Territorio


Tile-locked expansion challenge. The map generates normally, but you are confined to a small starting area and must spend Tokens earned through the research tree to purchase adjacent chunks (32x32 tiles), turning the factory into a hyper-dense, space-constrained logistics puzzle. The base game is fully supported. The mod was tuned and balanced against Space Age on Nauvis. The other planets are not tested. Requires Factorio 2.1.

Content
3 days ago
2.1
7
Combat Environment Mining
Owner:
Lecheric
Source:
https://github.com/Lecheric/territorio
Homepage:
https://github.com/Lecheric/territorio
License:
MIT
Created:
3 days ago
Latest Version:
0.9.1 (3 days ago)
Factorio version:
2.1
Downloaded by:
7 users

You start with four chunks. The rest of the map costs research.

Territorio is a tile-locked expansion challenge, inspired by Fungus' Stardew Valley "Tile Locked"
mod. The map generates completely normally, avoid Rail world, Default preset is recommended. You just cannot
walk on most of it.

The loop

You spawn boxed into a 2x2 block of chunks, 64 by 64 tiles, holding 10 expansion tokens. A
hazard-concrete band marks the edge. Step past it and you are put straight back.

Every Territorial Expansion technology you research grants tokens. Open the map, arm the
Expansion tool from the Territorio widget, and box-select what you want. Each chunk adjacent
to your territory costs one token. That is the entire economy.

What comes out of it is a factory built under a constraint vanilla never applies: area.
Science per minute is capped by how much map you were willing to buy, so every belt lane,
every mall footprint, and every decision to expand toward ore instead of toward production area is a
real trade-off.

Benchmark from the final playtest: 63 chunks was enough to fully automate every
pre-space science pack, using the ore generator only four times across the whole run, and
to launch a rocket without ever building nuclear power.

Bots and biters ignore the border

This is deliberate, and it is the single most important thing to understand about the mod.
The boundary holds you and your buildings. It does not hold robots or biters.

  • Construction and logistics bots fly over locked chunks, so a U-shaped or ring-shaped
    territory is a legitimate strategy rather than a mistake.
  • Biters walk through locked chunks freely, so turret-creeping into unowned ground is not
    an option and the threat outside your border stays real.

What you research

  • Territorial Expansion, five repeatable technologies, one per science tier. Your token
    supply, and the spine of the whole run.
  • Resource Synthesis, five tiers. Place new ore patches inside your own territory when
    the map did not give you what you need. Richness and field size grow with research.
  • Resource Prospecting. Charts every ore patch within 20 chunks of your territory, so
    distant oil shows as an island in the fog instead of guesswork.
  • Perimeter Defense, four tiers: a border wall that rebuilds itself, dragon's teeth, and
    two densities of minefield, all laid automatically along your frontier as it moves.
  • Mortar. A cheap, early, manual-only emplacement fired with the artillery remote. It
    is low damage but cheap.
  • Missile Battery. One per surface. Fires an eight-missile salvo at a spot you
    designate, loading vanilla rockets straight off your bus, so its firepower is limited by
    what your factory can actually produce.
  • Territorial Artillery Strike, three tiers. Kills will charge it from the first minute of
    the game. The research is what lets you spend them on an off-map barrage.
  • Frontier and Deep-Range Surveillance. A charted fog band along your border, plus a
    manually fired sector pulse.
  • Chunk Refund, three tiers. Sell a chunk back for its token. The tier decides how much
    of what you built on it survives the sale.
  • Base Beautification, three tiers. Paves your territory as you claim it.

Difficulty

One startup setting, Territory limit: Easy, Medium or Hard. It caps how far the
expansion technologies repeat, and since every level past the first is one more token, it
caps how much of the map you can ever own. That is the mod's whole difficulty axis in a
single number.

Things that will surprise you

Stated up front rather than left for you to find out the hard way:

  • Artillery emplacements share one salvo. Every artillery turret in range of a
    designated target draws from the same flare budget, so a Mortar parked near the Missile
    Battery will eat missiles meant for the battery. The battery supersedes the Mortar. A
    vanilla artillery turret does exactly the same thing once you research it.
  • A plain rocket has no blast radius, and only damages what it lands on. Load explosive
    rockets in the battery.
  • There is no infinite token tail. The Territory limit setting is a hard ceiling. A
    player who spends badly cannot mine their way out of it, only refund chunks and re-buy.
  • Damaged dragon's teeth are not healed, only rebuilt once destroyed. It is
    self-correcting, but a mauled tooth stays mauled for a while.

Compatibility

  • Requires Factorio 2.1.
  • The base game is fully supported. Space Age is optional.
  • The mod was tuned and balanced against Space Age on Nauvis. The other planets are not
    tested.
    Enforcement is scoped to Nauvis, so Territorio will not strand you on a space
    platform or another planet, but nothing out there is designed around yet.
  • Additive by design. Territorio never modifies or replaces a vanilla recipe, entity,
    tile or technology. Everything it adds is its own prototype, so it should sit alongside
    other mods without argument.
  • Zero new art. Every icon, sprite and effect is existing Factorio art reused, re-tinted
    or rescaled to keep development time down.
  • Territory, tokens and research are held per force, confirmed in game by switching
    forces and checking that neither claimed chunks nor completed research carried across. A
    live session with several players connected at once has not been tested yet.

This is a work in progress

Version 0.9.0. The mod is feature-complete and has been played end to end on Nauvis, and
what it needs now is other people playing it. If you hit a crash, a desync, or a balance
wall, please post in the Discussion tab on this page. That is the channel.

MIT licensed.