I would like to know opinions of other players on concept I use and if you are interested, I can post detailed pictures. For the moment, I only send high-level map for general idea.
Ideas and priorities of my factory:
1) Control: Strong base for spreading- all items you ever need are automatically produced and stored at heart of your factory and at its logistic outposts (not visible on attached map)
2) Centralistation in everything - eats some more space on map for every single thing you do but allows more control and easier mass-scale spreading. There is one huge central train station. All basic resources in and then out to factory blocks based on demand - see below. Supply trains won't leave station if target destination has enough resources.
3) Demand based - logic network enforces demand based production, that is - no more iron plates produced if iron plates supply reaches some point. Since everything in production block draws iron plates from iron-plates supply circuit, this complies with demand-based philosophy.
4) Plug and play - My factory has 6 designated blocks - 1) All-factory (all factory-building items and ammo),2) robot production (1logistic bot per 2 seconds) , 3) module production (1 module tier3 per 10 seconds), 4) destroyer bot production (1 per3 sec), 5) rocket block 6) satellite block - calibration to 1 rocket with satellite per 100 sec (no belts, combination of trains/flying bots, my favorite timer unloading system is applied here-nice to watch). My excel sheets takes care of numbers.
5) Playing with trains - Trains in this game are amazing. I use many stations with same name in different directions and watch where trains decide to go. Since they always cover all target stations over some time, I added tons of trains with completely same instruction and it supplies all factory blocks well enough. I am very satisfied with functionallity of Central mega-train-station. It needs a lot of work on entry/exit but its core works great. Damn fast and nice to watch.
6) Aesthetics, nature tolerance - I don't try to reshape terrain, rather find best way to fit factory into terrain given. I don't cut trees I don't have to. This doesn't apply to biters&friends
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
7) No effectivity module. Everything I build has max. productivity modules in it and is surrounded by maximum usefull amount of speed-beacons. Productivity modules on extraction sites and using many extraction sites at once.
8) Current electricity consumption is 1,6 GW with rocket/satellites turned off, all power is solar.
Future - With 0.15 there might be infinite science? That would make me go mad!
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
...going out into the wild and make some majestic border walls with combination of all turrets and border supply-rail?
...separating owned non-factory land into separate but communicating logistic networks?
...or just leaving it like this until I get faster PC
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
What do you think of this factory concept? If there is discussion, I'd be happy to share some screenshots.