最后的秋天 困难模式

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冰汽时代
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《冰汽时代》困难难度“最后的秋天”通关/获取“Iron Man (Last Autumn)”成就分步指南 简介/通用技巧 经过无数次尝试,我终于成功以困难难度通关了这个场景,所以想分享一份详细指南,帮助其他人获得这个珍贵的成就。本指南假设你已经玩过这个场景,并且能够在普通或简单难度下通关。 《冰汽时代》的核心在于资源管理,但这个场景在资源管理方面比其他任何场景都更为严苛。所有资源都很稀缺——从树木到食物再到工人——而时间是最宝贵的资源。我在第43天完成了发电机,且没有完全成为邪恶的统治者。 一些通用原则和技巧: 不要浪费资源。不要在树木上方建造,不要在对你帮助不大的科技上浪费资源,并且要谨慎使用依赖资源的手段(例如教堂的晚间服务,需要消耗食物;或者防护建筑,需要消耗结构型材)。 不要错过截止日期。游戏允许你错过一次截止日期而不会直接失败,但根据我的经验,一旦错过其中一个截止日期,你将无法赶上进度。 提前规划。游戏中会发生一些预设事件,通常与发电机的建造进度相关。要知道这些事件何时会发生,确保做好必要的准备工作(比如在事故发生前提高安全等级)。同样,要了解每个阶段所需的建筑资源数量,并在需要前尽可能准备好。(详情参见发电机建造计算部分。) 几点具体建议: 1. 完全不用考虑蒸汽卸载机。研发和建造它们成本太高。我用两个升级后的码头配合收集站卸载物资就通关了。 2. 同样,别费心去欺骗法国人获取他们的蒸汽核心。尤其是如果你不造蒸汽卸载机的话,在探索过程中会发现大量蒸汽核心。而且在场景后期,你会有足够的后勤额度通过电报站订购蒸汽核心。 3. 不要通过船只运送煤炭。先使用那堆巨大的煤堆。然后使用木炭窑将木材转化为煤炭。 获取资源运输和收集资源是两回事。水面会结冰,阻止你获得更多的船只运输,但你可以继续收集堆积的资源。如果你升级了码头,这意味着当运输停止时,每个码头可以堆积600单位的钢铁或木材,为你的最后冲刺留下大量资源可供使用。 同样,考虑你的食物来源。你可以通过探索寒霜之地或钓鱼获得食物。钓鱼在数量上是无限的,但在时间上有限制(一旦水面结冰,你就再也钓不到鱼了)。因此,在游戏中期依靠鱼类,并将大部分探索地点留到游戏后期提供食物。第1-3天 [提及圆圈周围位置时,请想象物资储备处位于12点方向,巨大的煤堆位于5点方向附近] 07:00 - 暂停游戏。从法典中选择【公共酒馆】。在内圈右侧建造一个收集站,使其覆盖两个木材堆和2点方向的钢铁堆。为除收集站覆盖的那个钢铁堆之外的所有资源堆分配工人。 收集站一旦建成,立即安排人员。一旦有足够的木材,在物资储备处旁边建造一个工坊。随着木材的获取,再建造两个工坊。每个工坊建成后,立即安排工程师并开始研究【锯木厂】。如果速度够快,在工作日结束时应该能完成约50%的研究进度。在开始围绕外环建设时,请记住,你需要在两个中心码头附近各留出可建造2-3个收集站的空间。 17:00 - 工作日快结束时,你应该有足够的木材来建造医疗站。你需要它来治疗夜间生病的人。 19:00 - 让闲置人员动起来 - 别让他们闲着。 第二天 01:00 - 选择【享乐之屋】作为你的第二条法律。 05:00 - 向你的人民承诺你会为所有人提供住所。如果还没做的话,从其中一个工坊撤下人员,让他们去医疗站工作。密切关注病人数量 - 如果所有人都被治愈了,你可以把工程师调回研究工作。 12:00 - 中午左右,你的研究应该完成了。开始研究码头。蒸汽核心也应该在这个时候耗尽,所以你会有一些失业人员。你可以建造2到3个帐篷。 18:00 - 工作日结束时,建造2座锯木厂。不要在会破坏树木的地方建造任何建筑!你需要每一根树枝。还要建造一个烹饪屋,因为你的人们会开始感到饥饿,你不希望他们去吃生食。然后建造你能负担得起的帐篷数量。这是我在第三天开始时的布局。

Day 3 10:00 - Research on docks should finish between 10:00 and 11:00. Start researching foragers' quarters. Now we need to make good on those promises we made. As the wood comes in, build however many tents you still need (I had 40 homeless at this point). Once again, make sure you don't destroy trees with your placement. I put a couple tents down near my sawmill at 5 o'clock because it was a clear area. You should have plenty of wood by the end of the day to build the pub as well, but start with the tents because the timer on that is going to run out first. 13:00 - For your next law, I recommend Radical Treatment. You don't actually need it right now, but it'll give you access to the other healthcare laws that you'll need soon enough. 20:00 - Everybody should have a bed by this point, and you can staff the pub to start getting lots of motivation. Build docks at one of the two inner locations, set the resource to steel and staff with 5 workers. Days 4-12 (Generator Phase 1) Day 4 07:00 - I suggest picking "Chapel" as your next law, since you have a decent resource flow at the moment and it'll give you another motivation boost. Keep an eye on your medical post, I only had 1 sick person at the start of the day, so you can start moving engineers back into the workshop. 09:00 - Research should finish around this time, start profiles manufacture next. Build a foragers' quarters (I put it down near the huge coal pile). Put a couple workers on the steel that's arriving at the docks, just so the game checks off that objective. You can remove them again in order to make a team of foragers. We don't actually need a ton of steel at this point, so it's fine to let it pile up. Send the foragers to the reindeer tracks. 10:00 When the prompt appears of workers talking, choose "Only fools doubt it!" 16:00 - Your next research is Drawing Boards. 17:00 - Start building the telegraph station; once it's complete, order 20 workers. (Don't forget to make more tents for them!) Towards the end of the day, your gathering post should run out of resources, so dismantle that. I still had a bit of steel in the one remaining pile, so I staffed that up to 15 just to finish it off in the morning. Overnight, start building the Profiles Manufacture, one gathering post in range of the dock, and a third sawmill. You can leave these all unstaffed for now. You can build a chapel now if you have the resources for it, but you still have plenty of time left on that objective. Day 5 02:00 - Choose "Care House" as your next law, and go ahead and build one, provided you have a spot that's clear of trees. 