Research Towns


Nauvis was never empty. There are no labs - research happens in the town halls of its people. Find their towns, become their partner and supply them with science packs, goods, fluids and power. Towns grow through five eras, specialize in basic materials (productivity bonus), clean the air and survive biter attacks as ruins. Compatible with overhaul mods.

Content
4 hours ago
2.0
0
Environment Circuit network Manufacturing Power

Changelog

Version: 0.1.0
Date: 2026-10-07
  Features:
    - Town halls replace labs: research happens in the towns of the people of Nauvis, supplied with science packs, goods, fluids and power through depots.
    - Towns are placed by the map generator (Towns slider, visible in the map preview); the first town near the landing site is your partner right away.
    - Other towns are discovered by walking up to them; deliver a gift through a depot to make them your partners.
    - Each town level opens one science pack; infinite levels beyond the last science add research productivity.
    - Houses speed up research and are upgraded with surplus deliveries; total speed bonus capped at +120 %.
    - Towns continuously use the materials of completed milestones (whole items per minute, a 5 minute stock).
    - Town specializations: each town is skilled in one basic material derived from the game data; from town level 6 a partner town raises the productivity of all recipes making it (1 % per level above 5, at most 15 % per town and 25 % per material, diminishing returns for repeats).
    - Researching town halls and level 5 houses absorb pollution.
    - A town hall destroyed by the biters leaves ruins; the town survives and is rebuilt at the same level with materials delivered through its depots.
    - Town substation: a real substation connected to your grid with a wire; the town takes power only through it.
    - Town board sends the town's requests and progress to the circuit network.
    - Town hall panel with milestone, house upgrade, upkeep and specialization; progress bars.
    - Mod settings: material upkeep multiplier, pollution absorption multiplier (startup) and town specialization strength (map setting, can be changed in a running game).
    - Story: the people of Nauvis as research partners – flavour texts, town messages and Tips and tricks.
  Graphics:
    - Town halls in five eras (settlement, automation, logistics, chemistry, city of science), rebuilt with your research; houses by house level; ruins of each era.
    - Machines, trees, ground textures and items from the game in the town renders.
    - Depots: a 2×2 goods warehouse with goods on pallets, a fluid tank with an operator hut, the town substation and a town board.
    - Town halls and houses light up their surroundings at night.
    - A researching town hall smokes from its chimneys, so you can see it working by day.
    - Town buildings are linked by garlands of flags and lanterns, later by wooden and paved walkways; hover a building to see the paths of its town network.
  Compatibility:
    - Factorio 2.0 base game and Space Age.
    - Tested with Bob's mods and Pyanodon: sciences, milestone materials, labs and specializations are derived automatically.