Factory Default: BTR - Updated to v0.0.3.0 - Uranium Fuel Assemblies & More!


Factory Default: Build, Trade, Repeat - Alpha Update v0.0.3.0 is here!


NEW

ADDED 5 NEW RESEARCHES FOR POWER PLANTS - Since they are over powered, it only made sense to put them behind some research walls.

The new researches are:

FOSSIL FUEL POWER

Prereq: Energy Research (None)
Cost: 250 RP
Unlocks: Coal Power, Lignite Power, Oil Power, and Natural Gas Power Plants

NUCLEAR POWER

Prereq: Fossil Fuel Power
Cost: 500 RP
Unlocks: Nuclear Power Plant

HYDROELECTRIC POWER

Prereq: Energy Research (None)
Cost: 300 RP
Unlocks: Hydroelectric Plant

GEOTHERMAL POWER

Prereq: Hydroelectric Power
Cost: 400 RP
Unlocks: Geothermal Plant

RENEWABLE POWER

Prereq: Hydroelectric Power
Cost: 500 RP
Unlocks Wind and Solar Power Plants

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5 NEW COUNTRIES

Algeria (92 Tiles)

Expert Production in: Helium Gas, Crude Oil, Iron Ore, Mercury Ore, Natural Gas, Phosphate, and Dates.
Advanced Production: in Gold Ore, Gypsum, Zinc Ore, Olives, Watermelon, and Sheep.

Democratic Republic of the Congo (91 Tiles)

Expert Production in: Cobalt Ore, Copper Ore, Diamond, Cassava, and Plantains.
Advanced Production in: Cassiterite Ore, Gold Ore, and Tantalite.

Indonesia (76 Tiles)

Expert Production in: Cassiterite Ore, Coal Ore, Nickel Ore, Chili Peppers, Coconuts, Mangoes, Palm Oil, Pineapples, Rice, Rubber Plant, and Ducks.
Advanced Production in: Copper Ore, Natural Gas, Bananas, Cassava, Corn, Oranges, Sweet Potatoes, Chickens.

Libya (73 Tiles)

Expert Production in: Crude Oil, and Natural Gas.
Advanced Production in: Gypsum, Iron Ore, Sodium Chloride, and Camels.

Pakistan (23 Tiles)

Expert Production in: Cotton, Mangoes, Sugarcane, Buffalo, and Goats.
Advanced Production in: Dates, Onions, Rice, and Wheat.

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12 NEW RAW MATERIALS: These were necessary to add because of the 5 new countries.

MINE

Agate

20 tons per day
$500 per ton
Added Agate fertility to Brazil, Mexico, and USA

Aquamarine

3 tons per day
$4,000 per ton
Added Aquamarine fertility to Brazil and Columbia

Helium Gas

0.25 tons per day
$80,000 per ton
Added Helium Gas fertility to all countries.

Jadeite

0.25 tons per day
$50,000 per ton

Jasper

10 tons per day
$1,200 per ton
Added Jasper fertility to USA, Brazil, Mexico, India, Russia, Australia, China, South Africa, and Argentina

Morganite

1 ton per day
$15,000 per ton
Added Morganite fertility to Brazil

Peridot

6 tons per day
$2,000 per ton
Added Peridot fertility to USA, Egypt, and China

Ruby

0.1 tons per day
$100,000 per ton

Spinel

8 tons per day
$1,500 per ton

FARM

Papayas

4 tons per day
$1,200 per ton
Added Papaya fertility to India, Brazil, and Mexico

Plums

2 tons per day
$2,200 per ton
Added Plum fertility to China, Spain, and Turkey

Watermelon

12 tons per day
$400 per ton
Added Watermelon fertility to China and Iran

-------------------------

NEW PRODUCTION CHAIN

Uranium ore to Uranium Fuel Assembly (Fuel for a nuclear reactor)

New Resources:

Sulfuric Acid (100 tons/day) - $200/ton

Sulfur (60 tons)
Oxygen Gas (40 tons)

Yellow Cake Uranium (0.4 tons/day) - $120,000/ton

Uranium Ore (100 tons)
Sulfuric Acid (10 tons)

