Page 1 of 1

Next expansion idea: FACTORIO POPULATIONS (ultimate endgame)

Posted: Mon Jul 20, 2026 11:03 am
by H2xx0r
Not playing factorio for months now, it came to me half-sleeping around 5 this morning lol. It even came with backstory.

After hundred of years of hard, lone work, engineer's cybernetically augmented body started to hive up. He developed heart issue which could be only addressed with transplant. So he took out his rib and cloned himself in modified biofactory using vat filled with organic clay. He made it into teenage years of the vessel, took the vital organ and dumped body into heating tower. We do not know details of that relation and its finale, there were none to witness that. He got himself another hundreds of years in this world, as well as idea that he don't have to be alone. Considering all options he made plan to populate Novius with self-sustaining population of actual people. [how it works and who are they is up to be made up]

Idea revolves around new facility [or facilities] which supplied with proper materials spawns various structures around effectively forming expanding city giving more and more living space for our new civilization. They can be simple in the beginning [i.e. wood, stone and bricks, possible to bootstrap manually feeding], more advanced later on. City grows on it's own spawns most residential buildings, then some utilities [turrets maybe where needed?], fake production buildings (their resource input is imaginary or connected to civ demand). Player can destroy these entities with weapons if he needs to place his own stuff. Player can start many cities in remote locations.

Other thing is population which demands "commodities" to level up into next tiers producing more modern structures. Commodities are common items or completely new items made up and produced in original factory. For each tier complexity of this demand rises. Let's say at first population level it needs iron and brick (low manufacturing complexity), next is glass and oil in barrels (harder), third is green circuit and engine unit and so on. Now it where becomes ultimate challenge - demand for each tier is random for every game saving for same calculated complexity. NO BLUEPRINTS HAHA. Civilization levels up in similar way as infinite research. As civ tier increases it can produce unique resources or items for player to pick up, launch rockets and so on. Next you can populate other planets if certain requirements are met.

Ratio between population size from building materials and civ tier made out from commodities gives progress speed which can be adjusted. Of course both supply chains can be made one to reduce amount of "fun".

There is lot of space for features and even sky is not the limit!