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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.
then what? a commercial faction prioritize capitalism? but we don't have trading in this game.
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.
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.
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.
I know, just thinking about a faction that kinda plays differently compared to the other two races.
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.
This