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Nikki’s Guides. New Cycle Advanced Production Efficiencies [SPOILERS]
Por Nikki Nam
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Section 1: Overview and Spoiler Warning
Nikki’s Guides: New Cycle Advanced Production Ops [SPOILERS]

If you’ve made it here, first of all; Welcome! It should go without saying, but if you missed the title, there are major SPOILERS in here, so take a moment to consider that. In this guide, I mainly tackle the complex nature of Advanced Cycle Production facilities, and how one’s outputs can be mapped to another’s’ inputs for automated production. PLEASE NOTE: This was fully operation with Patch III from the developers. Future updates may break, or otherwise render this guide less efficient.

Second, this was done on Easy mode, so your results may also be affected by the difficulty level you select.
Section 2: Understanding Building Flowchart (Inputs/Outputs)
This section shows the flow of materials, starting from your Mines and Quarries. The outputs of these facilities are inputs to other facilities. If a facility has no outputs, those resources are put into your storage piles. Additionally, if an output EXCEEDS the input of the next building, those excess resources are put into storage.



For 100% capacity, you will need the following workforce (includes 4 fully staffed Mines);
Labor Category
Number Required
Workers
83
Craftsmen
40
SpecialistsSussie
27

Oh course, you’ll likely be able to reduce your workforce in the Quarries, as your stockpiles will fill rather quickly. Alternatively, if you have so many people that it doesn’t really matter, just set a cap on those resources. Below is the workforce (minus the Mines, as the were scattered over the map).

Section 3: Plat-map, where to put your buildings
This section only shows the main Production Operations Plat-map. Because the Mines are scattered in different areas, you should consider outlining this area nearest to your mines. Keep in mind that I didn't find an area with all 4 easily accessible, so my Tin is being imported quit a distance. Also, because I didn't initially understand how the conveyors worked, I had to use my current save file because I didn't feel like starting completely over.


With this layout, you can produce "roughly" the following. I stress roughly because choices you make earlier in the game have an effect on output. Example; I choose Enhanced Safety Regulations, so I'm getting a penalty for that now.

Please note that my screenshot example looks quite messy, and that's true. There's conveyors everywhere :)


.

This produces the following PER DAY;

Building
Resource/Output
Qty
Mine III
Processed Iron
340
Mine III
Processed Coal Ore
521
Mine III
Processed Tin Ore
104
Mine III
Processed Copper Ore
243
Quarry
Sand
160
Quarry
Stone
80
Quarry
Clay
343
Industrial Forge
Iron Ingot/Bar
98
Industrial Forge
Tin Ingot/Bar
109
Industrial Forge
Copper Ingot/Bar
28
Industrial Forge
Bronze Ingot/Bar
65
Industrial Kiln
Glass
97
Industrial Kiln
Cement
94
Industrial Kiln
Brick
95
Metal Processing Complex
Wire
134
Metal Processing Complex
Steel
67
Metal Processing Complex
Motor
17
Section 4: Additional Production Opportunities
There are a few additional opportunities that you could consider adding, including;

Factory Input: Tin Ingot -> Canned Food
Factory Input: Wire, Motor, Tin Ingot, Steel ->Machinery.

There may be others, and as noted in the flow chart, there is an opportunity for the Devs to add a Wire input into the Motor Factory, but as of this writing, it provides no additional benefit. In truth, it actually provides a -10 penalty for the workers to sort out the wire.


Section 5: Conclusions
Overall, this produces a LOT of resources, but requires a lot of your time setting up all the conveyors, splits, and combiners. The conveyor system takes some getting used to, and I'd recommend that you take a file and just mess around until you get a good handle on it. I finished the game just fine without anything being automated, but that was also on easy mode. This may be more critical when space becomes an issue.

Of course, none of this is actually necessary, you can simply just build multiple lower level buildings with less skilled workers and get the same results. It just requires a lot of oversight.
4 comentarios
mark8 31 MAR a las 10:04 a. m. 
thank you, I learned something about conveyor belts in the game, then keep it up
Oldhip 23 MAR a las 3:59 p. m. 
Not easy to grasp at first look, not a walk through .
DerHouy 2 MAR a las 6:05 a. m. 
The question for me is, is all that trouble worth the hassle. For the story/campaign I guess it's overkill, for sandbox it would be fun if the nodes are infinite. I also wonder, what happens if the resources are empty and you can only get the ons from the worldmap. Cause there are no resources on the belt, you loose the efficiency?
GTO 19 FEB a las 8:41 a. m. 
Nice layout