River Beaver (Aquatic Faction)
A different faction of beaver, that forgoes living on the land. Land is only used for harvesting and farming trees. Maybe food if water crops do not become a thing. If water crops become a thing, then they would use water based crops for food. They only construct items in the river, or stacked on items in the river - never land. Unlike other factions, their buildings only work when the base of the stack is in water. So if you redirect the water and dry land out, it may become unusable. this would require flooding more areas of the map in order to grow, and potentially walling off land to preserve trees. Another consideration would be to go with only trees that grow in water, in which case last harvesting of trees would be limited to only 1 or 2 tiles from shore.
So an actually real beaver
I like the idea of focusing on water, but as you describe it is too much. Housing, recreation, religion, and just some production I think would make more sense
as you add to the river, the more it starts to flood down stream i suppose?
A faction of beavers that can only build on the water via platforms. Starting off on the water on platforms, faction ideas: planters to grow food on the water, power supplied by hydraulics, canals instead of roads?, aqueducts?, still allow berry and lumber gathering posts on land but they need to be near water, or grow plants that can only grow in the water like duck potatoes, watercress, cattails. Fish maybe? Idk just throwing it out there :)
Near duplicate of (https://timberborn.featureupvote.com/suggestions/211532/river-beaver-faction)
My suggestions for a water based faction: Maybe they have homes that can be built in water with an entrance on top and they can only breed when the building is submerged. They could have other versions of buildings that are flood resistant or need to be built in/by water. They could have some sort of aquaculture for food in water that also let's them grow and eat fish. They could have a special power generator that is a sort of underwater turbine, which could work like a flat version of current water wheel, or a smaller single height sideways water wheel. They could have ways to move water easier via lifts and tubes.
"Water gypsy Faction" (suggested by Rin on 2021-09-21), including upvotes (1) and comments (1), was merged into this suggestion.
I would suggest a log driver building, which would drop stored logs 25 at a time, into the river it's placed next to, which can be picked up by the same building downstream. Logs are really hard to transport, so this would be very useful. Also Kyle GH's idea of the underwater turbine is a great complement to this because it would keep the water surface clear for the logs.
let them have pools
Maybe call them Swamptails, since they basically would wind up living in a swamp.
I like this idea, here is what I'm thinking would be neat to see in a faction like this. I summarized everything but I think the unique part is the efficiency bonus/penalty depending on if a building is submerged.
Or would it be better to flood the city without fully submerging it?
I want to see a new faction that specializes in eventually submerging their little colony.
Instead of getting a penalty for a flooded building they will get something like half efficiency for a building above the surface and full efficiency for a fully flooded building.
Their homes would be like a natural beaver dam and would be above water in the middle of the lake that they try to create in the map.
This would be affected by the drought by exposing the sunken city and reducing efficiency and maybe causing seaweed like crops to fail.
They would still probably need to have wood above water like real beavers would need.
They could be named after Atlantis or Minoa
Names for a water based faction so far:
- Water Gypsies - (pmduda)
- Swamptails - (Nic Bryan)
- Waver Riders
- Water Riders
- River Riders
- Raft Riders
Playing in Canyon, I felt compelled to make my dams at the bottom of the map just a little bit higher to save even more water. However, this would have flooded a lot of arable land and the new shoreline would have been too narrow to sustain my food needs. A faction based around flooding land to expand their territory could change that dynamic and give a very unique look/feel.
Unique buildings could include rice paddies, a reed farm for wood/paper, floating platforms that lower when the water level drops, and early platforms in general.
In game play, they might need no water (hear me out,) justified because they simply drink from their reservoirs. However, their food supply is tied to water management, so if they fail to maintain their reservoirs, they quickly starve.
+ Mangrove forestry!
The faction of the "floating beavers" would get strong bonuses, such as large houses with 30+ capacity and more 30% work speed when on the water. Together with buildings that produce goods on the water, such as "bud farm" or "bark cereal factory" (with waterwheel drive), a good balance would be achieved. For over water travel, my suggestion would be to have beavers mark out the route with buoys (or ropes) and then set up a raft transfer.
this is most similar to how real beavers behave (largely to avoid predators) so i think a neat storyline narrative could be... when humans died and took most animals with them including any other large predators, beavers adapted to mostly live on land and only use water for power and such but this faction views land as unclean or wrong and frowns on the other beavers for abandoning their true roots. Or something.
so far we've got the Folktails representing good proper wood, the iron teeth got the industrial metal stuff going. so the other day i was thinking about this and had an idea for another possible faction? I don't know how plausible this is to implement but i came up with a great pun name so i wanna suggest.
The Aqua fur..hehehe faction. basically a faction that is more reliant on water, but also able to use it in more ways.
move faster in water and slower on land.
need way more water.
possibly have a type of housing that collects water if its submerged to balance the higher demand.
unique crops that grow only when water logged (seaweed? some kinda berries?)
