Manor Lords

Manor Lords

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发展科技暴力锐评 / Development Tier List
By CesareY
针对现阶段0.7.955版本发展点数用法的暴力锐评
A Tier list of development points in current version 0.7.955
   
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总览 / Overview
发展点可以被视作是庄园领主中的科技系统,随着定居点的每一次升级都会给与玩家一点发展点数,对应的一个定居点在现阶段游戏中最高可以获得5点发展点。而游戏中总共有4大类21个发展科技可以点出,所以点那个怎么取舍很可能会对定居点发展带来质的变化。这篇指南的目的就是点评所有科技,帮助你减少试错成本。

Development system can be regarded as the technology system in Manor Lords. With each upgrade of the settlement, the player will be given a development point. The corresponding settlement can get up to 5 development points in the current game. But there are a total of 21 development technologies divided in 4 categories in the game, so how to choose and which one to choose may bring qualitative changes to the development of the your settlements. The purpose of this guide is to review all technologies and help you reduce the cost of test and error.
商业 / Trade
商业是所有发展中占用点数最少但可能是最重要的科技需求。作为一个贸易驱动的游戏,玩家的定居点几乎不可能做到所有资源的自给自足。买卖也因此成为了整个游戏中最重要的环节。尤其是前期人口紧缺物资匮乏的时期,通过贸易满足需求是快速提升领地质量的重要途径。在所有三个商业发展点中,有两个对领地发展至关重要。

Commerce is the least expensive but probably the most important technology requirement among all developments. As a trade-driven game, it is almost impossible for a player's settlement to be self-sufficient in all resources. Therefore, buying and selling has become the most important part of the entire game. Especially in the early stage when the population is limited and short in supplies, satisfying needs through trade is an important way to quickly improve the quality of the settlement. Among all three business development points, two are crucial to the development of the territory.


外来贸易商 / Foreign Supplier T3

垃圾中的垃圾,解锁进口木柴和面包的两个推车,会在市场消耗资金原价自动补足至15单位。这个发展点的目的纯粹是保证你的居民能活着,仅此而已。如果你的城镇在平衡的发展,你用不到它,如果你的城镇快凉了,这15单位也是杯水车薪。且会影响你的整体资金平衡,别点,除了浪费点数没有别的意义。

Unlocking two carts of imported firewood and bread, will automatically replenish to 15 units at the original price of the market. The purpose of this development point is purely to ensure that your residents can survive, nothing more. If your town is developing in a balanced way, you don't need it. If your town is about to collapse, these 15 units won't make any difference. It will also affect your overall financial balance since you have no idea when the carts will restock, so don't click it. It will only waste a valuable point.

贸易物流 / Trade Logistic T1

减少你建立贸易路线的成本至最多25块,建立贸易路线可以解锁一个专门在地图上收货补货的外来商人。可有可无的科技,但由于关系到下一个附属科技的解锁,这个科技的意义随之升高。

Reduces the cost of establishing a trade route to a maximum of 25 coin. Establishing a trade route can unlock a foreign merchant who specializes in receiving and replenishing goods to your settlement. This technology is optional, but because it is related to the unlocking of the next subsidiary technology, the significance of this technology increases accordingly.

更优交易 / Better Deals T0

必点,且必须早点,不点你的进口成本是原价加10,点了买卖都是一个价. 基本可以理解为不点没法做贸易。所以对应的前置科技贸易物流也成了必点。

It is a must, and you must click it early. If you don't have it, your import cost is the original price plus 10, else the buying and selling prices will be the same. You basically can't do trade without it. Therefore, trade logistics has also become a must since you will need it to unlock this one.
采矿与工业 / Mining and Blacksmith

烧炭/Charcoal Burning T0

把木柴烧成炭,从1个燃料变成2个燃料,满足定居点日常需求的同时,木柴进口价恒定为1不会涨价,而炭出口价为5. 进口木柴出口木炭能直接让你获得10倍收益,且因为每个定居点都不太缺乏树木资源这个科技的泛用性相当强。帮你赚取第一桶金的同时缓解燃料需求,必点。

Burning firewood into charcoal, from 1 fuel to 2 fuels, while meeting the daily needs of the settlement, the import price of firewood is constant at 1 and will not increase, while the export price of charcoal is 5. Importing firewood and exporting charcoal can directly give you 10 times the profit, and because each land is not short of tree resources, this technology is very versatile. It helps you earn your first pot of gold while alleviating fuel needs, it is a must-have.

