Personally, I find the biters to be an important part of the experience. That outside pressure against expansion, not to mention the actual need to make turrets and bullets and so forth, provides an extra little bit of gameplay to worry about that I think only enhances the game. (Not to mention how fun the late-game combat toys are.)
Regarding looking up designs: Yes, I recommend against that. Much of the enjoyment of the game derives from working these things out. I've found that there's always something you'll feel like changing in your designs, if you start over repeatedly, and this process of continuous optimization is what brings me back.
On the other hand, there is the idea of calculating the ideal ratios of different assemblers, for making a given end product. My feeling on the matter is that knowing these numbers doesn't give you the actual design, and in some cases can even conceal how you actually need to build your factory in order to make things work properly. (For example, it's one thing to know the ideal ratios of oil refineries and chemical plants for a given oil cracking setup. But you almost certainly still need to regulate oil cracking using some sort of circuit, to make things flow as-needed, despite what those ratios say.)
While you could insist on doing all the arithmetic yourself, we have these computer things which make it so much easier. When I first started with the game, I worked out these ratios with pen and paper, but this quickly became too tedious to bear, so I started writing code to take care of it. I kept building on this code over time and, long story short, I made this calculator that people seem to like. I don't see running these numbers as ruining the experience, since they don't really help with the problem of actually moving stuff around, or laying out the factory, or anything else, aside from clarifying future plans of how big a factory needs to be.
Log in to comment