下载客户端

新游戏开始时的简单建筑选择

2026-02-15 01:00:06

AI智能总结导读

这篇新手向攻略介绍了游戏《新游戏开始时的简单建筑选择》里的初始蓝图选择技巧,建议在第二年年初挑选,优先选能提升建筑材料(木板、织物、砖块)、煤炭、耕地、牧场、复杂食物类的蓝图,还说明了延迟或不延迟选择蓝图的情况,帮助玩家快速起步。

A simplified overview for selecting the starting blueprints Intro New to the game? Starting out can be a daunting task. There are many choices for buildings and production chains but at the start of a new map you are limited to 3 blueprint selections. What's more, the map's resources and population will affect what can be built and what should be built. After building several cities, new buildings & embark bonuses unlock to increase the diversity of possible starting points. Never fear--I am here to help. I share my general starting advice accessible for all levels, but mostly new players. When Do I Select Blueprints? Year 2. Pick the blueprints near the start of year 2. More details in the timing section. 0) Ignore everything that isn't relevent All the production buildings have 3 production recipes--but starting out, I only consider seriously a few things. Wine production is useless, pottery basically doesn't matter, packs of trade goods are a long way off. So ignore them for now. I want to focus on what will help me immediately get the city off the ground. 1) Building Materials (Planks, Fabric, Bricks) Every city needs mounds of fabric, bricks and giant mountains of planks! The crude workshop can make all 3 of these crucial resources, but has the worst recipe for doing so. Even a 1 star recipe represents a solid improvement--using fewer resources to make the same amount of finished product. A singular 1-star recipe will help throughput at the crude workshop by reducing the number of items it is responsible for manufacturing. It is never a bad idea to choose a production building that improves a building material recipe, though it is maybe not always the best idea. Any prospective building with stars in building materials is worth considering--improvements to planks are the most valuable. Planks are widely used for construction and many recipes that ask for wood can substitute planks at a reduced rate. One upgrade in this category is sufficient: if I pick 1-star planks on the first selection but the next round has a 2-star plank recipe, I'll choose something else. 2) Fuel (Coal) The hearth must be fed fuel continuously and wood is the least efficient fuel. Coal is easy to make from wood, burns longer, substitutes for wood in some crafting recipes and is useful for certain events. Oil is an interesting alternative, but I am typically biased against it because the inputs (plant fiber, wheat, meat) usually have initially better uses elsewhere (eg fabric, ranching, jerky). Coal helps conserve wood--super important if production buildings with plank production are shy. But I will happily start with a pair of production buildings for both coal & planks any day. 3) Fertile Soil Usage Almost all maps host fertile soil--double check your map settings if you aren't sure. Fertile soil is by far the most common renewable resource in the game, but it only works if you have a building that can use it! Lots has been written about the best one to take, but I'm here to say that any 1 building is much much much better than no building. Passing up the small farm hoping to roll into a plantation might leave one empty-handed. If my starting glade has fertile soil or I have humans in my group pointing out the nearest fertile soil, I make this a top priority. If the frequency of fertile soil is high, I make this a top priority. Unless fertile soil is less than average or absent, I usually try making one of the three starting buildings a fertile soil user. 4) Ranch The ranch is a very powerful building. It needs a steady supply of plant fiber, wheat or reed to get off the ground. It serves a function similar to cooking--outputting more materials (food/leather) than the initial inputs. It can more effectively handle a shifting workforce than a farm would. I am somewhat biased to farms over the ranch because raw materials are needed to run the ranch. In most biomes, the trees will suffice. But in the rare cases they do not, it ends up dividing a small supply of fiber between leather for fabric and food. The chickens will produce eggs...but again this is a mixed blessing at the start. I would check the biome trees and survey the starting area for suitable inputs before getting carried away with the ranch. Also, remember to prioritize the production and set the proper inputs. 