Captain of Industry

Captain of Industry

CHALLENGE! Aug 18, 2023 @ 12:31pm
New player here!
Hi! I just came from Satisfactory, so I love these type of games, I wanted to know if there are any tips you would like to give me since I'm new, or any videos I should watch :)

Thanks!

P.S.: Love Satisfactory, played more than 1000 hours, but I prefer the third person perspective. I haven't played factorio though, I'm thinking that one could be next!
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Showing 1-15 of 114 comments
Lyam Aug 18, 2023 @ 12:35pm 
Coal is life.

Your main building placement is : Mines access ramps.

Don't do spaghettis.

Keep the Diesel & Maintenance flowing.

Make your own Mountains.
Last edited by Lyam; Aug 18, 2023 @ 12:38pm
CHALLENGE! Aug 18, 2023 @ 12:37pm 
Originally posted by Liam:
Coal is life.
Nice :steamlaughcry:
ArmusQ Aug 18, 2023 @ 2:21pm 
Use blueprints from https://captains-haven.org/
Jan Aug 18, 2023 @ 2:32pm 
Coal is life, oil is life.

No fuel, water or food = game over.

Start small, no need (and space) to build the final factory from the start.

Terraforming is very important.

Maintainance needs prio no. 1.

Start with a few assemblers near to the port + a few warehouses.

Later on use belts everywhere you can. Think in modules. Raw ressources in via trucks, after this everything is belted. Start with a module for iron, building parts and copper.
CHALLENGE! Aug 18, 2023 @ 3:49pm 
Originally posted by Jan:
Coal is life, oil is life.

No fuel, water or food = game over.

Start small, no need (and space) to build the final factory from the start.

Terraforming is very important.

Maintainance needs prio no. 1.

Start with a few assemblers near to the port + a few warehouses.

Later on use belts everywhere you can. Think in modules. Raw ressources in via trucks, after this everything is belted. Start with a module for iron, building parts and copper.
thankss
Peter34 Aug 18, 2023 @ 3:52pm 
Early on, do a lot of trades for Wood for Bricks and Wood for Concrete. Trade 2 clicks of each, then wait 10 months for the price to cool down, then do 2 more, rinse and repeat.

Once you set up your own production of Bricks and even more so Concrete, his won't be necessary.

You might also want to trade some Wood for Scrap Iron, to postpone having to set up your own Iron mining.
Ra31 Aug 18, 2023 @ 4:18pm 
Factorio is a must own... get supporter edition to help devs !!!
Plan on a grind!!
ALLskillz2 Aug 18, 2023 @ 4:34pm 
after captian of industry factorio isnt worth it in my oppion i feel like the guys who made coi played factorio and was like lets make a way better version
CHALLENGE! Aug 18, 2023 @ 5:01pm 
So what are the things I should prioritize? All the basic stuff? Like food, power water.. construction parts.. maintenience..?
SimoGlass Aug 18, 2023 @ 6:03pm 
Originally posted by CHALLENGE!:
So what are the things I should prioritize? All the basic stuff? Like food, power water.. construction parts.. maintenience..?

Food keeps the people alive, which keeps the buildings working. The better the food (variety) the healthier the population, which increases growth rate and counters the penalties of diseases.

Power and Maintenance keeps the buildings working and are both interdependent (Need power to manufacture maintenance parts, need maintenance to keep the power generators from breaking). Neither requires a distribution grid, they're automatically distributed to everything on the island. By using unity you can nullify the power & maintenance requirements of certain buildings, but you'll never have enough to run everything off it, so use it in emergencies to restore your power and/or maintenance production to sustainable levels.

Without 'transport' infrastructure (i.e. belts and pipes), everything moves by Truck. Trucks require Diesel. No Diesel means no Trucks which means something critical will breakdown. If you've discovered another settlement on the exploration map you might be able to trade other resources for diesel in a pinch.

Construction parts are needed to build everything (duh) but are only consumed in construction (also duh) so you want to keep a healthy stockpile ready for when you feel the urge to expand.

Water is a bit weird because people don't actually need water, but providing water gives a boost to health and unity. Some crops grow just off rain water, but rain isn't perfectly consistent. Water itself isn't critical, but it is consumed in a variety of unlockable recipes used to create critical resources (Power, Diesel, Fertiliser, Food)

Some tips I'd like to add:
1)
The terrain deformation in CoI is a fickle mistress that will ruin your day at the drop of a hat. Undermined structures being destroyed, overburden falling on your ore veins, vehicle path-finding getting ruined, one retaining wall getting overwhelmed and an entire mountain comes crashing down...

