility. Creating the starter core fuel The reactor produces its own core fuel but you will need to make a bit to get started. It is produced in a Chemical Plant II from 20% enriched uranium and salt. You make 20% uranium by processing 4% uranium in an enrichment plant with more Hydrogen Fluoride, you can use a loop back and sorter to accomplish this. Update three adds a second option for producing your starter supply of core fuel: plutonium and salt. So if you plan ahead you can stockpile some plutonium instead of converting it to MOX rods, a smart idea since there is a use for plutonium in space probes now (although it is possible to make plutonium from enriched blanket fuel, I'll cover that in the section on recycling.) Use a pipe balancer to make sure that the core fuel coming back from the two recycling loops is given priority over new core fuel otherwise the loop might back up. Once the system is running you can pause this plant but be ready to use it to start up again. If you run the reactor in non-enriching mode it will consume half as much fuel, but you will need to produce more using these methods. Enriching fuel is more cost effective, so under most circumstances that is what I would recommend. Creating input blanket fuel Blanket fuel recycles through the loops but it diminishes as it's converted to core fuel, so you'll need a constant input of new blanket fuel. There are two machines that can make it, and four possible input products to make it from. Using a Nuclear Reprocessing Facility, you can make blanket fuel from either spent fuel or spent MOX, giving you a way to reuse the wastes from your older reactors. These can be belted in from the waste facilities where they are stored. There's no chance of backup as they're used in the same amounts, so feel free to share a belt for these. As before the byproduct is fission products, and you'll need inputs of salt, acid and molten glass (but surprisingly not steel, I guess since the waste comes in as a barrel the plant is just reusing the same barrel for the fission products). You will want to start out this way to get rid of your hazardous waste. It makes two a minute in a 1 to 1 ratio with either waste input. The second way is in a chemical plant II, which can process either yellowcake or depleted uranium along with salt. Yellowcake requires only salt, but to make blanket fuel from depleted uranium you must provide an input of enriched blanket fuel. You get back four blanket fuel per minute in either case, but with depleted uranium it's only a net of two (as you consumed two enriched fuel to make it). One reactor won't fully load the recycling loops, so only one of these methods is needed at a time, but I recommend first using up your hazardous spent fuel and MOX to free up the storage, then switching to your depleted uranium stockpile and then back to yellowcake. Using up the waste you generated on the earlier reactors might take you a century or more. The depleted uranium method can't make enough new blanket fuel on its own to keep up with the reactor, so you will need to use yellowcake or reprocessed waste to make up the deficit. Superheated steam - power generation and more The FBR generates superheated steam, which has double the energy content of regular high steam. To optimally use the steam, you should build a shaft with two super turbines, two high-pressure II, two low-pressure II, and four large generators all plumbed in series. That will consume 96 superheated steam and give back 96 depleted steam, and completely occupy the 72 MW torque limit of a single shaft, which yields 60 MW of electricity. Four such shafts deliver 240 MW. One large cooling tower can recover the steam from one shaft, so you'll want four of those as well. If you recycle all the steam you'll need 24 new water per level per minute to make it up as the cooling tower can only recover 75%, that is 96 at full speed. If you send the depleted steam to a bank of vacuum desalinators instead of cooling towers you can consume all the steam of a full output power plant and get a net gain of 37.5% extra fresh water, but that will require 16 desalinators, using 64 workers and 6.4 MW of power and a lot of space. If instead you feed 12 superheated steam to two desalinators you'll net all the water you need to make up for the loss plus a surplus of 36 per minute, using only 800 KW and 8 workers. Keep in mind that if you use all your steam for power you'll have none for desalination, so your reactor could run dry if you're at the redline unless you use a pipe balancer to ensure that the desalination gets priority. Most of the groundwater aquifers can support 96 water a minute (that's two pumps) sustainably if you don't use it for anything else, more than that they'll deplete over time. The hydrogen reformer also includes a new method of splitting water using superheated steam to make hydrogen and oxygen that uses less energy than electrolysis. Tapping into your superheated steam for these processes will mean you can't fully use all of it for power generation. It's far more flexible to use power to make superheated steam in electric boilers, but that incurs a small loss. Also, superheated steam isn't compatible with the oil refining process, so if you had been tapping your old reactor for your refinery's steam you'll need to either tap in after the super pressure turbine or use an electric boiler instead.

