A wall of text under: You can click on a beaver and hover over its needs to see what they give. Social life does nothing to Iron teeth while it increases folktails fertility by +50%. That is the only difference between factions. Awe I(First monument) and Aesthetics(decoration) are different needs. The iron tail pods take 5 days to grow a beaver. Base life expectancy of a beaver is 60 days so one pod can sustain 12 beavers. Comfort(a house) increases life expectancy by 25% so one pod sustains 15 beavers. With Nutrition I(carrots) +30% life expectancy one pod can sustain about 18.6 beavers per pod. Third monument gives Awe III which increases life expectancy by 40% so one pod sustains 23.4 beavers. One pod requires 4 blueberry bushes to keep working full time so using bushes to control population gives finer control. I have one district that makes berries and ships them to other districts. The other districts population is controlled by the number of pods they have, but it lacks fine control. So I have a few extra jobs that can be done or have a few beavers unemployed there. The best folktails appartment I have found was building a spiraling staircase near the road with the first level on top of a basic lodge. Platform road away from the main road and triple lodges on each side. Between every two lodges one high platform and a shrub there to fulfill Aesthetics when beavers are sleeping. Rest of the are filled with double platforms to form the next layer. I like to build three high at first and place a rooftop terrace at the top. This way I dont waste ground area to fulfill Social life need and travel time stays low. The irrigation tower uses 2 water per hour and pausing it just stops water brought to it. Using dynamite/4 levee + sign with water dump build is another option. One tile of water is 5 units of water and water evaporates at 0.045 units per day. So one tile of water evaporates in about 22 days. Both of these have the same radius. With these numbers most people consider the water dump option cheating/unbalanced. Water pumps are different, but the only difference is depth reached. Folktails can reach 2 tiles and Iron teeth 6 tiles. This only comes into play during mid/late game when you are making deep dams with levees or dynamite. You can easily go around this by having a big dam upstream and letting water slowly run to a lower level where your water pumps are.
You forgot the differences of the benefits within their needs. I do enjoy Folktails, but Iron teeth is just too broken. With Iron Teeth, I can completely populate and damp the whole 256x256 map within 22 cycles at which point my potato PC will just gonna crash if I continue. Breeding pot is what truly makes Iron Teeth broken, my tips for playing them are to balance your economy around how to get the most bevers out, put everyone on 20-hour shift. At some point, you can just send bevers to a new district without food or water and force them work to death because you just make more bevers faster than they starve to death
Hm... If that a thing, then in their next development, they need to make the sleep need. So we can't just force them to work 20hours. They at least need to get 6hours sleep. Or something.
The scarecrow does not translate aesthetics to awe 1. Aesthetics increases working speed by 10% awe1 is 25%. The scarecrow is to bridge the gap between the decorations like the shrub that influence beavers within 1 tile by increasing it to 2 tiles, before getting the beaver statue that influences 3 tiles. Aesthetics deals with beauty, awe deals with wonder or fear.
From what I can get from this in terms of types of players who would want each faction. If you want to leave your beavers self sustaining by themselves, go for the folktails If you want to micro manage every tiny detail to the up most effecency, go with the iron teeth
The water dump is actually the more efficient option, and it is available for both factions. You only need to use 1 explosive to make a small hole for it to work. This means it is using LESS real estate than the irrigation tower. That being said, I actually prefer to make irrigation channels and route water along instead, you then don't need a worker to dedicate to keeping an area watered. using levees, platforms and flood gates you can actually have water wheels providing power even through a drought. You can also force the water into a narrow channel so the flow is constant for them so there is never any current stoppage on a water wheel. You need to have a path for the builders so using platforms to put the levees in and put the power transmission on works out better. I usually make 6 water wheels chained together to power all industry. Then I will make either windmills or a couple of water wheels for the carousel when I do make it. ( the fun attribute only impacts the children not the adults )
"All differences" is an overstatement. Among other things, you didn't mention the different building costs of structures. From the top of my head only the beaver statue comes to mind, iron teeth make it completly from metal and folktails use wood.
The first level of the folktails 2 story lodges can be submerged in water. As long as the entrance is above water, it doesn't matter where they're placed.
Rowhouse is pronounced as "Row" as in rowing a boat + house. "Roehouse" would thus sound identical to "Rowhouse" and it is so named because such houses were traditionally placed in rows, because it is synonymous with the word townhouse. Anyway, enough with the linguistics. This is a really helpful guide to explain the differences between the two factions.
There could be a option of having a town mayor with certain attributes. Such as "farmer phil" for an example. Plus 25% gathering speed for food and 50% less fatigue when gathering food. "Night time Nathan", 50% rest bonus when sleeping. The night time bonus could get the beavers to sleep less, and wake up earlier to WORK HARD! WORK HARD! "Night time Nathan" could also have the knowledge of being able to have a unique building that could be built. The "body beaver energy center", where energy drinks are made, hilarious 😂. The energy drink production facility is what the iron teeth would love. The energy drink should be able to give them a full 7 days of energy. 10 spadetail and 3 water, to produce 1 energy drink. I think that's good numbers for it.
For completeness I should shout out that you start with the Folktails and to unlock the Iron Teeth you have to reach a wellbeing score of 8 or more in any of your saves. It's not too hard to achieve, and if you are having any difficulty then look at the "Leisure" tab and unlock/ build some of the buildings down there. Also adding in some variety to your beavers diet will increase their wellbeing significantly.
Try to supply at least Carrots and Grilled Potatoes (Berries don’t do anything special), and then to get over the hump to hit 8, plonk down a Temple. It’s expensive, but it’s expensive in low-tier resources only, so surprisingly doable once you have a renewable supply of Wood.
