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Elevated rails allow you to go up and over the cliffs and just ignore them until you get around to going to Vulcanus which you don't have to do until you have all Nauvis available science packs and space science packs. Then once you have cliff explosives you can just smooth out Nuavis and pave it over into city blocks that connect to your city blocks you build in the lakes.
That is if I even turn on cliffs. I still plan to keep it turned off going forward anyway.
https://wiki.factorio.com/Foundation
You need ingredients from Gleba, Vulcanus, and Aquilo to create that Foundation -- not worth it at all to do a city block design on Fulgora. Similar with Vulcanus.
You can likely do city blocks on Gleba though -- would be interesting to see someone create a megabase there. My playthrough has each planet just doing minimal work to produce the planet-specific science, and shipping everything back to Nauvis for researching.
I'm still in the spaghetti phase of learning and striving towards organised blocks, and I don't understand for the life of me why it's such a contentious topic.
1) wanted to push you to launch rockets and build space platforms early, instead of building big on Nauvis before having been anywhere else, or
2) didn't want you to land on Vulcanus and blow everything up immediately, especially because you don't have to build big to go to space.
You can totally make a tileable base on nauvis later, once you come back. And I'm sure building a big base is more fun once you get science packs from other planets.
Except you pretty much can do that anyway. You can get all the way up to nuclear power without ever leaving Nauvis. Landfill lakes and build there leaving the water on the edges for defense and use elevated rails to go in and out. You have splotches of cities (blocks) all connected by rail. Once you get the machines that are only available on other planets you can just smooth out, fill in, upgrade, and connect. You could literally run the same map for thousands of hours if you want.
I practically live in that phase. I can, eventually, organise a factory unit into something comprehensible. Connecting them together, however, just ends up being railway pasta instead of belt pasta.
https://steamcommunity.com/sharedfiles/filedetails/?id=3367796435
Simple, because it's Factorio. Seems every engineer-in-training has their own perfect system and anything else is blasphemy. More seriously, however, it's usually a question of scale and progress, for all the contentious topics - city blocks, roundabout junctions, optimised nuclear fuel cell usage, lasers vs flamers vs guns, speed vs efficiency vs productivity modules, belts vs trains vs bots, &c. &c.
I stand guilty as charged myself sometimes. The vast majority of the time these topics come up when someone beginning the game has questions. The thread rapidly evolves into a debate about this, that, and the other - all depending on scale and technologies which the OP doesn't even know exists yet, let alone have ready to deploy. To make the debates even more 'lively' each combatant has their own version of what's important to optimise, or waste. Those priorities determine which version is 'the best', and that version should be seen as the best by everyone.
Even when I'm not involved, I often quietly follow the battle. Little hints and ideas can often be found in the 'facts' as they fly like spells between mages. None of it helps the new player with a simple question, however.
Well, yes. You don't have to leave Nauvis at all, you can play the game exactly like you did before Space Age (for the most part, space science is obviously much cheaper). I'm aware of that, I'm just speculating on why the cliff explosives need metallurgic science ;)
If you stay past nuclear power and atom bombs you can use atom bombs to clear cliffs on Nauvis.
There are lots of options. Pick the one that suits you best or try them all.
For sure in late-game, anything goes -- late game you have unlimited amounts of everything. I guess my point is that you can't _start_ Fulgora with a city-blocks mindset, because you will be extremely space limited, and the technology to pave over the world is locked way further out behind Aquilo.
Late game: you can do city-blocks on any planet because you'll have all the technology and resources to pave over anything (theoretically -- dunno if anyone would try city-blocks on Aquilo, heh).
Same for me.
When someone says "city-blocks" I think train-based and very large blocks. As @Trubbles said above, using roboports to define block sizes and bot-based (instead of train based) logistics is called "sub-blocks" (or mini-bloks). These are terms Nilaus uses in his videos, I dunno if he invented or coined the phrases.
So when I say "city-blocks" not a good idea on Fulgora: I'm talking about the huge blocks with train-based logistics -- these blocks are ~3 big electric power poles in length/height -- they are very large blocks -- Fulgora can only support a few of these blocks, per island, at best.
I'm definitely a champion of the sub-blocks/mini-blocks using roboport-sized blocks on Fulgora -- Fulgora has plenty of space for that design. You can probably have 30+ blocks of this smaller size per island.