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这个工具将帮助你规划工厂并计算输入/输出速率。欢迎使用工业巨头计算器。这是基于通用daxfb计算器开发的计算器/工厂规划工具,刚刚发布。它仍有待改进,未来可能会停止维护,但你或许会发现它很有用。工具内提供帮助,也可通过单独页面获取帮助。

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杂谈 只玩过第一张图的中等难度,说下感想 首先这游戏重开是再正常不过的了,因为一旦你产业布局没搞好或者没把握住发展重点,在那半死不活地耗着不如拿这一把的经验直接重开省事。 前期断循环死掉的人基本上没有抓住产业重点,车辆生产能力,结构件需要的铁/煤/混凝土,卡车需要的柴油,维修需要的铁/铜,这几个是核心,按照上述顺序发展绝对死不了。另外,记得车辆零件这种建议按需生产,产够即停可以减少暴毙的可能。反正这游戏有高倍速,这一点比其他模拟游戏要好。 前期一个矿一个挖掘机就够,重要的是卡车的数量,根据距离不同,一个挖掘机配合3到4个卡车都会有待机时间。从开始挖土或收集垃圾时就要着手填海,具体方法是在海边陆地选择倾倒工具+2的平地高度,然后从陆地拉到海上,这样就能自动填充。虽然从内地一路跑到海边很耗费时间和燃油,但比在内陆随意倾倒要方便很多,还能为后续扩张做准备。首先建议扩张出一个长条区域,用来放置过渡到中期的货物码头。第一张图中我把它放在了南边。 与填海类似,要上到高原位置需要反向填出一个斜坡。先用倾倒工具斜着拉出一个面,确保底层是相连的,然后再用挖掘工具斜着拉出一个面,去除凹凸不平的部分。矿区控制塔的控制区域可以随意更改,当存在生产冗余时,用某个矿区的控制区域覆盖斜面即可。挖掘机似乎不会自动重新分配,需要先从矿区中移除后再重新分配。 第一片原油足够发展到前中期,因为该游戏相比其他模拟类游戏(如《异星工厂》等),会先提供无人机,而无人机数量一旦增多,燃料消耗就会非常快。此时需要依靠船只寻找石油钻机来生产原油,并通过货轮研发货仓港口以自动进行运输,从而维持运营。 管道和传送带的规划也十分重要,因为即使是三格高度的管道,伐木机也无法通过(中期的挖掘机、后期的重型工程机械更是如此),所以不能随意进行跨区域运输,而应根据实际情况建立独立的生产园区。 首先来谈谈化工方面。由于水资源有限,海水脱盐是化工生产及相应电力供应的基础。此时,沿着海岸线建造一排海水泵的做法并不可取,正确的方式是直线延伸至海中以最大化空间利用率。 制造业应尽量就近布局,若无法就近或需在中间区域建设,应选择在消耗量较大的资源(例如钢铁业的铁矿)附近建造,随后通过卡车运输煤炭。为节省卡车运力,可在园区入口设置箱子,再通过传送带向内输送物资。同理,在边缘设置箱子也能节省输出时的运力。只要存在两个及以上同类生产建筑,建议都用箱子进行收尾,这样既能保证库存,又能确保生产效率。 研究室设置两个即可,一方面是因为联合度不足,另一方面研发速度过快容易导致发展思路跟不上,使人陷入混乱。采矿建议不要乱挖洞,拉出一面+2的平地,挖掘机就会自动挖山(不管山多高,因为挖着挖着上面的土就会滑下去)。上面采空了再挖一层,一层挖完再挖下一层,这样可以减少建筑倒塌和车辆卡BUG的风险。 食物建议集中生产布局,前期依靠自然条件,过一段时间后则需要依赖地下水。因此,地下水建议优先供给农田。小型工业用水宁愿从外面拉管道,也不要就近取用,越贪便宜越容易出问题。从外面拉管道的另一个好处是不会干扰大型车辆在内部的通行。这游戏本质上是分布式生产,需要的不是主总线,而是一条或多条能够让所有车辆通行的主干道。居住区不用建太多,这款游戏的农业和房屋都是通过科技来增强的,而不是单纯依靠数量。必要时甚至可以填海扩建,也不要干扰其他区域。 船只的航行距离和武力强度都与科技相关,不用太纠结,科技发展到一定程度自然就能提升。

