Factorio RTS

by SayJay

Factorio as a StarCraft-style RTS: command armies from a free camera, build them through a real Factorio economy, then grow a nation of cities, rails, trade and war on worlds up to 4096 tiles.

Overhaul
2 hours ago
2.1
56
Transportation Logistics Trains Combat Character Enemies Environment Logistic network Manufacturing
Owner:
SayJay
Source:
https://github.com/Kealman/factorio-rts
Homepage:
https://github.com/Kealman/factorio-rts
License:
MIT
Created:
2 days ago
Latest Version:
0.1.2 (2 hours ago)
Factorio version:
2.1
Downloaded by:
56 users

New in 0.1.2: order crafts in the factory and barracks (click 1, Shift 5, Ctrl all); select and demolish your belts, inserters and poles, and cancel ghosts; underground belts and splitters; units clear trees and rocks; help cards on Shift hover, a ? button and Shift+F11; oil panels that say there are no pipes; a new city brings starter stock from its mother city. Railways are yours: train stop lists, a train builder for mixed trains, the Rail tool for your own track with signals and rail stations. 0.1.1 saves load. The full list is on the Changelog tab.

Factorio as a StarCraft-style real-time strategy game, with a real Factorio production economy, grown into a Rise of Nations-style mini-state.

You command from a free camera instead of walking an engineer: box-select units, right-click to move and attack, set control groups and fire abilities. Your army comes out of a factory you build yourself: extractors on finite ore patches, smelters, belts and inserters, factories and labs, forward hubs with their own logistic networks, and haulers that carry goods between them.

Two modes:

  • Skirmish: a 15 to 30 minute match on a generated arena against 1 to 3 AI commanders.
  • Nation: a small state on a world of up to 4096×4096 tiles with 2 to 6 nations. Found cities, feed and house their people, link them by rail, keep a treasury, trade, go to war for goals, capture cities and race your rivals through three ages to a Space Program launch.

Start a new Freeplay game; the RTS lobby opens as soon as you join. Press F11 in a match for How to play.

RTS controls on top of Factorio

  • A free camera with no character, box select, right-click orders, attack-move (F), stop (X) and hold (H).
  • Control groups (Ctrl+1..5), a minimap, unit cards, alerts with a jump key (F3) and a kill feed.
  • Divisions that march as one formation with stances and reinforcements.
  • Demolish your own buildings, belts, inserters and poles (Delete, two presses) for a 50 % refund, and cancel ghosts with one press.

An economy you build

  • Extractors mine finite patches; smelters, belts and inserters feed stockpiles; factories make buildings, intermediates and science; the barracks turns plates into units.
  • Forward hubs run their own logistic networks with Keep and Export policies, and haulers carry goods between them. Raiders hunt your haulers.
  • Power from the Command Center, solar arrays and steam plants; low power slows everything.
  • 19 Skirmish technologies, a supply cap and patches that run dry.

Units, abilities and a hero

  • Walkers, drones, heavy walkers, raiders and artillery walkers form a counter wheel, with Mk2 upgrades.
  • Five abilities: Stim, Shield, Scanner sweep, Artillery strike and Overcharge.
  • The Commander hero levels up, respawns and builds outposts beyond your robots' reach.

AI commanders

  • Each AI draws an economic, aggressive or turtle doctrine, builds a real base, expands, researches, raids and attacks.
  • Easy, normal and hard. In Nation mode the AI is a layered nation AI (planner, governors, war council, division controllers, intelligence) and difficulty changes skill, never resources.

Nation mode

  • The world: named regions, mountain ranges with passes, rivers with fords, a scarcity portfolio that leaves every nation short of something, neutral city-states, trade ports, ruins, uranium and six rare resources.
  • Cities and territory: up to 4 cities per nation, tiers from village to city, an ownership grid with borders, build rules and attrition in enemy land, and forts.
  • People: residents who need housing, rations and household goods, staff your buildings by labor priority and become your recruits.
  • Rails: select a depot, right-click another, and a construction train lays the line, or lay your own track with the Rail tool, with signals and rail stations. Compose freight, troop, artillery and armoured trains carriage by carriage, and give them stop lists with orders per stop.
  • Money: a treasury in crowns, taxes, upkeep, three debt stages, a shared world market, contracts, and money sinks (Rush, Hire, Mercenaries).
  • Diplomacy: war, ceasefire, peace and alliance, war goals, treaties, and Conquest, Territory, Score or Space victories.
  • Three ages: the Railway Charter brings Age II (oil as goods, districts, armoured cars, bunkers); the Space Program brings Age III (chemistry, nuclear power, automation) and a Space victory.
  • War is logistics: divisions burn supply, cities are captured rather than razed, garrisons, fronts, fort belts, air units with anti-aircraft turrets, and artillery trains.

Requirements

  • Factorio 2.1. Space Age is optional.
  • Play it alone (base game, optionally Space Age) and in a new game.

The full player guide, the feature list, known issues and the source are on GitHub. Bug reports are welcome there: please include the seed, the mode and the [rts] lines of your log.