Ore Factory Squad Property Expansion Guide
Buy and develop new Ore Factory Squad properties: procedural digsites, deed costs, relocation, and multi-site co-op strategy.
Why Expand Properties
Single deeds in Ore Factory Squad eventually cap depth, surface build area, or ore diversity for late contracts. Property expansion purchases additional procedural digsites with unique seeds — new Copper/Iron/Gold/Diamond skews and larger factory footprints for co-op wings.
Expansion spends contract profits — timing purchases after stable automation prevents cash drain while old deeds still need lift upgrades. Accept that relocation costs time: conveyors, roads, and robot paths rebuild on new terrain.
Map overview on properties and digsites; mid-game pacing on mid-game walkthrough.
Evaluating Deeds Before Purchase
Review contract board forecasts — buying a Diamond-skewed deed while only Iron jobs post wastes early payments. Scout shallow shafts on foot before major conveyor investment if the game allows property previews.
Surface area matters as much as depth — four-player factories need room for dual truck loops and robot pads. Small surface with deep ore suits mining-focused squads with centralized processing elsewhere.
Compare procedural seeds with squad goals in co-op voice planning sessions before host commits shared cash.
Transferring Operations
Move high-value machines and vehicles systematically — dismantle in output-to-input order, rebuild trunk lines first on new deed, then smelter rows, then staging. Keep one easy contract running on old property until new lift connects to avoid zero-income gaps.
Trucks shuttle stockpiles between deeds during transition weeks. Warehouse robots reprogram after pallet endpoints finalize — do not enable auto routes mid-move.
Logistics details on vehicles and logistics.
Multi-Property Co-op Roles
Split squads: two miners on deep deed, one builder automating surface wing, one driver on inter-deed truck loop to city warehouse. Patch 7.0 voice chat essential when players lose line-of-sight across maps.
Shared contract queue still centralizes at city — consolidate ingots before turn-ins rather than splitting partial deliveries across terminals if rules require single batch confirmation.
Achievement routing for property-related Steam goals among 35 totals on achievement tips.
Financial Planning
Maintain emergency cash after deed purchase for jackhammer tiers, dynamite stock, and first lift module on new shaft — undeveloped deeds generate zero income until connected.
Property taxes or upkeep if implemented in patches should appear in contract UI — monitor patch notes after July 2026 launch.
Contract funding basics on contracts guide.
Frequently Asked Questions
When should I buy my second property?
When first deed lift and smelters saturate contract income and board posts need ores your current seed lacks — usually mid-game after Iron stability.
Can I sell a property?
Check in-game deed management UI for sell or abandon options per patch. Plan as if sales are partial refund only.
Do properties share warehouse storage?
City warehouse typically centralizes contract staging across deeds. Local bins remain on each property until truck haul consolidates.
Are digsites fully procedural?
Underground layouts generate per deed seed with varied ore distribution and cavern shapes. Surface build zones follow deed templates.
Does co-op require all players approve purchases?
Usually host or shared cash pool decides — agree squad rules before spending group funds on expensive deeds.