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【Factorio】Research Priority and Early-Game Route (Beginner's Guide)

Right after the tutorial, red science packs start flowing fine, but while you're hand-crafting belts and inserters, research grinds to a halt — this is Factorio's first bottleneck.

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【Factorio】Research Priority and Early-Game Route (Beginner's Guide)

Right after the tutorial, red science packs start flowing fine, but while you're hand-crafting belts and inserters, research grinds to a halt — this is Factorio's first bottleneck. This article walks beginners through Vanilla 2.0's research order in a clear timeline, showing how prioritising research that reduces manual work and logistics strain, before chasing powerful upgrades, creates the most reproducible early-game flow.

My core insight is straightforward: start by automating red science, then green science, stabilise power, and scale up steel and circuit boards. Using the official throughput figures — yellow belts at 15 items/sec, red at 30/sec, blue at 45/sec — I'll explain where your factory gets stuck from a production perspective, then break down three priority patterns for early research.

Space Age changes the tech tree prerequisites, so I'll touch on that separately. But the foundation you need to lock in first remains the same: before you can pump more science through the lab, you need to move the hand-crafted work onto machines — that design principle unlocks your early game in one leap.

【Factorio】Early Research Priority Starts with

When mapping out early research, I look at "what unlocks reduces factory bottlenecks?" before "what unlocks feels powerful?" The research system (see the page) lets labs consume science packs and hold progress, so you can switch between techs without waste. This makes it easy to align research with "wherever your factory is choking right now."

The key is not to let the research tree's aesthetics pull you. Early on, even if you boost research speed itself, iron plates and copper plates will jam up, materials dry up on the belt's supply end, and you'll feel almost no progress. I used to want to upgrade research speed first, but in practice, when belts choke and materials don't reach the lab, the numbers don't feel as snappy. Research's real value lives in your whole factory — mining, smelting, transport, assembly — not just inside the lab.

Three-Pillar Framework

When you feel adrift in early research, lean on three pillars: manual work elimination (automation), transport throughput (logistics), and power stability (generation and distribution). The first priority is freeing the player from hand-crafting belts, inserters, and intermediate goods, shifting them to machines. The longer you hand-craft, the more your science production stumbles.

An Assembling machine 1 has crafting_speed 0.5, so a 1-second recipe takes 2 seconds in real time. That's slow. But the value comes from having a single machine churn out 24 hours of the same good instead of your fingers hunting ten different ingredients. Expand on this: when you hit the gap between "I need more mining machines" and "I don't have enough inserters," you realise automation isn't a quality-of-life upgrade — it's the gate to growth.

Logistics is next. The official specs are clear: yellow is 15 items/sec, red is 30/sec, blue is 45/sec. A jump from yellow to red doubles throughput. Early on, you'll think yellow is plenty. But when iron plates, copper plates, gears, and circuits all funnel into one lane, yellow chokes fast. Copper especially gets underestimated; it bleeds into circuits and research, so your early research priority often hinges on "does this unlock lighten material flow?"

Power works the same way. Add more labs, but if generation is weak, the whole factory loses steam. A boiler supports 2 steam engines; one steam engine outputs 900 kW. So one boiler + 2 engines = ~1.8 MW in theory. From my experience, never decouple early research priority from power expansion. When you unlock new assembly or transport, power draw rises right alongside, so backloading power leads to "I unlocked this but my factory is slow" — a trap.

💡 Tip

When early research puzzles you, check three things: "Have I reduced hand-crafting?" "Can materials make it where they need to go?" "Is any low-power warning showing?" Locking down these three before chasing combat upgrades raises your whole factory's speed more reliably.

This thinking sits well with the : boot red science, transition to green, widen the factory skeleton. Stacking a few bottleneck-reducing techs beats grabbing one flashy unlock every time. The research order isn't a rigid truth, but rather emerges from "how fast can I mechanise my factory's true constraint?"

