Comment by zelias

9 days ago

I burnt out mid-Aquilo. RIP

For better or worse, Aquilo is designed to be a limiter against end-game tech. All the other planets you can drop in and get everything going from scratch; Aquilo is there to gate legendary items and railguns and fusion power, essentially, and it’s the first time that the quality of your shipping logistics really matters to the player, esp. through high danger areas.

That said, I loved the redesign work needed on Aquilo, it took me quite a while to get the hang of cascading temperature brownouts, heat fluid dynamics, and adding piping to layouts. I found that fun.

Eventually, Aquilo can work like any other base, with rare - legendary bots, it can be remotely laid out and expanded as needed; in reality, very very little needs to be built on Aquilo to support even relatively large economies. I’m on my second playthrough, I have legendary-only production lines up for everything but railguns and fusion power and I’m just thinking about adding my second pump jack for fluorine.

Anyway, come back to it in a year - you might find it’s fun after all. :)

I usually hit a burnout point in Factorio, and either I start throwing down blueprints obtained online (turn it into a resource discovery / train game) or I wander off.

Same. I didn't like Fulgora, then I didn't like Gleba, but pushed through to get to Aquilo so I could see all the content. But then Aquilo wasn't fun either thanks to the massive amount of ice platform I needed to build and how slow it is to build. I just stopped playing. Overall I was pretty unhappy with Space Age, as it doesn't really feel like Factorio any more (except for Vulcanus which is excellent).

  • > ... it doesn't really feel like Factorio any more...

    Something that stands out is that Space Age is more of an adventure (overcome challenges in series) where Factorio the base game was a sandbox (challenges can be handled in parallel).

    In the base game, if someone doesn't like rail then they can just ignore it for an entire playthrough. Ditto nuclear/solar, most military techs, most other logistics, and so on. If someone likes yellow belts and coal power that can carry them through an entire playthrough. If you don't like Gleba/spoilage, you can't skip it because it is necessary to see any parts of the game gated behind it which is Aquilo onwards. Heaven help you if you don't like how space platforms work, because they gate everything and are quite unique compared to the rest of the game which some players must hate.

  • I actually found the new mechanics on Fulgora and Gleba very enjoyable. Fulgora especially, for whatever reason. I enjoyed spaghetti-ing my way through all the planets by primarily using the resources available on that planet ("starter" rocket full of belts and power poles notwithstanding).

    Aquilo is just so barren. The new mechanic it introduces locks down player choice, as opposed to the other planets that are rife with opportunities for exploration and creativity.

  • I think that Nauvis+Vulcanus you can still build gnarly mega bases, if the full space age isn't your thing.

    I find fulgora and gleba a bit tedious, but I appreciate that each of them bring unique new restrictions/mechanics/challenges to the game. Vulcanus is actually the least inspired, from a mechanics perspective. Mining->lava. It's a good lead-in to those wilder planets.

    • I didn't like fulgora for a long time...I think I started having fun with it when I got fusion power there and deleted the accumulator farms. Gleba was a thorn in my side for a long time but finally got it to a place of stable (over)production. It's begging for a rebuild (massively abusing robots there currently).

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    • > Vulcanus is actually the least inspired, from a mechanics perspective.

      I agree with that, but I also think that the huge mechanical divergence of the other planets is a bad thing. Like I said, building on other planets it really doesn't feel like Factorio any more... more some new game with Factorio graphics.

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