Tower Defense Strategy

Chapter 29: Power supplement

  "Hydrophobic material (monster):

   The mysterious strong whip can use corrosive substances in a small area in the water. It is an area that we have not been exposed to. Unfortunately, we did not find the answer we wanted in this sample, but the laboratory still produced some results.

Effect:

  Unlock the military hydrophobic paint, which can make the unit more energy-efficient when moving underwater, and increase the speed limit by 30% (effective after ground service maintenance).

  Unlock the special weapon monster-type harpoon. This harpoon will inject some liquid when it hits the target. The specific injection can be adjusted according to your mood. Don't worry, it will not be corroded. (Replacement of standard harpoon) (Each one consumes 0.2 units of ammunition)

   Facilities improvement: With the help of new materials, the trouble caused by supercavitation has been solved. Now, the efficiency of all liquid/transport equipment has increased by 100%!

  Equipment improvement: With special accessories made of hydrophobic materials, it can filter out the gas in the water without consuming electricity, and therefore it is possible to remove a little life support device. Snorkeling vehicles consume -15% of electricity and -2% of empty weight. (Effective after ground handling maintenance

not bad.

  The spoiler armor of the previous water avoider: fully underwater equipment, underwater resistance is reduced by 30%.

  The strong whip brings paint, and the two terms do not overlap, so they can work together. Speed ​​is no longer a nightmare for underwater units. When encountering an unstoppable group of monsters, it is possible to retreat.

  Special harpoon, although there is no effective medicine for monsters, it can also inject strange things such as fuel into the monsters, which can still have some influence on the monsters. It's just that injection-type things take some time to work, and the actual effect of ordinary liquids such as fuel and water will not be very good.

  The facility improvement is also good.

  Naga (pseudo)'s ultra-efficient penetration structure directly increases the value, increasing the pumping value from 20 to 30, not a percentage increase.

   So the two can also be superimposed. Once unlocked here, the maximum processing capacity of the groundwater extraction machine in the base has already reached 60! This output can already support the osmotic mine one-to-one, and two can be removed to make a slot, saving 10 electricity by the way.

   The effect of the equipment improvement part is also very good.

   Don’t think it’s only 15%, and it also limits the types of vehicles, but the energy/fuel savings will not be very high. It is still spoiler armor, and there is also an effect of reducing the cruise fuel of a flying unit, with a value of only 10%.

  Octopus pays attention to different points. When he read the instructions, he found that the strong whip actually has two stages of research and development!

   is indeed a rare little monster.

   There are just two strong whip samples in his hand, let's continue to develop.

  The two underground water extractors were removed and a production tank was freed. Then it was time to replenish the electricity in the base.

   There are three options for supplementary power, solar power plant, radiation thermoelectric generator (mounted) and fusion module.

   Each of the three types has its own advantages and disadvantages.

  The solar power plant needs to lay the floor. The total input of 100 electricity exceeds 1,400 mines. The power plant itself is on the outdoor surface, and there is a risk of damage during the battle. When you are unlucky, the maintenance loss may not be lower than the other two types of power consumption.

  Radiation thermoelectric generator (mounted) 100 electricity only needs 1000 mines.

   When a new mount point is needed, the price of the power mount point is the same as that of the production tank. The price is 200 or 100 electricity. Two sets of thermoelectric power require four mount points for a total of 1800 mines. The average cost will become the highest of the three.

   Its advantage is that the relative position is safer, with an average output of 236 electricity per ore (including nuclear fuel production loss), and the efficiency is higher than that of fusion.

  Four power tanks and one production tank are opened in the fusion suit, plus the main body and supporting devices, together with 3200 mines! Excluding the power consumption for fusion fuel production and seawater extraction, only about 720 mines can provide a pure output of 100 electricity, and the construction cost is the lowest.

  Where there is sea water, the fusion package will give 223 electricity per ore, which is only slightly lower than thermoelectricity, and the overall cost performance is quite high.

   There are no lithium mines in sea water, and these three types of power generation facilities are indistinguishable from each other. Where there are no sea water or lithium mines, the fusion kit has the lowest cost performance!

   In short, the octopus seems that the priority of construction on the island should be fusion, thermoelectricity, and photovoltaics.

   Make the third set of fusion first!

   The underwater factory was shut down for a few hours due to insufficient ore, and the unmanned submarine "Javelin" was only over 100 when the third set of fusion was completed.

   The new fusion module was launched at 9 a.m. on the 23rd, and the four laboratories were able to open small projects again.

   The octopus was not satisfied with this, and the production capacity kept going, and two more radiation thermoelectric generators were built.

   There are currently six mounting points (electricity) in the base, one radiant thermoelectricity, three high-efficiency photovoltaics, and one empty.

   High-efficiency Optoelectronics was completely dismantled, just put two.

   Even if it is slotted to build heat and electricity, the cost is indeed higher.

   Two large batteries were mounted in five hours.

   At this moment, the total power generation of the base has reached 1,840 (including the fusion increase brought by small technology), and there are 20 sets of basic power (facilities) that can be activated at any time to deal with emergencies.

The power consumption is also extremely terrible. The power consumption of 4 mines plus auxiliary pumping reaches 495, the power consumption of 4 small laboratories is 600, the production of the three fuels consumes 180, and other unstable consumption such as food production. The electricity is not counted, the surplus is not yet 600!

   Before the completion of the electric power construction, I played the daily routine, as if nothing happened.

   Good luck these days, the monster group did not attack from the north.

   Maybe because of the terrain that cannot land in the north, the daily group rarely appears in that direction?

   Octopus is also the first time to develop on an uninhabited island, and the real reason cannot be determined.

   To be honest, if a daily swarm of small monsters suddenly appeared in the north to attack underwater, he planned to evacuate the mudskipper and javelin, and repair the hangar after the war. UU reading www.uukānshu. com

   It takes a long time for underwater combat power to form enough power to fight against the small monsters. This is more troublesome than the underwater combat efficiency of combat units.

   As for the level 5 daily from other directions, the octopus has been very stable.

   But construction can't be relaxed... Thinking of it, Octopus doesn't seem to know what stage can be relaxed. His previous experience of playing has almost died from level 1 to level 6, and various traps are waiting.

   Of course, from a personal point of view, he spends most of his time playing ancient games, and he only manages the base affairs for two or three hours a day.

  Before reaching the sixth level, more power needs to be added, but now there is a more urgent task.

   At one o'clock in the afternoon, the octopus began to replenish mobile combat power.

   Fighter Armor "Flying Sand" (AI technology level 2, vehicle learning level 3, advanced life support level 3, advanced nuclear energy 4).

  "Flying sand: ordinary combat mech (anti-articulated foot), empty weight 29 tons, maximum combat weight 42 tons, conventional standing height 7.5 meters. Maximum nuclear fuel inventory 2, maximum fuel inventory 4, maximum ammunition volume 25 units.

  Weapons: Two standard electromagnetic machine guns (both arms) (15mm, rate of fire 1000 rounds

   The octopus is also welcome, and will come directly to Taiwan Twelve.

   The crew cabin must be made up first.

   Apply for another mech brigade.

The unit price of    flying sand is 290, which is only 10 mines cheaper than mudskipper.

   slowly build.

   When the second mech brigade was airdropped to the island, the number of people on the island reached 137. At this time, the hydroponic device (mounted) could hardly be stopped, and it could be counted as a 40 resident power consumption unit.

   A lieutenant colonel, with more than a hundred people under his hand, most of them are mecha troops, which looks a little bit like.

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