Cold-proof manor introduction
Click to view: strategy against the current.
Manor acquisition
Level 40 refreshes the homepage guide of the pending task, and the songs automatically find the way to find Anguangsha and get the task.
Use the title deed, formally obtain the manor, open the manor interface, send it back, and officially start construction!
Initial development
On the left hand side of the door, there is a gentle little brother in a yellow shirt, who is the housekeeper of the manor. Although only the housekeeper is actually the "food and clothing parent" of the whole manor, he will be rewarded by completing various tasks assigned by himself in the future-building a material resource box for construction!
The housekeeper first issued a series of construction guidance tasks, that is, guiding teaching. One instruction and one action, and complete the teaching task according to his guidance.
In addition to the housekeeper's construction guide, there are two sets of basic data of the popular science manor system. I call it "three tests" and "four items"-both of which constitute the necessary conditions for the upgrading of the manor. Measurement refers to three values of manor: geomantic value, practical value and aesthetic value, and four values refer to the reserve value of manor building resources: grain, wood, stone and metal.
The premise of upgrading the manor is measurement. Click on the bulletin board in front of the main building, and you can see the measured values required for upgrading (three items are unified values). Open the manor interface, check the current measurement value of your manor, and then you can stack the substandard properties according to the upgrade requirements-each buildable option has its own corresponding measurement value and four values.
When your manor reaches the next level, you have to go back and check the four values needed to upgrade to the next level-yes, the manor upgrade requires neither game money nor money, as long as there are enough building resources. The above picture is an embarrassing counterexample that the shortage of wood after the crazy plantation greening leads to four items that can't meet the upgrading standards (and the four items that are consumed daily are frozen because they can't meet the daily requirements/(ㄒㄒㄒㄒ)/~)/~). Everyone must learn a lesson.
In addition to the upgrade of the manor, these four items are also related to the daily operation of the manor. The small green print in the picture above shows the increase of four items per hour when I measured the level 5 of my manor. The property fee is deducted from the manor every day. The picture below shows four values of the daily property fee of my level 5 manor. But don't worry, it only costs 2000 copper coins to thaw, and it froze because I used up all the wood in the frenzy. According to the second calculation, the manor can still maintain its daily expenses as long as it does not use up a certain amount of reserves at one time.
Because the output of physical strength and vitality required for life skills is limited, and the output path is relatively simple, I suggest not to rush to build a life skills institution before deciding which production to engage in. According to the second test standard, the physical ability to complete daily work is generally only enough to specialize in one or two life skills-you can go to the main city workbench when you need to make it in the early stage. But there are still necessary items-markets, farmland, storage and warehouses. The market issues a 10 task every day to pay for the materials needed by the market. The reward is four building resources. The materials needed for market tasks are produced by farmland and storage, so they are also necessary (although these materials can also be purchased from other players, how can you play Manor O(∩_∩)O without farming or raising pigs). In the production process, in addition to products, a large number of strange small gifts can be given to NPC, which will make your packaging burst, so it is necessary to set up a warehouse in the manor.
In addition to these three required projects, there is also a highly recommended project-firewood house. As can be seen from the previous standard of daily property fees, the two highest daily property fees are wood and edible materials. According to my communication with other manor lovers and my own construction experience, the most scarce resource in manor construction is wood. Because the demand for a large number of furniture and green plants will greatly increase the demand for wood, far exceeding the demand for stone and metal in houses, sculptures and pavements. In addition, storage can improve the upper limit of grain storage and production speed, so it is best to build a firewood house to improve the upper limit of wood storage and production speed. At the same time, the life skills of the woodshed will inevitably collect herbs-upgrading the woodshed requires a certain level of herbal collection. Of course, you can also choose to build more functional institutions, but it is very likely that these buildings can only be upgraded to 1 level to improve performance.