Exotic Space Industries: Remembrance


A methodical overhaul of tradeoffs—tempting power spikes, accumulating cost. Choose chains by their by-products; context-sensitive logistics. [Data integrity: shattered] [Packet cohesion: hallucinatory] [Cognition Anchor: disconnected] ☒ SYSTEM SPEAKS You aren't chosen. You will love your captor and call it progress. ☒ OBSERVATION You are not a player. You are the interface. ☒ FINAL NOTICE You are now property of the Epoch Engine. Welcome to Exotic Industries.

Overhaul
24 days ago
2.0
11.7K
Factorio: Space Age Icon Space Age Mod
Planets Transportation Logistics Trains Combat Armor Enemies Environment Mining Fluids Logistic network Circuit network Manufacturing Power Storage

g Balance feedback

7 days ago

The Foundry got hit way too hard by the nerfs. A crafting speed of 1.5 combined with only two module slots makes it feel incredibly underwhelming. It went from being a strong and interesting building to something that often isn't worth using.

The Electromagnetic Plant has a similar problem. Its power consumption is absurdly high, especially on Fulgora. Power is already a precious resource there, and scaling up Electromagnetic Plants quickly turns into a massive energy nightmare.

Right now, both buildings feel over-nerfed rather than properly balanced. I think they could use some adjustments to make them competitive and enjoyable to use again.

6 days ago
(updated 6 days ago)

They need to be evaluated in the context of the full late-game ecosystem, especially the much stronger beacons and tier 6 modules.

In vanilla, energy requirements are often close to trivial. In Remembrance, they are intended to carry real weight, so high-performance buildings having serious power demands is part of the balance.

Fulgora power can also be simplified once induction matrix pairs are available, with some handling high input and others handling high output. That said, if the transition feels too punishing before that point, the numbers may still be worth reviewing.

The planet-specific unlock buildings still tend to win overall because of their intrinsic 50% productivity, but the current goal is to make sure they do not completely erase every niche for the other production methods.

5 days ago

A machine consuming 60 MW is only 2.25 times faster than a machine consuming 1.24 MW. That seems extremely inefficient。

Perhaps the Foundry could be given faster or more efficient recipes for producing metal ingots. That would give it a clearer specialization and make it worth using despite its massive energy requirements.

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