Personally, I think I like Folktails more, because their unreliable power options mean you have more interesting late-game, trying to build systems that keep water wheels running throughout drought. For example, you could store enough water in mountaintop-reservoirs to keep the river running for a while, or you could even do pumped-storage hydro where excess wind power pumps water up, to be used when there is no wind. Or, you could have beavers carry water into water dumps. Either way, seems more interesting than just 'expand forests to power more engines', or 'store more logs'. Storing water is the trickier and more rewarding option.
Irrigation tower is sucking up 50-60 units of water per day to keep 10 radius irrigated, hole in the ground will take half a day to fill up with water dump and will provide 15 radius irrigation over the next week while it's drying out...
The building for cooking could have an option for being able to cook all the food. Using 1 building all the time is what the iron teeth would do. This is because it is more efficient that way.
Windmills do not occupy less space, they occupy 3x3 because you can't build next to it only with exploits: you build the windmill and then build an energy-based building right next to it. Sometimes it works, sometimes it doesnt. And you can still do the levee trick to irrigate, just build a levee cross (christian one, lol) and put a water dump above it to fill the empty space in the middle of the cross. It works better than irrigation and you can rush it very soon.
Windmills do occupy less space when you consider the space taken up by forest used for fuel, and to a lesser extent the support for the workers. I do love the creative stuff you can do with irrigation.
Iron teeth is probably harder but better at running at full power automatically due to the steam engine. Otherwise you should try to move all of our structure onto water, make as much fertile land as possible, and use all the land for farming
Giant or big termites could be pets for the beavers. 1 killed termite could be made into a pair of gloves and boots. I am referring to their shell and the other hard parts of their body. Bugs have hard shells for body parts. 1 wood could last 1 termite a week of food. 1 water could last 1 termite 3 or 4 weeks for water. Small boats could be a trader that trades things for termites, hilarious 😂. "Squirrel sailor" as trader hilarious 😂. Grey Squirrels like bark to eat, because it is soft. The beavers could take advantage of that, hilarious 😂.
Well... Am I the only one who likes Iron Teath more? Like, I can make scrap-city using the easiness of stacking the city up and it fits their aesthetic... Plus, it makes it easier to make an industrial/hive district, in the middle of a big body of water, as a god damn beaver should live.
after played both factions for a lot in hard mode, I can say that the first ones are better than the iron teeth for the easy grow population, the wooden decoration statue (the iron teeth uses iron for the same decoration statue), the power production (I prefer the mills because no metal for the building and no beavers required) AND the bee hives (they are great for boost the farms) on the other hand, the lodge storage of the iron teeth is thousand times better because don't need to be placed on the ground
I did a quick test on breading pods by making a new district with only one breading pod, I found that the breading pod produced one beaver every 5 years. This matches how my population was looking as I was getting around 16-17 beavers per pod and my beavers where dying around 80-85 years old.
The windmills can be awesome. I created a temp district with nothing but windmills. 180 total which ran every other district. all in all Windmills are just as reliable as water wheels. The wind while sporadic doesn't usually doesn't see a long down time which you get with droughts. So in the long run they equal out.
best part about them honestly is they require no maintenance and no Beaver. So save on food, water, AND wood, and don't need to use metal to build. So you can essentially turn an entire area into just windmills, remove the district and use that as infinite power.
@@capthavic Yeah, easier infinite no-maintenance power usage that you get mid instead of late game combined with deep storage which honestly is just too good to pass up, plus not needing berries ever and 25% faster crop growth? Literally, the only thing Iron tooth has is deeper pumps so they don't need a large pool to feed a small one as they can just pump from the large one. I lived through a 29 day drought as iron tooth after A LOT of setup but it was SO much harder then Folktails as logs are constantly fought over.
Also, it is possible to build pumped-storage hydroelectricity to store excess power from windmills, to use when there is no wind. So, with some effort and late-game tech, you can build a ~100% uptime renewable power, which requires no beavers, just some micromanagement (to release the water when there is no wind). In fact, you could probably just do wind->mechanical pumps as a separate system, then water wheels powering everything else, and the system could in theory be hands-free, if tuned correctly.
i havent even play the game yet but i find your video fun to watch.. i think i only skipped once or twice during the entire video.. lol your words are clear and you thought well enough before talking about it straight to the point and no bla bla bla... great job
Engines seem... bad. Each one burns three maples a day and each maple takes 24 days to grow. That's 72 green tiles per engine. You could use that land to feed and house more beavers and just put 4 of them in power wheels.
Theres one thing ive been doing for irrigation that I havent seen anyone else do early on in the game. Build a 3x3x1 levee box with a hole in the center and just slap a water dump on top, doesnt take constant supply of water unlike the irrigation tower so its more efficient during droughts, fill it up once and then refill on every drought with like 10 water. just takes a tiny bit more space and looks a bit uglier maybe. Once u unlock dynamite just replace this with a hole in the ground and a dump ontop.
Yep, it's super good, mine is 2x2x2. I show it off briefly in the video. The great thing there is you can easily extend it if you want a unique shape of land irrigated.
@@TeddyNinja yeah it super useful and the fact u can use it super early as soon as u unlock levees pretty much allows u to irrigate the whole district range early game and just for a few logs and planks
@@tylerhall3860 I never thought if it either untill I first played with iron teeth faction. since they have no irrigation tower I thought of this as a replacement for early game untill I unlock dynamite
it is actually wellbeing that affects lifespan, so the longer you go, the longer your beavers live, its great when you get beavers living for 70+ years
@@TeddyNinja there are actually 3 different stats that affect lifespan (nutrition 1 (30%), Comfort (25%) Awe 3 (40%). If you hover over them while clicked on a beaver, they can raise it to a total of 95%, most of my beavers get to about 72-78 before they die of old age.
