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Does Space Age have a story / Win Condition?
Or is it just there because? I enjoyed the story of Factorio, or rather the goal and its completion.
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jagholin Jan 2 @ 10:46am 
the win condition is to escape the solar system.
The win condition has changed if you play Space Age. It still has one, and there are new achievements for getting it (Second star to the right and straight on 'till morning), getting it within 100 hours (Work around the clock) and getting it within 40 hours (Express delivery).

The "goal", however remains the same: Get the victory screen and then do more. Getting there is "Harder", as the increased time limits show. Still, players like to make it "Better", "Faster", and with the addition of new weapons and quality over all, "Stronger". Megabase has a new limit, and so far we don't know what that limit is. At one point the devs were aiming for 1 MSPM instead of the old goals of 10-50 KSPM.
Originally posted by Chindraba:
The win condition has changed if you play Space Age. It still has one, and there are new achievements for getting it (Second star to the right and straight on 'till morning), getting it within 100 hours (Work around the clock) and getting it within 40 hours (Express delivery).

The "goal", however remains the same: Get the victory screen and then do more. Getting there is "Harder", as the increased time limits show. Still, players like to make it "Better", "Faster", and with the addition of new weapons and quality over all, "Stronger". Megabase has a new limit, and so far we don't know what that limit is. At one point the devs were aiming for 1 MSPM instead of the old goals of 10-50 KSPM.

Is it a continuation of the regular game or is it it's own scenario?
Since it happens off the start planet its a new scenario.
Originally posted by IcyTorrent:
Originally posted by Chindraba:
The win condition has changed if you play Space Age. It still has one, and there are new achievements for getting it (Second star to the right and straight on 'till morning), getting it within 100 hours (Work around the clock) and getting it within 40 hours (Express delivery).

The "goal", however remains the same: Get the victory screen and then do more. Getting there is "Harder", as the increased time limits show. Still, players like to make it "Better", "Faster", and with the addition of new weapons and quality over all, "Stronger". Megabase has a new limit, and so far we don't know what that limit is. At one point the devs were aiming for 1 MSPM instead of the old goals of 10-50 KSPM.

Is it a continuation of the regular game or is it it's own scenario?
Split decision.
Up to blue science it's basically the same either way. There are changes in the base game, but that's version 2.0 over 1.1, with or without the DLC.
At blue science, in SA, you get the rocket research, and the rocket is cheaper 20:1. The catch is that the rocket only gets 10 science, rather than 1000, and is not the 'victory'.

Most of the advanced stuff, level 3 modules, spidertron, cliff explosives (not really 'advanced' but hey), artillery, and such, are research which requires science packs from one, or more, of the new planets. In research terms, SA stretches the research tree more than just continues it.

So, it's both a continuation, starting half-way through, and creates a new scenario at the same time.

The big difference in rocket construction cost is that for the base game it's the "win", and in SA the rockets are more like logi-bots to handle logistics between planet and platform and the platform is more like a train. Expensive bots to be sure, of course.
Originally posted by knighttemplar1960:
Since it happens off the start planet its a new scenario.

Not all of SA happens 'off-planet'. Captured spawners and biolabs are most definitely on-planet, yet they are exclusive to SA.

The planets are more like semi-self-sufficient outposts with full processing. Kind of like making a remote circuit factory, for green, red, and blue chips. Of course, the 'train' trip is less simple with asteroids, and there is only one of each remote location.

Edit: Hummm. Not a bad idea. Make some remote factories for something, like the chips. That place would be the only factory to make and ship chips. It could, because of the needs, also make and ship plastic, sulfur and lube, but not be the only one to do so. Set up each "factory" in distant locations - with big resource patches - and make one of each. Trains, of course, being mandatory at that scale. Just the beginning of an idea/challenge.
Last edited by Chindraba; Jan 2 @ 11:43am
Originally posted by Chindraba:
Originally posted by knighttemplar1960:
Since it happens off the start planet its a new scenario.

Not all of SA happens 'off-planet'. Captured spawners and biolabs are most definitely on-planet, yet they are exclusive to SA.

The planets are more like semi-self-sufficient outposts with full processing. Kind of like making a remote circuit factory, for green, red, and blue chips. Of course, the 'train' trip is less simple with asteroids, and there is only one of each remote location.

Edit: Hummm. Not a bad idea. Make some remote factories for something, like the chips. That place would be the only factory to make and ship chips. It could, because of the needs, also make and ship plastic, sulfur and lube, but not be the only one to do so. Set up each "factory" in distant locations - with big resource patches - and make one of each. Trains, of course, being mandatory at that scale. Just the beginning of an idea/challenge.
Try producing every thing but planet specific items on Space platforms....
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Date Posted: Jan 2 @ 10:44am
Posts: 7