04:00 - As soon as the foragers arrive at their destination, send them on to the hunting grounds. 10:00 - The indignant engineer - side with him ("Certainly") 14:00 - When Drawing Boards research is complete, start on Forager carts. 16:00 - Set up a camp at the hunting grounds. Around this time, my last steel pile in the center was depleted, so I put 10 workers in the new sawmill and 10 in the gathering post by the docks. 21:00 -Your cooldown on laws runs out around this time, but don't sign anything new, because we're going to need to sign a safety law soon. 23:00 - When your new workers arrive, assign them to the Profiles Manufacture. Order 5 more workers and 5 engineers. (I had to wait a couple of hours for my logistical limit to get up to 30.) Queue up 2-3 structural profiles for them to start working on in the morning. Day 6 11:30 - Promise to pass a law improving safety. Go ahead and pass "Short Shifts." I wouldn't activate short shift yet. As long as your workplaces are at "unhealthy" (one !), it's probably fine. (UNLESS there's a specific reason it needs to be at "safe," mentioned below.) 13:00 - Start researching Fishing Harbour 14:00 - The father gets a letter about his sick daughter - don't censor the letter. (ETA - I guess what letter arrives is random. I recommend censoring the letters about war and famine. If you get the sick daughter one, you can get a motivation boost later by telling the father to keep working.) 16:00 - I had 10 sick people at this point, so I built another medical post to cover me until I could sign overcrowding. 20:00 - Queue up the remaining structural profiles you'll need for the generator shaft structure. Build a gathering post near the huge coal pile and staff it. I had 5 unemployed workers, and I took 2 from the cookhouse. Day 7 06:00 - Sign "Safety Procedures." 12:00 - Start researching the ventilation plant 13:00 - When your ship arrives, order another 10 workers. 14:00 - Once you have 8 profiles, turn off the manufacture and unstaff it. Assign those 20 workers to the shaft structure on short shift and turn on safety procedures. (This should keep the construction safety at Unhealthy.) If you didn't censor the letter yesterday, the father will come to you asking to go home. Tell him "Doctors cost money" 21:00 - Build a fishing harbour in one of the outer locations. Day 8 02:00 - Sign "Work standardization." 11:00 - I chose to research faster gathering at this point 14:00 - When you get the alert about the prostitutes spreading STIs, select "Cure the infected " I hit my storage limit for wood on Day 8. Rather than build a resource depot early on, you can just queue 4 structural profiles to get 100 wood out of the way, even if the manufacture is turned off. 22:00 - Start building a ventilation plant, but leave it turned off. Day 9 09:00 - Sign "Overcrowding." Order 20 workers through the telegraph station. Start researching protective structures. Start building another gathering post near the dock you already have, and build a second dock on the other inner dock location, also set the deliver steel. Cut your sawmills to half-staff and put the extra workers on the generator. 14:00 - Boudoir photography - confiscate the picture. 17:00 - Around this time, the hunting grounds should run out. Send your foragers to the nesting place. When the generator shaft progress gets to 25%, you'll get the notification that toxic gases have appeared. Turn the ventilation plant on as needed to keep the safety level at "Unhealthy." Day 10 When your new workers arrive, assign 10 of them to the fishing harbour you built earlier. Assign 5 to the new dock to start gathering steel, and the remaining 5 wherever you feel like they'll be most useful. Start researching "Drafting Machines" when you have enough steel. 11:00 - Sign "After-hours equipment maintenance" If your foragers have been exploring, there's a good chance you'll find the lost crates on day 9-10. Steal that junk and run back home - don't even go to the cargo convoy. Winterhome is doomed anyway and we need those supplies. Day 11 05:00 - Order 5 engineers and 10 workers. Build another workshop for when the engineers arrive. (And don't forget to build more housing.) 