Based on your feedback, I tested the military side of the game and I agree its pretty rough. I've decreased the resources needed for rifle ammunition (although the tech remains the same) and added a heavy machine gun that should help with clearing out the early biter spawners, for those of you crazy enough to play on default settings.
Its very true that you need to plan ahead to succeed at this mod, at least if you're working with limited space. Not too much can go wrong on pacifist mode, really, if you're just looking for the economic side of the game.
3.3 will have two different endgame victory point generators. Its mostly done, but I want to fully test it before I release it into the wild.
Military Victory Points will require lots of Power Armor, Tanks, Rockets, various guns and ammo.
Electronic Victory Points will require lots of various stages of electronics, plus plastic, aluminum, glass, and rubber for case /wiring.
I'm open to suggestions for other types of victory points, but I think these are kind of a placeholder mechanic while we wait for 0.12 from the devs. I want to see what's possible with 0.12 before finalizing anything.
Here's some preview images:
![Image](https://forums.factorio.com/images/ext/99d3f7da1aa6852006374b40acb5f44d.jpg)
![Image](https://forums.factorio.com/images/ext/e52c67dc614951ef9a23c8b24f7f2876.jpg)