This isn't so much something the game NEEDS as it is something to think about, even if its not implemented as suggested there might still be some things here that give you guys some cool ideas. I feel like the point of factions is to sorta change the game feel so that's what i went forward with. im out
"Watery faction" (suggested by Corvae on 2021-10-11), including upvotes (1) and comments (0), was merged into this suggestion.
river beavers should be able to get in and out of rivers without ladders and get a speed boost in water and speed penalty on land.
Replace the farmed crops with some hydroponic version or crops that require submersion to grow. That would be a great variation for a faction!
FYI, Folktails Double Lodge and Triple Lodge can function underwater as well.
I really love the idea of water-loving beavers, but personally, this is a change I'd rather see applied to all existing factions than added as a new faction.
Or make it so that I can play multiple factions in one playthrough.
I can see the river beavers more in conjunction with a new flooding season where the river beavers buildings float during floods like they're living in boats. So maybe they're buildings are smaller or something to nerf them but then allow them to continue business as usual during a flood.
This faction should have boats, or better boats than other factions.
I would love a flood faction. I've know idea what they'd be like but how could a district based entirely under water work for example (?) because that would be amazing
I feel all beavers should be more aquatic, but a faction that is EXTRA aquatic is fine. While faction unique buildings could be restricted to water only, I would not make the faction totally unable to build on land. Giving the faction a higher swimming speed would reward the player for building in this way without a hard arbitrary limit.
Max B Merged
I think that it would be really cool to have a beaver tribe that lives in water and even has a whole bunch of building that can only be placed underwater.
- underwater water wheel
- underwater houseing
- seaweed crops
- a new type of tree that needs to be flooded by x amount of water tiles (1 or 2)
- a way to move water in a different direction
- instead of build up mechanics have them build down from the surface of the water
it would also be cool if they had oxygen as a need but needed to consume less food.
On top of that there could be maps that almost require you to play this faction because they are almost completely underwater.
Gin Fuyou Admin
"New beaver tribe" (suggested by Max B on 2021-11-08), including upvotes (1) and comments (0), was merged into this suggestion.
Just build 2 stories lodges in the river. Really not an problem!
If they are underwater, then they need to pump in Air. Air pumps! Just like needing water on land for thirst, they need air underwater to breathe.
They would need to be able to start early game without being in too much water but it would be nice to have a race that benefit from flooding their town rather that being penalized by it.
You would need to think carefully about power as you may lose your flow when doing this making them a challenge to balance.
aquatic beavers can do more on and in water. They live in floating settlements on top of lakes and they are the only race that can build underwater.
They can grow algae that grows underwater.
Gin Fuyou Admin
"New Faction: aquatic beavers" (suggested by Baum on 2022-01-17), including upvotes (1) and comments (0), was merged into this suggestion.
Two thumbs up! We need another faction and this is an excellent idea! Seaweed specialty crops, fishing and boats I would think would be great start here. Perhaps special minerals/resources are available underwater to them and not the other two factions?
Beavers that have greater affinity for water. Their structures will take on more of a driftwood color with kelp and seaweed layered over it. Unique structures have a more aquatic theme.
Paddy: Allows you to plant water crops on land, but they each cost water resources to operate
Efficient Water Pump: Half the size of a normal Water Pump
Pipeline: Work much like Power Shafts for Water, Allowing you to pump water directly in and out of Water systems
Sprinkler System: Works like an Irrigation Tower, but must have Water pumped into it. Also reduces the Water Cost of nearby Paddies to 0
Buoyant Lodge: Lodge that can be built on water, but sturdy only on land
Big Buoyant Lodge: As above, but wider
Large Buoyant Lodge: As above, but taller
Mini Buoyant Lodge: A smaller version of Buoyant Lodge
Efficient Water Wheel: Half the size of a normal Water Wheel
Power Dam: Works as a Dam, and generates Power
Log Drive: Smaller Log Pile, ca
Gin Fuyou Admin
"Riversider Beaver Faction" (suggested by Daleybobs on 2022-01-27), including upvotes (1) and comments (0), was merged into this suggestion.
*Log Drive: Smaller Log Pile, can be built on water
I'm all down for a more water focused faction, but I think getting more out of water farming and buildings, maybe also getting them earlier, would be sufficient. I think it could really work within the same aesthetic without requiring a brand new tech-tree. So I like the OP's concept, but think a toned-down version would be better.
-Seaweed crops (already suggested): Can refine into gelatin. The use bakers to turn gelatin into dessert for a new food item/bonus.
-Floating crop planters - A one-tile construction that allows for normal, land-based crops to be planted on the water.
-Sand Dredge (Farm) - allows for harvesting of sand from underwater riverbeds; Sand could be refined into glass, leading to a whole new tree of buildings/tech
-Start with the aquatic farm unlocked instead. Also allow deep-water crops, like seaweed, that are more tolerant of various water levels.
-Driftwood collection! Passive, slow and random, large water area requirement, but cheap.
-Increased instead of decreased movement in water.
