Factorio
- Science
- Target of 50 science packs / min is pretty good, get hard to feed late game however
- Chemicals
- Place chemical plants for cracking between each material storage (light, petrol, heavy). Use circuit system to modulate on/off of feed pump
- Bus
- ACTUALLY build everything on one side!!! (right)
- Set aside the space to make dedicated plants for green/red circuit. It’s way better than building it into each individually.
- With the allocations below, you should estimate a total width of ~40
- Near to production
- Big belts (4x) should be spaced by 2
- iron, copper, green
- Mid belts (2x) should be spaced by 1
- red, steel, plastic,
- Smol belts (1x) should be spaced by 1
- Stone, brick, coal, blue
- Science (5x) should be spaced by 1
- Far to production
- Power
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- Transition more strongly to solar in the mid game, it’s kind of useless late so might as well save yourself some emissions
- Don’t use laser turrets extensively on a solar network, they draw quite a bit and thus need a lot of panels
- You don’t need that much sulfuric acid to mine uranium, if you want to do barrels and save yourself the hassle of trains it’s probably viable
- Transition more strongly to solar in the mid game, it’s kind of useless late so might as well save yourself some emissions
- Biters
- they don’t target utilities like rail, power, or light. Only military/industrial
- Flamethrower is super strong. Use light oil preferably
- bullet belt is pretty viable
Scythe
- Popularity is a surprisingly key metric. Doesn’t pay to develop it early but start investing in it mid game around 2-3 stars
- Enlistment bonuses are only profitable if your adjacent players are competent at the game
Saxony
Produce (steel oil) Move worker to village, leader to iron Trade for oil, upgrade mech Produce on iron and workers Bolster and make mech Final: (5x3)+(6x2)+(0x.5)+(6)+18 = 57