Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Also i would like to resuce their demand (how often they visit them to fullfil the need) social life and fun buildings so they can work longer before you need to reduce the worktime for the bonuses. On the other side increase their demand on food, because they work harder and so they need more. They still need more like the folktails. maybe a mechanic: foodconsume depends on the working hours or so. And they are not getting tiered outside their houses.
And at least they need lesser workforce because of automatic production. And their hightechbuildings produce bad water or so which they must handle or clean in a expsnsive process. Maybe also the air gets more polluted to their risk of beeing ill is higher.
And to make them work harder, give them a building which delivers food and water to workplaces so they must not move to the storages. Or something like a cantine.
Both sides have advantages and disadvantages. The point is not that one side is better than the other, but that both colony types require different approaches to each map and so you get some variety and different ideas and more fun from the game by playing both sides.
The biggest pros and cons for me are power* and space. Folktails *require* LOTS of windmills and batteries, and the windmills require separation so they don't bonk each other. They don't need workers or fuel, but wind is fickle and many a time my colony has gone dark for a day or two because wind was missing for too many days (and this is with 4ish high and dynamited out deep batteries of some 20k HP each). IT faction engines don't need batteries, just wood and workers, but you never run out of power -- its consistent.
space, the IT faction just destroys the folktails. 100% of your food can be grown in like 8-10 total tiles, for stacked mushroom platters and a processing building. You don't even need a farm once you get past the basic Koalarabies stage. Their homes stack tall even early game, so housing space is also less of a mess -- I really, really HATE the "gotta have a ladder to use it" big FT housing (yea you can dynamite it to the ground level but its annoying regardless). Lacking farms, batteries, sprawling windmill farms, convoluted housing, etc you can tighten them up and get probably 3 times the population and industry etc onto the smallest map.
That sounds like I favor iron teeth, but folktails have plenty of advantages too. The minimalist / tall IT colony may be smaller but if you want them happy, you need more, and that explodes into like 10+ food processing buildings, while their power production can creep so high with all that you end up trading big food farms for big tree farms. I also find the FT look nicer; the industrialized look is a little depressing over a long game while the wood themed buildings are cute and lighthearted. I also find the iron teeth baby makers to be nothing but an aggravation because they are tied to your happiness, so you can be running along with a static, well oiled colony and then build like a major fun building that shoots your happiness up 3 or so levels and suddenly you are running out of food and water and such because the happy building quietly kicked your babymaker cluster into overdrive.
**I know that late game you can rig a perpetual motion machine with water wheels for both sides, but by that point you are just playing with your colony and have beaten that map and developed that colony fully.
Tubeways are so much more efficient than ziplines.
Barracks will house 10 beavers; you'll need 4 lodgings for the FTs.
Large water wheels are one of the best features, working wonders on aqueducts.
Power wheels are also more advantageous, a 3x3 footprint for a good amount of energy instead of the risible 50hp of the single FT wheel.
Pumps have a longer reach, all of them.
Bots work without veggies and wood; only canola and only if you want to feed them grease, which is optional.
The industrial woodpile is great: when you have 1k logs, stacking is necessary IMO. Only disadvantage is the lack of larger buildings.
Corn and eggplant fields don't need to be huge, they are extremely convenient.
Numbercruncher is a wonderful building: no need for workforce, paths, nothing; you build them and forget they exist.
Adult pods are great at creating a permanent stream of workers.
The badwater caps provide a continuous stream of energy, making badwater a good thing to be tamed instead of a nuisance.
I remember when I first played Iron Teeth, I didn't like them at all; like all new things they need time to be appreciated and to take advantage of their unique and positive aspects. Once I got used to the different playstyle I never looked back.
I hate the reproduction system with a passion and it's the only negative thing I can think of, about ITs.