I’ve been whittling my best Factorio time down, and got a launch just over the nine hour mark (on peaceful). I think with more play I can make the eight hour achievement. I’ve also kept a factory going longer just to tinker … sometimes you want to play the big game. I’ll probably start a game on hard setting just to get more into the military side, and I haven’t even touched trains (except in the scenario and my first game). Then there are mega-factories. Launching one rocket per minute (RPM) is an impressive feat (I’m going for a second rocket in one game and thinking about just building a rocket factory).
Then there’s the guy who built a factory that averaged one RPM over its lifetime (granted, that was a few hundred hours so he could spend time launching multiple RPM to balance out the first).
And then there’s this guy. His factorio is called Grey Goo Mark I, which is an insanely descriptive name in computing.
And I haven’t yet even taught trains to dance.
So, factorio has that elusive “Just one more,” bit. “Oh, I’ll just balance my belt lines.” “Oh, I’ll just expand my belt factory.” “Oh, here I go murdering again.” And suddenly its 1.30 am.
Update — It also has styles of play. Speedrun (I’m speedrunned out, right now). I just finished every research achievement, and built up a base that has launched 7 rockets. Now I’m trying to figure out advanced trains and started a new game with actual enemies and a goal of a decent (non-spaghetti) design. I may be going too slow. And playing Multi-player with the TaoLing ….
Jump Drive is a (mini)-game of combos.
Income is good, but since Jump Drive is so short (6-7 turns) it is easy to over-prioritize. This isn’t Puerto Rico (or even Race!) where early throughput dominates early VPs.
The reason early VPs count? Apart from game length early VPs are VP income. (VPs/turn), not one time items.
Income can trump VPs if you can convert them.
Jump Drive is short enough that delaying income (to explore for a big play on the following turn, or by only playing a single card, or by putting down a big VP card) pays off. Delaying income to make a good scoring play is fine. Better than fine if that also gives discounts.
- Spending everything for early income may work out well. Or the draw may miss you. Saving income for one turn to hold a great card often pays off. I’m surprised how often I drew 14 cards on my last turn and only had plays worth <5 points. (You can win those games if your prior turn was great).
- Playing only one card may cost you a point of income but it saves you a card (or rebates one) which balances out for a single turn. If the card you saved combines you’ll ramp up faster than many blind draws.
- Exploring nets you 2 cards plus income and digging lets you find/enhance a combo. Ideally you drop a big Dev or some other huge item to start scoring (or catch back up in income while getting points, or overtake income). I haven’t seen a double explore win … yet. I suspect it can happen.
- Discounts can be as good/better than income, particularly on a final turns. All the income or military in the world won’t let you play a 9 dev and a world, but investment credits may let you play two cards. A -1 Dev discount is equivalent to 1 card a turn, if you play a dev every turn. But if you don’t have cards lined up to take advantage of the discount, or have low income in general, you’ll run out of cards.
Remember — Jump Drive doesn’t limit you to one for each type of development (or world). In my first few games I automatically discarded duplicates, but you know what? Investment Credits means my next Investment Credits is free, even if I play a world! Cards self-combo!
Jump Drive is a geometric(ish) growth game. I had one game where it was nearly perfect. 1-2-4-8-15-31 . Naturally, that means that my eyes gravitated towards cards that do not have a fixed VP, but score 1 per something. That means when you slap down a card that triggers it, you get the new card’s VPs and boost your existing cards.
You don’t need to focus on that. Cheap cards score 0-1 (maybe 2) points, mediums score 3-6, and the big devs score 10+. You’ll get a geometric-looking progression with arithmetic cards. Don’t discount dropping some Alien world for 5-7 points a turn ASAP.
The question is “will the game go six or seven turns?” Obviously if you can break 50 on T6 aim for that, but if you can’t or it will take a lucky draw, gauge the other tableau(s). With more players, the odds that someone will go out means you may want to take the higher risk/reward path and hope for a lucky draw.
