This is an odd topic, so bear with me.
Logistic games function on the premise of making a factory grow. You generally start off hand mining some metal ore, and eventually build spaceships that shoot laser beams and ponies. There are steps to get from start to finish, and typically that comes through researching the next batch of things you can build. Conceptually, they all work the same way: construct a lot of basic things, put them in a kajigger, now you can make more complicated things.
The practical application differs between games though. Some games create intermediary products that are then processed, while others simply take the base items themselves. The former takes more planning as you need to build these products, especially if you need those intermediary products all the way to the end of the game. A key balancing piece is the ratio in that construction as well, some products are much more complicated than others. Some future research products need the first intermediary as well, creating exponential needs for products. Satisfactory has a system I personally don’t enjoy, as all research builds are temporary (best to put it in a box). Factorio and Dyson Sphere Program have a better system that scales to mega factories.
The next piece is the actual items that get unlocked, and their dependency. The worst case here is that you somehow research an item you can’t actually craft because you need to research something else first. Most games offset this risk by grouping unlocks, ensuring that if you unlock it, you have all the pieces available to craft it.
Factorio absolutely rocks this one, where if you unlock oil processing, you get everything you need to process oil. While I’m sure it’s possible, I have not ever found a situation where I unlocked a piece of research and was not in a situation to use it.
Satisfactory is middle ground of sorts, as the research packages unlock multiple items at once, and generally there are few of them. It’s generally well thought out so that you’ll only need to unlock one extra bit, reducing thumb twiddling time.
DSP is the worst case – you’ll have a dozen+ examples where you won’t have the dependency unlocked as typically you get one item per research. As a result, you get research paralysis, where you need to research a dozen items in order to get the actual product you want. Warpers a good example, where Particle Colliders are a pre-req. To build those, you need space structures, which are a completely different part of the tree with 4 extra steps of research. From yellow research to purple, the entire tree is filled with these cases, a balancing pass that hasn’t been done in years. This compounds if you have Dark Fog enabled, as the military buildings have their own dependencies. I get the design principle that each research step is unique and meaningful, but the fact remains that there are simply so many intermediary products and steps that it greatly diminishes the joy of meaningful progress.
The main issue with balancing the DSP tech tree is that you are limited in levers. If you group things together, you need to add the costs together, or you’ll just get them too fast. And let me tell you, when you get to green science, balancing research and productivity is not super simple. If you restructure the tree itself and build new (and proper) dependencies, you’ll end up with tiers, rather than a tree (closer to Satisfactory). If you truly wanted to balance it, you’d actually end up removing a ton of intermediary items, which means a near total re-balancing of all logistics, pretty much a new game at that point. And that’s without addressing the 6 super-not-obvious degree upgrades to even build a Dyson Sphere.
This is more a gripe about general game design than specific to DSP, and the concept of gradual reward for effort, while staying busy. I am fairly decent at logistics game, with a general eye for optimization. The ‘lulls’ in action felt here are more a result of smart early decisions by me, where instead of finding issues in hour 4, I solved them in minute 30. It’s a very weird balance where if you’re good at the game, there’s way less to do. If you’re so-so, then the time you’re spending fixing things is the time research ticks away. I’ll get into the reason why you can’t do much about this in a future post.
To sum, progress in these types of factory games is primarily gated through research. That system has it’s own balance of investment (resources & time) to feel meaningful. How you manage resources and time… well the factory must grow after all.






