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Fantasy Westward Journey gang management?

1. Gang maintenance, the maintenance line can be checked in the treasury (Baihutang). The only fat NPC inside will tell you how much money can be used for normal maintenance. If you complete the task for how much money, you will get doubled. tribute and experience rewards. These two numbers have their own differences depending on the number of buildings and treasury of each gang.

2. The internal affairs of the gang are what we call Qinglong, including the treasury, warehouse, academy, wing, animal room, and pharmacy. According to the needs of the gang, the gang leader and deputy gang leader can choose which building "Green Dragon" to open in the academy, that is, to upgrade the building, based on the actual situation of the gang. The specific method of brushing Qinglong is introduced on the official website, so I won’t go into details.

3. Gang wars are divided into two types: 1. A round of gang competition every two weeks, which is the gang war we usually talk about most; 2. A gang declaration of war against a rival gang, which requires a gang leader 50W of personal funds and 100 points of gang action power.

Let me introduce in detail a few issues that I am personally concerned about:

I think, as a gang leader, what I care most about is the normal maintenance and harmony of the gang, and the smooth research of gang skills. Development, as to whether it is strong or not, is a matter of personal preference. As a little girl, I am not that ambitious.

Let’s talk about gang maintenance first. As a 5J gang, maintenance costs cannot be ignored. In order to reduce the burden on merchants and ensure the refreshment of gang materials and skill research, we The proportion of gang buildings must be planned based on the actual situation of the gang.

First of all, let’s talk about the warehouse. The amount of materials is related to the warehouse. The initial material refresh amount is 50 and the storage capacity is 100. Starting from 1J, each level increases the refresh amount of materials by 25 and the storage capacity of 50. , the refresh capacity is capped at 10J (the storage capacity continues to increase). That is, the maximum amount of resources refreshed per gang is 300 points per hour. This means that the most suitable warehouse level for the 5J gang is 10, which means more demolition and less repair.

Let’s talk about pharmacies. Gang pharmacies initially refresh 2J medicines at 10 per hour. Each additional level adds 5 medicines. Sometimes only one type of medicine will be refreshed. The specific rules have not yet been explored. , but it is basically determined to have nothing to do with gang funds. Gang leaders can choose whether to open a high-end pharmacy based on the needs of their respective gang members.

Then there is the academy. The initial research power is 2000. According to the level of the academy, it increases by 500 for each level. The specific cap is not yet known. My current gang is 17J Academy, with a research power of 10500 per hour.

Then there is the beast room. I personally think it is useless. The guardian beast level is completely a decoration. With or without him, the development of the gang will not be affected.

Next is the wing room, which is related to the maximum number of members a gang can accommodate. The initial number is 40 people, and 10 more people are added for each level.

The last one is the treasury. The size of the treasury is related to the amount of funds the gang can hold and the level of the gang reward line. The specific number is related to the level of other buildings in the gang. If the difference between the reward line and the maintenance line is very small, or even the reward line is lower than the maintenance line, it means that the treasury level is too low. On the contrary, if the difference is too large, it means a waste of maintenance funds and the treasury level is too high. High.

About gang tasks:

Businessman tasks are the most indispensable tasks for the development of gangs. Anyone who has joined a gang probably knows that without funds, the gang can't do anything. , normal fund maintenance can ensure the normal refreshing of gang materials and medicinal materials, the normal research of skills, and the normal fluctuation of prosperity, stability and popularity. (Simply handing over merchant tickets includes the meaning of robbing merchant tickets, and corresponding tribute will be given based on the funds on the ticket)

Wing room mission: It is a good choice to gain experience and earn tribute, but it is of great significance to the development of the gang. Not big, or meaningless. Because the prosperity, stability, and training of guardian beasts increased by wing missions have no impact on the substantive development of the gang, unless of course someone becomes hostile and the stability is dissatisfied. There is a bounty mission attached to the wing. Players below 40J can choose to complete it. They can take this mission when they go to practice doubles. The time limit is 2 hours. There is a certain chance of obtaining the mission item, Huang Ting Jing. Take it back and give it to the NPC. Each copy will increase. Gang funds are 10,000, personal funds are 1,000, and tribute is 1 point. In addition to businessman tasks, it is another way to provide "welfare" for the gang.

Hostile missions: It is one of the fastest ways to earn gang tributes. It has little experience, the tasks are easy to complete, and the gang tributes are considerable, but it has no impact on the development of the gang.

Qinglong mission: a gang-building mission with average experience, which is quite considerable for the early stage. The tribute is good and is beneficial to the gang.

Gang attributes:

Gang funds: closely linked to the profits of merchants and the consumption of gang maintenance funds. In addition, 10% of the funds will be added to the training set up by the gang after the 2J Gang. In gang funds. Several reasons for the decrease in funds: normal maintenance, basic maintenance (funds are gang size * 1W), merchant wages (depending on the ratio set by each gang, up to 1:2000), registration for gang competition (depending on the registration fee of the gang leader) Deduct accordingly), encounter gang robbers (deducted only if the robbers are not killed and robbed within a certain period of time, my gang has not deducted, the specific number is unclear), encounters gang wars (deducted only if defeated or does not fight), etc. Several ways to increase funds: completing merchant tasks, completing bounty tasks, gang training, winning in gang competitions (fixed capital 30W), etc.

Stability: Normally 1000, when encountering a hostile gang The impact will be reduced accordingly. The specific official introduction is provided, so I won’t talk nonsense. Gang members can be increased through wing missions. Some people say that if the stability level is low, gangs will stop developing, but I have not found it so far. Experienced students are welcome to add additional explanations.

Prosperity: Normally 5000, it will be reduced by 200 when opening Qinglong. It can be increased through merchant tasks and wing room tasks. As long as the value is within the range that can cover the consumption required to open Qinglong, it will have no impact on the development of the gang.