深层采矿/Deep mining T0.5

全游戏唯一一个提供无限资源的技术。卖铁卖黏土卖砖卖装备都能通过这个技术变成无本万利的生意。唯一的问题是不是每个点都能有富矿,有了一定限制,所以从T0浅降半级。

The only technology in the game that provides unlimited resources. Selling iron, clay, bricks, and equipment can all be turned into a profitable business with no cost at all through this technology. The only problem is that not every land have rich deposit. There are certain restrictions, so it is downgraded from T0 by half a level.

基础制甲/Basic armor making T1

造头盔是个好生意,每个等级的部队都要头盔,而和其他盔甲类商品比起来头盔只要1铁锭,成本最低,单位收益最高,能在其他贸易物降价时支撑一段时间的。

Making helmets is a good business. Every level of troops needs helmets, and compared with other armor products, helmets only require 1 iron slab, with the lowest cost and the highest profit per unit. They can support the export for a period of time when other trade items drop in prices.

高级,大师制甲/ Advance and Master armor making T2

造锁甲和板甲的成本实在太高,很难带来客观的利润,且要点到这个程度要耗掉太多太多的发展点。更好的选择是卖头盔或者卖盾牌买盔甲以满足最基本的装备需求,这个东西不是消耗品,自己制作意义实在不高。

The cost of making mail and plate armor is too high to bring profits, and it takes too many development points to reach this level. A better choice is to sell helmets or shields to buy armor to meet the most basic equipment needs. These thing are not a consumable, and it is not meaningful to make it yourself.
林业 / Forestry
林业的科技基本都是一个字,废,很难带来稳定收益,总体我就一个评价,狗都不点。

The technology in forestry can basically be summed up in one word: Trash. It is difficult to bring stable returns. My overall evaluation is that it is better not to click on it.



陷阱设置和皮毛搜集/Trapping and Pelt Extraction T+∞

看了很多讨论并结合我自己的经验,我得出的结论是现阶段陷阱的收益机制存在bug。描述中的被动收益是不存在的,放陷阱本身消耗的也是地图上的野生动物资源,本质上和猎人本身的工作没有区别。同时就是说如果你点了陷阱设置,你从陷阱收集的动物甚至不产生皮毛。这条技术线本身就是最大的陷阱。

After reading a lot of discussions and combining my own experience, I concluded that there is a bug in the current trap mechanism. The described passive profit does not exist, and the trap itself consumes the wild animal resources on the map, which is essentially no different from basic hunter's work. At the same time, if you click on the trapping without Pelt extraction, the animals you collect from traps will not even produce hides. This technical line itself is the biggest trap.

高级剥皮术/Advanced skinning T2.5

本身没什么问题的科技,肉收益翻倍,问题在于需要陷阱设置,且动物再生速度不可控。正常情况也基本不会有足够的点数供你点出这个科技。

There is nothing wrong with this technology itself. It doubles the meat yield. The problem is that it requires the trash tech Trapping, and the animal regeneration rate is uncontrollable. Normally, you will also not have enough points to click this technology.

森林管理/Forest Management T1.5

和前一个类似只是浆果量加倍。看似美好但是浆果只在春季增加的再生机制决定了你的浆果收益并不会翻倍。又一个被游戏机制拉低评价的技术。

Similar to the previous one, but with double the berries. It seems good, but the berries only increase in spring, so your berry income will not be doubled. Yet another tech that is wasted by the game mechanism.

