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Isolation in the Doomsday Zone Food Building Guide Food Building How to Play

The food building in the isolation in the doomsday zone is the focus of many players. This time we bring you the food building guide in the isolation in the doomsday zone. It is also a tutorial on how to play food building. It is a very comprehensive content. Friends who want to know more can refer to it. I hope it can help everyone.

Food buildings

There are many food buildings on the surface, but in fact they are only divided into two categories, kitchens and raw food buildings; if they are divided into three categories, they are kitchens, fields and gathering buildings. .

Gathering buildings include fish houses, gathering huts and hunter huts. Fish houses need to be built near lakes. Gathering huts and hunter huts can be built in any area and work areas can be set up without residents’ mood debuffs. Many players here like to build collection buildings far away from residential areas and close to work points because they do not understand the problem of working areas. In fact, building collection buildings closer to residential areas can be done by setting the working area. This makes the actual collection area of ??such buildings larger. Production buildings like this kind of work buildings and work sites that can be separated can be placed near residential areas to reduce the actual walking distance for residents to reach their work sites. However, the productivity of collection buildings is low and they are generally used in the early stage. It is important to note that the output of this type of construction fluctuates greatly, affected not only by weather but also by the number of people working, creating a marginal diminishing effect. Taking the fish house as an example, the productivity of a single person is 100~140 per quarter, but if multiple people are configured for production, the productivity of no one is less than 90. Taking the hunter's cabin as an example, the productivity of a single person is as high as 120~150, but when multiple people are producing, it can be as low as 50. Therefore, we can also obtain a large amount of food in the early stage by building a large number of gathering buildings but only placing one staff member, but this is detrimental to the overall food acquisition, because adding fewer positions is not conducive to centralized production and takes up a large amount of land. (A small tip, there will be more and more food in the area collected by the hunter's cabin.)

The field is a food production building, divided into farmland and plantation, and can also support taking directly from the field. Food is consumed by residents without going through the intermediary link of storage buildings. Fields can be set to grow crops, but seeds need to be obtained first. Farmland is a pure food production, with seasonal output according to the cycle. Plantations require a long growth period to enter the harvest period, and are re-seeded after experiencing several harvest periods. Generally speaking, it is difficult to judge the advantages and disadvantages of farmland and plantations, as well as the advantages and disadvantages of which crops to grow. Here are only simple conclusions, which may have large deviations: Plant a variety of crops as much as possible to increase the variety of food. This will improve the mood of the residents; it is more beneficial to plant crops with a long growth and harvest cycle, because farmers will sow all the crops first when working and wait until all crops have entered the harvestable stage before harvesting, while crops with a shorter cycle are often planted during the planting stage. Entering the harvestable stage, this leaves no gaps in agricultural work and is greatly affected by farmers' lives. At the same time, because the fields can directly consume food, crops with short cycles are almost not rich during the production season, and this part of the wealth is important for subsequent The impact on food production is huge; even for crops with long planting cycles, the output loss caused by the above settings is huge, enough to reduce the output of the fields to only a little higher than that of the collection buildings, and farmers The quantity only affects the speed of sowing and harvesting to increase weak actual output, and the actual marginal effect is also very serious. It should be noted that the wetness of the field will only affect the growth rate of crops without increasing output, while radiation will affect all food produced. In many cases, the purpose of irrigation stations is actually to prevent ground radiation contamination.

The kitchen is the most IMBA production building in the entire game. It is comparable to quantum black technology. It only needs 10 points of raw food and 10 points of water to produce 100 cooked meals and provides 5 chef positions. On average The productivity of each chef is 150 food per quarter, and is not affected by edge effects. It is the strongest building in the entire game to increase food income, and it is also the strongest building to liberate labor. We can use kitchens to increase the overall position of food acquisition for centralized production, and at the same time make the collection buildings at the highest efficiency, so that the utilization rate and efficiency of labor can be improved in both directions. However, it should be noted that the raw material of the kitchens is raw food. From the characteristics of the food consumed by the residents, it can be seen that the key to maintaining a large number of kitchens is still enough raw food buildings, production positions and construction locations. The main reason why the actual output of the kitchen is not too high is that the chef needs to transport raw materials and spends too much time on the road.