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You Jie Village Residents' Cold Protection Knowledge and Inn Raiders
1, people who work overtime have the characteristic of increasing residents' happiness. Only by brushing this can we know the role of people who work overtime. Visual inspection is to increase the happiness of all residents. The exact value is not clear.

2. The residential area of the post station is full. No matter what occupation or ability, people will accept it (just updated the upper limit of 100, pick up the cheap ones or keep them for future use). Consumption in residential areas is normal, and inns, pubs and tourists will go. For example, Yang Long in the picture below lived in a residential area before moving into the village.

It seems that the consumption frequency of every resident has been set. Some people drink a lot of wine all day (as shown in the picture above in Yang Long), while others stay at home all day (as shown in the picture below). It would be nice to expel people like the one below. It's really useless to keep them. Residents' experiences can't be seen in the list of residential areas, but they will come out during the break (that is, when there are a group of people around the post station). Click on residents to see the experiences. Direct dismissal without consumption records (capitalists say this behavior is worthy of recognition)!

4. Residents' characteristics give priority to increasing the number or probability of decline/output. Regardless of the ability value, good skills are the iron rice bowl of residents, and other skills are of little use. In addition, the probability that gifts can give skills is really low. The more expensive the gift, the higher the probability, such as gorgeous clothes.

5. Residents will spend or hang out after work, and the status shows that they are going out. But some workplaces in remote areas will come back (sometimes blink, sometimes walk, I don't know how to set it up), and all the time will be wasted on commuting, so I won't spend it any more. Therefore, when the industrial zone is expanded, it should be as close as possible to the main island, and the two entrances and exits of the main island lead to the distant mountain and Yancaoyu respectively. These two maps are basically enough to put down all industrial areas.

6. Whether the distance between residents and consumption places affects the consumption frequency is uncertain for the time being. According to my observation, there seems to be a half-day relationship. It is better to put the house on the main island, build the post station, pub and inn together, put it in the middle, build the house around the middle, and then interspersed with various tourist buildings. The requirements for the layout of the community have improved a lot, and the frequency has to be increased when there are fewer people.

In addition, according to the systematic ranking of tourist buildings, the income seems to be increasing, and the highest should be the studio.

At present, the last four buildings can only be obtained by accumulation, and only cover 4*4 area, so it is more convenient to arrange them in combination with the problem of distance coverage (if any) (layout is one of the essences of this game and the sequela of playing simulated empire).

About the inn:

1. Liver emperors should get into the habit of visiting the inn when they are free. The probability of few guests staying in the hotel is still quite high. At present, the probability of personal brushing is groom > female wine > proprietress, and my groom can gather together a camp. Besides, I wonder if there will be a tourist doctor in the inn. I haven't seen him for a while. I can talk about the bosses I have met.

2. The inn should try to upgrade after the recipe has ingredients that can be unlocked! Detailed grading recipes are officially distributed. Advanced recipes need to unlock the corresponding map, and fishing resources are needed to obtain ingredients. The same is true for pubs and businesses (industrial chain construction is another essence of operating games, and all kinds of materials are just right, without big spillover).

The number of tables in the inn is extremely limited, which is why the income is much lower than that in the pub. For example, the second-class inn can only accommodate six people at the same time. I don't understand why such a big table can only seat two people. After entering the store, residents will look at the menu (some people will complain that the menu is not rich) → order food → cook (the higher the ability value, the faster it will be) → serve food (the waiter will help himself when he is too busy) → eat → leave the table (the next person can come in at this time, otherwise he will queue up at the door) → check out.

The most important thing is that if the menu is not completely unlocked and some dishes in the residential area can't be cooked, he will have to wait at the table all the time, which will take longer than normal meals, waste a table, and people who queue for too long will leave, and the income of the inn will be greatly reduced. The landlord is engaged in the catering management industry and knows how important the turnover rate is! It is not clear whether the inability to meet the demand for meals has an impact on happiness, but it should be.

He has lived for 3 days and is 30 years old. I'm still at the card level of 16 (the game active card level plays smoothly, but it's useless to rise too fast). I haven't calculated the daily income carefully. I have seen it from top to bottom at 500W W, and now I am sorting out the industrial chain and rearranging it. ......