Belt transport system wiki.factorio.com

Version Scope and Article Goals

This article benchmarks Vanilla 2.0. Early research priority covers red and green science automation, logistics setup, steam power stabilisation, then steel and circuit scaling. I'm locking in the underlying judgement framework first so expansion logic doesn't muddy the baseline.

Space Age, the paid expansion released October 21, 2024, introduces new planets, space platforms, and a restructured tech tree. The rocket silo's role shifts, so it's not the same "late-game milestone" as Vanilla. However, early foundations stay much the same. Automation, logistics, and power come first regardless, because nothing scales without them. I'll cover Space Age differences later, with Vanilla 2.0 as the settled baseline.

This section isn't about rigid research tables. What the developers confirm are mechanics and throughput numbers. Building practical priority from those specs is the heart of early strategy. The key premise: what you really want early isn't "the strongest upgrade" but "research that keeps your factory flowing" — lock that in now and everything after clicks into place.

Early Route Foundations: Resources and Equipment to Stabilise First

Fuel-Powered Miners and Stone Furnaces: Your Starter Config

Before any research route holds up, nail down coal supply. You can mine iron and copper, but without fuel, fuel miners and furnaces both stop. Coal is your bootstrap resource, fueling both mining and smelting. I used to fixate on iron right after the tutorial, but whenever my factory froze, I'd trace it back: coal ran out.

What you're building is a stable auto-supply of iron plates, copper plates, and stone using fuel miners and stone furnaces. The focuses exactly here: get these base resources flowing on their own before anything else. Fuel miners are your first diggers; stone furnaces smelt plate stock and stone brick.

Layout matters: place iron and copper smelting in separate columns from the start. Early on, a few furnaces hum along fine, but Factorio gear scales fast. Once you're adding belts, inserters, research gear, and intermediate recipes, you'll want to double or triple those rows sideways and lengthwise. Starting cramped forces a rebuild later — worse, a full migration. Leaving 2–3× room to sprawl upfront avoids "my factory is stuck, I have to demolish and relocate."

Tutorial:Quick start guide wiki.factorio.com

Red Science on Semi-Auto

Once resources stabilise, feed the labs a minimal red science stream on semi-auto. Don't chase a gleaming fully-automated line from day one. Research holds progress and switches between targets, so "the lab never starves" beats "one perfect machine." Start with 1–2 labs; you'll get way more mileage from green science ready-to-go than from seven idling labs.

My beginner advice: place an making red science packs, hand-feed one ingredient, and let the finished packs roll to the labs. That's small setup, doesn't strain iron output, and lets research continue. An is your foundational pack; most guides cite 5 seconds per pack, but the official page has exact recipe times. A single assembler struggles with high volume, so early-game wisdom says "keep it running" over "crank speed," letting 1–2 labs digest what one or two assemblers spit out.

Don't wedge the red line into your factory's centre. Stash it to the side, leaving room for green science and intermediate goods later. If you compress the research line, there's no bandwidth for belts, inserters, or circuits. A single belt in front of the lab plus assembler expansion space beside it makes backfills painless.

💡 Tip

At red science phase: "keep the iron/copper/coal running" beats "expand labs." One lab on steady materials outscales multiple labs starving for packs.

Copper: Don't Underestimate

A trap early builders hit: copper seems to have slack until it doesn't. Iron grabs attention because gears and belts chew through it visibly. Copper looks calm — until you line up circuits. The page itself warns that copper demand gets severely underestimated in early play, and that's baked into the demand curve, not just psychology.

I hit this every run: boost gears, iron looks tight, so I expand iron lines. Then circuit rows go up, and suddenly copper's gone. "Iron's the bottleneck now" becomes "copper's the bottleneck now" in one jump — a ledge nearly every builder steps off.

Split copper smelting from the start, leaving expansion space. Circuit-grade demand hits hard once green science turns on, so copper starvation breaks your research faster than iron starvation. If you skimp on copper setup early, the mid-game pivot to circuits will snap your lines.

Stone's in this mix too. Stone feeds furnaces directly and becomes stone brick later. Iron, copper, and stone in three stable rows, fed by coal, make the rest coherent. Stability here snowballs into the research framework.