5) Complex Food (Jerky, Porridge, Skewers) Complex food makes for happier residents and food recipes always output more than the raw materials required to make them--stretching the harvest further. Jerky only requires meat or insects (and fuel), making it the most simple complex food recipe to prepare. Insects seem to be ubiquitous even if meat is not. Fuel can become problematic later on some maps when making lots of jerky. I sometimes end up turning off jerky later on if I'm struggling with fuel production. Porridge is also very easy to make--it needs a rain collector (or geyser) to support it with water but can then turn inedible wheat and herbs into tasty food. It can also accept vegetables and mushrooms. Skewers are only slightly more difficult, requiring two foodstuffs rather than one. Skewers are great if both requisite foods types are in suitable proportion. Skewers require a "protein" (jerky, meat, insects, mushroom) AND something else (roots, berries, vegetables, eggs). 6) Eh? After the top 5 priorities, pretty much everything else is window dressing. It is uncommon that a starting selection will provide no upgrades for building materials, coal, farming, ranching, jerky or skewers. These are some reasonable alternatives that are a bit more map dependent and would not usually be worth considering but sometimes conditions are different: Flour production is worthwhile if there is a reliable source of wheat/roots/mushrooms Pack of Provisions is a widely useful recipe to have in a 1-star or 2-star building (unless trade is prohibited) Coats are helpful if the population includes beavers+humans or for certain storm events. They are easy to make from fabric. Tool production is always desirable but especially easy to pull off in the coral forest. Otherwise the pre-requisite smelting usually makes me pause on this one. Camps are worthwhile if there are matching large nodes nearby. Marshland bonuses to camps making them more desirable there--but resist the urge to pick blindly. The Marketplace service building provides a particularly strong bonus (+carry capacity) that requires 2 workers. Recall Rule 0: Ignore everything that is not relevant. I usually do not spend much time overthinking the initial selection. Some maps lend themselves better to setting up specific production chains & some populations benefit more greatly from certain production chains. At higher prestige levels those differences can matter big time; but this is not the guide for that. Timing Is Everything At the start of a new map I'll survey the glades to see what is in my starting glade and decide which additional glades I'm going to open and when (now/next year/inconceivable future). I'll look at the first batch of blueprints and see if there is an obvious winner (like 3* planks). But usually there isn't and I won't actually pick anything at this time. Reasons to delay choosing a blueprint: I want to see what the surrounding glades contain first. Small glades can be opened immediately after the first set of orders have been issued. Some dangerous glade events ask for coal/oil/etc -- waiting to see the event's needs might allow a rushed production chain to complete. Sometimes the trader can help here too. Dangerous Glades frequently contain large resource deposits requiring a large camp to harvest The year 1 and year 2 cornerstones have the greatest potential to affect a city beings they will be in effect the longest. Picking cornerstones can help clarify building selection by adding incentives/disincentives for certain choices. Without a solid mix of labor and abundant materials, it isn't likely that I'll have the selected buildings up or running until year 2 anyways. Depending on the situation, rerolling the building selection is possible with Amber. Delaying a bad choice until there is amber to reroll it could give provide an edge. Only 1 choice left and the best selection is not immediately apparent and/or there is no labor to work at said, uninteresting building Reasons to not delay: The choices do not change by simply putting off the choice: the first selection might be uninteresting but the second selection might contain a vital building I want RIGHT NOW Some orders from the Queen require specific buildings--knowing that I definitely have the required building makes selecting the matching order less risky Production chains will never singularly sort themselves. (biscuits & pies need flour and flour is nearly useless without biscuits & pies. But one blueprint will have to be picked without the certainty of the next) I will get more blueprint rewards throughout the duration of the settlement than I'll actually "need". There will be extras, some of the choices will prove to be suboptimal....some might turn out super useful in the long run but just started out useless.