Put a healthy amount of space between the ore deposits and the processing facilities, those ore veins run way deeper than sea level and all the terrain around them WILL fall in the pit.

2)
As tempting as it is to combine multiple resources to a single belt (see Sushi Belt), the game doesn't really like that. You have to be very careful about what resources you mix together and how you do it.

There is however one late-game process which more or less forces you to use a combined belt for over a dozen components which require 3 different repeating processes... Everyone's on their own to figure out that one.

3)
Unlike most factory games CoI lets you assign multiple recipes to a single facility. This is also very tempting, but usually creates more problems than it's worth due to the lack of logic-based management to keep the right things on the right belts. It's usually employed to let a facility pick between recipes for the same output (e.g. construction parts can use either bricks or concrete blocks in their recipe).

4)
Late game relies heavily on trade deals with other settlements to import raw resources in exchange for manufactured goods. At some point you'll want to plan out a big pier or harbour so all those ships have somewhere to dock. This will require dumping a metric buttload of material into the sea, so don't be afraid to pile it up on-land until you need it.

5)
The game comes with this really helpful recipe book already built-in, so you don't have to tab-out to check your recipes and ratios. You can right-click on any resource while in the book to view all recipes that produce and consume said resource.
Kaery Aug 18, 2023 @ 7:52pm 
Also, very important. It's easy to overexpand, so take care with what you grow how much. Start with a single assembly making constructions parts, don't try and run four right from the start. Stuff like that. Death spirals are a thing in this game. To use an example another used earlier: Diesel. If Diesel runs out, your trucks stop. Without trucks, you usually can't supply food to your population. Once food runs out, they start starving. It's hard to recover from a mass-death of population. ...Possible, but very hard. If not food, it will usually be maintenance that stops. Without maintenance, stuff starts breaking, which pauses production. Once electricity breaks down, belts stop running, along with pretty much everything else. Which impacts food delivery again.
The game gives you many tools to observe production and consumption over longer timeframes, though.

But something I haven't see mentioned elsewhere: You can set alerts on storages. In the window of the storage building, you have a button for that. You can also rename storages by clicking on their name in the title bar of said window. So you can get popups that a diesel storage is running low, for example. Or the storage of your coal supply for the iron smelters.

Speaking of storages, you can easily build those so they feed directly into each other, no belts or pipes needed. Very useful to increase storage space. Also needed with advanced logistics, once you have those.
Once you have advanced logistics researched, set up two chained storages per produced good (usually rock, dirt and the actual stuff you are digging for, so iron ore, coal or whatever) near each of your mine exits. Assign the mining tower to feed into the back storage and set the front one to keep empty. This shortens the path of your mining trucks significantly.

But disregard my talk about advanced logistics for now, that comes quite a bit after the start.
Last edited by Kaery; Aug 18, 2023 @ 7:53pm
Peter34 Aug 19, 2023 @ 3:02am 
Maintenance is super important!

You want to fairly early set up input buffers for Electronics and Mechanical Parts, to feed into your Maintenance Buildings with Flat Belts, and then set up Alerts on the input buffers to notify you if they run low. Maintenance is extremely important, and it sucks to run into No Maintenance situation, because recovering from it is usually very slow.

Another tip: Look at whether a production process is "compressive", "expansive" or "neither" or "close to neither".

To make 4 Electronics as output, you need 4 Copper and 1 Rubber as input, so that's "close to neither". It is slightly compressive, at 5:4, but only slightly.

However, in the mid game, you become able to make 24 Mechanical Parts out of 12 Steel, so that's an expansive process, meaning that you want to produce the Mechanical Parts right where they're needed so that you ferry the Steel to the site.

(This also means, that instead of buffers for Electronics and Mechanical Parts at your Maintenance site, you want buffers for Electronics and Steel.)

You can't do that with all setups that need Mechanical Parts, but you certainly can do it with the major ones, to make Maintenance, tier-1 Vehicle Parts, and tier-1 Lab Equipment.

On the other hand, a compressive process is one you want to do in a centralized fashion, ferry the components to the central production site for that item produce that item, then ferry it out to where it's needed.

That way, you reduce the strain on your logistics fleet of Pick-Ups/Trucks.
CHALLENGE! Aug 19, 2023 @ 3:05am 
Originally posted by simoglass:
Originally posted by CHALLENGE!:
So what are the things I should prioritize? All the basic stuff? Like food, power water.. construction parts.. maintenience..?

