Advanced Science Balance


Fed up of Space Age bases being minimal with no requirement to build up production? Missing the Vanilla train mega base? Expands and limits science production to require large bases on all surfaces.

Overhaul
14 hours ago
2.0
31
Manufacturing
Owner:
amdavies
Source:
N/A
Homepage:
N/A
License:
The Unlicense (Public Domain)
Created:
9 days ago
Latest Version:
0.1.2 (14 hours ago)
Factorio version:
2.0
Downloaded by:
31 users

Advanced Science Balance

This rebalance mod attempts to encourage creation of larger bases across all inner planets. The intent is not to add additional grind
or thousands of intermediates, but push planet discovery and late game away from dropping 6 machines on all but Vulcanus and moving on.

Changes

  • Basic Labs: Early game labs that can only accept science for the planet they're placed on. This requires you to build a full factory on each planet to progress.
  • Early Planet Specific Science Packs & Less tech Unlocks: The current planet exploration system allows you to get to the planet specific science by only placing/crafting a few machines. This change means you need to setup focused production early on. Along with basic labs this means planet specific starter bases.
    • Early planet science is intended to be as complex as Automation/Logistic science
  • Science Recipe tweaks: The existing planet sciences are extremely limited on the technology required to produce them, often being close to Logistic science in terms on complexity. These tweaks aim to bring it closer to Chemical/Production science
  • Advanced Labs: Following unlocking end planet science, you still need to unlock the ability to use these on another planet
  • Planet Specific Science Recipes: Locking down certain science packs and/or recipes to specific planets to "encourage" building a full base everywhere. Some of these packs are available on multiple planets with a different recipe, leaning in to the processes that are naturally available.

Other Thoughts

  • Despite doing some level of calculations, balance is likely to be slightly wrong in one or more places
  • Mod compatibility is going to be very hit or miss, there's not much thought put in to handling additional technologies or reworked tech trees
  • I welcome any thoughts/feedback/suggestions, I have a massive list of ideas that can make late game scaling more complicated but a lot of it doesn't seem fun/interesting