-Limit water storing ability - for example removing large water tanks. Adds a level of difficulty, you can't just wait out the drought relying on storage.
-Flood tolerant buildings. Especially housing. And storage.
-Water-dependent breeding. Maybe beavers only breed in (partially) submerged houses? Would encourage spread-out or deep housing complexes, instead of building up. Makes for nice contrast to the Iron teeth.
I like the idea of merging the beaver canal suggestion with this one. River Beavers would have to build canals instead of paths or suffer a penalty to pathing.
What i think would be nice is if they had 'watertight' buildings, meaning they can act as levees instead of just getting flooded.
I'm afraid current water mechanics would disable most of a water focused faction. Either way I'll put ideas.
Add Locked Water Housing like a proper beaver. This house works as a House and a Levee but can only be built on water or solid. House is functional being underwater. Solid.
1) 2x1x1 entrance on the wide part contrary to Mini Lodge
2) 3x1x2 entrance on the middle of the bottom floor
3) 3x1x3 entrance on the middle of the bottom floor
Wide array of buildings being functional underwater and working as a levee. Proving a bonus but also requiring proper planning not to block water flow. Problem is that atm levees can't be built over platforms due to water mechanics. Alternative would be to not block water while still being functional under.
1) All faction houses.
2) Underwater Water Pump, limited to 1 tile under, but can function underwater, meaning it can pump water from its own height.
3) Underwater Small Warehouse 180 cap instead of 200, 800 instead of 1000 (cont)
4) Underwater Forester, Mangrove and Cypress options for aquatic trees
5) Aquatic Farm, Kelp underwater crop (Str + Life bonus)
6) Tidal Stream Generator, Solid
7) Deepwater Tidal Stream Generator, Ground-only, produces more energy
8) Aquarium, underwater decoration that gives Working Spd
9) Coral Diving, underwater leisure that gives Movement Spd
Notes: While many buildings seem great to be usable underwater, the fact is that the faction is very limited on long droughts, which are common on harder difficulties along with the limitations of water mechanics in game makes it trickier than it seems, no Windmills or Engines for energy, you want to flood your city but let factories above surface.
It's easy to have 1 tile of water to make a fertile radius instead of keeping fully underwater crops and a grove.
"-Limit water storing ability" Why? Make a water faction even more vulnerable to droughts? You're already losing all the bonus of your faction, this makes no sense.
Me likey, would be fun to beave as beavers to and flood a forest to build my lodge
Beavers in real life build in the water. They go on land, fine, but dams and lodges are generally built in the water. A significant portion of their diet is water-based plants. It would be neat, even just for one faction, to start in shallow water. District, lodges, in the water. Start with aquatic farm, in the water, and have to research to build the land-based farm.
Gin Fuyou Admin
"Start in the water" (suggested by Stephen on 2022-10-13), including upvotes (1) and comments (0), was merged into this suggestion.
Was just wondering if there was already some sort of suggestion for this...
Plenty of good ideas above, and I particularly liked the housing from @L.
In my opinion crops and Trees shouldn't be faction based, otherwise, the older factions would need something different also. One building or two crop related, I think its ok and goes with the game initial philosophy (case in point: Folktails' Bee Hives.)
I also got a name suggestion for them, based on previous factions. you had folkTAILS, ironTEETH, and now we could have waterPAWS!?!?!? XD
New Beaver Hungry
Perhaps instead of designing a BUNCH of new buildings, which would be time consuming & expensive, they would use the current terraforming options more than the others to expand the rivers. So it would be a river expanding race. They would start with more/cheaper/faster terraforming, but could only build in green areas (not desert)? Maybe they would want to dig the river deeper to form pools? They start with more underwater options. Maybe they start with stairs and not roads, because all the river is considered a road? Thus they need to research roads to expand beyond the sea? Maybe a means of increasing the current (replaces the hamster wheel building, and would make lakes practical for power generation)? I think it would be cool if each race had their own special technology.
The Wet-tails are a group of beavers who prefer to be in the water full time.
Racial: Faster swimmers than walkers (slow down that land speed). Wet tails do not lose thirst while in the water. To balance this, Negatives from thirst might show up a little earlier
Housing: All houses are 2+ stories tall. roof bonus is replaced by "submerged", where the bottom floor is in water but the second floor is dry. Beavers still enter houses to sleep while water is higher but half(?) housing bonus.
Storage: Storage remains accessible under water. structures are slightly less space efficient than other clans.
Harvesting flags: All flags may be used while under water.
Power: Turbine. Small tubine is a 2x2, large turbine is 3x3. All of which must be completely submerged.
Science: Aquarium, large under water building
Bots: To make up for extra pop (less water needed) cranking up bots is now manually done at a station. Secondary bonus based off of how long they've been dry (longer
Gin Fuyou Admin
"New Faction: Wet-Tails." (suggested by kelumhi on 2023-01-20), including upvotes (1) and comments (0), was merged into this suggestion.