The whole point of the Irrigation Tower is you don't need to have set up your dynamite industry first. Once you have dynamite it's worse than a 1x1 water pump hole.
Frostpunk another town management game and one I love, has buildings with designated working hours which would probably be a good feature so some buildings could be turned off, there's also a lot of different and samey buildings for each path you choose, worker or religion. But both achieve the same goals, survive and adapt. Timberborn is a game set after Humanity fell and is clearly still feeling whatever destroyed life. As Beavers seem to be the only surviving animal. Maybe that'll change and we could see wildlife and hunting. The end goals are different and seem to be more perfecting your civilization but there's definitely room for innovation between the races of Beavers and probably more as it goes on.
@@tylerhall3860 I suppose why would Beavers need to build a Suspension Bridge? Mostly because it's a game around managing resources and city building. Besides these are clearly not your regular Beavers. A Meat Eating Race could easily pop up. You know that's pretty horrifying in hindsight as they could probably chew through bone
what I want is to combine factions, it could be many ways, 1 district with members of the two factions, like you start with folktails and then you can create birthing pods for the iron teeth, like that could be done in your folktail game right after unlocking the iron teeth, enabling the birthing pods. Or you can start with the iron teeth and you make lodges for folktails, or just choose a faction when starting a new district and keep the factions to their own district.
The folk beavers, I like their color. The iron teeth are too dark looking in my opinion. I don't mind seeing some beavers that are black in furr color. I think that iron teeth should have a option of having to keep giant termites as pets. Termites can make a wet concrete type of mud from eating wood and combining wet mud. The source of the wet mud could just be from the bottom of the river. Iron teeth could also have a trade network with other creatures, such as squirrels or something. Buying and selling or trading wood for metal, as an example. I also seen a problem with how long a beaver robot goes without needing repair. The repair time is too short. Repair time should be tripled, that makes more sense. Adding wine or some type of alcohol for them to make and possibly pass out from it would be hilarious 😂 to see.
You didn't mention that the log piles for ironteeth cost wood, whereas folktails is free ;) and oh I see, updates since this vid has changed more stuff. But what is interesting is Engines both require wood and an extra beaver to work, whereas you could turn a large area into a wind farm and run the entire map off of it and all of it requires no beavers, and no input. Honestly, Folktales just seems to be the better faction even with the new water wheels Iron tails gained, as they need to build a certain way with dynamite to get anywhere. And beehives of course, plus easy birth control. And not needing Berries.
A technology exchange should be put in, a building for such a thing. Or have the research center be able to buy technology from the opposite faction. I also think that a immigration center should be able to be built. Just in case someone forgets to build lot of houses or doesn't want to build enough houses. A happiness rating should be considered, if a beaver stays or leaves the town. There could be a scenario where the players town is too small and a large group of beavers shows up, and the beavers that already live there say that they can't move in because they don't have enough apartments for the newly arrived immigrants wanting to become town members.
2 or 3 or 4 wood for 1 technology point of the opposite faction. The wind mill is something that the iron teeth would surely be very interested in. Also, having a option to hide a building that the player doesn't want to build. Why would someone have the water-wheel, in town when you can have a wind-mill?
Also, I do hope they buff irrigation towers. They need too much water, take up too much space, need a beaver to work and all fail compared to just bombing water into an area and just creating large squares of water around Districts, which you can build over due to platforms. Essentially, you could make the water 5 tiles deep due to the metal platforms too if playing irontooth - which should easily last through any drought.
rowhouse... Dude, it's pronounce like rowing a boat. These houses can be built in a row, and they are in a lot of cities, thus they're called row houses.
Maybe we need a aquatic beaver called the divers since they’re so good at swimming maybe they’re resistant the bad water. Most of their buildings are underwater and they can have their own specialized maps with more water in it.
You did no mention the difference between water pumps. Folktails can only pump from 2 tiles down, while the deep water pump of the iron teeth can pump from up to 6 tiles down.
I don't think the pods have any limit on the production of beavers. I find it much easier to play the ironteeth by having a small number of homeless (thus live shorter lives) and then a small surplus over jobs (allowing immediate replacement of worker upon death) I just need to keep a eye on the new beaver productions so I don't accidently get a 40+ surplus of beavers again.
I'd love to be able to make actual aquaducts where the water is raised above the ground allowing for them to pass underneath. Though it looks like the water is a single polygon sheet that hides underneath the ground and pops up to display water. So that probably won't happen, not without them altering how the water works somehow.
Yeah that would be a major tech change for them. Still, it's the beginning of early access and we could still see some big changes to the game. It will be interesting to see if the devs focus for updates will be upgrading water tech and things like allowing the creation of aquaducts, or if they are going to mostly add new buildings, factions, and maps.
also IT kids grow up faster if you build a social place next to the breading tubs. then put food and water and they never have to leave and they grow up super fast.
I am pretty sure that the irrigation tower compared to the water dump in a hole method is horrible. It just eats up more water and lasts less, you don't even need dynamite for the water dump hole because you can use levees
Yeah, I think people are expecting a patch to change either the irrigation tower to be more efficient or to change the water dump to be less efficient.
You missed the difference between being able to suck water at 6 tiles deep instead of 2 for iron teeth. On hard difficulty, making deeper wells for drought season is huuuuuge
While the IT have a few nice perks (deep water pumps and solid log storage) I find they aren't enough to give them a leg up over FT. Whenever I try to play as ironteeth it just makes me want to go back to folktails.