Copper plate - Factorio Wiki wiki.factorio.com

Early Research Route Rundown: Red to Green Without Losing Your Mind

Standard Route

Want red to green on the tightest path? Track this chain: automation → logistics → labs themselves → power → steel → green science entry. This is my anchor when reproducibility matters. Why? Eliminate hand-crafting time first, then sort out transport and power, then open new chapters. The entire factory stays less jammed.

First research to prioritise: and inserter unlocks that let you stop hand-making parts. Crafting speed 0.5 is slow, but that's the point — slow machines are better than your hands, because they free you to plan. Belts, gears, red science, inserter materials: automate any one and your next research prep jumps forward.

Next: . , , and the ability to run yellow belts (15 items/sec) give you movement. Splitters split 1:1, so you meter flows. Underground belts have a max depth of 4 tiles on the basic model, dodging most crossings and letting your furnace blocks, lab lines, and component assembly stack without tangling. Skip this and your factory knots up fast; my experience shows early neglect of logistics costs vastly more rebuild time than it saves upfront.

at this stage aren't about speed — they're about feeding a steady stream. You can run multiple labs in parallel, but with thin red and green supplies early, stacked labs just sit empty. Keep 1–2 labs fed constantly; expand later. The official page covers the mechanics; early on, consistency beats throughput.

Next, carve out a power block. Assemblers, inserters, and labs ramping up hits your grid harder than you expect. Boiler-to-steam-engine ratio is straightforward: 1 boiler, 2 engines, ~1.8 MW theoretical. Small growth: add another 1-boiler-2-engine unit. Big growth later: 1 offshore pump, 20 boilers, 40 engines fits neatly. Early research freeze comes not just from pack shortage but from inserter slowness under low power, so brush this area lightly but don't skip it.

Then . Unlocking steel lets you tap upgrades that need it: ammo, stronger walls, better furnaces. Steel is 5 iron → 1 steel, a heavy ratio, so iron drain spikes. Time steel research for when iron supply shows growth headroom. Once steel comes online, your factory shifts from "keeping the lights on" to "building a structure meant to expand."

Finally, strong up the green science base fast. Don't race to the next colour. Circuits, inserters, and belts are still starving. Green unlocks plenty of shiny research; grabbing circuits, better inserters, and belt upgrades first stabilises what you have, then lets new techs attach without falling apart. Circuits are the common jam point — copper drains into them hardest — so if your circuits choke, everything else slows down.

Research wiki.factorio.com

Stability-First Route

Your factory stops from brownouts and parts shortages, not enemy bites? Dial up power and mid-tier materials before labs. The rhythm: automation in, logistics next, _then_ power surplus before lab scaling, then steel, then green upstarts with strong material backing. Progress feels slower on paper, but factory halts drop, so wall-clock time often speeds up.

Swap around power generation and distribution to arrive sooner. Multiple labs plus red _and_ green packs suck juice hard; steam engines get stretched thin. Inserters throttle under low power, assembly lines slow, and you're sitting there watching research not advance because volts failed, not packs. Stability-first kills this early by pre-building power slack. _Then_ scale labs.

Front-load circuit amps. By green time, belts, inserters, assembly, and research all want circuits. Copper and circuits jam first, so layout wider circuits area, double copper furnaces, expand with this pairing locked in.

Run splitters and underground belts sooner. Splitter 1:1 splits resources so research, assembly, and restock don't tug the same tiny line. Underground belts let short crossings vanish, and your layout breathes. Invest research here before colour depth and your foundation holds.

💡 Tip

Stability-first: unlock gear, then activate it before unlocking the next rung. Research speeds you less than _using what you've unlocked_ speeds you.

Military-First Route

Nest close, pollution spreading fast, already chomped? Flip military and turret research up in the queue. The framing: don't trash the standard route, slot defence in _before_ or _alongside_ logistics.

Specifically, turret and ammo around green entry. Why? A wrecked factory forgets research logic. On tough maps, getting ammo to the gun wall beats lab count every time. Here, logistics research earns its keep: splitters meter ammo to walls and production alike; underground belts run ammo lines around fortifications and past smelters.