Fluorine Gas (4 tons/day) - $6,000/ton

Hydrogen Fluoride (4 tons)
Potassium Fluoride (4 tons)

Hydrogen Fluoride (20 tons/day) - $1,300/ton

Fluorite (32 tons)
Sulfuric Acid (24 tons)

Calcium Hydroxide (200 tons/day) - $150/ton

Limestone (320 tons)

Potassium Hydroxide (15 tons/day) - $1,500/ton

Potash (20 tons)
Calcium Hydroxide (10 tons)

Potassium Fluoride (12 tons/day) - $2,100/ton

Potassium Hydroxide (12 tons)
Hydrogen Fluoride (12 tons)

Uranium Hexafluoride Gas (1 ton/day) - $42,000/ton

Yellow Cake Uranium (0.8 tons)
Hydrogen Fluoride (0.15 tons)
Fluorine Gas (0.1 tons)

U-235 (0.08 tons/day) - $140,000/ton  and  U-238(1.92 tons/day) - $42,000/ton

Uranium Hexafluoride Gas (2 tons)

Uranium Dioxide Powder (1 ton/day) - $125,000/ton

U-235 (0.87 tons)
Oxygen Gas (0.35 tons)
Hydrogen Gas (0.01 tons)
Carbon Monoxide (0.1 tons)

Polyvinyl Alcohol (15 tons/day) - $2,200/ton

Ethylene (25 tons)
Chlorine Gas (15 tons)
Oxygen Gas (5 tons)

Uranium Dioxide Pellets (1 ton/day) - $180,000/ton

Uranium Dioxide Powder (1 ton)
Polyvinyl Alcohol (0.02 tons)
Hydrogen Gas (0.01 tons)
Helium Gas (0.01 tons)

Zirconium (22 tons/day) - $1,500/ton

Zironium Ore (25 tons)

Zirconium Alloy (1 ton/day) - $35,000/ton

Zirconium (0.92 tons)
Tin (0.06 tons)
Iron Ingots (0.01 tons)

Argon Gas (Mined 2 tons/day) - $15,000/ton

Uranium Fuel Rods (1 ton/day) - $300,000/ton

Uranium Dioxide Pellets (0.95 tons)
Zirconium Alloy (0.05 tons)
Argon Gas (0.01 tons)

Chromium (5 tons/day) - $5,000/ton

Chromite Ore (12 tons)

Stainless Steel (20 tons/day) - $2,200/ton

Iron Ingots (24 tons)
Chromium (4 tons)
Nickel (2 tons)
Molybdenum (0.2 tons)

Uranium Fuel Assembly (1 unit/day) - $500,000/unit

Uranium Fuel Rods (0.9 tons)
Zirconium Alloy (0.1 tons)
Stainless Steel (0.02 tons)

Nuclear Power Plants now take Uranium Fuel Assemblies. 1 unit/day to produce 50,000 MWh per day. (Instead of raw uranium ore like before.)

With these new Nuclear Fuel items comes a new "Restricted Status" on items that governments wouldn't be too keen on citizens trading around. These items have a 10x cost to buy and a 10% value to sell. Items with this protection are:

-Uranium Ore
-Yellow Cake Uranium
-Uranium Hexafluoride Gas
-U-235
-U-238
-Uranium Dioxide Powder
-Uranium Dioxide Pellets
-Uranium Fuel Rods
-Uranium Fuel Assembly

This will be shown to the player in the Library, Market, Manager Screen, as well as the tile_info_panel that appears when you build a new building or click on an existing building.

These new items also required 4 additional researches:

URANIUM MILLING (Yellow Cake Uranium)

URANIUM CONVERSION (Uranium Hexafluoride Gas, and Uranium Dioxide Powder)

URANIUM ENRICHMENT (U-235, U-238)

URANIUM FUEL PRODUCTION (Uranium Dioxide Pellets, Uranium Fuel Rods, Uranium Fuel Assembly)

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Added a few objectives related to completing contracts:

"Accept a Contract"- Visit the Contracts menu and accept any contract.
    25I 25R
"Complete a Contract" - Complete any Contract without incurring a penalty.
    50I, 50R
"Complete a B Class Contract"- Complete a B Class Contract without incurring a penalty.
    100I, 100R
"Complete a A Class Contract"- Complete a A Class Contract without incurring a penalty.
    200I, 100R
"Complete a S Class Contract"- Complete a S Class Contract without incurring a penalty.
    400I, 100R
"Complete a S+ Class Contract"- Complete a S+ Class Contract without incurring a penalty.
    800I, 100R
"Complete a S++ Class Contract"- Complete a S++ Class Contract without incurring a penalty.
    1600I, 100R
"Complete a S+++ Class Contract"- Complete a S+++ Class Contract without incurring a penalty.
    3200I, 100R

-------------------------

CHANGES

Refreshed Research Tree - The old research tree was admittedly very hard to read. My intention was to make it so that you could see all the researches at once. Making it easier to read. I underestimated how many researches there would be, so that was no longer the case once they were all added. Now it is a more traditional research tree style. Color coded and connected by lines showing you what researches are prerequisites for others. It is not perfect, but it is far and away better then the original.

Note that some researches don't have any items that get unlocked when you research them. These are placeholders for items that are coming in the future. These are marked with the red no-item icon.

Balance Changes - I adjusted the output of most items to give them an even playing field as far as "general profitability assuming that you are supplying the required materials without buying them" goes. The general rule of thumb:
Farms generate ~ $1k profit per day

Mines generate ~ $10k profit per day

Refineries generate ~ $20k profit per day

Factories generate ~ $100k profit per day

With this, I changed the starting buildings to better reflect the recipes. If you have the starting buildings enabled, I recommend making some tree farms to supply your refineries for some easy early-game cash. (Updated the "Build a Farm" objective to reflect this change.)

Gas Balance - Before adding Helium, the three gases in the game were Hydrogen, Nitrogen, and Oxygen. With these, I saw no good reason why every country couldn't find a way to produce each respective gas. With the addition of Helium, I had to rethink my approach. On one hand, Helium deposits are all over the world, it is just a matter of someone willing to take advantage of those deposits and mine it. It's prohibitively expensive. On the other hand, there are definitely countries who produce much more Helium than others.

In addition, I don't want to crowd the fertilities bar with a resource that every country has access to, otherwise it's not much of a fertility.

So I decided to balance it. Every country will have access to all gases, but there will be countries that have better rates depending on real life production leaders. However, gases will not show up on the fertility bar as it doesn't make much sense to do so. I am hoping that is a good balance.

Unit changes - You might notice that there are 8 more units of measurement then there were before. This was to address the issue that items not measured in tons were all getting grouped together. For example, an Electric Vehicle would have the same mass as circuit board. That didn't make sense. So, I added 8 more units, and adjusted the one that is already in the game. Note that the only change this really has is how much of each item can fit in warehouses, and how much of each item can fit on transport. They are indicated by the little letter next to the quantity.

q - 100 ton unit - (Really 50 tons to 500 tons) - (ex. Heavy Machinery (not in game yet))
r - 10 ton unit - (Really 5 tons to 50 tons) - (ex. Jets, MRIs (not in game yet))
s - 1 ton unit - (Really 500kg to 5 tons) -  (ex. Electric Vehicles)
t - ton - (ex. Most everything)
u - 100 kg unit - (Really 50kg to 500kg) - (ex. EV Battery Pack)
v - 10 kg unit - (Really 5kg to 50kg) - (ex. Televisions)
w - 1 kg unit - (Really 500g to 5kg) - (ex. Heat Sinks)
x - 100 g unit - (Really 50g to 500g) - (ex. Battery Cells)
y - 10 g unit - (Really 5g to 50g) - (ex. Semiconductors)
z - 1 g unit - (Really 0.5 g to 5g) - (ex. Microcontrollers)

This also provided a nice sanity check while I was balancing. Mostly with production chains that have items measured in tons as the input, and items measured by the unit being output.

Removed 2 "New Game" settings, and replaced them with 2 more.

-Removed "Building Proximity Bonus" - Because I removed the neighbor bonus from the game, it seems silly to have a setting for it.

-Removed "Utilities Required" - Because it is right next to "Utility Costs" which basically does the same thing.