Food keeps the people alive, which keeps the buildings working. The better the food (variety) the healthier the population, which increases growth rate and counters the penalties of diseases.

Power and Maintenance keeps the buildings working and are both interdependent (Need power to manufacture maintenance parts, need maintenance to keep the power generators from breaking). Neither requires a distribution grid, they're automatically distributed to everything on the island. By using unity you can nullify the power & maintenance requirements of certain buildings, but you'll never have enough to run everything off it, so use it in emergencies to restore your power and/or maintenance production to sustainable levels.

Without 'transport' infrastructure (i.e. belts and pipes), everything moves by Truck. Trucks require Diesel. No Diesel means no Trucks which means something critical will breakdown. If you've discovered another settlement on the exploration map you might be able to trade other resources for diesel in a pinch.

Construction parts are needed to build everything (duh) but are only consumed in construction (also duh) so you want to keep a healthy stockpile ready for when you feel the urge to expand.

Water is a bit weird because people don't actually need water, but providing water gives a boost to health and unity. Some crops grow just off rain water, but rain isn't perfectly consistent. Water itself isn't critical, but it is consumed in a variety of unlockable recipes used to create critical resources (Power, Diesel, Fertiliser, Food)

Some tips I'd like to add:
1)
The terrain deformation in CoI is a fickle mistress that will ruin your day at the drop of a hat. Undermined structures being destroyed, overburden falling on your ore veins, vehicle path-finding getting ruined, one retaining wall getting overwhelmed and an entire mountain comes crashing down...

Put a healthy amount of space between the ore deposits and the processing facilities, those ore veins run way deeper than sea level and all the terrain around them WILL fall in the pit.

2)
As tempting as it is to combine multiple resources to a single belt (see Sushi Belt), the game doesn't really like that. You have to be very careful about what resources you mix together and how you do it.

There is however one late-game process which more or less forces you to use a combined belt for over a dozen components which require 3 different repeating processes... Everyone's on their own to figure out that one.

3)
Unlike most factory games CoI lets you assign multiple recipes to a single facility. This is also very tempting, but usually creates more problems than it's worth due to the lack of logic-based management to keep the right things on the right belts. It's usually employed to let a facility pick between recipes for the same output (e.g. construction parts can use either bricks or concrete blocks in their recipe).

4)
Late game relies heavily on trade deals with other settlements to import raw resources in exchange for manufactured goods. At some point you'll want to plan out a big pier or harbour so all those ships have somewhere to dock. This will require dumping a metric buttload of material into the sea, so don't be afraid to pile it up on-land until you need it.

5)
The game comes with this really helpful recipe book already built-in, so you don't have to tab-out to check your recipes and ratios. You can right-click on any resource while in the book to view all recipes that produce and consume said resource.
Wow that is super helpful thank youuu
CHALLENGE! Aug 19, 2023 @ 3:12am 
Originally posted by Peter34:
Maintenance is super important!

You want to fairly early set up input buffers for Electronics and Mechanical Parts, to feed into your Maintenance Buildings with Flat Belts, and then set up Alerts on the input buffers to notify you if they run low. Maintenance is extremely important, and it sucks to run into No Maintenance situation, because recovering from it is usually very slow.

Another tip: Look at whether a production process is "compressive", "expansive" or "neither" or "close to neither".

To make 4 Electronics as output, you need 4 Copper and 1 Rubber as input, so that's "close to neither". It is slightly compressive, at 5:4, but only slightly.

However, in the mid game, you become able to make 24 Mechanical Parts out of 12 Steel, so that's an expansive process, meaning that you want to produce the Mechanical Parts right where they're needed so that you ferry the Steel to the site.

(This also means, that instead of buffers for Electronics and Mechanical Parts at your Maintenance site, you want buffers for Electronics and Steel.)

You can't do that with all setups that need Mechanical Parts, but you certainly can do it with the major ones, to make Maintenance, tier-1 Vehicle Parts, and tier-1 Lab Equipment.

On the other hand, a compressive process is one you want to do in a centralized fashion, ferry the components to the central production site for that item produce that item, then ferry it out to where it's needed.

That way, you reduce the strain on your logistics fleet of Pick-Ups/Trucks.
Thank you for the imput! I just learned how to look the ratios "/60" of each building haha
CHALLENGE! Aug 19, 2023 @ 3:18am 
And another question, so... storages all share the load throughout the map WITHOUT conveyor belts and trucks or pipes?? So they "magically" get transported (underground perhapse haha) from one to the others?
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Date Posted: Aug 18, 2023 @ 12:31pm
Posts: 114