Tower Defense Strategy

Chapter 9: Batch development

   253 ore remains, fuel consumption 11, excluding supply, comprehensive income 9/hour. Once the mine is closed, 51 mines will be dropped per hour when the production capacity is fully opened, which is simply unbearable.

   Geological scan is fully loaded, 10 electricity.

   Mine 20 electricity.

  The thermonuclear module will consume water resources (1/hour), and add a groundwater extraction machine.

   This is a level 1 technology, an accessory component of the base. The first one does not occupy the module nuclear mount point, and there is one 20 mine. When the base is level 1, it is completed before the free water resources are used up.

   With so many batteries, priority is given to eliminating level 3 weapons on the cannon.

   All the remaining liver research and development!

   In less than two hours, the liver had a level 3 turret.

  "Electromagnetic acceleration:

  Unlock the turret of the electromagnetic machine gun (1,000 rounds per minute, dozens of times more powerful than the gunpowder machine gun, at the same time it needs to consume a certain amount of energy);

  Unlock the electromagnetic laboratory (base supporting facilities, according to the construction options on the surface and underground, two additional external hanging points on the surface, or a production tank)

  "

  Unlock the level 3 turret, a real electromagnetic weapon, but it consumes power...hey, let's have a headache when I use it.

   There is also the first laboratory, the electromagnetic laboratory.

In the    root mine, you can choose the surface underground, but the laboratory and other ancillary facilities must be built together with the base, and laboratory-like institutions also provide additional production tanks underground.

   The octopus prefers the production tank even if it is missing one slot. This thing is lacking.

   The ore is enough, the electromagnetic cannon is built and hung on the main base.

   Like the previous turrets, the price is only a fraction of that of the production equipment of the same level, 100 mines.

   40 electricity to the production capacity, when the electromagnetic cannon is built, the two cannon turrets will retire.

  The manual range of the electromagnetic cannon can cover the entire island, so there is no need to keep the gunpowder cannon to waste ammunition.

   Demolition of ore +4.

   After the electromagnetic cannon is built, use a small amount of production capacity to replenish ammunition, and continue to wait for technology.

   I didn’t have much luck today. When the advanced architecture was completed, the supplies hadn’t arrived yet, and it was past 3 in the morning!

   "Advanced Architecture: Unlock the take-off and landing runway (can take off and land all types of conventional aircraft)."

   Very useless technology, it’s not bad if you have resources to use it at level 4 of the base. However, it is a front-end technology needed to upgrade both the base and the monster laboratory, so I have to get it.

   After finishing this, I moved forward with other projects, and the supplies came!

   ore +340, transportation robot +1, robot is bought.

   Base production and feed, mines, and highland ammunition supplies must be transported by robots. If new mines are opened in the future, two are obviously not enough.

   Nothing happened for several hours, and the octopus was playing an ancient war chess game.

   At sunrise on a new day, geological scans have yielded results!

   The second mine is located at the foot of the hill to the south on the west side of the highland hill, and the location is not very good.

  The type of mineral is chemical mine, with a depth of 700-1200 meters, which is not ideal, but it is also a mine.

   Ammunition ceased production when it was replenished to 50 units. It was enough for two electromagnetic weapons to do harm to many small monsters, and the production capacity was full to build mines.

   Still choose the underground form, there will be a group of turrets on the top of the mountain, and the underground mine will be hammered by monsters at most, so the priority is not to affect the shooting range.

   The construction cost is 50+50, which is a bit expensive.

make.

   Geological scanning can be stopped, the scanning efficiency of level 1 is too low, and it took a long time to get the results, and there is no need to expect to find the third mine.

   Complete a Monster Lab pre-project (not required for upgrade) midway, change another and continue.

   At 8 o'clock in the morning, the No. 2 mine was completed, with 430 ore remaining, and the resource situation is very good.

  Chemical mines are reduced-volume mines that need to be powered up, with 30 mines producing 15 mines. It seems that there is only 10 more electricity, but this is a level 1 mine. If you upgrade the mine and support technology to the back, the 50% gap will be very large.

   dig it!

