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Exiled City’s money-making industry chain

In the game, we will talk about the money-making industry chain of the City of Exile in this game based on the characteristics of each building. Here we will share it with you. I hope it will be helpful to everyone.

Detailed experience sharing

Agriculture:

1. In the output industry of planting, the output value of each grid of land is 5 (7), because farmers only need 1 /3 of the time is spent in farmland, so I still define it as middle income value.

2. In the value-added industry of chicken farming, it has been observed that for each pair of chickens, they can lay 6 eggs and give birth to 1 chicken in a quarter. In a year, they can produce 24 Eggs, 24*2=48, 4 chickens, 4*4 (6) = 16 (24) chickens, and each chicken needs to occupy 6 grids, each pair has 12 grids, so in the end, for the chicken industry, , the output value of each grid of land is (48*2+16*3)/12=12 (14)

3. In the output value industry of sheep raising industry, each pair of sheep can produce 6 wool and 1 lamb = 160 mutton, and the area occupied by two sheep is 16*2=32. Finally, it is calculated that the output value of each square of land for raising sheep is (6*5+160*3)/32=16 (19.5)

4. In the high-value industry of cattle raising, each pair of cattle can produce 1 calf = 160 beef + 4 leather per year. The area occupied by two cattle is 20*2=40. Finally, it is calculated that each square of cattle breeding The output value of the land is (4*1160*3)/40=13 (16.5)

5. The fruit industry is a low output value industry, and it depends on the weather. The fruit grows slowly, so it often It will be harvested in autumn before the growth reaches 100%, and the number of fruit trees in the orchard also depends on the planning amount. If everything goes well, the yield of one fruit tree is 32.5. According to the 5*4 plan, there are 6 fruit trees, so the maximum output value of each grid of land is 32.5*6/5/4=9.75 (9.75). If it is a 15*15 plan, there are 40 fruit trees, so the output value of each grid of land is only 32.5*40/15 /15=5.8 (5.8)

6. Fishery industry with high output value. In fact, this industry, and later forestry, are regional industries. It is not easy to observe and define their output value, and fishing is originally mainly The size of the water area makes the definition more difficult. Let’s calculate it based on the average value. As I said before, because trading posts and bridges are sometimes built in the water area, I personally think that the average fishing hut is calculated by two people. The output is around 450, and there is 1/4 of the water area. If it is calculated only according to its land area (leading road 3*4), after all, the water area is wasted if it is not used for fishing, so the output value of each block of fishing land can be as high as 450/12=37.5 (37.5). I don’t understand the difference between illiterate and non-illiterates in the fishing industry. I estimate that the output is 50% more, but I am not sure.

Forestry:

1. Forestry three-piece set No. 1 (forest protection + hunting + gathering) is a low-yield value industry. This regional industry is similar to fishing, and the main thing is to free up most of it. Areas are used to plant trees, herd reindeer and provide space for wild produce to grow. Because there are many uncertain factors, I can only give an approximate value. If calculated according to a 1/2 forest range (radius 30 grids), the land required is 30*30*3.14*1/2=1413 grids. There are two rangers in it, one for hunting and one for gathering. 36 effective works are calculated per year (half of which are tree cutting and the other half are tree planting). Hunting is calculated as 3 reindeer, and collection is calculated as 36 effective works. Therefore, the output value of this area is 18*2*2+ (160 *3+4*10)+36*16=1168 (1560), so the land output value of each grid in a forest area is only 0.8 (1.1), and this calculation method is also based on a relatively efficient workload, but Because the wood can eventually be reprocessed into firewood, forest protection also has potential value.

2. Forestry three-piece set No. 2 (pharmaceutical + hunting + gathering) low output value industry is the same as above, but because of the conflict between forest protection and pharmaceuticals, forest protection is replaced with pharmaceuticals here. Other conditions are the same, region The scope covers half of the forest, 1413 blocks of land, 36 effective jobs, and 3 reindeer. The total output value is 36*2*4+(160*3+4*10)+36*16=1384 (1884), so No. 2 The land output value of each grid in the forest area is only 1 (1.3), which is also a relatively ideal situation.

Processing industry:

1. The logging industry is an ultra-high output value industry and the main export industry in the early stage of the game. Although forestry is a low output value industry, when combined with the logging industry, the situation will be greatly improved. It’s different. According to observation, under normal circumstances (note 15), a small person can chop down an average of 150 pieces of wood and produce 450 (600) firewood a year, so the output value of a lumberyard is about 450*4-150*2. =1500 (2100). For a logging farm, the output value of each grid of land is 1500/(6*7)=36(50), because I average the output value of illiterate and non-illiterate people to define this industry. The average production value is 43.

