Adjust birth rate and/or explain in the tutorial what's required to encourage positive births
I'm new for what it's worth, and I'm currently teetering on the brink of the colony going under because there aren't enough new births to get anything beyond sustaining 8-12 beavers. I have housing for everyone 2+ per house, and aesthetic increasing items nearby. I also have multiple sources of food, prepared and raw, yet my numbers barely keep up with the ageing pop.
At this stage droughts are only a slight inconvenience because I can't get a population large enough to need more than the patch of land I'm able to keep hydrated.
What the heck do I even do?...there doesn't seem to be enough ingame placements to encourage birthrate from what I can figure out vs. what I'd be able to do at the moment...
Seems like birthrate needs a tweek and/or the tutorial needs to explain how to encourage pop growth.
The game conceptually is fantastic and I'm looking forward to seeing what you do with it, for what it's worth!
Comments: 21
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16 Sep, '21
hereandnowliveYa I found as well that the birthrate in my game was way too low. I had beavers in pairs of two and the population was still struggling to even maintain base level sustainability. I'm not even playing on hard mode or anything, just on easy and having these kinds of problems.
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16 Sep, '21
anyI think you need to have campfires for them to socialize in order to get new births. I agree with the expansion of the tutorial though.
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16 Sep, '21
ArmenuidesI've had the same problem. Got it solved, when i realized, i still had my beavers on 24h shifts, so they simply didn't have time to get swifty.
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16 Sep, '21
hereandnowliveI couldn't edit my previous comment but I think a lot of these issues come from the issues with platform pathing. It doesn't seem to work in regards to finding housing or work properly. Meaning if you try to pack houses they just won't find them.
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18 Sep, '21
MasterShihoChiefThere definitely needs to be a tooltip or birth rate needs to be tweaked. I have more than enough housing, I have a campfire, and I even went as far as to stockpile enough resources to have 0 hour workdays for a couple cycles. I'm down to 5 pop and they're getting old and there has been no birth rate at all.
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18 Sep, '21
ElmarNot unlike real life, the growth of the population is exponential.
There are natural strategies to help the species multiply when the population drops too low. The game doesn't seem to have any. As soon as you have a lot beavers, you will have way too many within a short time!
There needs to be a modifier so the birth rate can be a lot lower in general but you can keep the population going with e.g. less than 10.
Also there needs to be a stopper before the population explodes. In real life, diseases hit hard when the population density becomes too great. In nature, this occurs very often. Since mankind got rid of most diseases which used to regulate the population until the mid 20th century, the population density was ever increasing and we all know what had started last year...
So the game should keep track of population densities to decide the birth rate or introduce diseases which trigger by population density. -
18 Sep, '21
Gin Fuyou Admin> The game doesn't seem to have any
That is not true, new beavers are not born if there is no housing, controlling available lodges (for Folktails) indirectly but quite efficiently controls population.
I agree that at some low population there should be some kind of switch to temporally boost births -
18 Sep, '21
zacherlI would also love that the tutorial explains births. I struggled because I had "just enough" housing, so there was always only one fresh beaver, and I didn't realize that there needs to be more housing available (and at least 3 person houses with one free slot) for the beavers to reproduce.
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25 Sep, '21
CJYeah the biggest issue with this there's no indicator in game that houses are needed for births, is this even the case? Seems an important step in the tutorial is missing and would do well to add to housing descriptions too for those who hate tutorials
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27 Sep, '21
LiqwdEHow to achieve higher birthrates.
#1 EXTRA housing. If you have 15/15 you will not have ANY child until someone dies. You can use this mechanic to stop breeding. So if you want kids, build more housing.
#1 Social Life (Camp Fires, Rooftop Terrace, Time off) -
30 Sep, '21
KollinI think the birthrates need a tweak overall, I initially had the same issue as you but after getting past it I have the opposite problem. Beavers rapidly breed causing a strain on my resources and for many to die, it seems stable in a way, but it means my resources are a bit inconsistent and the main issue, I have to constantly watch beavers die. I think it might need some type of system to detect life support resources, food and water, when breeding instead of just available housing. This also could help space out breeding so that there are more waves of potential parents instead of a single generation that has to breed within a tight frame.
Also regardless of the system it needs a tutorial, my first run was ended without any births since the tutorial didn't encourage me to build housing or social spaces and they got too old too quickly. -
04 Oct, '21
MurphyI don't think an adjustment is needed but the tutorial definitely needs to explain what causes beavers to reproduce and how reproduction works.
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20 Oct, '21
Harrison FjordFor Folktails, you just need available housing, 2+ hours of free time and a campfire.
In my save I have them work 12 hour days and I literally have to manually disconnect houses to stop beavers overpopulating.
Look at a beaver's stats and see if they have a social life. This and available housing determines birth rate.
With IronTeeth, you obviously need breeding pods. -
25 Oct, '21
Bryan Wenzelthe issue is i had to go to youtube to understand the game mechanics.
To correct for this: add a page to the tutorial section that explains "Whilst beavers can be asked to work consecutive 24-hour-shifts to quickly finish a construction project or harvest a field in danger of drying out, over-worked beavers will have no time to socialize or build a family, and adult beavers will not breed if there is no available housing for their young."
--this does not directly state "you must have rooftop terrace or campfire, available housing slots, and some time set aside for socializing in order to grow your population" but is informative enough that people should be able to figure it out -
30 Oct, '21
bobSeriously guys it aint complex.......
if they are workin they aint birthin.
Need a *FAST top up for birth...
run the workin time to 1h then put it into fast forward and then you will have loads of workers. -
08 Nov, '21
mrfooglesFound this myself, without the tutorial, looking at the Needs chart.
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02 Jan, '22
MKDThe population growth in Folktails is imbalanced, for sure. Even with lots of leisure activities, an 8hr work day, and a nice little town with plenty of available housing, I still have trouble keeping positive population growth. It only gets worse in the mid-game when I need more workers for building/hauling, manufacturing, and food production. This is not a problem in Iron Teeth due to the breeding tanks.
A better explanation of how to get your beavers breeding (or breeding more) in Folktails would be nice. Or creating a "fertility hut" leisure building that encourages reproduction more than the other leisure buildings, and can be paused/unpaused depending on how the player wants to manage their population. -
02 Jan, '22
Gin Fuyou AdminI don't really see any problems with Folktails, I usually neglect filling social needs too
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09 Jan, '22
HunterI'm down to three adults and I can't get any births after a 3 cycles.
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09 Jan, '22
Gin Fuyou AdminHunter, pause excessive house, to make sure 2 beavers stay at same place.
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27 May, '23
Jamie CI only have issues with the system in Iron Teeth. There needs to be more information about how this works and how to control population. Adding mini tutorials to the Wiki would be very helpful.