-Added "Contract Payout Multiplier" - Simply this is a multiplier to contract rewards.

-Added "Contract Penalties Multiplier" - This is a multiplier to contract penalties. (Including zero penalties if you want a really easy game.)

Resource Generation in the new game options has been disabled. It will now be 100% no matter what. I broke it at some point, and it seems like a silly option as it multiplied your production AND your required goods. So in most cases it was just showing higher or lower inventores, but no more or less money.

Removed managing of multi-output-recipes from the tile_info_popup. When you build a new builing, or click on an existing one, you have the ability to hire/fire/change management from there. This can get a bit tricky if there is more than one output because whatever you change will change for all of the resources. This might be what you want sometimes, but other times this could be annoying. (Like you want to empty your warehouse of U-238, but not U-235). Now those options are replaced by a button that will open the management screen allowing the player to make the adjustments they need.

-------------------------

MISC

Added the option to change date format between MM/DD/YYYY and DD/MM/YYYY. That way you can play with the date format you are used to. Funnily enough, for the purposes of my game's script all dates are formatted as a single 8 digit integer as YYYYMMDD.

Under the hood I changed the way fertilities are kept track of. I won't get into much detail, but instead of it being a large mess, all countries fertilities are now contained in one dictionary. I did the same with all researches.

------------------------

BUG FIXES

-Fixed issue with markets only effecting building prices, but not market prices. It was intended that while building and labor may be cheap in a poorer country, the selling prices of items would also be lower. I set it all up, just neglected to connect it. It took 1 line of code. This is like, the whole point of the game, so I'm annoyed that I overlooked this.

-Fixed huge issue with changing the production of a building would not remove the previous resource generation. It was basically free buildings on top of one another, but not letting you access anything other than the top-most building. 

-Fixed issue with new placement of the fertilities bar not allowing you to click on the resources and open up the library.

-Fixed issue allowing the painting of mines for free. A related bug also showed the price of painting non-mines on mine tiles even though actually building it was impossible.

-Fixed issue with the Build Menu not coming back up when hidden.

-Fixed issue with painting land with the eyedropper and paint tool spending your influence even if you are painting over a tile you already own. To fix, I just disabled the ability to paint land with the eyedropper. (You can already paint it with the land tool as is.)

-Fixed issue with building info not showing the fertility bonus to base production. (1 being standard, 2 being a 200% fertility, 3 being a 300% fertility)

-Fixed issue with buildings running below 100% efficiency not popping the resource sprite above the building.

-Fixed the icon for Nitrogen Gas showing the atomic number [2]... that is fixed.

-Fixed issue with building, depending on where your mouse was on the screen you might build a building with "None" selected before you could even see what the options were. This shared the same problem with it sometimes building the last item on the list. (This was due to the menu being generated while hidden, and then moved to mouse position, and then shown. This made it so that the mouse button being down registered on the invisible buttons when they appeared.)

-Fixed issue with the eyedropper and paint tool not disabling when you when to click on a different button in the build menu. (It would visibly disable, but if you tried to click on buildings you would have still been in eyerdropper/paint mode.)

-------------------------

NOTES

About version numbers so far and going forward.

Typically, game versions have a standard format for what they mean.

Example:

version X.Y.Z
X - Major version
Y - Minor version
Z - Patch/Bug Fix

Since I am a solo dev with no plan to keep any sort of deadlines I am going to add an additional decimal, and follow this format:

W.X.Y.Z
W - This will be zero until "Release", quite a long way away.
X - Major version
Y - Minor version (Most updates will be this number)
Z - Bug fixes or quick patches

Most updates will update the Y number.

ex.  0.0.3.0    0.0.4.0    0.0.5.0    0.0.6.0    0.0.7.0    .... 0.0.958.0... etc.

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Goals for v0.0.4.0

-Auctions

-Rework Market/Management screens. They are clunky because every time you change filter parameters all buttons are deleted and generated. Not elegant.

-5 more countries

-1 Production Chain

-------------------------

If you run into any issues, please let me know. There is a button in the menu of the game that will allow you to report any bugs or give feedback directly to me.

Thank you,

-Chett

Files

Factory Default - BTR v0.0.3.0.zip 211 MB
6 days ago

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