If you are wrong, well, it’s a fast game.
I had assumed that T6 wins would just scrape fifty, but you can blow past it with a good combo or a bit of luck. (The few five turn wins I’ve see scrape 50. Turn six scores can be large). It’s not too early to start thinking about VP on turn 2 or 3. After that, score score score!
There’s a time value of VP, since they score per turn.
A card that scores 10 VP a turn on your last turn is roughly the same as 2VP a turn on turn 2. A card that scores 10 VP a turn on your penultimate turn is equivalent to 5 a turn two turns earlier. As with income, you can delay VP for a good deal. Giving up 5 this turn for 10 next turn is equal if the game ends next turn. If it goes on, well, that’s a no brainer.
Survey Team isn’t a consolation prize. +1 Military and $1. Its great, particularly holding a 1-defense world. Survey team effectively saves a card (you still pay a card, but you get that from the game, not from your hand). Discard a weak card, plop down your 1-defense world, keep 3 cards, and draw two more (assuming your world gives 1 income). With two defense 1 worlds in my opening (there are seven in the deck, I think), this is solid.
As I’ve stated, don’t discount an explore. You’d end up with seven cards (from ten) which means you could drop something like Lost Species Ark World (2VP/$4) or a combination like Mining Conglomerate (-1 cost for brown, 1VP/brown world, $1) and a decent brown world. Both respectable starts and if you have a terrible opening (one about every ten games, roughly) its probably better than keeping three directionless cards and hoping you draw your future.
I’ve seen a decent mix of Survey Team openings (typically with a miltary world), single dev, single world, dev + world, and a few explores. (Like you would expect from Tom, all roads are viable).
Look for a combo. Preferably one that either gives you good income or sets up a guaranteed play next turn (ie, you can play a card you kept, only switching out of something better comes along). As I always say of Race “I just do what the cards tell me.”
Opening Cards of Note:
Galactic Advertisers are solid opening, with $2 a turn and a discount for Galactic Trendsetters (which score double the square you have) and a few other bonus’s trigger if you have an advertiser. They will often have a combo in an opening hand and even if you don’t have a combo in hand, you’ll likely draw one, because something like 1 card in twelve has one.
Uplift Researchers — These score $1/chromosome and 1VP/per, and provide a chromosome, and there are three of them in the deck. Typically these are turn 2 card (playing a chromosome world T1) and you are off. Again, there are enough chromosome worlds that even if you don’t have a combo in hand, this provides enough money you hope to get one … and it’s a geometric card. It’s too expensive to play of T1 (unless I have the 0 cost two chromosome world to play on T2). I’ll chuck this if I don’t see how I’ll play it on T2 or T3, but Uplift Researchers shows up in winning tableaus frequently, possibly because this is a fine mid-game card for many random military builds just aiming to drop anything that scores or gives points.
Consumer Markets is a cheaper version of this for novelty worlds, but it isn’t a novelty world. So you can’t just plop down two+ consumer markets and have them buff each other. (Still, the TaoLing’s biggest win was 2x Consumer Markets, Free Trade Association, and blue worlds).
Survey HQ — similar to Uplift Researchers, but instead of chromosome’s its pairs of explore icons. And, what do you know, Survey team gives two. It’s a slower growth, but same idea.
Space Marines — I spend a few dozen games automatically tossing these into the discard. No VP. No Income, just two military, when I can get one military from Survey Team? Well, the road from +1 military to +3 isn’t nearly as easy as I’d hoped, and to get to the big worlds you’ll likely need this or a Drop Ships.
War Propaganda — +1 Military, 3VP & $1 a turn, but it moves to whoever has the biggest military each turn before scoring. Not be scoffed at since it’s cheap. Play this on T1, conquer a +1 Mil world (or the +2 military world, if you have it and a good target next turn). Not much income but with a few more worlds to conquer you can make that up and a huge start on VP. In fact, this card is one reason to keep Space Marines.
