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2026-02-19 01:00:30
发布在冰汽时代
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AI智能总结导读

这是游戏《冰汽时代》的新手开局攻略,涵盖前5天及后续的生存技巧,包括发电机使用、建筑规划、资源分配、法律与科研优先级、疾病应对等核心玩法,搭配图示指导建筑布局,帮助玩家度过前期关键阶段。

This is a good start for the first five days of "A New Home". General Tips - You don't need the generator on until the first temperature drop. Your people will be just fine as long as they have tents on night 1. - An easy way to find the max generator range is to pause the game, build 4 tents going outwards, and undo them. The clear areas are the max range of the generator. - Don't waste time, work hours, and resources building during the day, unless you have extra people available to do it and you have the resources to continue researching. Your people will build during their off time. The best practice is to pause the game right after shifts end and place buildings all at once. - Get new laws as soon as they are available. The same goes with research; as soon as one research project is done, start another. - Don't be afraid to pause the game and assess what is going on, or to make sure your timing is spot-on. - Your generator overdrive is a fantastic ability. It raises the heating level by 1 at no additional cost (+2 with research) and will keep you from needing to raise your steam heating level. Your steam hubs share the heating level of your generator, so this affects the hubs as well. Just don't let it explode. - Illness: Don't panic if people get sick, even if you get more sick people than your medical post can handle. It can happen no matter how careful you are. As long as the patients waiting for treatment can start treatment within 24 hours or so, they will not become gravely ill. - Scouting: Don't feel like you need to go back to your city after every exploratory visit. Go from one site to the next, stockpiling supplies until you find something you want (or need), then head back. This is kind of cheating for some people, but you can save the game before dangerous scouting events (such as the bear cave or Tesla City). If your scouts die, you can load your save and try it again. These events are random, and you can re-load your game until your scouts live through it. - Steam hubs: They burn coal, but early on they can be more efficient than heaters if used properly (3 coal per hour at steam level 1, whereas heaters use 1 coal per hour per building), so make sure you are getting everything out of them you can. Build strategically, getting as much in their radius as you can. Turn them off when they are not in use. Set their schedules accordingly. Steam hubs and the generator share their heating level and do not stack: anything that the steam hub is heating is wasted coal if it is being heated by the generator or another steam hub. When you get the steam hub range upgrade, you will want to re-asses your steam hub placements (i.e., dismantling and rebuilding them) Tech/Law research order Tech order: -Faster gathering -Hunter's gear -Steam hub -Saw mill -Beacon -Steelworks -Heaters -Coal Thumpers -Drawing board -Wall Drill Laws: ** Make sure you get laws as soon as they become available. You can get a new law every 18 hours. -Emergency Shift - Extended shift - Radica Treatment/Sustain life - This comes down to personal preference. Once you build an infirmary, this is almost a non-issue. Radical treatment will try to cure gravely ill but may cause amputations. Sustain life will keep them in medical posts untreated. As long as you keep your people out of -40F for extended periods you should have no gravely ill before you get an infirmary and this should have no impact. -Overcrowding (This is probably the most OP law in the game. It doubles your medical capacity at the cost of slight discontent) -Child shelters - Medic/Engineer Apprentices - Again, this comes down to preference. Whatever profession you choose will be more efficient. I personally choose medics. You can always get more workshops to speed up research. Day 1 - Day 5 Day 1 - Pause, get emergency shift as soon as scenario starts - 30 on the western wood piles, 15 on western steel, 15 and 5 on the southern wood piles -After the shifts end, pull all workers. Build 8 tents, 1 medic post in inner circle, 2 workshops and a gathering post near the northern double coal pile (outside of the max generator range), and a Hunter's hut in an isolated area in the southwest. The hunter's hut and beacon do not need heat, so this is where you will put the buildings that do not require heat. - Get extended shift as next law, set the workshops and all resource piles to extended shift - 5 Engineers in both workshops and medic post. Max out workers on the western resources, whoever is left send to the south resources. Prioritize maxing out the worker count on one pile at a time.

第二天 - 随着西部的木材堆和钢铁堆资源耗尽,优先将南部的资源堆开采至最大量,先开采木材。对所有资源堆执行延长工作班次。 - 班次结束后,在工坊附近建造一座烹饪屋,并分配15人到猎人小屋。 - 工人分配:15人狩猎,14人在木材堆,15人在钢铁堆,5人在收集站,1人在烹饪屋。再次强调,优先一次将一个资源堆的工人数量最大化。 第三天 - 到当天结束时,南部的资源必须开采完成。如有必要,对最后一个资源堆使用紧急班次以确保完成,因为这些必须在第一次气温下降前完成。蒸汽枢纽和锯木厂的研究将在当天结束时完成,如果之前无间断地研究了所有项目,信标也将同时完成。- 当轮班结束后,建造第二个猎人小屋、一座灯塔、一个锯木厂和一个蒸汽枢纽,具体位置如图所示。锯木厂不需要建在大量木材的范围内,它只是在我们获得墙壁钻机前的权宜之计。确保蒸汽枢纽能够覆盖你在北部建造的所有建筑。 - 派遣一名侦察兵前往失踪的探险队。 - 分配工人:30人狩猎,3人在锯木厂,10人在收集站,2人在烹饪屋,5人进行侦察。

第四天 - 大约凌晨5点启动发电机。没错,它一直处于关闭状态。当轮班结束人们回家后,让发电机过载运行以防止人们生病。 第五天 - 当侦察兵带着幸存者返回时,为他们建造一个蒸汽枢纽和一些帐篷。建造一座钢铁厂(使用钢铁厂自带的加热器,而非额外的蒸汽枢纽)。安排新工人到锯木厂和钢铁厂工作。如果愿意,可以在内圈建造第二个医疗站(侦察兵带回的幸存者中会有更多工程师)。

第五天之后 - 当工坊附近的煤堆耗尽时,建造第三个工坊,这样其他工程师就不会被浪费。你可以让失业人员直接从煤堆采集来加快这一过程,因为你应该已经有蒸汽枢纽覆盖整个区域了。 - 计划在第一个煤堆耗尽前,在另一个双煤堆区域附近建造另一个采集站。这里最终会成为煤炭重击器中心。 剩下的就靠你自己了,但这应该能给你一个很好的起点。

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