06:00 - Sign "Bare-knuckle bouts" to reduce discontent 10:00 - When the generator gets to 70%, you will have your first safety crisis. You MUST be at "Unhealthy" or "Safe" when this occurs. Keep an eye on the generator progress and safety level. If you're not safe enough, stop construction, make more structural profiles so you can activate the protective structures (or wait for the gas concentration to fall). As long as the safety level is "Unhealthy," you'll be able to rescue the trapped workers. In my case, I had to pause construction on Day 11 and then resume on Day 12. Day 12 After the safety crisis, the construction site will go on strike. Promising either "Hearty Meals" or "Bathhouse" is reasonable - because nobody says you have to keep the bathhouse running or actually produce hearty meals. In any case, once you resolve the strike, you get to choose whether to rely on the workers or the engineers. This guide is based on siding with the engineers. Build the factory inspectorate and staff it at least partway. Once the shaft structure is complete, make sure to turn off your ventilation plant - don't waste the coal if you don't need it! Get to work producing more structural profiles for the next stage. If you found the lost crates, you already have enough steam exchangers to make the tower pumps (but you'll still need to research and build the machine shop in order to progress to the next stage). Days 13-20 (Generator Phase 2) I'm going to get more general in my guide from here on out. Make sure you're prioritizing the generator in terms of your workers, and order more workers regularly - I usually order 10 more after each ship comes during this part of the game, along with engineers and prostheses as needed. Your food and steel supplies should be in good shape. As sawmills run out of trees in range, dismantle them and move the workers to a new sawmill. (Events are listed under the days where they occurred in my playthrough, but you may encounter them on a different day.) Day 13 Once the first phase is done, you'll get a message about another generator site. If you've researched more foragers, send a team towards that generator site (the first location is Nature's Sculpture). This will give you construction materials and extra engineers. Day 14 The factory inspectorate will suggest you pass "Overseers," so go ahead and agree to that. Build one tower at the outer edge of the construction zone next to the stockpile, and one in the inner circle at 6 o'clock. Staff each with 2-3 engineers. (Note: the inspection action causes a huge motivation boost, but it also raises strike risk. If you have workplaces that are likely to strike, don't make it worse by having your engineer bureaucrats pestering your workers. Use it sparingly.) Day 15 When prompted to end prostitution, choose "We can't afford it." Day 16 If someone gets a letter about the Boer war, censor it. When you get the prompt "Rumble in the Deep," (10% production on the Tower Pumps) choose to produce safety equipment. You should already have the steam exchangers on hand from your foragers. We're going to have another safety crisis soon. Day 17 If you haven't already, now is a good time to research the upgraded docks. This will allow your people to stack up to 600 resources at each dock - reserves that you'll need later in the game. When the Tower Pumps get to 45% complete, there will be an emergency. If your safety level is "Harmful," you can save the workers without compromising the generator, but a lot of people will get hurt. If the site is "Safe," you can save the workers with fewer injuries, which is definitely preferable. Keep an eye on the progress and use protective structures if you need to boost the safety. Day 19 An engineer gets a shipment of food. I let him keep it - my food rations were at the storage limit anyway. Day 20 If you start having amputees, either from the Tower Pumps accident or as a side-effect of the prostitution (people's limbs are just straight falling off due to rampant STIs, I guess), sign "Prostheses Shipments" and