Hey everyone! This update reworks adjacency around a simple idea: a factory should become more efficient when its inputs are connected to a real supply chain. The new map links and building panel make those relationships much easier to read.
Neighbor and Chain Bonuses
- Neighbor is the blue throughput bonus. Each completed adjacent copy of the same factory adds +10% output and +10% input use. Ancient Relics, Outpost boosts, and Boost Towers can add stacks too.
- Chain rewards connected inputs. Each different recipe input linked to an active producer adds +20% output with no extra input use.
- A three-input factory can therefore reach +60% Chain output. The Level 11 Adjacency Logistics upgrade raises both bonuses by 2 percentage points, making a complete three-input Chain worth +66%.
More copies of the same supplier do not multiply one Chain input: each required resource counts once. This keeps the system readable while still leaving plenty of room to optimize factory clusters.
Storage Can Relay Resources
Storage buildings now carry every resource in their own tier across connected storage chains. A T2 Warehouse can, for example, link a Silicon Furnace to a Circuit Fab without the two factories touching. Relays have no bandwidth limit or transfer delay; they simply let a well-planned colony earn the same Chain bonus over longer distances.
New colored routes, resource pips, and build previews show which inputs are connected and which producers or storage buildings can complete a missing link. Existing colonies also receive one full-refund move permit for each completed production building, so old layouts can be rebuilt around the new rules.
Balance Changes
The stronger Chain bonuses come with a small late-game production and sale-value pass:
- Steel Beam output: 0.30 → 0.28; sale value: 76 → 75 Gold.
- Electrical Circuit output: 0.15 → 0.14; sale value: 127 → 120 Gold.
- Carbon Fiber output: 0.15 → 0.14; sale value: 158 → 150 Gold.
- Robotics and Servo Actuator output: 0.15 each → 0.14 each. Robotics now sells for 960 Gold, down from 969; Servo Actuators sell for 860 Gold, down from 875.
- Pioneer Seedling output: 0.12 → 0.11; sale value: 900 → 870 Gold.
- Biomass sale value: 200 → 190 Gold.
There are two smaller progression adjustments as well:
- Carbon Drill cost: 2,000 Gold + 50 Copper Ingots → 2,300 Gold + 20 Copper Ingots + 35 Glass.
- Level 14 deliveries: Carbon Blocks drop from 500 to 250, while Clean Water rises from 700 to 800. The Silica Sand requirement remains 3,000.
The goal is to make placement more meaningful without making established colonies obsolete. Thanks for playing, and have fun untangling-or deliberately overengineering-your Martian supply chains!