In the outtro (17:50) we see that the wheel's connector to the power shaft is turning in the opposite direction than the power shaft to which it's connected. Hmm.
Iron Teeth have to dedicate extra farm space to feed birth pods, micro the birth pods, micro the wood burning engine and grow more trees to sustain them. Does not seem very industrial or efficient to me honestly. Hippie beavers ftw
Hello and great video! I was wondering if you or anyone knew, what can be buit on top of metal platform? Can you build dam parts? if not, I will be in big trouble late game :)
Well I got bad news, you cannot currently place "landscaping" items on top of anything else so the metal platform will not support dam pars. I'm currently toying around with how to manage a very deep water reservoir, but it's not looking great...
@@ankhmortus1470 short answer is it's feasible even with just a mid sized population. A full explanation of my favorite set up will be coming in a future video :)
@@TeddyNinja actually.... there is one thing that you can build dams on top of it, the roof with 2 solid spaces, so you can build platforms down, place that roof and place dams on top (but I think this will be "fixed".... sadly)
In the game I find the distribution between distincts annoying to the point I put a large Warehouse on the border swapping who owned it to move food it was very fast method So yah more food in any of them is good
you can just trade/move items, food and water between distincts, you can preotise it and even set the limit of how much or how low something can be without a problem, and its very fast, so I never had a problem..
@@m_lies fast enough that it can keep up with a district just full of farms to your population centre or even fast enough to keep up with a small district same tree farm to the main distinct
@@cjslime8847 i have a population of 400 in my main district, and I don't have a water or a food farm on it, its only trees and production... and I can supply them perfectly with my second district with has over 200 inhabitants, and I have no supply issues at all, I even have over 20K food leftover because it's so effective... and the way how it is right now, is how I build up the districts at the beginning...
Oh interesting, honestly I never new that piece. That is cool though, the idea being that you can more easily find room to build it into the riverbed or lake.
A lazy beaver, especially with the iron teeth. Could be put into a re-education center for re-education, hilarious 😂 this is because they are not living up to the motto, "WORK HARD! WORK HARD!". A lazy beaver could be born, hilarious 😂.
I am surprised you always have the sleep schedule set to 8hrs when from my testing having it set so work hrs are 20 and the sleep for 4 they are fully rested
It is nails on a chalkboard listening to you mispronounce rowhouse over and over again. They are houses designed to be build in rows. Row, row, row your boat. Rowhouse.
A wall of text under:
You can click on a beaver and hover over its needs to see what they give. Social life does nothing to Iron teeth while it increases folktails fertility by +50%. That is the only difference between factions. Awe I(First monument) and Aesthetics(decoration) are different needs.
The iron tail pods take 5 days to grow a beaver. Base life expectancy of a beaver is 60 days so one pod can sustain 12 beavers. Comfort(a house) increases life expectancy by 25% so one pod sustains 15 beavers. With Nutrition I(carrots) +30% life expectancy one pod can sustain about 18.6 beavers per pod. Third monument gives Awe III which increases life expectancy by 40% so one pod sustains 23.4 beavers. One pod requires 4 blueberry bushes to keep working full time so using bushes to control population gives finer control. I have one district that makes berries and ships them to other districts. The other districts population is controlled by the number of pods they have, but it lacks fine control. So I have a few extra jobs that can be done or have a few beavers unemployed there.
The best folktails appartment I have found was building a spiraling staircase near the road with the first level on top of a basic lodge. Platform road away from the main road and triple lodges on each side. Between every two lodges one high platform and a shrub there to fulfill Aesthetics when beavers are sleeping. Rest of the are filled with double platforms to form the next layer. I like to build three high at first and place a rooftop terrace at the top. This way I dont waste ground area to fulfill Social life need and travel time stays low.
The irrigation tower uses 2 water per hour and pausing it just stops water brought to it. Using dynamite/4 levee + sign with water dump build is another option. One tile of water is 5 units of water and water evaporates at 0.045 units per day. So one tile of water evaporates in about 22 days. Both of these have the same radius. With these numbers most people consider the water dump option cheating/unbalanced.
Water pumps are different, but the only difference is depth reached. Folktails can reach 2 tiles and Iron teeth 6 tiles. This only comes into play during mid/late game when you are making deep dams with levees or dynamite. You can easily go around this by having a big dam upstream and letting water slowly run to a lower level where your water pumps are.
social life still benefit iron teeth, well kid beavers only, it make them grow into adult faster, same with foltail kids
Thank you, I was looking for these numbers!
I think irontails have water pumps that reach more than two blocks down. That's a big advantage.
Am I right ?
Yes
down to 6 blocks i think
@@mizan_syuk4562 it's 6
That’s correct
You forgot the differences of the benefits within their needs. I do enjoy Folktails, but Iron teeth is just too broken. With Iron Teeth, I can completely populate and damp the whole 256x256 map within 22 cycles at which point my potato PC will just gonna crash if I continue. Breeding pot is what truly makes Iron Teeth broken, my tips for playing them are to balance your economy around how to get the most bevers out, put everyone on 20-hour shift. At some point, you can just send bevers to a new district without food or water and force them work to death because you just make more bevers faster than they starve to death
Off to gulag
Dude, you're like Hitler, but even he cared about Germany or something.
More like Stalin, this sounds like very Soviet thinking
@@abdullahhasib8773 this made me laugh
Hm... If that a thing, then in their next development, they need to make the sleep need. So we can't just force them to work 20hours. They at least need to get 6hours sleep. Or something.
