安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题









There you can see the costs (in Initiative) and availability (if you need a prerequisite, like Inn for Informer etc.).
To see faction relations you need Informer, but to be able to hire Informer, you need to first build the Inn as prerequisite.
Compromise Choices Are Usually Bad – Factions don’t get along well, and trying to find a middle ground is usually met with hostility from all sides involved.
The Cult Is Your Enemy – Attempting to befriend them will result in death.
If You Hire a Blacksmith Through an Event, make sure to hire a Doctor—you’ll need one.
Read Event Text Carefully – It often contains hints about the outcomes of your choices. Try to remember the results of past decisions.
If an Option Uses a Specific Building, it’s usually the best option, but not always—learn the exceptions.
Most Quests Have a Faction Icon, which can serve as a clue. Pay attention to them.
The Detective will almost certainly pay off his cost because he is useful in many events.
Another very useful building is the Mason’s Guild. I personally prefer to take it from the starting event, but if not, build it as soon as possible.
Building Strategy – It’s best to construct buildings right before going to sleep, since initiative might be needed for handling events at the end of the day. Buildings start working the next day anyway, whether you place them in the morning or evening.
Exception: If you need an immediate reputation (or defense/health) bonus from a building, since these bonuses apply instantly (though this might be changed in the future as it’s a bit illogical).
Also, keep in mind that many buildings and employees unlock extra options in events or trigger additional side events. Try to remember these.
Below 5, there is a chance of a negative event that could lead to death. The lower it is, the higher the risk (at 4, the chance is quite small).
At 10, there’s a small chance of getting a nice bonus.
Above 8, you can use your connections with the faction in events (usually at the cost of losing reputation with them).
Hiring Employees is only possible with the Inn, so I recommend prioritizing its construction. Also, hire a Detective and a Herbalist (or a Doctor—but the Herbalist is more useful overall, as the Doctor often requires an expensive hospital. However, the Doctor can help in early cult events. Both have their pros and cons).
Upd. The Informant unlocks quite a few positive events. Just try to remember reputation changes and keep in mind that your starting reputation with all factions is 5.
"если построить бани, появляется инфа типа на кого полагаться в борьбе с капюшонами, но пока не получилось проверить"
Интересно, не строил их пока. Надо проверить.
Возможно, стража и правда повышает шанс выжить, в негативных ивентах как раз. Ну всё ещё выглядит как неразумная трата. Вполне можно балансировать чтоб не вызывать такие ивенты