2. Textile industry (animal skin coat) is a low output value industry and is not recommended. In fact, it is very simple. For uneducated people, 2 skins = 1 garment. The value of 2 skins is 20, and one skin is worth 20. The value of an animal skin coat is 15, so if you produce one, you will lose 5 units of value. A slightly better educated person can produce two pieces and earn 10 units of value. If we follow the normal situation of a villain, we can earn 10 units of value every year. Calculated after completing 75 jobs, the total output value of a tailor shop is 15*75-10*2*75=-375 (750), and the output value of each grid of land is -375/(7*6)=-9 (18) , the average output value is 5.

3. Textile industry (wool coat) A high output value industry, the third recommended industry in the game. It is the same as making animal skin coats, 2 wool = 1 coat, but the price of wool is significantly lower than that of animal skin. , the value of 2 wool is 10, and the value of a wool coat is the same as an animal skin coat, 15, so producing one, even if it is illiterate, can create more value. If we follow the normal situation of a villain, every year Calculated by completing 75 jobs, the total output value of a tailor shop is 15*75-5*2*75=375 (1500), and the output value of each grid of land is 375/(7*6)=9 (36), on average The production value is 23.

4. Textile industry (warm coat) is a loss-making industry and is not recommended. 2 wool + 2 animal skins = 1 warm coat, value 20, cost 30, produce one unit, loss 10 units. Even illiterate people can create more value than those who are slightly better educated. If we calculate according to the normal situation of a villain, he can complete 65 tasks per year (if there is one more kind of raw material, the villain needs to spend more time Go to the market to collect raw materials), the total output value of a tailor shop is 20*65-15*2*65=-650 (650), and the output value of each grid of land is -650/(7*6)=-15.5 (15.5), The average output value is 0.

5. Blacksmithing (iron tools) is a low output value industry, with two production raw materials (note 10), the cost is 7, and the value of the iron tools is 8. If an illiterate person produces one piece, he can break even his capital and make a little profit. . If we calculate based on the fact that a villain can complete 65 jobs per year under normal circumstances, the total output value of a blacksmith shop is 8*65-7*65=65 (585), and the output value of each grid of land is 65/(7*5) =2(17), the average output value is 9.5.

6. Blacksmithing (steel tools) is not a recommended industry with low output value. It requires three production raw materials (note 10). The cost is 2+5+6=13. The price of one piece of steel tool is 10. The production If you lose 3 units on one item, if you are educated and can produce two items, you will earn 7 units. If we calculate based on the fact that a villain can complete 55 jobs per year under normal conditions, the total output value of a blacksmith shop is 10*55-13*55=-165 (385), and the output value of each grid of land is -165/(7* 5)=-5(11), the average output value is 3.

7. Winemaking industry (fruit) is a highly recommended industry with extremely high output value. If you want to get rich quickly, you can rely on it.

The brewing industry has many advantages. First, the raw materials for production are simple. Second, the volume is small (volume 1) and can be stored in large quantities in trading stations. Third, the wine itself only needs to be stored in the tavern, which does not take up warehouse space and is not allowed. The villain spends his time going to the warehouse to store wine. In the brewing industry, only 30 fruits can be used to brew 7 pieces of ale worth 8, with a total of 56. The villain can create a value of 26 by working effectively once, and it is observed that the villain can complete an average of 42 in a year. This process, so the total annual output value of a tavern is 42*7*8-30*42=1092 (2100), and the output value of each grid of land is 1092/(7*6)=26 (50). The average output value is 38.

8. The brewing industry (wheat) is a super-Sb industry. This industry is losing money because it has no underpants. It is also the only industry where even education cannot change its destiny. Specifically, the value of fruit wine is 30=7, while the value of wheat is 100=7. However, the value of wheat and fruit is the same, so this setting is very funny. Since they are all wine making, why do we use low-yielding ones? Some people may say that there are no orchards in my city, only farmland producing wheat. I will explain this in the trade review later. We still calculate the output value of wheat brewing, 42*7*8-100*42=-1848 (-840), the output value of each grid of land is -1848/(7*6)=-44 (-19), the average value is -31.