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缺油、缺電、缺食物、缺水讓你陷入了死亡螺旋?這篇文章教你解決。 1.摘要:能源農業 1.摘要:能源農業 遊戲過程中,一定偶爾出現缺油、缺電、缺水、缺食物,搞油電糖水搞到焦頭爛額的船長肯定不在少數。 裸露的煤礦、原油就那麼多,就算有世界地圖礦井也總有一天坐吃山空。 這世上只有陽光、空氣、(海)水是無限供應的,種田只要有土就行,只要還有食物就還有勞動力。 鍋爐這個工業的心臟,是個有機物處理後都可以拿來餵,農作物也不例外,有了鍋爐就有淡水有電。 農作物還可以加工成燃氣,再加工成柴油或氫氣。 至此油電糖水都有了自然就復活了。 最後農作物還可以做成食品包,交換用途更多的資源。 2.產業鏈 作物-攪拌機(飼料)-鍋爐-熱脫鹽器(水)、渦輪(電) 作物-發酵池(燃氣)-鍋爐(氣)-水、電,因為效率較低故不推薦 作物-發酵池(燃氣)-空氣分離裝置+裂解裝置(柴油) 作物-發酵池(燃氣)-氫重整器(氫氣) 所以生產農作物就是生產水電燃油 下面是一些數學 HS=蒸氣(高壓),黃色的那種 鍋爐消耗有機物的比例不同,但輸出相同,因此燃料並非以單個物品而是以鍋爐60s的消耗為一單位 熱脫鹽氣必定配一個海水泵,因此耗電量加算 設備 HS 水(含冷凝) 燃料(鍋爐數) 電力(MW) 發電機(大) -48 36 0 15 鍋爐 48 -48 -1 0 熱脫鹽器(HS) -12 78 0 -0.5 由以上配方可以求出生產每個水、蒸氣、燃料的電量消耗 單位物品 電能消耗 HS -0.359 水 -0.0616 燃料(鍋爐) -14.3 3.輪作選擇 各船長科技進度不同,但農作物之間的優劣,準確來說是生產率比值,並不會有任何變化 不考慮成本最高效率必定是玉米連作,但是連作會有肥力懲罰,因此解答必定是玉米+X 1).玉米-草 窮,沒有肥料時 2).玉米-馬鈴薯,140% 目的是生產燃料(飼料)的最高效率,而且可以安排一部分當居民的食物 3).玉米-小麥,140% 目的是養雞烤麵包製作食品包時,只有小麥可以製成麵包 肥料(NH3)的來源推薦礦渣-酸水的合約,礦渣總要處理的 以下是數學證明 作物 產率(溫室II) 燃氣 燃氣/Max 飼料 飼料/Max 馬鈴薯 46.7 26.69 67.05% 37.36 78.22% 玉米 39.8 39.80 100% 47.76 100% 小麥 23.4 23.40 58.79% 37.44 78.39% 黃豆 13.3 11.40 28.64% 23.94 50.13% 蔬菜 36.3 20.74 52.12% 甘蔗 53.1 35.40 88.94% 水果 24.2 24.20 60.80% 在做燃料時的效率雖然小麥>馬鈴薯,但是考慮輪作時馬鈴薯勝出,因為馬鈴薯種植時間短,可以空出時間給最高效率的玉米。 4.包裝食品 除了後期的太空食品以外,包裝食品的用途只有一個:貿易。 包裝食品可以換得原油、鈾礦石、氨氣 哪一樣都可以製造成燃料 包裝食品的配方建議是麵包+肉或蛋 如果你同時用包裝食品與黃金交換原油與鈾礦時,你應該用 黃金=原油 包裝食品=鈾礦石 會比較有利 藍圖[hub.coigame.com]在此 接上水&肥料就可以用

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加载界面提示汇总(基于游戏文件v0.7.7) 如果物流系统过载,可以建造更多卡车,或使用传送带和火车来缓解压力。 工具栏底部的搜索栏也可以用作计算器。 右键点击几乎所有产品图标,都可以打开百科全书以获取更多信息。 注意柴油供应。如果柴油耗尽,卡车和挖掘机将停止工作。 确保始终有足够的食物,否则你的人民会挨饿。 原油不足?使用你的船只进行探索,寻找偏远的石油钻井平台。 默认情况下,卡车可能会部分装载货物以减少响应时间。你可以在车辆管理窗口中禁用此功能。按【CTRL+SHIFT+V】粘贴最近复制的内容。在放置模式下,按住【CTRL+SHIFT】并滚动鼠标滚轮可循环浏览剪贴板历史记录。 放置传送带或机器时,按住【CTRL】并滚动鼠标滚轮可更改它们的等级。 要更轻松地堆叠传送带和管道,可按【R】禁用吸附功能。建议临时使用此功能,因为它会使与端口和其他运输工具的吸附变得困难。 建造传送带或管道时,按住SHIFT可强制走直线,按住CTRL可选择替代路线。 建造传送带或管道时,无需从菜单中选择,只需将鼠标悬停在端口箭头或其他运输工具上并点击即可开始建造。 统一值由定居点在人们健康快乐时产生。它用于许多重要地方,但保留一些额外的统一值以备不时之需是明智的做法。即使没有维修零件,也可以使用Unity快速修复建筑和载具。[]*表示我使用了控制设置中的快捷键——键盘快捷键,但我不记得自己修改过默认设置,所以对你来说应该也适用。

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