The scarecrow does not translate aesthetics to awe 1. Aesthetics increases working speed by 10% awe1 is 25%. The scarecrow is to bridge the gap between the decorations like the shrub that influence beavers within 1 tile by increasing it to 2 tiles, before getting the beaver statue that influences 3 tiles. Aesthetics deals with beauty, awe deals with wonder or fear.
From what I can get from this in terms of types of players who would want each faction.
If you want to leave your beavers self sustaining by themselves, go for the folktails
If you want to micro manage every tiny detail to the up most effecency, go with the iron teeth
The water dump is actually the more efficient option, and it is available for both factions. You only need to use 1 explosive to make a small hole for it to work. This means it is using LESS real estate than the irrigation tower.
That being said, I actually prefer to make irrigation channels and route water along instead, you then don't need a worker to dedicate to keeping an area watered.
using levees, platforms and flood gates you can actually have water wheels providing power even through a drought. You can also force the water into a narrow channel so the flow is constant for them so there is never any current stoppage on a water wheel. You need to have a path for the builders so using platforms to put the levees in and put the power transmission on works out better. I usually make 6 water wheels chained together to power all industry. Then I will make either windmills or a couple of water wheels for the carousel when I do make it. ( the fun attribute only impacts the children not the adults )
"All differences" is an overstatement. Among other things, you didn't mention the different building costs of structures. From the top of my head only the beaver statue comes to mind, iron teeth make it completly from metal and folktails use wood.
The Folktails' log storage is free, while the Ironteeth have to pay 10 logs for it. That took me aback the first time that I discovered it.
The first level of the folktails 2 story lodges can be submerged in water. As long as the entrance is above water, it doesn't matter where they're placed.
Yeah, it's super cool, and especially has some nice synergy with some of the new water crops for building folktail settlements in shallow lakes.
Rowhouse is pronounced as "Row" as in rowing a boat + house. "Roehouse" would thus sound identical to "Rowhouse" and it is so named because such houses were traditionally placed in rows, because it is synonymous with the word townhouse. Anyway, enough with the linguistics. This is a really helpful guide to explain the differences between the two factions.
Thank you! That drove me nuts. "Roe," not "rau."
There could be a option of having a town mayor with certain attributes. Such as "farmer phil" for an example. Plus 25% gathering speed for food and 50% less fatigue when gathering food. "Night time Nathan", 50% rest bonus when sleeping. The night time bonus could get the beavers to sleep less, and wake up earlier to WORK HARD! WORK HARD! "Night time Nathan" could also have the knowledge of being able to have a unique building that could be built. The "body beaver energy center", where energy drinks are made, hilarious 😂. The energy drink production facility is what the iron teeth would love. The energy drink should be able to give them a full 7 days of energy. 10 spadetail and 3 water, to produce 1 energy drink. I think that's good numbers for it.
For completeness I should shout out that you start with the Folktails and to unlock the Iron Teeth you have to reach a wellbeing score of 8 or more in any of your saves. It's not too hard to achieve, and if you are having any difficulty then look at the "Leisure" tab and unlock/ build some of the buildings down there. Also adding in some variety to your beavers diet will increase their wellbeing significantly.
Try to supply at least Carrots and Grilled Potatoes (Berries don’t do anything special), and then to get over the hump to hit 8, plonk down a Temple. It’s expensive, but it’s expensive in low-tier resources only, so surprisingly doable once you have a renewable supply of Wood.
Personally, I think I like Folktails more, because their unreliable power options mean you have more interesting late-game, trying to build systems that keep water wheels running throughout drought. For example, you could store enough water in mountaintop-reservoirs to keep the river running for a while, or you could even do pumped-storage hydro where excess wind power pumps water up, to be used when there is no wind. Or, you could have beavers carry water into water dumps. Either way, seems more interesting than just 'expand forests to power more engines', or 'store more logs'. Storing water is the trickier and more rewarding option.
Irrigation tower is sucking up 50-60 units of water per day to keep 10 radius irrigated, hole in the ground will take half a day to fill up with water dump and will provide 15 radius irrigation over the next week while it's drying out...
The building for cooking could have an option for being able to cook all the food. Using 1 building all the time is what the iron teeth would do. This is because it is more efficient that way.
The iron teeth also have deep water pumps which can reach a depth of 6 instead of the 2 that the folktails do
isn't it supposed to be pronounced "Row House" instead of together Rowhouse? Or am i just stupid?
and row as in row your boat rather than row as in a fight.
The tiered lodges are great for building on cliffs.
Windmills do not occupy less space, they occupy 3x3 because you can't build next to it only with exploits: you build the windmill and then build an energy-based building right next to it. Sometimes it works, sometimes it doesnt. And you can still do the levee trick to irrigate, just build a levee cross (christian one, lol) and put a water dump above it to fill the empty space in the middle of the cross. It works better than irrigation and you can rush it very soon.
Windmills do occupy less space when you consider the space taken up by forest used for fuel, and to a lesser extent the support for the workers.
I do love the creative stuff you can do with irrigation.
A Pod can sustain around 8 to 16, depending on life expectancy and how fast you can get the kits to grow.
Iron teeth is probably harder but better at running at full power automatically due to the steam engine. Otherwise you should try to move all of our structure onto water, make as much fertile land as possible, and use all the land for farming
*Smiles in hive cities on top of the water reservoirs and rivers*
Giant or big termites could be pets for the beavers. 1 killed termite could be made into a pair of gloves and boots. I am referring to their shell and the other hard parts of their body. Bugs have hard shells for body parts. 1 wood could last 1 termite a week of food. 1 water could last 1 termite 3 or 4 weeks for water. Small boats could be a trader that trades things for termites, hilarious 😂. "Squirrel sailor" as trader hilarious 😂. Grey Squirrels like bark to eat, because it is soft. The beavers could take advantage of that, hilarious 😂.
