I guess 1 pod can only produce so many an hour, and they have an average death age I assume. Originally posted by The Muffin Man:I really like the theme of the iron teeth though, and I was looking forward to using their much deeper pumps until I found out about their population control =/ĮDIT: Now that I think about it, there's probably just a trick to it. What do you guys think and did I miss anything? Getting the additional efficiency on your farmland, which really is at a premium with the amount of effort it takes to produce large quantities of farmland, is incredible. The piece that puts the folktails over the top is the beehives. The windmills loose out to the engine for sure, but at least they don't require an operator or any resources as inputs. The underground storage is great because it is almost bottomless, and even though it doesn't let you build over it because it holds as much as 4 large warehouses it still feels space efficient. Their population management is easier to me, not having to worry about building birthing pods, supplying berries, and pausing/playing the pods when population growth gets out of hand. I think it's really close between the factions, but I prefer the Folktails. Pretty solid if you have the forester production to sustain it. Seriously, the Folktails could learn a thing or two about putting the doors on the ground floor.Įngine: Power production through burning logs. Industrial Log Pile - With the solid keyword this is great for allowing expansion to upper floors.īarracks Housing - Extremely efficient housing and great for building beaver high rises. (If that sounds vague I break it down better in the video) Large Metal Platform - Crazy expensive but will let you utilize space over your fields or industry. (why don't the Iron Teeth have a unique decoration?) It's unfortunate that building a large wind farm doesn't necessarily help your output consistency because wind speed is the same in all parts of the map. My perception is that their production averages out to about 1/3 of their max output because of how much time there is no wind at all. Windmill / Large Windmill: Power production through intermittent wind power. Irrigation Tower - Waters inland crops, could just be replaced by a hole in the ground and a water dump.īeehive - Increases crop growth speed by 25% (I briefly tested this), incredible for maximizing farm efficiency. Lodges - Space hungry housing that does not get more space efficient with upgrades, the only improvement is in requiring access to fewer doors. Underground Storage - Huge storage capacity (4,000) makes up for not having the solid keyword Log Pile - Sadly does not have the solid keyword so can get space hungry The Iron Teeth use breeding pods to have their children, a unique building that requires water and berries to function and creates beaver children regardless of housing space. Unique Faction Mechanics | Population Growthįolktails naturally form families and have children if there is additional housing space available. Hopefully we get some more factions as the game continues development. There's always room for more differentiation, but overall I'm pretty happy with the faction set up we have right now. The two factions hold most things in common, but still manage to feel unique when played. I have a video breaking down all the faction differences: unique mechanics, unique buildings, and how they stack up against each other.
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