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Again, the core issue is if you have multiple builders, they will build multiple things simultaneously. If one of them decides to build something that will block a path (like stairs do), anyone that is already on the other side working on a levee or more platforms will get stuck.
It isn't 100% of the time, but it happens a couple of times each game for sure and the odds of it happening increase substantially when you have more builders.
But regardless, it does happen, and it'll cost you a beaver unless you tear down what you literally just built to save them. For folktails, it isn't worth it as they'll be instantly replaced, but for iron teeth it'll cause a disruption in your pop for a long time without doing some micromanagement to artificially fix the issue.
Regardless of how much "work" someone may think it is or isn't to micromanage pods on and off multiple times, some folks prefer automation to having to do everything manually. Folktails are just the easier and better option for population control.
I think a lot of it comes down to someones play style and which way comes more natural to them.
The Iron teeth don't have that problem. You get x beavers per y time units at a consistent rate. Your beavers also die at the same rate. As such, the number of concurrent deaths are generally about as high as the number of pods you have (you do NOT want 9 pods in a single district xD) The difference is also that the Iron Teeth will likely already have children practically grown up, ready to take the vacated jobs. With the Folktails, you have to wait a good 6 days for the new breed to be ready.
It is true that the Iron Teeth have less means of keeping low numbers of populations. You can somewhat control it by not giving them access to things boosting their lifespan. Maybe you'll only have 9 beavers per pod (haven't tried that ever). You might also be able to control it by the number of berries the district has access to. I know it uses up a job, but you could have a gatherer flag for a very small number of berry bushes. Their growth cycle is your natural population growth inhibitor. It gives you a job for a beaver who will most often just be hauling due to free time (hauling your iron to the distribution post) and it allows you to control your beaver population.
My counter argument is that the Iron Teeth are industrious and they will want some form of industry in every district. Sure, maybe that's not what you want, but hey, beaver overlords, please them xD
As for berries: I have found that the starting patch of berries is more than enough to sustain growth far beyond 170 beavers.
Early game is slower but they shine late game.
The ability to stack so much in such a small footprint has its benefits, but those benefits come at the cost of resources. Either way you have to micro housing. If FT then you have pause them if you build too many, and if IT you can build dozens but have to pause the incubators regardless. The generator is yet another example of investing time & resources for more power in a smaller footprint.
I actually prefer them. In the games current state (with the lack of information displayed to us in-game) micro-managing pop is part of the challenge and a faction that does it for you is simply a means to make that challenge easier. So imo it isn't a matter of better/worse it's a matter of difficulty.
I dunno, the one and only map i've played on thus far where you actually have a more finite amount of space to work with is the Islands map. The rest have ample space for the wider builds for folktails. On islands, the high density can help a bit, but almost everything is stackable regardless. The only real advantage iron teeth have over folktails in regards to stacking is their housing holds about twice as many (at max size) and their stackable log piles. Everything else though? Exactly the same.
And the fact you need twice as many houses for folktails really doesn't matter as wood is limitless and you can stack as high as you need.
I have seen some people say they have settlements with 600+ beavers, but I can't understand WHY unless you're just massing as many as you possibly can for the sake of it. Around 100 beavers is what I have found to be the ideal amount because it can produce limitless quantities of everything you need to survive indefinitely. Beyond that point, I guess I just don't see the point.
I'd love to see the ability to build farms (crops) on solid structures. Perhaps it should be a IT perk since their theme puts emphasis on verticality. Like a levee block but for crops. Could provide another use for the water dump other than exploiting 1x1's for irrigation.
The 100 beaver goal isn't arbitrary. My "finished" end state basically has 3 conditions: 15 wellness for all beavers, researching all technology, and the ability to survive 30 day droughts without having to do anything (no manual adjustments or micromanagement of any kind). It takes about 100 beavers to do that in a timely fashion.
You "could" get by with a single lumber mill and you "could" get by with a single gear workshop, but the production rates would be too slow to build anything in a timely manner.
Likewise, you "could" build 100 lumber mills and 100 gear workshops but why would you ever need to do that? You'd drastically overproduce everything you need. 99% of your production would sit in a warehouse and never get used.
Efficiency isn't about making as much of something as possible, it's more like a speed run I suppose. I have been "collecting" perfect colony save states for each map. I do all of them as folktails on hard difficulty until I achieve my 3 goals and then I move on to the next map. My goal originally was not to hit 100 beavers for any arbitrary reason, it was to meet the other objectives, I just ended up with approximately 100 beavers in each colony again and again and again.
I literally cannot imagine how you could have 200 or more beavers unless you were going out of your way to try to produce more beavers. Now if you want to cover the whole map with houses and farms and water pumps to really push the limits, thats on you, but I was just asking what purpose could it serve aside from doing it for the sake of doing it. I'm not saying its a wrong way to play, I just feel it is not needed at all beyond the novelty of it which is why I was asking why someone would do it. I'm curious what benefit having 600 beavers has.
100 may not be arbitrary but that number only really reflects the current state of the game and what you consider the win condition(s) to be. Also not entirely arbitrary. The goal panel is exactly that, a pre-defined list of goals, so in a literal sense yea... as of right now there is no real purpose beyond that list (+ or - your house rules). However, if they were to simply add population milestones suddenly 100 isn't enough to meet your win condition(s) because 250 has been deemed a "goal." Does your goal post shift with it or no? Does it matter?
Players define their own goals ¯\_(ツ)_/¯
The game doesn't care if you can survive a 30day drought without intervening. You do.
Water wheel > Hamster wheel > winfmill. I've gone entire working hour days getting no wind power with windmill. The only problem with hamster wheel is the breaks the beavers need to take
Wind power is indeed unreliable.
As for them occasionally taking breaks, this is much less of an issue if you build a dedicated power farm and connect it with gears to your dedicated industry sector. Then even if a couple are late to work or busy satisfying needs for whatever reason, the others are still chugging away. It would only stop progress if you only built wheels for each individual building without mass connections.
It's just a planning ahead type of thing, i'm always planning long term with my layouts.
Matter of fact, the instant I start a game, I pause it and lay down probably 30 structure blueprints and just pause them all until i'm ready for them to actually be built because I like getting the layout prepared in advance for what i'm gonna do at the end state.