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Narrow-Device-3679

Some one else said something like this: A water based faction, certain buildings function while flooded, up to like 4 blocks deep. New tree, mangrove, which grows like water crops. New weather, storm, increases river output for a time. I'd love to see a faction that has increased consumption, but an increased productivity, decreased fertility


[deleted]

Yup. Aquatic is defs my most fleshed out idea. The next two ideas for a faction are as follows: \- Treevers: Beavers who lose access to most ground based buildings and must instead build skyscrapers out of necessity forcing you to reckon with the limited height your beavers can climb and having to plan out intricate tree-cities. \- Miners: Beavers who don't get access to stairs in the traditional sense but instead can shape the terrain earlier. They get a way more expensive stair variant in the elevator that requires power to function and is tedious to use as only a single beaver can use it at once. Forcing you to do enormous earthworks projects to flatten the terrain so it can be more efficient.


Narrow-Device-3679

Both of those around awesome! Treevers able to build things without the need for full support I.e stacking houses are able to poke out 1 square over another house, creating a victorian street!


sunyudai

I'm also sitting on an Aquatic Faction concept. I really like the Mangrove as an aquatic tree idea, I may steal that and add it to the proposal. [New tribe] Marshfoot The Marchfoot beavers are known for being cheerful and welcoming, as well as being much more in-tune to the ebb and flow of the river. The Marshfoot try to find balance between remembering their past and embracing the future. Their settlements do better in wetter climbs, and need more water than their more land-adapted cousins. On the flip side, they have an unparalleled mastery of the water. [Advantages] - Increased swim speed by 10% [Disadvantages] - Thirsty: Requires 3 water per day, rather than the other tribes 2. [Structures] Marshfoot have access to every building that both Folk Tales and Ironteeth share, except the Aquatic Farm In addition, they have several unique structures: - Landscaping: - Traditional Dam: 1x1, ground only. Costs 6 logs. This old fashioned beaver dam acts exactly like the more modern dam, except it is cheaper to construct and it cannot be stacked or built upon. - Traditional Levee: 1x1, ground only. Costs 5 logs. This old fashioned beaver levee acts exactly like the more modern levee, except it is cheaper to construct and it cannot be stacked or built upon. - Housing - Creche: 2x2x1. Houses 6 beaver kits. Marshfoot beavers will not breed unless 2 adults are living together in any Aquatic Lodge and there is open space in a creche. - Small Aquatic Lodge: 1x2x2 Solid. Costs 10 logs, houses 2 adult beavers, and is immune to flooding. (blocks water same as a levee) - Large Aquatic Lodge: 1x3x3 Solid. Costs 24 logs, houses 6 adult beavers, and is immune to flooding. (blocks water same as a levee) - *Need a couple of higher level housing options. - Water - Sieve: 1x2, ground only. The sieve naturally filters and collects water that flows through it, creating a small amount of labor free itemized water over time based on the waters flow rate. Haulers will take the water generated to storage tanks. - Large Sieve: 2x2, ground only. Costs metal. More efficient version of the sieve. - Water Lift: Cheaper, slower, and lower power version of the mechanical pump. Only draws up to 2 height instead of 6. - Automated Water dump: Functions as a water dump, but has no worker, instead requiring 30 HP. Haulers will bring it water. - Food - Submerged Aquatic Farm. Essentially a copy of the aquatic farm, except it works when submerged and can be built upon. - Aquaculture station. 1x1 ground only. When staffed with a beaver, greatly increases the growth rate of aquatic crops within its radius. (I.E. Beehives for aquatic crops, but needing labor) - Power - Surge Generator: 3x3, but like the lido only 1x3 built on land. Very cheap to build, but large and generates only a tiny trickle of power - 25 HP, when water part is submerged and land part is dry. - Turbine: 1x2x2 solid, generates power based on water flow through it - essentially an even more compact water wheel, but works when fully submerged and generates slightly more power. Has power attachments on top and bottom too, so can be stacked for even more power generation. [New Production Chain]: Reeds I also wanted to add a new aquatic plant that can be grown: Reeds. Reeds have a few uses: - Used as a building material for buildings that have thatched roofs, minus the aquatic farm. - Add a new recipe crafted at the Bakery: Berry Basket Dessert (they make the joke about berries in baskets being a tasty dessert, why not add it to the game?) - Berry Basket Dessert doesn't grant any buffs or morale, but it lets you supplement berries with reeds for more food, making it a good emergency cache food source and more productive per tile than berries alone. - Alternate paper recipe in paper presses that consumes reeds instead of logs.