   It went smoothly all morning.

   From before receiving the supplies to noon, two more technologies were opened, and only the last one was able to unlock several additional facilities at the level 3 base.

   Before finishing, we ushered in today's daily life, and we fought a wave of little monsters.

The automatic firing radius of level 3 electromagnetic machine gun is 2 kilometers. The real electromagnetic bomb has no gunpowder part, and the cost is lower than gunpowder weapon. The caliber of electromagnetic machine gun is only 15mm, and there is no need to carry an extra battery like a magazine. To further reduce material loss, one ammunition has 300 rounds, and one minute of uninterrupted shooting only consumes 3.5 ammunition.

  The semi-electromagnetic gun and the electromagnetic cannon are fully loaded, and the ammunition consumption per minute is only 5.9. It is not difficult to afford automatic shooting. It is two together and consumes 150...

   Anyway, one of the two turrets is on the high ground, and the other is in the base. It is easy to get the little monster attacking, and the octopus didn't even get started, watching Zhang Qiang casually finish work.

   At two o'clock in the afternoon, with the completion of the fourth non-essential technology, good things came.

  "Superconductor:

   Energy transmission loss is halved.

  Advanced Optics:

   Increase the automatic aiming accuracy of the whole turret by 5% and the automatic range of 5%

   Unlock the primary laser turret (high energy consumption, low firing frequency, low damage, special effects on some small monsters) (superconductor level 1)

   Lightweight materials:

   Reduce maintenance costs by 20%, increase turret steering speed and accuracy by 10%

   Energy-gathering material:

  The base of the turret gains "Electric Endurance", which can keep the turret for a period of time when the power grid is damaged.

   Extra:

   Unlock high-efficiency photovoltaics, the efficiency is twice that of the ordinary type, and the solar module can be directly upgraded. (Superconductors, advanced optics, lightweight materials, energy-concentrating materials)

   Unlock the Monster Lab, you can analyze the ‘Research Sample’ and get the monster bonus. (Superconductors, advanced optics, lightweight materials, energy-concentrating materials, electromagnetic acceleration, advanced architecture

The main achievements of several technologies can basically be ignored. The transmission of superconductors in half has no effect on the islands of the immediate size. The current production scale can not save electricity, which is barely useful for the primary laser tower. Electricity is even more ridiculous than electromagnetic guns and can't be used.

The combination of    is all good guys, and then they can unlock an additional combat unit with another technology.

  High-efficiency photoelectric modules are built.

   High-efficiency photoelectric has twice the output and can be directly upgraded. It is easy to get the result by looking at the appearance.

   Ordinary solar energy consists of four boards mounted on a sun-tracking support structure. The high-efficiency solar energy becomes eight, which is a bit pitted.

   40 mines for solar energy, 70 mines for high-efficiency photovoltaics, and 40 mines for upgrades. Although 10 mines are more, it is much more cost-effective than demolishing and rebuilding.

   After the completion of the No. 2 mine at 8 am, the production capacity was only used to replenish the ammunition. At this time, there are still 574 mines, which is very wealthy.

   Two hours, get two high-efficiency photoelectrics.

   High-efficiency photovoltaics have 10 electricity at all times, but the newly upgraded ones will not be able to output full power before tomorrow, and the electricity output has been leveled with that of the basic power module.

  The basic power module that consumes fuel...cannot be disassembled!

  It takes more than a hundred minutes to make a brand new one. By then, it will be dark, and one hundred electricity will be lost in vain throughout the night. What is lacking now is electricity, not mines.

   After upgrading the optoelectronics, it's time to build a laboratory.

  Choose the underground mode and build it with 40 capacity.

   After more than six hours of construction, obtained the monster laboratory and the production slot +1.

   438 ore remains.

  The resources of the double mine are very good, but if the second mine cannot be opened, the production capacity at this time cannot support continuous construction, and the liver will be broken.

   During the construction of the Monster Lab, the fully open thermonuclear module helped unlock an important technology.

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