order some prostheses. I finished this generator stage on the morning of day 20. Reassign your workers to produce structural profiles and steel composites (needed for the next phase). Send a forager team in the direction of the new generator site. Days 21-34 (Generator Phase 3) This phase gave me the most trouble in trying to finish the scenario. Between safety issues, striking workers, and falling motivation, I kept missing the deadline to finish phase 3, and at that point, it's impossible to get back on track to finish in time. That being said, we're 5 days ahead of schedule going in to Phase 3, and your production line should be in pretty good shape at this point. Let's start by talking resources. At the start of Phase 3, I had 2 fishing harbours (with the finer mesh upgrade) taking care of my food needs. I had 2 upgraded docks, both delivering steel. Each dock had 2 fully-staffed gathering posts collecting from the steel piles. I had 2 gathering posts on the huge coal pile, and 3 sawmills gathering wood. Looking at the docks, your dock workers are delivering steel faster than the gathering posts can collect it. With upgraded docks, you can have up to 600 resources, so just let it keep piling up. At this point, however, I recommend unstaffing and turning off one of the two docks. Why turn off the dock? Because we're rapidly clear-cutting our nice little generator site, and we're going to need more wood. If you change the resource on the dock, whatever is already piled up will vanish. So turn off the dock, but leave the gathering posts going to collect the steel already there. Once the pile is gone (or nearly gone), switch the resource to wood and turn the dock back on. Day 21 When your foragers reach the worker's camp for the other generator site, tell the workers to stay put. We are NOT going to bring these workers to our site - we can get more than enough labor through the telegraph station, and these guys cause more trouble than they're worth. Send your foragers along to the next location on the way to the failed generator site. Once your foragers have explored all the sites in Frostland, including the ones related to the other generator sites, bring one team home and disband them. The other forager team will start delivering food from the hunting and fishing spots in Frostland. Up to this point, I had only depleted the first hunting grounds location from the very beginning of the scenario; the fishing harbours have been taking care of the food supply. Days 22-26 I suggest building the support frames before you start on the core. As long as you keep the support frame safety at "Unhealthy," you shouldn't have any accidents or issues. Meanwhile, make sure you are producing enough steel composites - you need 25 for the core, another 5 for safety improvements, and then 20 more for the final stage. So you want to have at least 30 ready by the time the support frames are finished. At the end of day 26, I had just about completed the supports. (One was finished, the other at 97% when work ended.) Start working on the core. When you get to 10% (Day 28 for me), you'll get an alert about fire danger. Build the fire dampers - you should have the steel composites ready to go. Try to keep safety at "Harmful" for the core, or you may have additional workplace accidents (besides the scripted event). If you need to pause construction for a bit to let the gas level go down or for the cooldown on protective structures to run out, you can. You've got a bit of wiggle room here, and it's better to pause construction for part of a day than have people striking because it's not safe. You're going to want to be producing the steam exchangers and steel composites that you'll need for the final stage. I do think it's worth it to get the redesigned templates (reduces the cost of steam exchanges from 20 steel to 16). If possible, aim to have extra steam exchangers. If you have the Advanced Supercharge tech, then 5 steam exchangers = 20% instant progress on the current generator construction, which you're going to need to finish the final parts. If you do have workers go on strike, consider offering them the bathhouse (you can turn it off if coal gets