Well... Am I the only one who likes Iron Teath more? Like, I can make scrap-city using the easiness of stacking the city up and it fits their aesthetic... Plus, it makes it easier to make an industrial/hive district, in the middle of a big body of water, as a god damn beaver should live.
after played both factions for a lot in hard mode, I can say that the first ones are better than the iron teeth for the easy grow population, the wooden decoration statue (the iron teeth uses iron for the same decoration statue), the power production (I prefer the mills because no metal for the building and no beavers required) AND the bee hives (they are great for boost the farms)
on the other hand, the lodge storage of the iron teeth is thousand times better because don't need to be placed on the ground
I did a quick test on breading pods by making a new district with only one breading pod, I found that the breading pod produced one beaver every 5 years. This matches how my population was looking as I was getting around 16-17 beavers per pod and my beavers where dying around 80-85 years old.
The windmills can be awesome. I created a temp district with nothing but windmills. 180 total which ran every other district. all in all Windmills are just as reliable as water wheels. The wind while sporadic doesn't usually doesn't see a long down time which you get with droughts. So in the long run they equal out.
best part about them honestly is they require no maintenance and no Beaver. So save on food, water, AND wood, and don't need to use metal to build. So you can essentially turn an entire area into just windmills, remove the district and use that as infinite power.
Agreed, the sporadic wind is worth the zero upkeep and staff to run them. Just set it and forget it and enjoy the unlimited free power.
@@capthavic Yeah, easier infinite no-maintenance power usage that you get mid instead of late game combined with deep storage which honestly is just too good to pass up, plus not needing berries ever and 25% faster crop growth? Literally, the only thing Iron tooth has is deeper pumps so they don't need a large pool to feed a small one as they can just pump from the large one. I lived through a 29 day drought as iron tooth after A LOT of setup but it was SO much harder then Folktails as logs are constantly fought over.
Also, it is possible to build pumped-storage hydroelectricity to store excess power from windmills, to use when there is no wind. So, with some effort and late-game tech, you can build a ~100% uptime renewable power, which requires no beavers, just some micromanagement (to release the water when there is no wind).
In fact, you could probably just do wind->mechanical pumps as a separate system, then water wheels powering everything else, and the system could in theory be hands-free, if tuned correctly.
i havent even play the game yet but i find your video fun to watch.. i think i only skipped once or twice during the entire video.. lol
your words are clear and you thought well enough before talking about it
straight to the point and no bla bla bla...
great job
also iron teeth can route power through their houses and live in the middle of the industrial zone
I believe Folktails can also run power through their houses.
Engines seem... bad. Each one burns three maples a day and each maple takes 24 days to grow. That's 72 green tiles per engine. You could use that land to feed and house more beavers and just put 4 of them in power wheels.
Who houses beavers on land? Stilt houses, baby! Highrises on the reservoirs!
Dynamiting down to build the ground floor is a cool tip!
Theres one thing ive been doing for irrigation that I havent seen anyone else do early on in the game. Build a 3x3x1 levee box with a hole in the center and just slap a water dump on top, doesnt take constant supply of water unlike the irrigation tower so its more efficient during droughts, fill it up once and then refill on every drought with like 10 water. just takes a tiny bit more space and looks a bit uglier maybe. Once u unlock dynamite just replace this with a hole in the ground and a dump ontop.
Yep, it's super good, mine is 2x2x2. I show it off briefly in the video. The great thing there is you can easily extend it if you want a unique shape of land irrigated.
@@TeddyNinja yeah it super useful and the fact u can use it super early as soon as u unlock levees pretty much allows u to irrigate the whole district range early game and just for a few logs and planks
Honestly in my entire time playing this game the idea never hit me to use the water dump like that at all
@@tylerhall3860 I never thought if it either untill I first played with iron teeth faction. since they have no irrigation tower I thought of this as a replacement for early game untill I unlock dynamite
it is actually wellbeing that affects lifespan, so the longer you go, the longer your beavers live, its great when you get beavers living for 70+ years
Oh nice, I'm glad I got some confirmation on that.
@@TeddyNinja there are actually 3 different stats that affect lifespan (nutrition 1 (30%), Comfort (25%) Awe 3 (40%). If you hover over them while clicked on a beaver, they can raise it to a total of 95%, most of my beavers get to about 72-78 before they die of old age.
I would love to see an update on this video since the most recent update.
Yeah, there are a lot of new unique options in the late game for both factions.
folktail = hobbits
iron teeth = dwarves
The whole point of the Irrigation Tower is you don't need to have set up your dynamite industry first. Once you have dynamite it's worse than a 1x1 water pump hole.
But you can just use levees to still use the dump station before you get dynamite.
@@TeddyNinja True but I think it looks messier.
Frostpunk another town management game and one I love, has buildings with designated working hours which would probably be a good feature so some buildings could be turned off, there's also a lot of different and samey buildings for each path you choose, worker or religion. But both achieve the same goals, survive and adapt.