评论

共0条评论
face
inputImg
相关阅读
最新更新

早期游戏

本指南旨在以通俗易懂的方式教你游戏基础以及游戏初期阶段的分析方法。 前言 — 本指南是对某篇指南的翻译,我喜欢那篇指南的简洁明了。由于未找到俄语版本的类似指南,…

2026-04-04 13:000赞 · 0评论

刚开始

希望对所有游玩此游戏的玩家有所帮助 游戏机制与画面介绍

2026-03-31 04:000赞 · 0评论

原油大亨指南!轻松实现燃料自由

原油攻略#王牌达人营

2026-03-27 04:201赞 · 0评论

《模拟农场2013》完全指南

《模拟农场2013》新手完全指南! 开始 第一步 我们从之前的主人那里继承了一批克拉斯小型拖拉机,还有几辆不错的拖拉机——尤尔和阿尔戈3。除此之外,还有一个不错…

2026-03-19 10:000赞 · 0评论

三大模式怎么选?软核/标准/挑战,新手选哪个?

#王牌达人营

2026-03-04 05:471赞 · 0评论

英国皇家空军指南与数据

本指南旨在为所有对该派系感兴趣的玩家解释UKF的运作机制。 注意: 在开始阅读本指南之前,希望您具备基本的游戏知识。 如果没有,建议您先尝试教程、完成战役、游玩…

2026-02-14 13:000赞 · 0评论

#杖剑传说 杖剑传说:零氪党资源规划!新手必看攻略!

杖剑传说:零氪党资源规划!新手必看攻略!

2026-01-20 15:590赞 · 0评论

冒险游戏 千仞雪短途队硬刚长途副本?25秒输出轴直接乱杀,新手抄作业就上分!

-

2026-01-10 18:370赞 · 0评论

萤火 萤火办公室最适合新手与普通玩家的打法。

-

2026-01-10 06:100赞 · 0评论

入门 (甜瓜游乐场)新手入门小汽车教程(不是封面的车)

我是ios

2026-01-07 04:310赞 · 0评论
暂无更多

最新更新

  • 《风暴之城》1.9.8版本更新内容 1. 优化改进 2. 订单图标调整 — 各位总督! Steam春季特卖现已结束,来和我们分享一下吧——你是大肆购物了一番,还是保持了克制?如果发现了什么好游戏,我们很想听听你最近在玩什么。 同时,我们…
  • 《风暴之城》限时特惠70% — 《风暴之城》及其所有DLC在Hooded Horse春季促销中均有折扣。 《风暴之城》是一款带有肉鸽式重玩要素的黑暗奇幻城市建造游戏。你将在人类、海狸、蜥蜴人、…
  • 新游戏开始时的简单建筑选择 — A simplified overview for selecting the starting blueprints Intro New to the gam…
  • 全部20个威望修正——梗图评测 — 介绍 更新:似乎有人对所有威望图片提出了版权索赔。谢谢你们啊,真是太“棒”了。总之,本指南针对的是游戏的测试版,现在大多已不再适用。 我们审视了20个威望修正器…
  • 从起步到苟命的经验分享【20241206更新含1.3版本及1.4+DLC版本】 — 随着《风暴之城》1.0版本上线,制作组还更新了“女王之手”模式。半年没玩后我回坑体验了好几局,发现这段时间游戏新增了不少内容,也进行了诸多平衡调整,于是便对之前…
  • 高效的初始城镇布局、开局技巧及更多内容 — 蓝图建筑布局指南(适用于住宅、工业乃至服务设施)。本指南旨在确保你的工人多干活、少走路。 如何判断自己的游戏效率? 游戏为你完成定居点提供了相当宽裕的时间限制。…
  • 《逆风停航》新手指南 — 命运向总督低语:“你无法抵御风暴。” 总督回以低语:“我就是风暴。” 以下是基于试玩期间常见问题整理的新手入门须知。 ### 前言 我在试玩版中投入了约100小…
  • 《逆风停航》新手迷你指南 — 《逆风停航》新手玩家机制简易指南与说明。本指南并非为资深玩家制作,但或许你也能从中获得一些新发现 ^^。 1. **地图** 首先要介绍的是地图。你总是从城市中…
  • 《风暴之城》全成就 全功绩 攻略 — 这是一个新手磕磕绊绊最终完成全成就后留下的攻略,试图帮助其他也想完成全功绩的新手少走一点弯路。 前言 本攻略目的是为有一定游戏经验并且想完成所有功绩与成就的玩家…
  • 《原子之心》2025 中的隐藏章节 — 在蝙蝠DLC发布一段时间后,成功完成定居点建设后,游戏提示我完成了一个新的任务(Deed)。但当时我已经完成了所有Steam成就,甚至所有任务(Deed)。 这…