Comet Zone — 3 cards a turn income is not to be scoffed as a turn one play (and you’ll get a rebate). If you can play this and keep a mining conglomerate or some brown combo (or just a big VP card that you can play after getting T1 income + Explore + T2 income) that’s fine. Playing it and hoping to draw a combo or target is certainly viable.
Trade Pact — In a 4er game, I’d be tempted to gamble on this hitting and letting you drop a 5 cost card on T2. Or you could play this and a small world. The VP/turn is a nice bonus, which may push you over fifty on T6.
Replicant Robots — No income, so you presumably are planning on using your discount next turn for a world that provides it. Also, 2VP a turn gives you a good shot at hitting T6.
Obviously in the endgame you ignore income considerations entirely. Big cards are key. And they can be be big. Galactic Federation scores 2VP per dev for you and 1 for an opponent. Costs 9 (8 if you don’t play a world, which is typical). This can average 10-15 pretty easily on the last turn. But a Galactic Salon (6 cost, 5VP a turn, -1 Dev discount) 2-3 turns earlier, that’s the same, and it provides a discount.
Endgame cards can be mid-game cards with an explore to save up. If your opponent plays “Your” development and can score it as well, then that’s probably it. TaoLing dropping Galactic Imperium to score all his 1-2 defense uplift worlds and the worlds my 9 military conquered was ugly.
In the game’s defense, my first play took way too long and had the wrong crowd. (I suggest against a five player game with multiple new players). Obviously this game appeals to people — it’s popular.
I guess its capitalizing on the War-euro. (Wareuro? Weuro? I never know how to spell that contraction). It has combinatorics (you combine faction with resource chart). It felt like a point salad game with some clever warish designs to score bombs (win a combat? Get a star! And maybe steal some resources). Fine …. but it didn’t grip me.
If it took 1.5 hours instead of 2.5, that would have helped, but mainly because I could have played something else afterwards. I suspect if I think hard I could better describe my problems with the game, but for now I just say:
Rating — Indifferent, I may try it again and see if I missed something.
I’ve added another entry in my “Fifty by Fifty” Geeklist. No points for guessing the game.
Played a poker session where I won a small and big blind on the first hand, then went down to 40% of my buy in for most of the night, and then went back to 110% right before the game ended. Then I came home and wasn’t quite sleepy enough to go to sleep despite the hour, so I played “just a bit more” of my factorio (air quote) speed run (air quote). I had a fair amount of of rocket units and low density structures built before I finished my silo so I quickly got up to 40% ready to launch within a few minutes of the silo’s completion, but the remainder took two hours, so I didn’t get to bed until … just before dawn. Still, under twelve hours.
Played a game of Magic Realm with the TaoLing. Actually, I mainly let him play, I was sketching out some player aids (literally sketching/drafting. I’m taking a drawing course and since I couldn’t find the graphics I wanted I figured I’d just hand make them for practice). Had a relatively safe, boring game of -6 (elf) and -9 (dwarf) game. Jr’s, Witch found the Altar right away, Absorb Essence’d the Demon, and then used that to a) defeat a bunch of creatures with little/no risk and b) read runes and search the Enchanted Toadstool with no chance of a curse. Actually, the latter part may be wrong. I should check.
Then finished the day spending a few hours exploring the post-launch part of the game. Aidan enjoys managing this (although he mainly just sits and offers advice), and had been asking to continue past the launch. I’m personally more fond of the mid game (the first 10% of the game is pretty much hand-crafting). I’d already built a logistics network (in my first, 35 hour launch game), but now I’m going to try the blueprint system and modular armor and possibly start a mega-base. For a while. I actually took a screen shot of my launch at the five hour mark (T-7H) and then another screen shot at the T+2H mark. They are remarkably similar.
