Tycoon

by gerpara

Become the transportation tycoon of Nauvis! Collect food from farms, craft delicious food and useful utilities, grow your cities, and cater to the needs of an ever-growing population.

Content
3 months ago
1.1
3.58K
Transportation Manufacturing

a 1.0 Release

3 months ago

Finally, after a year of development, 1.0 of Tycoon is live!

If you never played it, I recommend you read the info of this mod and give it a spin!

If you played it before, here's what changed:

Major Features:
- BREAKING CHANGE: A lot has changed since the last version. Your savegames might still work, but please consider this a breaking change. I recommend starting over to experience the new balancing and city spawning.
- New City Placement: We dropped the Urban Planning Center, and replaced it with the New Cities technology. You can research this via citizen science, and receive one Town Hall per level researched. You can place them wherever you want, as long as they're far enough from other cities. Make sure they have sufficient space to grow.
- Achievements: You now get ingame achievments as you progress through Factorio Tycoon.
- Multiple Surfaces: In preparation for the Space Age expansion, Tycoon now supports multiple surfaces. Primary industries will only spawn on Nauvis (or whichever surface you configued as Tycoon's default surface).
- City Range: Previously the range of a city was a static circle. The range is now dynamic and expands with the city.
- Bottle Return Stations: Cities with residential housing can now build a bottle return station, where citizens will return used bottles. Recycle and repeat!
- If biters overrun your city or a nuke lands there for some reason, the city will now try to rebuild over the empty plots. Note that this may take a while and that special buildings like treasuries may be built in a different place than before. The town hall is not destructible.
- The technology Advanced Treasury Payouts allows you to select direct payout of money stacks instead of currency. This is helpful if your inserters get overwhelmed.
Features:
- The mod will now avoid placing industries on resource patches. If this causes performance issues for you, there's a setting to disable this behaviour.
- You can now see each city's population on the map.
- Each housing tier now uses a different flooring. Upgrade your city's buildings to upgrade its prettiness!
- If a treasury is full, the city will remember and delay paying out currency.
- Cities Overview: The overview now remembers which tabs you had open. You can now close it with Esc.
- Cities Overview: Construction materials now show up as red if there are not enough for the selected housing tier.
- Map tags for cities are now placed again if deleted.
- Starting area setting is now being supported. Sets the area around map center to keep clean of additional placements.
- Various production buildings for Tycoon now have three module slots instead of two. They now also stack up to 10 items in your inventory.
Changes:
- Multiplayer: City ranges are now only drawn for the player that triggers them, e.g. when holding a hardware store.
- Reduced the size of the university and stable building to better align with other buildings and underground pipes.
- Updated the order of Tycoon items in the crafting menu.
- Rebalanced the ingredients for Tycoon buildings and technologies.
- The cities overview shortcut does not require the multiple cities tech anymore.
- The cities overview can now be closed with the Esc key.
- The technology multiple cities has been renamed to new cities.
Bugfixes:
- Fixed misaligned water inputs of apple farms.
- Fixed a rare crash if town halls become invalid.
- Fixed a rare issue where you would not be notified about cities.
- Fixed an issue where house placement would be slightly off.
Optimisations:
- Various performance improvements.

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