Trap: piling military research drains intermediate supplies. Defence scales if you automate ammo generation, but if circuits and inserters stay thin, ammo doesn't reach the wall. Lean military-first for a window, then pivot back to standard mid-flight. Turrets buy time; fill it by punching up standard automation, power, and steel setups.

Power grows too. Turrets themselves, ammo machines, supply inserters, plus any fresh mining or smelting for war goods — your grid gets heavier. Starve power while scaling defence and supply runs lag. Military-forward routes pay off fast if you keep supply lines fatter than usual.

Expansion-First Route

Breathing room from enemies and itching to wire up a real factory? Crank logistics and intermediate output before labs multiply. Flow: automation, then _thick_ logistics, minimal labs, power trailing behind, steel earlier, then green into circuits/inserters/belts heavy.

The spine: kill spaghetti early. Yellow at 15 items/sec is "enough" by the numbers, but pathfinding matters more. Splitters balance flows; underground belts dodge jams. Hand-splice and cross at ground level and you're re-soldering every expansion. Expansion-first pays forward by locking down clean pathfinding now.

Steel comes sooner here too. Steel opens a class of equipment — better assembly, walls, furnaces — that sculpt your factory's bones. Sure, iron drinks deep (5:1 conversion), but cracking steel early scales your skeleton. Pair this with logistics research and smelter expansion lands smooth.

Green reached, resist rushing the next tree tier. Circuits are the jam. Inserter supply is the jam. Belt capacity is the jam. Snag those before chasing colour depth, or your factory swells in footprint but starves in supply. Early circuit/inserter/belt buffs make the later tree click cleanly.

Space Age orbits under similar logic: expansion-friendly factories adapt to new branches because they already have breathing room.

Why Each Research Tier Unlocks Now

Automation

Automating early isn't just about building more kinds of stuff — it's cutting the dead time waiting for you to craft. Assemblers and inserters bust out belts, gears, and science packs nonstop. Hand-crafter's 10-second binge waiting for one gear? Dead time every expansion. Machine doesn't wait.

Assembling machine 1 is slow, crafting_speed 0.5. But a 2-second machine is better than your 10-second hand jab because it's _always on_. The factory snowballs on steady, dumb work. Scaling accelerates.

And research itself leans on this. Labs need packs flowing. If packs choke, research chokes. Automation unclogs pack supply, so labs fill and scale. Your first automated line becomes the template for every future line.

Automation science pack - Factorio Wiki wiki.factorio.com

Logistics

Moving logistics research forward isn't flashy but ruthlessly practical: transport weight and layout breathing room clear near-term choking points. at 15 items/sec seem sufficient, but iron plates, copper plates, gears, and circuits all sharing one lane? Yellow hits ceiling _fast_.

The numbers make it obvious once you see it: 15 items/sec is a hard cap. Run gears, circuits, and red science packs down the same belt and each fights the others for slots. Add a splitter, break it to two lanes, and flow smooths instantly. The bottleneck wasn't total throughput — it was route conflict. Splitting fixes that.

Underground belts cut clean. Base model dives 4 tiles, enough for most early crossings. Without them, you're laying ground-level crossings, eating map space, and editing every time you add furnace rows. Logistics research isn't eye candy; it's the difference between "I can add a new block sideways" and "I have to rip out and rebuild."

Logistic science pack - Factorio Wiki wiki.factorio.com

Power: The Invisible Brake

Power research and distribution matter because their failures hide. Ore starvation, belt jam — you see it. Power starvation is "everything runs a bit slow." You chase research speed, cargo throughput, supply chain gaps, only to realise volts were the culprit. Brutal.

Vanilla steam: 1 boiler, 2 engines is the rule. One engine = 900 kW, so a 1-boiler-2-engine unit yields ~1.8 MW. Tiny, scalable. Expand in units as demand grows. Pulling labs, assemblers, miners, and inserters all at once eats power in steps, not curves. Anticipate by pre-building a bit of headroom.