养蜂与高级养蜂/Bee keeping & Advanced T3

蜂蜜收入低到感人,蜂蜡除了卖钱没有任何其他作用,且一块地只能建两个注定了蜂蜜只能是添头。

The honey production rate is insanely low, beeswax has no other use except to sell for money, and only two apiary can be built on every land. All these combined means the only purpose of honey is to give u a tiiiiiiiiny satisfaction increase.
农业/Agriculture
重型犁/Heavy Plow T2

解锁给农田配牛耕地的选项,理论上可以解放相当多的生产力,但实际使用中牛的寻路机制存在相当大的问题,在耕完一边后会走到农田另一边再耕,不断绕圈直至完成,且行动方向固定。如果是农田边角比较多或者边的方向与默认方向不同,牛的耕地效率甚至赶不上一个村民。

Unlocking the option to assign cows to plow farmlands, can theoretically free up a lot of productivity. But in practice, the cow's pathfinding mechanism has a big problem. After plowing one side of the farmland, it will go to the other side of the farmland to plow again, constantly circling until it is finished, and its movement direction is fixed. If the farmland has many corners or the direction of the edge is different from the default direction, the cow's plowing efficiency may not even catch up to one villager.

羊类繁殖/SheepBreeding T1

养羊必备,能够使羊缓慢繁殖。羊这玩意是可以随便养的,不断产出羊毛,除去初期买羊的成本,也可以看作是无本万利的生意。实际游玩中20只羊在一年内繁殖除了16只羊羔,数量存在波动但实实在在是会生的。不管卖羊羔还是卖羊毛都是不错的选项。没成为T0单纯是因为初期羊的获取是一笔不小的成本,真正用到的时候基本也已经破局了。

Essential for raising sheep, it can make sheep reproduce slowly. Sheep are good source of income since they continuously produce wool. In my game, 20 sheep breed 16 lambs in a year. The number may fluctuates, but they will definitely breed. Selling lambs or wool are both good options. The reason why I didn't make it T0 is simply because the costs are bit high to obtain sheep in the early stage, and by the time you actually use them, you should already have a stable economy.

果园种植/Orchardry T2

和蜂蜜类似,因为必须等三年所以很难作为主力食物,只能作为增加食物多样性的途径。

Similar to honey, it is difficult to use it as a main source of food since you have to wait three years. It can only be used as a way to increase food diversity.

黑麦种植/Rye Cultivation T1.5

黑麦几乎是唯一一种全图都能找到高肥沃度的作物,保证每个定居点都能自主产出面包实现食物的自给自足,唯一的问题是必须点出果园,消耗了一个发展点数。

Rye is almost the only crop with high fertility that can be found throughout the map, ensuring that every settlement can produce bread independently and achieve food self-sufficiency. The only problem is that Orchardry must be unlocked first, which consumes one development point.

灌溉/Irrigation T2

说真的如果碰到干旱直接放弃吧
Seriously, if you encounter a drought, just give up on that yield.

施肥/Fertilization T2

地里养羊回复肥沃度,看似美好但一旦你田过多你是没法决定羊去那块田的。而且回复肥沃度最快的方式是直接把地删了重建(不用谢)。

Raising sheep on farmland to restore fertility, seems good, but once you have too many fields, you can't decide which field the sheep will go. And the fastest way to restore fertility is to just delete the land and rebuild it (you're welcome).

烘焙坊建造/Bakeries T2

烘焙用公用炉就够了,你的农田产出不会支撑你的烘焙坊忙碌一整年,绝大多数时候烘焙坊的家庭都在家里喝茶(刁民)。

A public oven is enough for baking. The output of your farmland will not support your bakery for a whole year. Most of the time, the families in the bakery are at home chilling and wasting your food.
1 Comments
知秋 30 Apr @ 11:56am 
很有用的攻略