They are remarkably similar.The main addition was the intermediate + advanced circuit production (and speed modules) that were added in the gap above the copper smelting. A lot of expansion happened outside the main base — improved steel production to the north east, a new oil field to the south west (plastic production was my bottleneck and I probably lost an hour before I realized that) and a giant (post launch) solar field to the north west that you can somewhat see. I’m going to test my blueprints out on that and deforestation (to get to more oil).
I mainly put these pictures in to see if anyone else thinks they look like circuits.
I also managed to knock a few games off my “Games you should play soon” list, including my first game of Phoenecia in over a thousand days. It turns out that the GYSPSTYO list is a Top 20 list, so I guess there will always be twenty games on it. But I’ll just try to get the number of games with 1000+ days to zero.
And after a week’s respite, I’ll probably get in a few games of Jump Drive soon.
More of a thought experiment game than actual “Can be solved” puzzle from the Riddler.
In a distant, war-torn land, there are 10 castles. There are two warlords: you and your archenemy. Each castle has its own strategic value for a would-be conqueror. Specifically, the castles are worth 1, 2, 3, …, 9, and 10 victory points. You and your enemy each have 100 soldiers to distribute, any way you like, to fight at any of the 10 castles. Whoever sends more soldiers to a given castle conquers that castle and wins its victory points. If you each send the same number of troops, you split the points. You don’t know what distribution of forces your enemy has chosen until the battles begin. Whoever wins the most points wins the war.
They’re having a round robin tournament, but you can’t submit a mixed strategy. Just 10 numbers. An interesting question as to how many levels you want to go. I was briefly tempted to grab a genetic algorithm framework and try to evolve a good solution (against a population of other solutions and a few fixed and random-ish strategies), but then I decided to play other games instead. Still, I may think about it and submit an answer later on.
And they have a simpler, classic pick-a-low, problem:
Submit a whole number between 1 and 1,000,000,000. I’ll then take all those numbers and find the average submission. Whoever submits the number closest to ⅔ of the mean of all of the submitted numbers wins.
Now that one’s easy. I’m just going to submit one billion, because a) those things bore me and b) game theory geeks need to be reminded now and again that in the real world people are jerks.
So — my first rocket launch over the holidays took at about 35 hours (game time, not real. Game time pauses on some menus). Actually building the rocket took ~7 hours. I took a break but then tried again (this time with Aliens not peaceful) and got around 15 hours. I had the rocket researched at 10, but it still took me 5 hours to build.
I’ve never really watched Twitch (or whatever the videogame stream is), although my kids and nephews did (Minecraft, Five Nights at Freddy’s, etc). But hearing about a sub-two hour (real time) launch? That seemed worth watching.
Watching a World Record run is interesting. To be fair it’s a stacked game, but this was the record for a ‘seeded’ board. A map with ginormous resources and a friendly layout and he’s replayed the same map hundreds of times, so he knows the exact layout he wants to build before hand. Still, even with all those advantages? Impressive.
Hypnotic, even. Like watching an organically grown circuit diagram. Every few minutes (after about the 30 minute mark) he zooms out to make sure nothing is wrong, and it reminds me of a VLSI layout. To be sure, this is of much more interest if you play the game, because you can get a lot of strategy advice by watching.
After watching that I decided that:
- I needed a lot more straight lines in my factory
- I need a lot more resources
- To not crowd things together, unless I had a good design layout. (The speedrun was chockablock full of interesting design decisions. Particularly the Blue Circuit layout). Obviously this had a hyper optimized (space) run, but you can’t plan out every rock or whatnot.
Anyway, after watching I decided to try a map with ginormous resources. I’ve almost researched the rocket 5 hours in, but I need to get blue circuits started. Petroleum was a bottleneck: the nearest crude was quite far away. I’ve got much more spaghetti — but I didn’t tune the map besides a few restarts for bad ones.
The TaoLing wants me to continue post rocket, and I may try to build a megabase that can launch a rocket every X minutes (instead of X hours). We’ll see. I did take a break for a week or so to get in ~40 games of Jump Drive, but now I’m back to Factorio.