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The other planets aren't tacked onto the end per se: while that is an option, you also have the option to start going to space before diving into purple/yellow science. And there are a couple of achievements that even encourage doing so: one directly for for doing other planet research first, and another indirectly for using artillery to kill your first biter base.
The rocket limits, for what it's worth, are mostly based on the total cost to make the item. But with some items green-lit to have larger stack sizes. And I guess some with smaller.
I find that dubious; the first three tiers of belts all cap at 100, but Turbo Transport belts cap at 50, and Iron Plates and Gears both cap at 1000.
I've not made a megabase, in 1.1 or 2.0, and other than doing so once to say "done that" it's not a big bucket list thing. I did want to get the 8-hr rocket badge, and figured to make it a 100% run in the process, and once is enough for that. Dedicated nearly a year to that project. Then the DLC made 100% into something like 48%. I gather that's more a function of how Steam handles achievements, and was unavoidable. Still sucks. Now I'm doing what I expect to be my one SA game. The 100-hour, and 40-hour, badge won't be even attempted. The 8-hour, in SA is much easier, and already won. In 2.0 base it would have been the same as 1.1, and not done.
My plan was, and still is, to complete SA one time and then return to the base game, with elevated rails, and probably spend the rest of my mortality in that mode. Quality is not, yet, off the table, but it's also not a strong contender. My goals in the game are self-made, and nominally pointless for others. As an example, my next project is to attempt a recreation of the flying junctions in, and around, Clapham Junction. That was my first thought when elevated rails were announced. The ramp length and limited rotations will prevent a "copy" of it, but the spirit and complexity of it ought to be matched.
I want to see, and experience, what SA has, and to appreciate the work they've done on it. I don't expect that it's where I'm going to spend my time, however. A trip to see the Seven Wonders of the World would be fun, but not the way to spend the rest of your life. (Of course, now that they added the Galaxy, I just have to add one more star there as well.)
All things a possible, granted. Probability, however, is a different thing. I've yet to get bored with 1.1, and the changes to improve 2.0 only make that less likely. I've not fallen, yet, for the trap of skipping on life to play the game, but I do spend 95% of my spare time there. The undertaker is going to have pry the mouse from my cold hand. Of course, he's also gonna have to wait a while - I'm busy.
My suggestion for you is, after you've 'finished' the game, experiment some with the end-game science. It ought to give you one last puzzle to solve with the collecting and processing of the asteroids for it. No target production rate or research level. Merely the experience and the personal knowledge of having 'solved' the final puzzle.
Then, turn off SA. If you like trains, or use them enough that the elevated rails are either more fun, or better for your factory, keep that on. Otherwise, turn that off as well. Quality - no clue or suggestion, but you've dealt with it enough to know if you're 'with it' or not. When you come back each year, stick with the base (+/- rails/quality) and just set your own goal or project. Odd things like each block makes something and takes in only raw ores, making every intermediate 'in house'. Or, reverse that, and have every intermediate out-sourced and any given block takes in only the ingredients of one recipe and ships everything out - even the wire for circuits is out-sourced. (That one is a challenge bigger than you'd think.) Use nothing but trains, or nothing but belts, no matter how far it is. You can even use the map to make art. It's been done. When this year's project is done, go on to other games until next year.
Space Age is, in reality, just a super polished overhaul mod. They did great work on it, and made the engine so much better to handle it. Kudos indeed. Still, overhaul mod it is, and you can treat it the same as SE or any other such mod.
Another note I forgot in my initial post - it's disappointing that each planet is, for the most part, standalone. Like, there's uses for their unique buildings on other planets, but aside from elevated rails and foundations, nothing you unlock on Vulcanus is all that useful on Gleba or Fulgora, etc. I'd like to see more intertwining tech there, convey through research that we're learning how to make use of what we learn on one planet on another.
Oh, and re:Quality, I'm enjoying it but it's absurd how much waste you end up with having to brute force it with recyclers. I've had machines on planets going for a huge chunk of this playthrough, have produced tens of thousands of objects, but only a handful are Rare or higher. Especially with items that can only be acquired from liquids, it's a real pain. On the other hand a lot of the Quality items feel unintentionally OP, especially crafting machines. Doubling or tripling their crafting speed without any drawback makes Speed Modules useless.
And especially when you start including higher quality modules and higher quality beacons. You spend all that effort making legendary productivity 3 modules, and you squeeze as much benefit as you can out of them by putting them in quality crafting machines and laboratories powered by quality beacons loaded with quality speed modules.
Improving all of the components is, I believe, much more effective than just focusing on one or two dimensions.
(be careful not to use speed modules, since those give negative quality%)
(by rare+, I mean to include epic and legendary quality in that figure if you have those unlocked)
I think the intention is to have three phases:
At least, this is my takeaway from how it all works.
I'm at that point now and can't decide If I want to start a new run or go on with infinite techs and get all my machines on Nauvis to legendary quality. I've been waffling back and forth and have been playing other things instead.
I'm not interested in expanding my achievements tally except for those I've earned accidentally. I won't be focusing a specific run on acquiring more.
I took my tech on Nauvis all the way up before leaving the planet. Its possible to get the planets (mostly) self sufficient from scratch but its much easier to import materials and set up instead of repeating for each planet. My one true megabase is on Nauvis. I have a half megabase on Vulcanus and a half megabase on Fulgora. Gleba and Aquillo are just outposts.
That is similar to the way I played 1.1. I made each science pack in one specific location bringing each required resource in by train and moving the finished packs to my labs. I've done Space Age the same way. Nauvis produces all the science packs it can and I import the planet specific ones from their home planet. I treat space platforms as more complicated trains that I get to design myself and each planet is a subfactory that produces its science pack and small amounts of other planet specific items. Vulcanus is my mining and smelting planet/subfactory. It provides mineral resources for itself and all the outer planets that have a need. Fulgora is my advanced oil subfactory. It produces all the oil products I need for the outer planets and plastic for Vulcanus.
Rockets don't have to be a bottle neck, just build more rocket silos. They can be spread around the planet easily. The real bottle neck is the single cargo hub. You have to plan for it and place it in the center of where the imports need to be because you can only have one per planet.
As far as the circuit network and train interrupts go, yes they are more complex and can be helpful if you want to take the time to learn how to use them (I've seen a lot of people over engineer their rail networks just so they can use the interrupt feature and then get stuck on something because they did that) but no, you don't have to learn how to use them. Its possible to set up a factory with just a few wires and not a single combinator. I used a lot of combinators on Gleba but I could have just made an over producing brute force beast with a huge sewer system and gotten the same results using nothing more than wires and logistic chests.
Quality is similar to other module set ups in game. Optional but they can be very helpful if you want to reduce the size of your factory while maintaining the same through put or if you want to increase production and expand further. The changes to the engine made that optional (not required to save UPS) unless you intend to push it to the breaking point.
You never had to calculate ratios and you still don't. Just lay out machines until you use up all of one of the inputs or saturate the output. If you are using up all the inputs and still don't have enough product use blue prints and make more of the inputs. On all the planets except Gleba that works. The machines shut off once you are maxed out on storage. On Gleba you can just keep expanding until you are over producing all the spoilables you need and trashing the surpluses.
Each planet unlocks new techs, new weapons, and new machines. You'll need the new weapons on Gleba and your platforms and they are helpful on Nauvis. You'll need some of the new techs for new materials but you don't have to have any of the new machines except biochambers. You can keep using the earlier tech and every thing will still work or you can upgrade set ups and use new machines/add quality and still progress. Its totally optional.