low) or hearty meals if you didn't already sign those laws. Comfortable quarters is another good one - you'll have to build some extra tents, but you shouldn't be hurting for wood at this point. Around day 32, I signed "Two Shifts." Don't use it on the actual generator construction (need the safety boost from the short shift). Instead, use it on the gathering posts that are collecting steel, so you don't run into a resource bottleneck trying to produce all those steam exchangers. At 50% progress on the core, a fire will break out. If you built the fire dampers, you can get people out alive and not lose generator power. However, your progress will be set back. This is a good time to use that advanced supercharge. Day 33 - let people talk. Once the core is complete, you'll get an alert that the toxic danger has passed. You can dismantle your ventilation plant and use the steel. Days 35-45 (The Home Stretch) You're almost there! As long as you finished Phase 3 on time and have been working ahead on your construction materials, you can definitely make it across the finish line! Day 35 - Agree to build the security outposts. Day 36 - Allow the security outposts to search for arsonists. Day 36 - When you get the prompt to make one last order, take a look at your population. I found that having ~220 workers and 60 engineers going in to the final stretch worked pretty well. Your mileage may vary. If there's nothing else you need more urgently, just order a bunch of prostheses, since people are going to start losing extremities to frostbite. Day 37 - Release the arsonists, unless you want to go full penal colony. If you get asked to heat homes, offer to heat some homes (provided you've already started the heating research tree). You can get a portion of your homes heated with braziers and upgrade the blowers to compensate for the upcoming drop in temperature. Keep in mind that if you don't start providing some heat, people are going to freeze to death in their beds. You can manage this if it happens to 10 or 15 of your workers, but if people start dying off in droves, you won't have enough people to finish the work. Later on, if you are asked again to heat homes, you literally won't be able to (the temperature gets too low), so don't make promises you can't keep. Day 37 - Stop people from leaving. I had researched and built an infirmary by this point, so I could deal with the injured. Once the water freezes, dismantle your harbours and docks. They can't help you anymore. Day 38 - Let your workers take breaks to stay warm. From here on out, it's just a matter of keeping an eye on safety levels, strike risk, and keeping your workers alive until the work is done. Build more infirmaries if you need them. Keep homes and workplaces warm as much as you can. Monitor coal use and make additional charcoal kilns as needed. (You can also turn off the braziers during the day and turn them back on at night to conserve coal.) I finished the generator with a day and a half to spare. Didn't manage to do any of the optional upgrades, but hey, a win is a win. Generator Construction Math In other words, "How much steel am I going to need, exactly?" These numbers don't take into account the construction materials you can find while exploring, so it's more of an upper limit for your resource requirements. Phase One: 8 structural profiles = 200 wood Phase Two: 10 structural profiles = 200-250 wood (depending on if/when you get the optimized materials tech) 10 steam exchangers = 200 steel Phase Three: 50 structural profiles = 1,000 - 1,250 wood 25 steel composites = 625 steel and 1,250 coal (without the innovative process tech) or 500 steel and 1,000 coal (with the innovative process tech) Phase Four: 50 steam exchangers = 800-1,000 steel (depending on if/when you get redesigned templates) 20 steel composites = 500 steel and 1,000 coal (without innovative process) or 400 steel and 800 coal (with innovative process) Grand Total (assuming no techs): 1,700 wood 2,325 steel 2,250 coal Of course, this is just the materials required for the generator construction itself. It doesn't include building the production line, supporting your population, or improving safety.