Mining industry

First of all, we must understand that mining is a point of no return. Once construction begins, we will think that this land is dead. There is no concept of sustainable development at all, so I Highly not recommended. Furthermore, the mining industry itself takes the longest time. Basically, under normal working conditions, a villain can only complete the production process about 6 times a year.

1. The quarrying industry has a low output value and is unsustainable. It occupies the largest area. I have talked about it before in the construction chapter, so I won’t talk about it here. I only calculate its output value here for convenience. Calculation, we assume it is infinite, and based on the 15 people it is given, the total output value is 15*6*1*7=630(1260), and the output value of each grid of land is 630/(16*21)= 2(4), this calculation is very ideal. In fact, we all know that if mined in this way, stones will be produced 90 times a year (a total of 2,000 times in the quarry). Basically, this mineral will be exhausted in 22 years.

2. Mining Industry (Iron) Medium-value and unsustainable industries, such as quarrying, I have also averaged in the construction chapter, which is slightly better than quarrying. Assuming it is infinite, and calculated based on the 15 people it is given, the total output value is 15*6*1*8=720 (1440), because half of the mining industry uses mountains that cannot be used by themselves, so Here we only calculate the number of grids on the flat land. The output value of each grid of land is 720/(12*5)=12(24). It seems that the output value has passed, but we still face the same problem. The land is abandoned and unsustainable. .

3. Mining industry (coal) is a high output value but unsustainable industry, such as the previous industry. In fact, coal mining is the only industry that I think is acceptable in the mining industry, because it has high output and basically More than twice that of iron. The same conditions as before, with 15 people, the total output value is 15*6*3*6=1620 (2160), and the output value of each grid of land is 1620/(60)=27(36). Similarly, it will be abandoned in 22 years.

Industrial Analysis

In fact, the value of all industries here is reflected in the trading station. Without trade, all materials cannot become commodities and have no value. . Therefore, how to rationally use trading stations for trade has become an important factor in the industry. Here we first compare the two industries with the highest output value in the game, making fruit wine and logging, because in the middle and late stages of the game, a comprehensive merchant's trading boat can bring 40,000 customized fruits (value: 40,000). If you want to trade them all To complete, you need 5,000 barrels of wine, accounting for 25% of the trade empty set (*** total: 20,000). You can also bring 4,000 customized wood (value: 8,000). If you want to complete the transaction, you need 2,000 wood, accounting for 40% of the trade. Empty set.

Turning all 40,000 fruits into ale can produce an output value of 40,000/100*30*8-40,000=56,000. Logging can also produce an output value of 4,000*4*4-4,000*2=56,000. The food merchant can carry 30,000 customized fruits each time (value: 30,000). If all transactions are to be completed, 3,750 barrels of wine are needed to complete the production into ale, which can produce an output value of 30,000/100*30*8-30,000=42,000. ; The daily necessities merchant can carry 1,000 pieces of customized wood each time (value: 2,000). If it is produced into firewood, it can produce an output value of 2,000*4*4-2,000=30,000. From here we can see that ale has some advantages. Furthermore, in the middle and late stages of the game, the most important thing for players is to solve the problem of population rations. Only with more food can we feed more people, so imported food has its own great advantages. It has advantages and disadvantages. In the early stage, the villains will eat the fruits we imported to produce ale. It should be noted that the ale itself can be stored in the tavern. There is no need to plan a large storage area, but the lumberyard does. Based on the above, I personally feel that it is a more feasible and efficient production method to develop the logging industry in the early stage to activate the economy, and then slowly transform and develop the winemaking industry.

I personally do not recommend that the entire society relies on trade to maintain itself. I feel that if at most 3-5 industries are abandoned or underdeveloped, it can basically be maintained by relying on trade. I usually import iron, stone and coal ( The mining industry is not developed at all), fruits (used for making wine and raising people) and herbal medicines (with more people, there are not so many empty forest areas for the development of low-yield forestry), and other industries, I will still try my best. When you want to be self-sufficient, you must pay special attention to agriculture. After all, people depend on food. If you are not careful, if a famine occurs, the scene will not be pretty. The number of times the trade boat comes is limited, and the merchant who comes each time may not be the one we want. The randomness is too high. After all, if a seed seller comes, nothing can be done this time. SL is generous. It's disgusting and a waste of time. If you build more trading posts, it will happen again. There are not enough goods in each trading post to trade what you need. If you really want to play a trading town, you should develop the logging industry. After all, without wineries and villains competing for food, the possibility of famine will be greatly reduced.