Grid distribution matters equally. Tight pole placement means rewiring every new smelter block. Space out poles upfront and you scale sideways without conduit rework. Power is a production line itself.

Steel: The Upgrade Gate

Steel's early because it's the lever for your next factory tier. It costs 5 iron → 1 steel, a heavy toll, so it only unlocks once iron supply heads up. Steel then gates ammo, strong walls, better furnaces — all items that hinge your factory onto a larger frame.

Unlock it when iron's visibly expanding. The research itself signals you're ready to think about future configurations, not just sustaining today's grind.

Iron plate - Factorio Wiki wiki.factorio.com

Military/Turret: The Insurance Checkbox

Military research lives as a "cut in when needed" block, not a permanent priority. Pollution spreads as you scale; late nests turn angry. The value of military research is enabling supply chains that feed guns. Turrets alone don't hold. Ammo must flow: splitters meter it to walls, underground lines dodge snarls.

Trap: overweight military and circuits, inserters, belts starve. Defence alone kills growth. Run military-first for a breathing window, _then_ resume standard depth.

💡 Tip

Military research slots in when pollution nears a nest, not after bites start. It's a release valve, not a permanent reroute.

Circuits: The Shared Bottleneck

By green's midpoint, circuits are the common jam. Inserters, assemblers, research, better construction — everything taps circuits. Copper and circuits are siblings; expand copper furnaces and circuit assembly together.

Layout matters: bend copper ore → copper wire → circuits into a clean line with zero cross-outs. Inserter direction sort. Early circuit strength sets the pattern for mid-game supply. Skip this and you're backtracking once ten production lines all hunger for one circuit belt.

Early Factory Playbook: 30–90 Minutes

First 30 Minutes: Red Science Auto and Power

Kick off with red science flowing hands-free to labs. You're still hand-making components — that's OK for now — but your packs must never starve the lab. This is the "no-stall science feeder" checkpoint.

Build ore and smelting first, broad lanes. Drop a red science assembler, semi-automate (hand-feed one ingredient), feed packs to labs. Never force perfect automat on day one.

Research and assembler scaling: Assembling machine 1 runs at speed 0.5, so expect slower output. Official specs matter; size your assembler count and chain count to match. Feed 1–2 labs reliably.

Power: boot a 1-boiler-2-engine unit. 900 kW per engine; demand scales with labs and assemblers. Anticipate by a half-unit of headroom.

Map layout: leave space. Your production area will double in footprint by green time. Cramped blueprints force painful rebuilds.

30–60 Minutes: Logistics Buff and Green Primer

Automation flows? Time to unclog the paths. split 1:1. Underground belts dodge crossings. Iron, copper, stone flow separate lanes where viable. Furnace rows stay linear if you space them wide upfront.

Green science primer: peek at its ingredients. You'll need circuits (copper + iron), gears (iron), and other foundry goods. Where's your copper stalling? Iron? Split that ache out and route it separate. Copper-to-circuit should be near-straight.

💡 Tip

Before scaling labs, confirm circuits and inserters aren't the real choke. Often they are. Assembler count and oven count for circuits matter more than lab count at this stage.

60–90 Minutes: Green Stable and Forks

Green flowing to labs? Lock it down. Pack arrival consistency beats research speed at this stage. Assembler count for circuits, inserter stock, inserter placement — these are the limiting factors, not lab count.

Then fork: go steel or military.

Steel path: iron must be fatter. Steel pulls 5 iron per pack. Furnace row expansion, ore flow boost, this is locked-in now. Power grows with the new demand.

Military path: turrets, ammo, walls sharpen. Supply ammo auto, splitter priority-feed walls, this buys breathing room from early nests. Then resume standard expansion.

Both paths: power scales with everything. 1-boiler-2-engine unit additions keep pace. Voltage graph shouldn't dip.

Frequent Stumbles and Quick Fixes

Research Crawls: The Bottleneck Hunt

"Research is slow" often _isn't_ a research problem — it's material supply. Check power first: if generation maxes out, boost. Boiler + engine units, straightforward math.

