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Dyson Sphere plans to share the experience and skills in the middle and late stages, and how to play in the middle and late stages.
Dyson Sphere Project Many players don't know how to play it after entering the middle and late stage. Here, I will share some experiences and skills in the middle and late stages of the game, hoping to help you.

Experience and skill sharing in the middle and late stage of Dyson Sphere Project

The early stage is quite simple, and the later stage is not difficult. There are many posts about modular logistics factories (although none of them are as detailed as mine). But it seems that no one has released the medium-term strategy, so I will talk about it as an experienced person.

Mid-term refers to the period between brown sugar and gold sugar, which requires a large number of complex products and cannot make logistics equipment, so it can only be pulled by conveyor belt.

First of all, the game has three basic technical lines: circuit board, motor and petrochemical. The rest of the technology is an extension of these three lines. According to this relationship, we need to make 3 ~ 4 factory clusters to produce these three materials and their derivatives respectively.

Two design ideas: the first is the layout of three kinds of factory products, left and right motors and circuits, going up or down the petrochemical plant (because the petrochemical plant is very large); The second is the rhombic arrangement of the left and right circuits and motors in the upper and lower petrochemical plants (to distinguish whether X is cracked).

There should be enough space between big factories to insert various small factories (must be big enough, so it will become a twist factory), for example, the conveyor belt factory is between the motor factory and the petrochemical factory.

Second, regarding power generation, Dyson cloud is not recommended in the early stage, and thermal power can be used. Thermal power plants should be built next to petrochemical plants as far as possible to deal with by-products of petrochemical plants. As for nuclear energy, if you can make deuterium fuel rods, you will have reached the later stage. Let's go to the later stage.

Third, candy bars, all kinds of candy bars are small factories, blue belongs to the junction of motor and circuit factory, and red and gold belong to chemical factory.

Fourth, small factories are preferred. Conveyor belts and claws are the first, recycled materials are the second, and then sugar.

Fifth, construction precautions, must be built along the latitude, along the longitude grid will change, making your factory layout extremely disgusting.

Sixth, equipment manufacturing, you can build a special factory, or you can build box caches in various factories to provide components for synthesizing various machinery and equipment, such as gear circuit boards. Ensure that hundreds of small parts are stored in the bag to avoid wiping the synthetic machine from scratch.

Seventh, the petrochemical line is related to X cracking, and there is no gas gathering in the middle stage, so it is still very short of hydrogen. It is suggested to produce brown sugar by X- pyrolysis. After the gas is collected in the later stage, the X- cracking boundary can be completely removed, and the refined oil which is more scarce in the later stage can be produced.

Eighth, the details of the route, the simpler the route, the better, and try to avoid overlapping conveyor belts, which will bring great inconvenience to modification and mass production.

If this process goes well, the medium-term progress will be very fast (several hours), and the production line of interstellar logistics equipment and deuterium fuel rods (if there is a tidal locking planet, a certain amount of deuterium can be replaced by a solar panel production line, but deuterium still needs to be recharged by itself) has entered the later stage, and the construction speed in the later stage will be made according to the modular logistics factory, and the progress will explode (interstellar logistics will lead to a sharp decline in the difficulty and depth of the game).

Finally, I posted this post because I saw too many Indian electrician's twist factories (even the big boss who graduated from the twist factory). Raiders are late, write a little experience, the main purpose is to help you sort out the thinking of science and technology line.

The logistics means of this game (super invincible sorter and unmanned aerial vehicle) are too efficient, the process line is relatively simple, and the production formula is too simple (py and gt players are dissatisfied), which leads to premature entry into the later stage. According to my current thinking, 50- 100 hours of publicity is basically enough to get through three or five Zhou Mu. But for new players, it is difficult to get started and silky in the later stage.