Moshine

by snouz

Hot planet to develop AI, 26 technologies, 2 new minerals, 5 buildings, many items, custom terrain, music, unique challenges...

Content
6 days ago
2.0
53.9K
Factorio: Space Age Icon Space Age Mod
Planets Logistics Trains Environment Mining Fluids Manufacturing Power

i Another infinite tech?

a month ago

I did enjoy this planet overall, but the big problem it has (aside from resources being a bit too available) is that the technologies are something of a dead end. You spend all this time and effort building up an AI training infrastructure, but after you hit tier 6 and unlock all your hypercells, the only thing that levels 7-10 are good for is speeding up the research on themselves, and on the one and only infinite tech that affects other plants (quantum chip prod). It's a good tech, but there's only one of it, and as a productivity tech it also naturally caps out for anyone who's megabasing.

I think you want one, maybe two, more infinite techs to help round things out, and make the Moshine labs matter more. These should ideally be something where the AI theme makes sense flavour-wise, and where the base game and common mods don't cover it too deeply. Off the top of my head, here's a few ideas:
- Research speed, going higher than the base game's levels.
- Turret range ("better target prediction").
- Electrical output (either limited to fission/fusion plants, or just across the board).
- Built-in efficiency on buildings.
- Quality module effectiveness (I briefly considered flat quality on everything, but it'd break 90% of people's builds, so no).

The planet's already decently balanced, so I don't want these to be ultra-strong techs. The good effects should be balanced by high costs and/or low impact numbers (e.g., have research speed be +5%/level or something, and be fairly expensive). But I want something to invest Moshine science in that isn't just quantum chip productivity.

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