As someone who has played the game a lot (obviously… I’m the dev :D) and plays a lot of the larger maps, I do find that towards the very late game (when the research tree is totally maxxed-out), that the game does become a bit of a puzzle in terms of rearranging everything so as to ensure you can reach multiple export slots, instead of replying on a single production line.
In other words, I am concerned that export slots become effectively an impossible-to-beat bottleneck.
I’d like to ask the players, especially those with many hours in the game, what they think about this issue. So…
Question one: Is this really a problem? It can mean some frustration towards the late game as you frantically rearrange the factory to fit into a layout where the end of your multiple lines can all somehow split over multiple export slots, which may be in different zones entirely, hence a lot of long lines snaking around the edge. However… is this not just part of the challenge? Does this actually make the game more fun, because it rewards forward thinking at the very start to allow for such a late game challenge?
Secondly. Assuming this is a negative aspect to the game, what is the most enjoyable, fun and satisfying way for me to address this? (speaking as a player).
I’m thinking there are basically three different approaches here:
- Alter the current export rate so that (combined with the possible upgrades to the export slot), the total export rate for the final slot is noticeable higher.
- Introduce an expensive and researchable ‘rapid export slot’ which has a faster maximum throughput.
- Introduce a system where the player can (perhaps at substantial cost), build an extra export slot on any external facing wall (or perhaps restrict this to be a ‘dual’ slot which has to be immediately next to an existing export slot)?
I think we could definitely introduce some fun ways to describe the possible upgrades. maybe ‘extra car transporters’ or ‘rail terminal connection’ to speed up the rapid export slot?
What do you think?