Timberborn
SexyKittyXD 20 NOV 2024 a las 12:08 a. m.
More Factions
Think we'll get more than just regular beavers and iron tails? Would be nice to see a new faction to see what can be done there
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Mostrando 1-10 de 10 comentarios
LordChaos 20 NOV 2024 a las 2:40 p. m. 
Im not sure. I've seen early beta/alpha versions of the game and there was a third faction planned but if you play the current version you'd only see two available beaver factions. Im hoping for atleast four or atleast one more and allow the playerbase to make beaver faction mods in the future.

I had an idea about a third faction and if you think of the first beaver factions as humans, irontails as dwarfs, I like to think the third faction is elves.

They are more nature base and would rather relax and chill (Like the are the hippie version of humans). They do less work and prefer to take longer breaks. They still break wood and they get nearly twice as much wood compared to the other beavers, but they get way less metal from scrap and mines. They work less in factories, but make crops faster compared to the normal beaver. Since they are more atoned to nature, they are more affected by badtides than other beavers. Also they live longer but in turn there is fewer births.
Última edición por LordChaos; 21 NOV 2024 a las 1:23 a. m.
oyssoyss 20 NOV 2024 a las 9:31 p. m. 
now we have a farming faction and a industrial faction.

then what? a commercial faction prioritize capitalism? but we don't have trading in this game.
ChanceGateau 20 NOV 2024 a las 9:33 p. m. 
I think a water-based faction would be good. They have early access to the aquafarms; with added crops, plus the trees they use (like eucalyptus or willow) could grow in water, and all of their buildings could be flood resistant. I could even imagine floating log storage, and water "pathways" in the place of roads. It would be great to play a faction like this on the 1000 lakes map; with all of that .5 depth water all the time. Thye'd be able to go anywhere.
Última edición por ChanceGateau; 20 NOV 2024 a las 9:37 p. m.
PhailRaptor 20 NOV 2024 a las 11:44 p. m. 
Druidic Beavers.

They don't harvest trees for their lumber, they passively collect what the Forest provides them. They harvest metal from the human ruins, but not for their own use. Instead, they dispose of it in Burial Mounds, filling the Underground Ruins with it before sealing them off. They do not need wheels or power, and have no use for Bots. They have a single wood processing building, the Wood Workshop. Each one requires a fairly significant amount of labor (Beavers employed), but can produce the chosen resource (Planks, Gears, or Treated Planks) without power. They get only +1's from Wellbeing, instead gaining it progressively based on the % of the map that has been turned green.

Perhaps most importantly, they do not seal away or process Badwater. Instead, they build Henges around Badwater sources to turn them into normal Water sources, and around normal Water sources to prevent Badtides from occurring there.
Última edición por PhailRaptor; 20 NOV 2024 a las 11:45 p. m.
ChanceGateau 21 NOV 2024 a las 1:55 p. m. 
Antidruidic beavers.

They deliberately pollute their lands with badwater; as their trees "mutate" and produce tainted wood (like the druidic version) which they use to make their homes/buildings. Likewise, their crops grow better; and are more productive in polluted soil. They also have a single wood building; which operates the same as described above; operated by shaman who "grow" the various wood biproducts from the raw logs. (I imagine the beavers going out into the trees doing a bit of magic and coming out with planks, sticks or gears.)

They use metal for totems; to honor the "old ones"; which increase the happiness of the beavers, and for personal decorations (think about the Banuk from Horizon Zero Dawn), but otherwise, don't use it as they can "grow" their buildings from wood.

They also grow "mushrooms" and instead of an antidote to counteract the effects of badwater, the herbalist produces a tincture (like a drug) that becomes addictive. Sure, it makes them more productive, more fecund, and happier, but it also shortens their lifecycle.
LordChaos 21 NOV 2024 a las 6:52 p. m. 
I want an unique faction that doesnt use districts, but instead something else.
ChanceGateau 21 NOV 2024 a las 6:58 p. m. 
Publicado originalmente por LordChaos:
I want an unique faction that doesnt use districts, but instead something else.

You don't have to play with districts at all... with the factions that exist now. It just happens to be better to have them as not for the sake of how productive the beavers are.

I think if we had the ability to control where a beaver lived and worked (so we could put their house near their place of employment), and where their "main" source of food/water would be, we wouldn't need districts at all; we'd just have to micromanage our beavers to that level, and I doubt most players have that level of patience and tolerance; especially getting your settlement to the point where it has 200 or 300 beavers.
Última edición por ChanceGateau; 22 NOV 2024 a las 11:50 p. m.
LordChaos 21 NOV 2024 a las 7:48 p. m. 
Publicado originalmente por ChanceGateau:
Publicado originalmente por LordChaos:
I want an unique faction that doesnt use districts, but instead something else.

You don't have to play with districts at all... with the factions that exist now. It just happens to be better to have them as not for the sake of how productive the beavers are.

I think if we had the ability to control where a beaver lived and worked (so we could put their house near their place of eployment), and where their "main" source of food/water would be, we wouldn't need districts at all; we'd just have to micromanage our beavers to that level, and I doubt most players have that level of patience and tolerance; especially getting your settlement to the point where it has 200 or 300 beavers.

I know, just thinking about a faction that kinda plays differently compared to the other two races.
stanley37861 21 NOV 2024 a las 10:58 p. m. 
As far as a 3rd factions. I like a train and elevator faction that is all about moving supplies across the map quickly. So you have the farmer, the factory worker, and then the transport faction. Then have a 4th faction. the trade faction. the trade faction would have trade wood for each building and have access to all the buildings from the other factions. those factions would offer a bit of a different game play. Then after you have the trade faction unlocked you can have random encounters with them where they sell you blue printers to the other factions, Maybe limit to one build each time so you would have to buy the blue print each time. Maybe have a 5th faction of water beavers. with fishing and all crops are under water. along with some water filter buildings to filter out bad water with paper.

All this would lead up to a 6th, or what ever number of factions the devs like, faction that would be the city beavers. where they will have big buildings and roads. Where all the parts of the other factions come together into one big faction.

sure others can come up with better ideas. im just throwing my 2 cents in.
Dutch Boy 22 NOV 2024 a las 5:19 a. m. 
Publicado originalmente por ChanceGateau:
floating

This
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Publicado el: 20 NOV 2024 a las 12:08 a. m.
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