Aspiring Tycoons!
Today we have news about the future of the Factorio Tycoon mod. I didn’t communicate much over the last months, but I’m happy to share that an update will land in the next weeks. I hope you have some fun with this, while we’re waiting for Space Age to release.
This update will be the 1.0 version of Tycoon. That means any features or mechanics that are not part of the 1.0 mod will likely not happen in the future, as I’m looking to wrap the project up. Bug fixes will still happen. It’s been a lot of fun developing, and I think now is a good point where we achieved something that’s fun to play and well rounded. Space Age has some mechanics that I’m keen to try out (especially spoilage), and we’ll see if that can be worked in with a reasonable amount of effort.
With that out of the way, here’s what you can expect for the 1.0 release:
- Place your cities where you want! We’re replacing the urban planning center mechanic with citizen science, from which you get town halls, which you can then place wherever you want.
- Multi-surface support! You can now build cities in space! Primary industries (e.g. wheat farm) will only spawn on Nauvis though.
- Cities rebuild over destroyed buildings. If biters topple your skyscrapers, or if a nuke gets lost in your city, the citizens will rebuild.
- Dynamic city range: Instead of a fixed circle, the range at which cities include markets etc. is now dynamic and increases as the city grows.
- More game mechanics, and quality of life features.
- Achievements!
The new version may work with older save games, but since so much changed I recommend that you take this as a breaking change and start a new run once the new version is published.
I’ll let you know when the version is live!