In my factory game, your goal is to grow a civilization all the way up to a Type-1. If that term is new to you, Type-1 just means your civilization can use every bit of energy that its home planet has to give, including the weather. To reach power levels of a Type-1 civilization with nothing but the first storm that you unlock in the game, which is the Tornado, you would need over 33 million of these, spinning up at the exact same time, to actually achieve this.
Play on YouTubeSo, how do you reach these almost impossible-sounding figures for power in the game, with simply our weather? Well, in my game, you will combine every last megawatt that you use from the weather, not only from the wind, but the sun, and other natural forces of the planet in which you land on. Right up until you reach out and grab the power of the star itself.
The whole story of Cosmic Scale is about a civilization that already powers its home world at a Type-1 level of power, and you are expanding this civilization's reach further out into the stars, bringing the technology and knowledge of what your home planet actually achieved while starting from scratch, and rebuilding that infrastructure in a foreign star system. I wanted the power in my game to be a part of that same story. This would be a civilization that has learned to live and work alongside its planet, and coexist in harmony. I also made sure that the weather only ever helps you. A storm passing over your factory will never break a machine, slow down a belt, or hurt your factory setup in any way.
So really when you look at it, there are two ways to handle weather and power when you're building a factory in Cosmic Scale. You can catch the weather naturally that's already out there, or you can make your own. You start each game by placing the HUB, which is a building that helps you out with your early power setup and is some of your main infrastructure for the early game. From there, you can slap down wind turbines that are rated up to 35 megawatts each, which is more power than the biggest wind turbine here on Earth can even produce. Every planet also has its own storms that naturally spawn and roam across the surface, so whenever one happens to interact with these passive generators, they will produce maximum power outputs. That means a Tornado passing through your wind turbines will take every single one of them up to the full 35 megawatt output that they can produce.
Your first Weather Generator will unlock right from the get-go, though it will take you a little while to gather the plates, gears, cables, and concrete needed to build it. Once you place it down, you can open it up and select the option for a Tornado, which your home world's weather is attuned for. Every cycle, it will need ten iron gears and ten cables. It will output up to 300 megawatts of power the entire time that it's running, enhancing any and all wind turbines that are nearby, as an added bonus. To put that into perspective, that's enough power to keep the lights on for roughly a quarter million households across the United States. Every time a storm is created and maintained, you also get a byproduct item as an output, or in the case of our Tornado, a Vortex Charge.
From there, your factory starts to grow and so does your weather. And eventually, once reaching a tier one, you'll unlock an Electrical Storm, which will output up to 900 megawatts of power. Tier two will bring and unlock the Solar Storm. This doubles the storm's power again, up to 1,800 megawatts. Once you reach tier three though, something changes. The next storm on the list of upgrades, the Ash Storm, will actually not be suitable for the planet that you're standing on, and can't form on your home world at all. For the Ash Storm, its unique spawn location is a volcanic planet type. So this is where the weather can start pulling you out into the rest of the star system, chasing that power upgrade, and even larger factory systems and setups.
The Vortex Charge and other unique storm fuels that spawn as byproducts from the unique storm systems that you can produce will become actual fuel for your player's life support systems, your jetpack itself, and flight throughout the galaxy.
From here, this is where your storms start feeding right back into the research and science and progression systems in the game. For example, the Ash Storm's fuel byproduct, the Ember Charge, is what leads you to unlocking the Blizzard, which can only form and be created out on a frozen world, while also requiring you to pull resources from all over the star system just to keep it fed in a logistical puzzle that you won't have encountered up until this point in the game. From there, the Blizzard's own charges will lead you to unlock the Hurricane, which can form back on your home world or out on an acidic world. A Hurricane puts out 12,000 megawatts of power, while its passive counterpart, the Tidal Engine, stands on a shoreline and turns the churn of the sea into power itself.
In the current build, a Hurricane's charges will lead you to unlock the largest storm in the game, a Superstorm, which can only form out on our gas giants. Once it's up and running, a single Superstorm can put out 22 gigawatts all by itself. That puts it right up there with the biggest power station we have anywhere here on planet Earth.
With that kind of power up and running now throughout your entire grid system, you can start building up and into orbit with these massive megastructures that we have planned. I plan to go further into detail on these megastructures in a future devlog, but to give you the abbreviated version here very quickly would be that you build a Space Elevator to get materials off of the planet. This launches infrastructure from your orbit into space to form an Orbital Ring around your planet that upgrades and holds power and will skim resources from the planetary rings. You'll even eventually be able to launch these solar satellites and solar sails out into the galaxy that will beam solar energy back down connecting into your power grid. These will turn out to be these massive solar arrays and eventual Dyson swarms that allow you to harness the power of the star itself.
Seven storms is really just where I'm starting though. Down the road, I'm planning to add more weather systems that are unique and certain planets that can spawn and host these throughout the game, so each new world you reach can bring its own kind of storm along with it. But I'd love to hear from you guys on this one and get your feedback and start up the conversation, so drop a comment, tell me what kind of weather you'd like to see added to the game, whether that's something we get here on Earth, like sandstorms or dust clouds, or a storm that could only ever happen on a foreign world, like diamond rain. You can also find me on Discord and Bluesky.
Chapters: Thirty-three million tornadoes · A factory powered by the weather · Why I left coal and nuclear behind · Catching the wind and the sun · A tornado made from gears and cables · Lightning storms and solar power at midnight · Leaving home on storm fuel · From blizzards to a kilometer-wide superstorm · Megastructures and the road to Type-1 · What storm should come next?
I hope I catch you in the next one. · OakTree Games



