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Chapter 302 How to play?

Chapter 302 How to play?
Perhaps "Frostpunk" is not as grand and all-encompassing as a traditional urban construction masterpiece.

But that doesn't mean Frostpunk isn't fun.

"Frostpunk" has a unique set of subdivided gameplay, which has many highlights in many aspects such as city construction, survival in the last days, and resource collection.

The game background of "Frostpunk" is set in a steampunk version of the end of the 19th century, just like the normal 19th century, it was a prosperous age of human beings full of vitality, and the industrial revolution was in full swing.

But the sun dimmed, permanently.

Only a catastrophe of the level of the dimming of the sun can cause such an apocalypse.

The whole world was plunged into extreme cold, and human civilization was brutally destroyed.

The survivors left the city and searched for shelter suitable for humans all over the world.

The British government at that time sacrificed countless workers and established several refuges in the Arctic.

The terrain of the refuge is all selected, resource-rich areas, and all of them have been transformed into basin terrain that can shelter storms.

And you, the player, are the leader of a team of refugees who escaped from London.

You need to lead people to survive in the icy storm.

But storms aren't the only thing you have to worry about.

At the heart of survival is a steam energy that heats the city. Everything in TC City revolves around the power tower.

If the steam tower doesn't work, then the rest of the workplace won't be able to function because the temperature is too low, and the cold wave will take people's lives.

If you fail to keep the Power Tower functioning properly, you will be driven out by an angry mob.

Because of the limited heating capacity, the city can only be limited around the energy tower, and for the convenience of heating, important buildings are generally built near the energy tower.

So in fact, the game map of "Frostpunk" is pitifully small.

But this is the end of the world, isn't it?
Maintaining a small settlement of several hundred people is already the limit.

But such a small and delicate is also good, that is, the details of the scene are very brilliant.

Especially in this ice and snow apocalypse, the effect of snow is very good.

When the characters step on the snow, they will leave traces, which will gradually fade and be covered by ice and snow again.

But as long as you look carefully, you can still see the traces of being stepped on before.

The workers trudged forward in the waist-deep snow, and each person's movements and expressions were different, some were numb, some were reluctant, some were shivering, and some were in full swing...

Especially those workers who are numb, complaining, and pessimistic, made me really feel the reality of the end of the world.

Of course, the excellent wind and snow effects are only a minor plus.

"Frostpunk" pays great attention to resource allocation: in the face of limited time, limited space, and limited manpower, resources are very limited and tense.

Coal, wood, steel, food, steam cores, and even population are all resources that need to be allocated rationally.

In the case of tight resources, the effective allocation of resources is the key to the game.

In addition, since it is the subject of survival in the last days, long-term investment is no longer important.

Immediate results, effective immediately, living in the present is the most feasible way.

The game will not have excess resources like other city building games, because as the temperature drops, you need to provide more and more resource supplies.

Minus 20 degrees, minus 50 degrees, minus 150 degrees!
Over time, the temperature will drop and not warm up again.

Coal consumption has doubled, and medical resources are in short supply. Players will be overwhelmed by the temperature, and they are always in high tension to welcome the end.

In the face of disaster, your efforts are hopeless.

No hope, but try anyway.

Resource management is the top priority in the last days, and it is difficult for novice players to grasp this speed well.

Specifically: Coal is the core, maintaining the heating of the city and keeping everyone from being frozen into popsicles.

Needless to say, the importance of food.

These two resources must be maintained in supply, or else disease, death, rebellion, and game failure will result.

In addition to the two core resources, although wood, steel, and steam cores are not resources directly related to life and death, the development, facilities, and technology of cities cannot do without these resources.

Without these facilities and technology, players can't even survive minus 40 degrees.

The control of population resources is also a difficult point. Maintaining the operation and development of cities requires population, but at the same time population is also a burden that consumes resources.

In the case of limited resources, improving efficiency and maintaining resource balance has become the key for players to pass the level.

And how to develop the city?
Since the steam energy tower is the absolute core, urban planning can only be gradually expanded from the center to the outside. Coupled with the limitation of the map size, it is doomed that "Frostpunk" cannot be planned like other urban construction games.

And in fact, there is not much difference between planning or not. Even players who are obsessive-compulsive in sales need not pursue perfect planning too much.

It's really not that useful, it's just pretty.

However, although the city construction content of the game is rigid, the technology tree and code tree allow players to play freely, and make the game diverse and flexible.

The technology tree of "Frostpunk" roughly has four directions: energy, exploration, resources, and people's livelihood. Each technology tree has a lot of content that can be researched and developed.

However, due to resources, city conditions, and blizzards, it is almost impossible for players to research all the technologies.

Only by determining the direction of research and development according to the actual situation can the city develop better.

There are also more important codes.

The codes of these end-time cities can quickly solve real survival problems and allow the city to have enough workers and resources.

You can also use codes to please the people and consolidate your rule.

But Codex is not without side effects.

For example: Facing the plight of insufficient medical resources, players can overload medical institutions, which can accommodate more patients, but the public will be dissatisfied.

If you are very kind, you can also give patients double rations so that they can recover faster and return to work.

This can raise the hopes of the populace, but only if you can afford to admit that much food consumption.

There are two political development routes of order and faith.

It's just that the order line will eventually become a corrupt dictatorship police society.

In the end, the faith line will evolve into a brainwashing theocratic city ruled by the leader.

Regardless of the route of the game, because no matter what the route is, it ends up with the same goal.

As a linear game plot, "Frostpunk" has a very good ability to grasp the plot rhythm.

Have you read Potato's novel?
It's that immersive rhythm.

 Thank you for the reward and support of writing love love love

  
 
(End of this chapter)

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