Timberborn is a game set after Humanity fell and is clearly still feeling whatever destroyed life. As Beavers seem to be the only surviving animal. Maybe that'll change and we could see wildlife and hunting. The end goals are different and seem to be more perfecting your civilization but there's definitely room for innovation between the races of Beavers and probably more as it goes on.
and Frostpunk 2 is incoming
Why would beavers have any need to hunt when they dont eat meat they only eat fruits and veggies
@@tylerhall3860 I suppose why would Beavers need to build a Suspension Bridge? Mostly because it's a game around managing resources and city building. Besides these are clearly not your regular Beavers. A Meat Eating Race could easily pop up. You know that's pretty horrifying in hindsight as they could probably chew through bone
what I want is to combine factions, it could be many ways, 1 district with members of the two factions, like you start with folktails and then you can create birthing pods for the iron teeth, like that could be done in your folktail game right after unlocking the iron teeth, enabling the birthing pods. Or you can start with the iron teeth and you make lodges for folktails, or just choose a faction when starting a new district and keep the factions to their own district.
The folk beavers, I like their color. The iron teeth are too dark looking in my opinion. I don't mind seeing some beavers that are black in furr color. I think that iron teeth should have a option of having to keep giant termites as pets. Termites can make a wet concrete type of mud from eating wood and combining wet mud. The source of the wet mud could just be from the bottom of the river. Iron teeth could also have a trade network with other creatures, such as squirrels or something. Buying and selling or trading wood for metal, as an example. I also seen a problem with how long a beaver robot goes without needing repair. The repair time is too short. Repair time should be tripled, that makes more sense. Adding wine or some type of alcohol for them to make and possibly pass out from it would be hilarious 😂 to see.
The time needed for a repair should be expanded out to triple as what it is now.
you forgot that the metal teeth have a metal version of the beaver statue decoration instead
You didn't mention that the log piles for ironteeth cost wood, whereas folktails is free ;) and oh I see, updates since this vid has changed more stuff. But what is interesting is Engines both require wood and an extra beaver to work, whereas you could turn a large area into a wind farm and run the entire map off of it and all of it requires no beavers, and no input. Honestly, Folktales just seems to be the better faction even with the new water wheels Iron tails gained, as they need to build a certain way with dynamite to get anywhere. And beehives of course, plus easy birth control. And not needing Berries.
You forgot the difference in the water pump. the iron teeth's verson can go 6depth where as the folktails is 2
A technology exchange should be put in, a building for such a thing. Or have the research center be able to buy technology from the opposite faction. I also think that a immigration center should be able to be built. Just in case someone forgets to build lot of houses or doesn't want to build enough houses. A happiness rating should be considered, if a beaver stays or leaves the town. There could be a scenario where the players town is too small and a large group of beavers shows up, and the beavers that already live there say that they can't move in because they don't have enough apartments for the newly arrived immigrants wanting to become town members.
2 or 3 or 4 wood for 1 technology point of the opposite faction. The wind mill is something that the iron teeth would surely be very interested in. Also, having a option to hide a building that the player doesn't want to build. Why would someone have the water-wheel, in town when you can have a wind-mill?
Also, I do hope they buff irrigation towers. They need too much water, take up too much space, need a beaver to work and all fail compared to just bombing water into an area and just creating large squares of water around Districts, which you can build over due to platforms. Essentially, you could make the water 5 tiles deep due to the metal platforms too if playing irontooth - which should easily last through any drought.
with the folktails you can use any regular lodge below the triple lodge to act as step to get into it, or you can make towers of lodges.
I've always wondered why younger people pronounce ro as rao. These are definitely rowhouses designed to be put in rows.
I don't think this has to do with younger people specifically. it really threw me off as well
rowhouse... Dude, it's pronounce like rowing a boat. These houses can be built in a row, and they are in a lot of cities, thus they're called row houses.
Maybe we need a aquatic beaver called the divers since they’re so good at swimming maybe they’re resistant the bad water. Most of their buildings are underwater and they can have their own specialized maps with more water in it.
You did no mention the difference between water pumps. Folktails can only pump from 2 tiles down, while the deep water pump of the iron teeth can pump from up to 6 tiles down.
Yeah that's actually a big one if you've got a deep reservoir.
i think the levee/waterdump method vs irrigation is way more efficient especially if your water is far from where you need it
Iron teeth just looks like that classic villain faction
I don't think the pods have any limit on the production of beavers. I find it much easier to play the ironteeth by having a small number of homeless (thus live shorter lives) and then a small surplus over jobs (allowing immediate replacement of worker upon death) I just need to keep a eye on the new beaver productions so I don't accidently get a 40+ surplus of beavers again.
Row house. Long O. They are called row houses because you build them in rows.
I'd love to be able to make actual aquaducts where the water is raised above the ground allowing for them to pass underneath. Though it looks like the water is a single polygon sheet that hides underneath the ground and pops up to display water. So that probably won't happen, not without them altering how the water works somehow.
Yeah that would be a major tech change for them. Still, it's the beginning of early access and we could still see some big changes to the game. It will be interesting to see if the devs focus for updates will be upgrading water tech and things like allowing the creation of aquaducts, or if they are going to mostly add new buildings, factions, and maps.
also IT kids grow up faster if you build a social place next to the breading tubs. then put food and water and they never have to leave and they grow up super fast.
I am pretty sure that the irrigation tower compared to the water dump in a hole method is horrible. It just eats up more water and lasts less, you don't even need dynamite for the water dump hole because you can use levees
Yeah, I think people are expecting a patch to change either the irrigation tower to be more efficient or to change the water dump to be less efficient.
You left out the difference on the water pump. The iron tooth has a much deeper pump. Which is a huge advange on large dams or reservoirs
You missed the difference between being able to suck water at 6 tiles deep instead of 2 for iron teeth. On hard difficulty, making deeper wells for drought season is huuuuuge
While the IT have a few nice perks (deep water pumps and solid log storage) I find they aren't enough to give them a leg up over FT. Whenever I try to play as ironteeth it just makes me want to go back to folktails.