Power OK? Check packs. Red or green stopping? Trace backward.

Red stoppage: iron, copper, or coal drying up? Split the drying duct, boost miners.

Green stoppage: circuits usually. Circuit assembler count, copper furnace count, layout — are they linear or winding? Winding bleeds throughput. Straighten it.

Gears jamming early too? Assign a separate iron run to gears, don't share with smelter outputs.

Supply Fails: Spotting the Real Shortage

Don't say "everything's short." Diagnose each.

Coal tight? Miners on coal ore are thin or fuel lines are splitting between furnace and power. Boost coal miners, split fuel feeds: power priority, furnace fallback.

Iron short but copper OK? Gears, belts, steel, inserters all starving the same iron. Spit off a copper lane for circuits; iron does everything else. This is a layout call, not output.

Copper short? Circuits are the siphon. Circuit assemblers swallow copper. Expand copper furnaces _and_ circuit assemblers together; pair them on layout.

Stone overlooked? Stone furnaces need fuel, then yield brick later. Grab stone ore early; it's a cheap hedge.

💡 Tip

Iron versus copper shortfall: if belts/inserters/gears jam, it's iron. If circuits jam, it's copper. Expand differently accordingly.

Enemies Pressing: Swift Fixes

Pollution hit a nest, attacks ramping? Military research jumps the queue. Turrets solo don't work; ammo _must_ flow auto.

Now: splitter ammo feed to walls priority-mode. Underground belt wall resupply. Fast, clean, stops the bleed. Then ladder back to standard growth.

Space Running Out: Future-Proof Layout

Ironically, roomy beats cramped. Yes, you "waste" space early. But rebuilding costs way more. I sketch main bus width, branch-off zones, furnace rows' expansion envelopes — all front-loaded.

Underground belts help, but root fix is lateral slack. Furnace rows sprawl sideways, not nest-packed. That's not laziness; that's avoiding demolish cycles.

Space Age: What Flips?

Tech Tree Reconfig Outline

Vanilla and Space Age feel similar early but aim at different endpoints. Red, green, and automation-first priority? _Same._ Mid-game goals? _Different._ The paid expansion (, October 21, 2024 launch) reshuffles the research tree. Milestones you'd treat as "endgame" in Vanilla now become stepping-stones.

Early hands-on experience: automate red, secure green, wire power, solder steel. Same vibe. But mid-term branches? The research that felt like "final stretch" research may now be "mid-point pivot" research.

Space Age wiki.factorio.com

Rocket Silo Timing

In Vanilla, rocket silo is the late-game climax. You build toward it across a long campaign. Achievement milestone.

In Space Age, silo is a mid-game waypoint. You unlock it sooner (chemist science opens it earlier than Vanilla's late research), and _then_ new chapters begin. Not "silo built = win." Instead, "silo built = space platform entry active."

This is the biggest Vanilla/Space Age gap. Same research foundations, different arrival. I've caught myself Vanilla-reflexing ("silo, we're near the end!") in Space Age and realised I'd misread the map. Silo is _not_ the finish line; it's the gateway.

Space Platform: The New Endgame

Space Age's endgame hinges on tech and orbiting resources. You're not "done" after silo; you're _starting_ space ops.

This shifts mid-game thinking. Do you build for silo alone, or do you build for silo _plus_ platform supply chains? The answer is: build for both. Lock down ground production with that awareness, and mid-game scales clean. Skip it and you scramble re-wiring mid-silo-run.

💡 Tip

Space Age: silo launch isn't the climax; it's the plot twist. Prepare ground factories for continuous support roles, not "finish and relax."

Early priority stays sound. Automation, logistics, power, steel, circuits — same skeleton. Just know the walls are raising way past where Vanilla's finish line was.

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T

Takuma

Factorio 3,000時間超。1k SPM メガベースを複数パターンで達成した生産ライン設計のスペシャリスト。本業のプラントエンジニアの知識を工場最適化に応用しています。