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Mechanics and variants

1City buildingOverview and example ↗City building connects homes, jobs and services through resident flows and settlement resilience.4

Mechanic variants

  • Density increases demand on shared infrastructure.
  • Roads change how residents reach a plot.
  • Services cover a limited radius or travel route.
  • Population growth introduces a new type of need.

Design example. A new district supplies workers but overloads the only bridge to the industrial area. Prototype check: Test a resident's actual service route so geometric proximity does not substitute for reachable access.

Context and sources: Factorio: Content
2Colonies and colonist managementOverview and example ↗A colony connects individual colonist needs and skills to shared work queues and limited supplies.4

Mechanic variants

  • Priorities distribute workers between tasks.
  • Skills change work speed and output quality.
  • Personal conditions interrupt shared production plans.
  • Access zones restrict dangerous assignments.

Design example. The best builder falls ill and expansion is postponed to insulate the infirmary. Prototype check: Test that job assignment explains missing skills, inaccessible materials and competing priorities.

Context and sources: Factorio: Content
3Businesses and tycoon gamesOverview and example ↗A business turns investment, capacity and customer service into revenue that funds further development.4

Mechanic variants

  • Price changes customer flow and expectations.
  • Capacity limits the number of completed orders.
  • Reputation affects future customer demand.
  • Expansion increases recurring operating costs.

Design example. A small bakery buys another oven and then faces a shortage of counter staff. Prototype check: Test profitability below full capacity, including idle equipment and staff costs.

Context and sources: Factorio: Content
4Theme parks, zoos and attractionsOverview and example ↗A park aligns attraction appeal with paths, queues, maintenance and visitor or animal needs.4

Mechanic variants

  • Appeal redistributes the visitor flow.
  • Queues occupy space and consume patience.
  • Maintenance prevents attraction downtime.
  • Habitats require compatible environmental conditions.

Design example. A popular ride crowds a nearby path and blocks access to a quiet animal area. Prototype check: Test visitor and service routes during peak hours and temporary closure of a main path.

Context and sources: Factorio: Content
5Hospitals, schools and public servicesOverview and example ↗A public service allocates limited capacity among requests with different urgency and processing duration.4

Mechanic variants

  • Triage prioritizes cases by urgency.
  • Specialization limits available procedures.
  • Referrals move clients between services.
  • District coverage changes access to assistance.

Design example. A game clinic refers a complex case to a laboratory already crowded with routine tests. Prototype check: Test whether average service time hides critical delays for one request category.

Context and sources: Factorio: Content
6Schedules, queues and serviceOverview and example ↗Queues connect task arrivals to worker availability; scheduling allocates limited time slots in advance.4

Mechanic variants

  • Arrival queues preserve request order.
  • Appointments reserve time before a client arrives.
  • Priority lanes serve urgent requests.
  • Switching tasks requires setup time.

Design example. A repair shop leaves a gap between planned bookings for an urgent breakdown. Prototype check: Test low-priority starvation and cancellation that correctly releases a reserved time slot.

Context and sources: Factorio: Content
7Staff, skills and delegationOverview and example ↗Staff perform delegated work according to skill, time and authority, reducing the need for manual orders.4

Mechanic variants

  • Qualifications unlock particular task types.
  • Shifts limit worker availability.
  • Training spends time for future efficiency.
  • Authority permits independent purchasing decisions.

Design example. An experienced mechanic orders parts independently while a trainee handles routine maintenance. Prototype check: Test explanations for automatic worker selection and the ability to override an unsuitable assignment.

Context and sources: Factorio: Content
8Resident needs, satisfaction and conflictOverview and example ↗Resident needs compete for services and space, while unmet needs change behavior and attitudes toward management.4

Mechanic variants

  • Need thresholds trigger a service search.
  • Groups value different sets of conditions.
  • Conflicts connect one group's gain to another's loss.
  • Feedback names specific dissatisfaction causes.

Design example. A night workshop improves employment while nearby residents ask for less noise. Prototype check: Test whether satisfaction scores lead back to a specific unmet need and an actionable response.

Context and sources: Factorio: Content
9Infrastructure, zoning and adjacencyOverview and example ↗Infrastructure connects plots through flows, while zoning and adjacency determine functional compatibility.4

Mechanic variants

  • Networks serve only connected plots.
  • Adjacency creates bonuses or negative effects.
  • Zones constrain future building types.
  • Trunk routes have limited throughput.

Design example. A school is walkable from housing, but a factory freight entrance crosses the main school route. Prototype check: Test network continuity after redeveloping a plot and clear explanations for negative adjacency.

Context and sources: Factorio: Content
10Crises, accidents and recoveryOverview and example ↗A crisis breaks normal system dependencies, requiring diagnosis, damage containment and prioritized restoration.4

Mechanic variants

  • Isolation contains a damaged subsystem.
  • Reserves temporarily replace a failed source.
  • Cascades spread shortages through dependencies.
  • Recovery chooses the order of service restart.

Design example. A power-station failure stops pumps, so backup power first restores the water intake. Prototype check: Test whether the system distinguishes the initial failure from subsequent dependent service outages.

Context and sources: Factorio: Content

Sources and examples

Sources support particular techniques or methodology, not every family variant. Design examples and mechanic combinations are illustrative.

  • Factorio: Content

    Developer overview of production, transport and circuit networks as connected gameplay systems.

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