"Wushaoling is located northwest of Lanzhou and is the only way to enter Xinjiang from Lanzhou. Here, three plains converge and the mountains are steep, making the construction of the railway extremely difficult."

"In order to quickly conquer Wushaoling, by September 1953, the railway construction team had grown to 30,000 people."

"However, the harsh climate of Wushaoling brought great difficulties to the logistical support work, but no matter what difficulties we faced, they could not stop our will."

After a brief background introduction.

enter the game.

Players will see a completely different visual experience than anyone else in the game.

Previously, foreign simulation building games, including Spark's own "The Wandering Earth: Homeland,"...

The core gameplay is actually building placement.

Players need to place buildings, plan ahead, gradually increase the population, and complete objectives through the storyline.

In the game, NPCs mostly play the role of residents of the player's city.

As for the workers who build the city, they generally do not appear.

In terms of building construction, better simulation games will provide a construction animation, such as a tower crane and a gradually rising fence. Less good ones simply place the building down and it appears.

However, when players enter the game, they will not see an empty field.

Instead, it's a vibrant, super construction site where players will see hordes of people.

Yes, it's a huge crowd of people.

Digging, tamping, carrying loads, laying rails—there's no machinery here, it's all done by hand.

What the player needs to do is maintain as many manpower as possible.

The game is divided into two sections, one of which is a construction site.

For example, in this level, the construction site is a railway leading to the Western Regions.

Players do not need to specifically operate on how to repair roads.

Instead, we should do everything we can to increase the manpower available for road construction.

So how can we increase this human resource capacity?

The answer is the "camp carrying capacity" planned by the players.

In the prologue, players only need to ensure "food, water, rest, and mental strength".

These are the four attribute bars.

Besides construction planning, what also affects these four aspects is that players need to solve "various problems" through construction.

For example, in the prologue.

One scene depicts a situation where heavy snow blocks the mountain passes, preventing water trucks from reaching the area and leading to a water shortage.

Players need to build a "water plant" and assemble an "ice harvesting team".

The so-called water plant.

It's basically about collecting ice flowing from the riverbank and carrying the ice blocks to a pool to melt it.

Because there are herders raising sheep, horses, and other livestock around the riverbank.

Therefore, the ice contains a lot of debris, even animal feces, in order to make it usable.

You also need to flake the alum into powder, throw it in, and let it settle overnight.

It can only be used the next day.

The rudimentary water plant, though arduous, at least solved the problem of water demand.

A typical building game.

The player's goal is to make money.

In this game, the player's goal is to be able to accommodate as many people as possible.

The camp can accommodate more people.

This will allow for faster construction.

Positive feedback will also come from the construction process.

After passing the first level, players will experience a new world for the first time.

On the checkout page.

There will be a time-rewinding effect, where all the things players experienced in the game will be replayed, such as the river water at that time, which has become clear after being treated.

The herders' homes now have running water, and the roadsides have transformed from barren wastelands into forests.

The steaming train has been transformed into a high-speed rail.

In addition to the change in scenery, there is also a change in the people. For example, in the prologue, players will encounter a group of herdsmen's children who are thin and bony. Players can allow them to eat at the camp's canteen.

You could even build a small, dedicated canteen.

On this settlement page, those once skinny herder children have grown up and become railway workers, sitting by the railway eating boxed lunches and gnawing on chicken legs.

After the prologue ends.

Players will travel to the Western Regions.

Enter the actual game.

At this point, the main body of the game has officially appeared.

Xinjiang Production and Construction Corps (XPCC)

As mentioned before.

The fact that players experience a complete upheaval with each level can quickly lead to fatigue.

Ultimately, Lin Li presented his solution.

It was only twice.

The first time is the prologue, and the second time is when the entire game ends.

In this way, there's no need to use black and white lenses to enhance contrast in the early stages; instead, the natural scenery can be showcased simultaneously.

Through slow accumulation, a final explosion is achieved.

However, this also presents new challenges to the gameplay.

Aside from the thrill of the final scene where the ocean turns into mulberry fields.

During the construction phase.

The game must also provide players with enough positive feedback.

Therefore, this time.

Once players enter the main story, they will be faced with a vast Western Region.

The game uses a tile-unlocking system similar to Skylines.

However, the plot of land is not a regular square.

Instead, it was divided into more than a dozen regions according to the overall outline of the Western Regions.

Players need to choose one as the core area.

Then, select the area to be built and plan the type of construction. This construction area is the railway area in the prologue.

Just here.

Players can freely choose the area they want to build.

After making the selection, players will, unsurprisingly, need to manually cover the area.

The needs of the camp.

It also adds three attributes to the prologue's "food, water, rest, and spirit": "electricity, commerce, and traffic efficiency."

Throughout the entire game.

The construction of roads and the widespread use of transportation will improve traffic efficiency.

The construction of mines and factories will boost commerce.

The establishment of farmland and pastures will improve food availability.

The rewards from the hydroelectric power station and the laying of water pipes can meet the water needs of each camp.

Appropriate recreational facilities, and even celebrations such as bonfire parties, can enhance mental well-being and provide rest.

Continuous construction, continuous increase in manpower, accelerated construction to meet the demand for new manpower, and so on in a cycle.

These will all bring positive feedback to players.

In addition, these facilities are located in production chain areas.

For example, a mine only provides a business bonus of 10, but if you build a smelter and refine the ore into metal, the business bonus will become 20, although the resources consumed are the same.

Planning the supply chain is also part of the fun of the game.

Finally, the game does not use a level system, but rather expands outwards gradually by unlocking land tiles.

Chapter 248 Infectious Power [Bonus Chapter for Smooth Plot]

Moreover, this kind of expansion is not like the widening of an urban skyline, which simply increases the area available for building.

The core area revolves around the player.

Outwards, almost every piece has its own function.

Although the area that can be built has increased, the player's operating cost is actually not too high, because the player does not need to lay out details, but rather plan the area.

For example, a farm can simply be drawn as a large area.

After you finish drawing, you connect the highway.

Then I watched as hordes of people went by, carrying all sorts of tools, and began digging and building.

This process will take several minutes.

Players need to continuously increase manpower to speed up this process.

same.

Because of the regional system, "Changing the World" did not adopt the level system.

Instead, the game is played by unlocking features on a large map.

This is partly to reduce development costs.

Secondly, it's also because when the development team was making "The Wandering Earth: Homeland", they discovered that most simulation game players, apart from the beginner missions,

Basically, I won't touch any of the simulated levels; instead, I'll go straight to the large map to play.

of course.

In addition to the usual building gameplay.

There are still many storylines and events waiting for players to explore.

The core theme of the game was chosen to be the Western Regions Construction Corps.

It's because this subject matter is so perfectly suited to the theme.

If you look closely at the branches of the Xinjiang Production and Construction Corps, you will find that almost all of the Corps' company-level units are located on the border.

"It is our duty to defend our territory"

This is very concrete.

Because of this location, many unexpected events can be set up in the game.

For example, when it was first built, there were bandits and road bullies in the surrounding area.

Players can also organize bandit suppression operations.

In addition, some historical events can be visualized in the game.

For example, there was a year in history when there was a flood. The troops stationed on the border were so afraid that the border river would change course and cause the disputed territory to be handed over to the Soviet Union that they really went to great lengths.

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