Re: Factorio <> Industry Giant 2

(I also played IG2, and yes, Factorio have the same pleasure from just watching when flows work. )

It may be possible to get close to this by modding the reactions, so that the ‘science’ requires different ‘consumer end products’.
You can then imagine that the factories producing the sciences are housing for different levels of labour classes, where the top tier needs a steady supply of cars, trains, and other very expensive stuff.

A way of simulating trade could be to add reactions that transform ‘consumer goods (pick axes, guns, …)’ into base resources (coal, iron, …) with a small net profit. It would then be interesting to start on a map with very few resources, and then only live by the ever increasing trade flow. The profit should be very low for simple product, but high for the higher levels to motivate the player to evolve. – but I don’t know if the code allows the same item(s) to be created from different materials.
I have no experience in modding (yet), but even if each building can only have one output, then we could have sellers of coal, iron ore etc defined as a mod.

Another way of creating ‘trade’ could be to change the boilers to require consumer goods, - if you don’t supply goods, then the government cuts the power.

I personally think the official Factorio should have focus on the current 1 man survival mode, but a 'trading empire' mod sounds possible to make.
Statistics: Posted by askovdk — Mon May 06, 2013 3:44 pm