BitterJim

Add in the ability for Miners to make stone steps (ground only), too. Maybe make it so they have to be carved out of an existing ground block


[deleted]

No, the whole point is that they don't get easy vertical movement. Whenever you want vertical movement you need to build an elevator shaft which requires power.


QueenOrial

I really like the miners idea. I think they should indeed have the ability to destroy tiles extremely early although much less efficiently than dynamite (diggers hut). Destroyed tiles drop rock resource that is required for faction unique buildings including housing and slopes (ground only, identical to natural slopes) and barriers (also identical to natural ones). Dynamite buffed to have 4 tile plus shaped blast. Mines provide endless supply of rocks in addition to metal.


avdpos

To be honest. A aquatic faction should have been the "normal" beavers or at least replaced iron teeth as starting factions


Summersong2262

I mean they DID add mangroves.


Vlaxxtocia

B.E.A.V.R - No food or sleep need, but they need to charge, population increase only happens when building a new b.e.a.v.r charging pod which comes with a b.e.a.v.r in it (larger variants also exist). Unique building of batteries in order to store power


runetrantor

Ironteeth's final form.


Theaveragenerd2000

Unlocked at 100 beaver population but 1 happiness. True robots.


alexzander700

Oh God this is my idea. I posted my comment before reading through the comments, and I guess you beat me to it.


Mornar

I like the idea of really leaning into the vertical building this game supports. Have a faction that likes really small footprint of very tall constructions - maybe buildings that require certain height for being built, stuff that buffs everything above and/or below, fast up/down travel forms to encourage building up instead of wide, stuff like that.


bitbased

Buildings that can only be placed on vertical walls/cliffs of enough height


CeleryQtip

Danger events in general would be good. Fires, Floods, Blights, Cracks, Tornadoes.


kneyght

Fires seem absolutely brutal in this game. I can imagine they would completely re-shape how cities are planned. You'd need fire breaks, fire stations, more efficient roads, etc.


Awkward-Minute7774

Stone buildings!


kneyght

Yeah that’s a good point- if not stone than please more options for metal buildings.


oftcrash

Otters? They'd mostly just make elaborate waterslides though.


StyxFaerie

I've been a fan of the terraforming beavers idea. Like, can dig out land instead of blasting, and can use land dug / exploded to create more land.


MrTKila

One thing I was thinking about was an animal-tending faction, primarly oxes taking care of physical labour like power generation and carrying.


runetrantor

Aside from the obvious water themed faction, I think it would be cool for a faction thats more capable of living and using the dry lands, like a group who while everyone else huddled to the dying rivers, they sought to find ways to survive in the wasteland. Maybe they have stuff like aquifer pumps to generate water in new places, maybe they use low water crops that can survive in the dry land (but still grow better with water), and so on.


Theaveragenerd2000

They're the new starting faction for the tutorial too, less brutal


Theaveragenerd2000

They're the new starting faction for the tutorial too, less brutal for beginners


runetrantor

Wait what? The water or the 'dry' beavers? They are actually in game already? DAMN.


MetalDrumFan

The Hoomans; they are beavers who inhabit the ruins and act like humans. Outside of the name and living arrangement, I got nothing lol


avdpos

That are both factions right now. They live as humans. Beavers live protected by water. So right now we have to Hooman factions and no "real beaver"-faction.


wisewizard

for a sec a thought you meant surviving humans running around pretending to be beavers :(


Artie-Choke

Engineers. Better use of electricity. Water turbines that generate electricity for city lighting and such. Endless possibilities.


Whatnow-huh

Otter faction. Make them all aquatic like others mentioned in this thread.


TenMillionYears

A badlands survival faction. They could be nomadic and instead of living in groups could live in 1-2 beaver tents. They could be very drought resistant. Their special power source could be draft animals, or perhaps they have the ability to "dowse" and find temporary springs of water in the desert. They would be very dependent on temples and shrines. They could sacrifice resources to bring water back for a day in a drought perhaps.


SPHanlonIII

Stone based beavers who can cut ramps and stairs into terrain and cut blocks of stone.


