Marathon Mod Continued

by pjf

Increases recipe costs and rebalances recipes to make a longer, more challenging game. Encourages larger-scale factories and more thoughtful technology choices. NOTE: You must start the game with 'expensive recipes' for this mod to be enabled.

Tweaks
6 years ago
0.16
4
Owner:
pjf
Source:
https://github.com/pjf/Marathon
Homepage:
https://forums.factorio.com/viewtopic...
License:
MIT
Created:
6 years ago
Latest Version:
0.16.1 (6 years ago)
Factorio version:
0.16
Downloaded by:
4 users

Marathon Mod Continued

A continuation of the original Marathon Mod (Benoit Girard and Afforess) and Marathoation (boweiliu).

NOTE: You must start the game with expenses recipes for this mod to be in effect.

Description

Do you find Factorio too quick to complete and would like a challenge that requires you to scale a bigger factory, spend more effort on research, plan investments more carefully and require the use the train feeding bases? This is the mod for you!

This mod is designed to increase the length and difficulty of the game without changing the recipes. It makes the following major changes:

  • Power generation is more costly and fuel yield are halved.
  • Science costs drastically increased.
  • Most costs are increased, particularly electronics circuits.
  • Electronics circuits changes cause the cost of automation (assembly machines, non burner inserter, electric drills) to be very costly. The player has to weigh investments early on.
  • Biter evolution is unchanged. Since the game is significantly slowed down this means that you'll like need to use gun turrent against spitters, and you'll face biter evolution with less research completed making biters harder.
  • Copper outputs significantly more plates per ore and copper costs are significantly increased. This will cause significant copper bandwidth issues.
  • Various build times are increased.

Compatibility

  • Angel and Bob's
  • Yuoki (tentative)

This mod will conflict with the original Marathon Mod and Marathomaton mods.