Late-Game Economy System

Post your ideas and suggestions how to improve the game.

Moderator: ickputzdirwech

DrFWord
Manual Inserter
Manual Inserter
Posts: 3
Joined: Wed Nov 27, 2024 12:38 pm
Contact:

Late-Game Economy System

Post by DrFWord »

I’d like to propose a feature idea for Factorio 2.1 that could add a compelling late-game objective: an optional economy system inspired by other factory builder games like Foundry.

Overview

The idea is to introduce a systemic “economy layer” that sits on top of the existing factory gameplay. Instead of only producing items for research or launching rockets, players could also produce goods for external demand, creating a more open-ended and replayable late game.

Core Concept
  • Introduce demand profiles (e.g. colonies / off-world contracts), simulated stocastically or ideally with coupled dynamical systems)
  • Each demand profile requests specific items at varying quantities and time intervals
  • Players fulfil these demands via rocket logistics
  • In return, players receive some form of currency
Why I Believe This Works for Factorio
  • Fits existing systems: The game already revolves around automation, scaling, and logistics optimisation
  • Extends late game: After megabase scale is achieved, there’s currently limited structured incentive beyond just "build bigger" (yes, the factory must grow)
  • Encourages diversity: Players may need to produce items they normally ignore or optimise supply chains differently
  • Emergent gameplay: Dynamic demand could create interesting production bottlenecks and priorities
  • Alternate production routes: Want cliff explosives before visiting Vulcanus? Ramp up your trade and purchase explosives off the black market before you can mass produce your own
Possible Mechanics
  • Dynamic pricing: Certain items spike in value periodically
  • Contracts: e.g. "Deliver N processing units within X minutes"
  • Specialised exports: Some goods require packaging or processing before export
  • Economic progression: Unlock new tech, blueprints, or upgrades via economic success
  • Logistics challenges: Export hubs, interplanetary trade, or throughput constraints
Optional and Non-Intrusive

This system could be entirely optional first-party mod, and not interfere with the core Factorio experience. Players who prefer the current sandbox style can ignore it, while others can use it as a structured endgame.

Benefits
  • Adds a clear, scalable goal beyond launching rockets
  • Encourages continuous optimisation even in mature factories
  • Introduces new strategic decisions without breaking core gameplay
  • Provides a soft objective loop similar to how megabases currently evolve
Why This Works Best as a First-Party Feature (Not Just a Mod)

I completely understand that systems like this could be implemented as a mod.
However, I think there are a few reasons why this would benefit from being part of the base game (or an official expansion-level feature):
  1. Balance: A built-in system could be tuned alongside vanilla progression to avoid trivialising existing challenges or creating dominant strategies.
  2. Community: One of Factorio’s strengths is that players share a common baseline. Making this part of the core (even if optional) allows for shared discussion and strategising.
  3. Natural progression: Doesn't galactic commerce seem like the logical goal for all of the engineer's hard work?
I appreciate this would be a large undertaking, and likely beyond the scope of 2.1, but I believe it would add a dimension to the game which could improve replayability as much as terrain generation, and significantly enhance end-game longevity.

I am curious to hear what others think, especially around how deep or lightweight such a system could be!
angramania
Fast Inserter
Fast Inserter
Posts: 155
Joined: Mon Oct 21, 2024 12:29 pm
Contact:

Re: 2.1 Feature suggestion: Late-Game Economy System

Post by angramania »

There are already several mods for this. You may try them to see if it really fits into factorio gameplay. From my point of view - it doesn't.
Balance: A built-in system could be tuned alongside vanilla progression to avoid trivialising existing challenges or creating dominant strategies.
Community: One of Factorio’s strengths is that players share a common baseline. Making this part of the core (even if optional) allows for shared discussion and strategising.
The same can be said about any mod. So these statements can't be argument at all.
Natural progression: Doesn't galactic commerce seem like the logical goal for all of the engineer's hard work?
No, it doesn't. Actually it contradicts lore and goal.
Panzerknacker
Filter Inserter
Filter Inserter
Posts: 348
Joined: Mon Aug 22, 2022 5:27 am
Contact:

Re: 2.1 Feature suggestion: Late-Game Economy System

Post by Panzerknacker »

I think its a good idea
aka13
Filter Inserter
Filter Inserter
Posts: 912
Joined: Sun Sep 29, 2013 1:18 pm
Contact:

Re: 2.1 Feature suggestion: Late-Game Economy System

Post by aka13 »

Doesn't this amount to a "late-game resource sink" parallel to science? You could say, quality is such a mechanic...
Pony/Furfag avatar? Opinion discarded.
Barbeque Tier
Burner Inserter
Burner Inserter
Posts: 13
Joined: Thu Oct 31, 2024 7:07 am
Contact:

Re: 2.1 Feature suggestion: Late-Game Economy System

Post by Barbeque Tier »

angramania wrote: Tue Mar 24, 2026 12:32 am
No, it doesn't. Actually it contradicts lore and goal.
What lore?
Post Reply

Return to “Ideas and Suggestions”