Allow districts to be different faction
I would love to be able to add a new district of Iron Teeth beavers to my Folktails playthrough. It even would be in keeping with the backstory. And as new factions are added, the player can just add a new district instead of having to start over from scratch.
Comments: 20
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06 Oct, '21
EdesRozsa Mergeda game mode that allows you to use two factions at the same save but you have to switch between them on the game menu. You can set trade routes between the two factions or go to war.
Basically two player map, where you are both players. Would make it interesting if options for the other was AI or an actual second player -
07 Oct, '21
Gin Fuyou Admin"Two factions on the same map" (suggested by EdesRozsa on 2021-10-06), including upvotes (1) and comments (0), was merged into this suggestion.
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08 Oct, '21
Kurt MergedA multi-tribe mode would be awesome! A player would start with two districts each with a different tribe and the unique buildings would be restricted to their tribe's district. As the two districts grew in size and became interdependent, a limited amount of cross over buildings could be allowed. New districts' owning tribe would be based off which district it was part of originally or it was closest to. Now I know that all the tribes consist of beavers, but in interest of not breaking the game too much in this mode beavers would not be allowed to migrate to a district of a different tribe to prevent a Folktails district supplying an Ironteeth district with free pops. (beavers aren't tolerant of new neighbors or something, idk lol). This could also be great for a coop mode.
On a related note, having an auto manage option for the inter-district haulers and grouping their orders by district would a great QoL add.
Buildings that have underwater entrances and swimming beavers for sure! -
09 Oct, '21
Gin Fuyou Admin"Mutli-Tribe mode" (suggested by Kurt on 2021-10-08), including upvotes (1) and comments (0), was merged into this suggestion.
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11 Oct, '21
Gin Fuyou Admin"Use multiple factions on the same map, select a new faction each time you build a town center" (suggested by Davyn on 2021-10-09), including upvotes (1) and comments (0), was merged into this suggestion.
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25 Oct, '21
Gin Fuyou Admin"upgrade idea of districts" (suggested by jk on 2021-10-24), including upvotes (1) and comments (0), was merged into this suggestion.
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03 Nov, '21
Kenneth FerlandI had and had even been thinking of the same idea.
I think you still want to start with 1 faction in 1 district, additional factions have to be unlocked in that game by completing a faction specific requirement geared around making an environment that the faction would like in an empty district at which point population migrates in. Empty districts can then have pop from prior districts moved into them but can never mix factions and reproduction remains seperate. For districts to be considered empty, faction unique non-worked structures must be removed, worked structures can remain but will not be worked by another faction. -
04 Dec, '21
Sakura-meixiu MergedIt would be nice if you could have multiple fractions in one map, rather than playing one fraction in one map and needing to start a new a game to play the other fraction... In this way you could have different districts with different fractions. Me for example I just played the Folkstail so far (because I didn't want to start a new map) and I have no idea about the specialties of the Iron Teeths.
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05 Dec, '21
Gin Fuyou Admin"Multiple fractions in one map" (suggested by Sakura-meixiu on 2021-12-04), including upvotes (1) and comments (0), was merged into this suggestion.
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25 Jan, '22
DavidI like the Idea of multi-factions. But I would prefer to see multiple factions in the same district. Each district would only be able to build the special buildings of its majority faction (except for housing & breeding which would be available when the faction unlocks). Factions would unlock in game for each game. Also, you could give a production penalty if a district has to few of a faction - no folktails? woodworking at -20%.
This would make the factions more like factions instead of tribes. Please, please,
don't make our beavers go down the same path that doomed the humans. -
30 Mar, '22
NicPlease allow multi-tribe mode.
I agree with other comments. It would be nice to start with 1 faction (as the game is running now), then be able to chose the faction when adding a new district.
Exchanges between districts of different factions should be limited to goods and Beavers should not be able to migrate (however carriers between trading posts would be allowed). -
16 Jul, '22
J Key MergedI think the option to have each district have a different faction would make starting new districts more exciting and open up more building and trading options. This would also be a way to use research as you could lock the faction specific building behind higher research costs. It would also open up having more factions without too much feel bad around not being able to use some aspect of the game on each play through.
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21 Jul, '22
Gin Fuyou Admin"Select new factions per district." (suggested by J Key on 2022-07-16), including upvotes (1) and comments (0), was merged into this suggestion.
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24 Apr, '23
Y'shtolaAbsolutely.
Either as a PC controlled faction, or an NPC faction that is designed to create their own village area and district, with a bit of minimal expansion, perhaps. So they don't take over the map. But ones you could work with?
Example would be the ability to place some Forktail specific stuff to benefit the Iron Teeth, and vice versa. Sort of a quest thing. -
24 May, '23
Damen Mergeda game mode were you can use both folktails, iron teeth and bots. But each district can only house one breed of beaver , keeping their beaver specific buildings separate but able to distribute
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25 May, '23
Gin Fuyou Admin"all types of beaver colony" (suggested by Damen on 2023-05-24), including upvotes (1) and comments (0), was merged into this suggestion.
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15 Jun, '23
Coco MergedI would really enjoy to play the game without any limit, and be able to build any building from any faction in the same game.
Right now there are only two factions, but when there are more, it could be useful to select the factions the player wants in its game.
In a mixed faction, each beaver could have a random colour from the selected factions.
I understand it's a complicated task, because the factions have specifics behaviors (with procreation for instance). So it would either require the user to choose at the beginning, or use basic ('factionless') behaviors only.
Anyhow, I really enjoy this game. Thanks to the team! -
27 Jun, '23
Gin Fuyou Admin"Mixed Faction: select multiple factions and unlock all their builds (sandbox/godgame)" (suggested by Coco on 2023-06-15), including upvotes (1) and comments (0), was merged into this suggestion.
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13 Oct, '23
Nicolas DUPREBuilding list will be displayed depending of the selected district.
I like the idea but it's an important change in the game mechanism and the way how we play the game. -
24 Mar
Qwerty_UiopImplementing the different faction districts will also make the whole district mechanic useful. In early versions the districts were rather annoying (you would need a whole new settlement to reach that one tile to finish the dam), and as of now (v0.5.9.1), there's hardly any point to using different districts, unless you like the micromanagement that goes with them.
Different faction districts, on the other hand, will naturally offer some trade between districts (Iron Teeth are slightly better at making logs for example), more complex choices concerning land (do you want coffee for your Iron Teeth or carrots for your Folktails? and who will make better use of that mountain?), arguably interesting interactions between buildings from different districts (Windmills transferring power through barracks somewhere on the border).