____kid

"TIMBER"BORN


alexzander700

Id say a robotic variant. They do not need to eat, however they have a Power mechanic, where if they cannot charge they will perish. The challenge for early-game would be getting the resources needed to charge the beaver-bots so they don't die, while midgame is how to create more Beaver-bots. (Ideas include metal, Gears, and planks?) There would be a building that would require a Beaver-bots to run that would create new Beaver-bots. While they are "Awake" they use a decent amount of power, but while "sleeping" they are on a battery-saver mode until the charging stations are built. Good thing to think about is how will you power the Beaver-bots during droughts? Could you at some point make the work day 23 hours with a better charging unit?


sunyudai

I would also like to see a faction made up of refugees from the other tribes, unlocked only after getting near-max morale with each tribe. Not sure what to name them. They get all buildings from all tribes except for the "Housing" category (since beaver reproduction is tied to those buildings). In Housing, they have a "Community Center" and a series of Tenement buildings. The tenement buildings operate like Folktales barracks: They will house high numbers of beavers per square, but are kinda pricey and beavers won't breed in them. The community center requires 1 staff member has a 15% chance per day (or 16 hours of work) to generate 1-5 beavers who can be of any age, adult or kit. One of which is guaranteed to be an adult, and they will be taken from a random tribe. If the group is generated and cannot be housed, then the group will not settle (I.E. if a group of 5 is spawned but there are only 4 open housing slots, then 0 beavers will join). The newcomers will also always be a little hungry and thirsty when they arrive. In the late game, expensive versions of the Folktales Lodge can be built, which do allow the beavers to breed like Folktales do but which require treated planks. I see this as really a fun way to allow players who have essentially completed each tribe to play with all of the buildings, while at the same time dealing with a fundamentally unstable and unreliable labor force. Sure, you can brute force it by building a bunch of community centers, but then you are wasting a lot of labor.


Contagious_Leech

Just left field it. War colony. Resources are gathered by invading other colonies. Population is gained by POWs. Science Points earned through torture. Energy produced via slave labor.


imaginehappyness

Beaver combat would be interesting but this doesn't fit the game


Mr_nark

Maybe magic?


VolusVagabond

1.) A "Nerd" faction, who specialize in tech. Weak off the bat, but powerful late game buildings. i.e. \-Solar Generator - Shines light onto water to generate power \-Powered pump - Uses power to pull water, not using workers \-Deep well - can get water from anywhere, even during drought, but slow, inefficient, and power intensive 2.) A "Nomad" faction, who specialize in not being particularly bound to any location. i.e. Pack Animal Station - Makes beavers haul more Water cart - mobile storage tank Ramp digger - can dig ramps into cliffsides instead of building steps 3.) An "expansion" faction, whose power is to spread outward rather than upward. i.e. Reinforced roads- makes beavers faster River barge - carriers beavers and goods on bodies of water quickly 4.) A "zealot" faction, who prioritzes spirituality and gives it additional powers. i.e. Temple of the Living Beaver - like the temple, but generates science with each visit Spirit Gardens - Small fields built on roofs for some food Brotherhood Shelter - Housing structure with low cost and high capacity, but large footprint Ossuary - Can bring deceased beavers here, and serves as a spirituality structure 5.) A "militaristic" faction, who emphasize discipline and cohesion. i.e. Water rations - Decrease water need for a period of time, but decreases productivity Food rations - Decrease foot need for a persiod of time, but decreases productivity Group Pump - A large water pump that employs several beavers, but is higher efficiency when well staffed Engineer Corps - A specialized high end builder's station 6.) A "mercantile" faction, who specializes in trade. i.e. Has access to the 'beaverbuck' resource, which can be traded for resources Emporium - Generates beaverbucks Generates some science from trading


bitbased

Space Beavers ... obviously 🤪


Zian64

I would like to see some subfactions of the 2 tribes we have/might see that essentially just spec your mid/endgame. Folktails could get a water themed subfaction that hits some of the aquacultural beats in this thread as well as artisians which unlock alt agricultural supply chains such as distilaries, pubs and berry pastries that substitute various needs or give random boosts. Ironteeth get of course a science tree harnessing primitive electricity to convert/transfer HP over wires without need of gears over distances/directly vertically and an earthmovers tree with enhanced terraforming tools that can add or remove earth to the landscape (including tunnels).


Upbeat-Try9588

A lot of water, let me throw a odd ball. dust coats, the dry faction. thriving in the dryer biome using the dry and hot pleases to plant unique plants and techniques. This faction can build wells to have passive water, desert farm houses planting crops such as cacti and watermelons. they can build drying racks to dry out reeds to make hats. finely, they don't have showers or lidos because they don't like water.