The strongest bill rankings in the ice steam era
Previously, I did not feel, randomly point the bill happy a horse, and then hit the extremely difficult time of the construction workers, because of the people dish addiction, this time to find the original bill is so important, so after a long time to try to make the strongest bill rankings.
But here only rank the strongest, not ranked before or after
By the way, the cross-border bill does not record the ranking.
top1--Delayed Shifts
(The strongest bill without a doubt)
The only drawback is that it needs to be front-loaded with emergency shifts, but the emergency is kinda useful at first so it can usually be ranked as the third bill (Child Labor - -Emergency -Delay), and overtime means a lot of things go a lot faster, including shorter meal breaks and rest breaks, shorter energy tower overload times, research speeds go up, and working 14 hours a day is really a blessing for energy towers!
And overtime dissatisfaction can be manually regulated, so overtime dissatisfaction is a dispensable existence, the real problem is extremely difficult times, civilians always want to ask for a normal day off work, if ignored it will surge a wave of dissatisfaction, this really hurts.
top2--child labor
Can be in the early stage directly out of 1-2 collection station of the super bill, if not because of the whole bureau overtime are very fierce case, child labor is absolutely top1 law, some people absolutely get child labor is not as good as the apprentice pure nonsense, some people say child labor belongs to the early stage of the bill, is not conducive to the late stage. In fact, the steam era of this game, on the first difficult, once the capacity to come up, the late is no difficulty, the strategic value of child labor is second only to the existence of overtime, not too much need for child labor to dig coal, cooking, collecting station, so many places to put child labor is the most roaring ~
top3 - overcrowding
The significance of overcrowding is two, the first and most important is to save 5 engineers to the engineering station, the scientific research speed will be a lot faster, and extremely difficult to sick always a whole lot, point out is the qualitative change, the most interesting thing about this game is that the people are full, but the speed of treatment does not decline, just add some dissatisfaction, the second advantage is that the aid station is generally in the inner ring, or open the heater, to the coal mine is also a Burden, this game is always accumulating resources with each other, so it is important to save an aid station in the early stage, and once the infirmary is out, an infirmary can put 20 people really straight to the sky, it's so cool. (It's really so much better compared to extra rations.)
top4--Soup
Soup is always so understanding when it comes out, and there's nothing like coming home from a long day of work and having a mouthful of hot soup to get excited about.
Being able to save roughly 5-10 workers (hunters) on food naturally allows those workers to go logging, and having an extra lumberyard in the early stages is really when capacity explodes. The more resources you troop in the early stages, the faster the capacity explosion will happen in the mid stages, and a lot of the bill is sometimes just about being able to have that 5-10 people left over, and letting those people go do more important things.
top5 - Faith Keepers
Not much to say, suppresses the need for the population to not want to work overtime, part of the no-crossing-the-border bill customized for delayed shifts.
The others, including foreman, life support, medical rooms and whatnot, not that they're bad, and they're bills that have to be ordered (mostly), but there's really no comparison to the first four, and as for Guardian, it's a companion bill, emm