Yeah, I feel pretty much the same way. I'm curious if we'll get a third faction where they will fall and what their unique flavor is going to be.
I just really hate the pods and how there's no cap like with the Folktails compared to how much housing.
Ya forgot the deep water pump, makes big difference once you have deep water
How about a water consumption guide? I want to know what causes water levels in lakes and rivers to drop. It seems to vary by what I plant there.
1:02 It should be added that they only breed when wellbeing is above 6. At least this is my observation. So uh, yeah, build rooftop terraces.
The wind power it's veter, and they have a triple housing plus big warehouse configuration overpowered.
That bee hive works on plants also I don't know for sure but yea I used it on maple seedlings I think it worked
In the outtro (17:50) we see that the wheel's connector to the power shaft is turning in the opposite direction than the power shaft to which it's connected. Hmm.
Iron Teeth have to dedicate extra farm space to feed birth pods, micro the birth pods, micro the wood burning engine and grow more trees to sustain them. Does not seem very industrial or efficient to me honestly. Hippie beavers ftw
Oddly iron teeth are actually easier to micro over via centralization.
1:45 A single breeding pod supports 12-15 beavers I've found.
Ah, nice. I've seen some people say that when they get their life expectancy to max it can support as many as 20. (those are some very old beavers)
No offense dude but there arent that many differences in the factions, how in the world did you manage to miss so many of them?
My man has never heard of a rowhouse...
I like Folktails, but it's way too difficult to create a river with dynamite, so you can have more access to energy in your main districts.
Yeah, the terraforming options are my favorite part of the game, so hopefully we get more tools for that as we get updates.
@@TeddyNinja also pumping water uphill is missing, so you could actually make use of wind energie.
All wood burning should make dry seasons worse, and increasing green area should decrease dry seasons, imo.
windmills are useful only when mixing them with batteries
i like to build in the high and ironteeth are more efficient in doing that
I always thought the easier population management was under valued in the community
10:00 it is not the same effect, since you have more evaporation
I'm sorry, I'm just getting really distracted by your pronunciation of "rOW house".
This video needs an updated
I'm going to wait for the Otter DLC
Hello and great video! I was wondering if you or anyone knew, what can be buit on top of metal platform? Can you build dam parts? if not, I will be in big trouble late game :)
Well I got bad news, you cannot currently place "landscaping" items on top of anything else so the metal platform will not support dam pars. I'm currently toying around with how to manage a very deep water reservoir, but it's not looking great...
@@TeddyNinja Thank you for the quick answer, dammmmm
@@TeddyNinja How difficult would it be to use mass water pumps and dumps to move water up in elevation?
@@ankhmortus1470 short answer is it's feasible even with just a mid sized population.
A full explanation of my favorite set up will be coming in a future video :)
@@TeddyNinja actually.... there is one thing that you can build dams on top of it, the roof with 2 solid spaces, so you can build platforms down, place that roof and place dams on top (but I think this will be "fixed".... sadly)
You forgot about water pump and deep water pump
In the game I find the distribution between distincts annoying to the point I put a large Warehouse on the border swapping who owned it to move food it was very fast method
So yah more food in any of them is good
you can just trade/move items, food and water between distincts, you can preotise it and even set the limit of how much or how low something can be without a problem, and its very fast, so I never had a problem..
@@m_lies
fast enough that it can keep up with a district just full of farms to your population centre or even fast enough to keep up with a small district same tree farm to the main distinct
@@cjslime8847 i have a population of 400 in my main district, and I don't have a water or a food farm on it, its only trees and production... and I can supply them perfectly with my second district with has over 200 inhabitants, and I have no supply issues at all, I even have over 20K food leftover because it's so effective...
and the way how it is right now, is how I build up the districts at the beginning...
@@m_lies so how do you set up a good fast system any tips
hmm, he missed out the water pump difference
I want to see a break through on makai kingdom.
You didn’t talk about how the lodge bottom level can be underwater without it flooding
Oh interesting, honestly I never new that piece. That is cool though, the idea being that you can more easily find room to build it into the riverbed or lake.
@@TeddyNinja Floating cities in Lakes is something more people should build
Row house's 😊
Row, as in row a boat.
Line the houses up in a row 👍
Diffs are bugger all, needs updates and more hazards asap!
Missed water extraction difference there
i think folktails are very important in small maps like diorama
I agree, those are who I picked for my diorama mini series :)
What did the Hippies ever do to you!?
do the beehive effects stack?
I mean... let’s be honest. Anything with “Iron” in the name almost demands a German accent.
A lazy beaver, especially with the iron teeth. Could be put into a re-education center for re-education, hilarious 😂 this is because they are not living up to the motto, "WORK HARD! WORK HARD!". A lazy beaver could be born, hilarious 😂.
Bees kill a lazy bee. Beavers could banish the lazy beaver from town, hilarious 😂
Curious how you pronounce rowboat...
Dude, that Haitian joke didn't age at all... it was a still birth...
Ironteeth is op if you build tall
I am surprised you always have the sleep schedule set to 8hrs when from my testing having it set so work hrs are 20 and the sleep for 4 they are fully rested
What can I say, I have a soft spot for my beaver citizens.
@@TeddyNinja aha fair enough, I just thought you were all about that efficiency and poor work/life balance :D
missed the depth of water collectors, 2 vs 8
It's 2 vs 6 not 8
Row house like row a boat. Long o.
Rauhaus
It is nails on a chalkboard listening to you mispronounce rowhouse over and over again. They are houses designed to be build in rows. Row, row, row your boat. Rowhouse.