Faction Idea: The Beuvercrats (Beaver Bureaucrats)
Motto: "NEVER run out of paper"
Unique abilities:
-Starts with paper stockpile and has fastest paper production building
-all buildings require paper to run
-adds new need called "Managed", which stops a slew of negative effects and gives a small work speed bonus, said need is fulfilled by building management buildings. Said buildings have an unlimited effect, but only serve 20 or so beavers
-Reproduce at "Birthing Agencies" so the population is on paper at all times
-Has a great calender system, allowing earlier dry season prediction with a decent prediction for dry season length
-Advanced statistics displayed for every selected building (water pumped, carrots harvested, paper consumed etc.)
-Have management buildings for industries/industry types (sustenance, logistics, etc.) that boost production in exchange for, you guessed it, paper
I'm a little too proud of this one
Comments: 2
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20 Jan, '22
CamasiaI appreciate the effort you put into brainstorming, however here are a few criticisms for why I don'th think it would make gameplay more enjoyable. Early game survival is based on scraping by on ressources for the first drought. This faction would either make it harder if you don't have beaurocrats yet, or requires beaurocrats from the very beginning, taking away from the 'natural' feeling of the game.
If beaurocrats are present from the start, I feel it changes gameplay too much, but if they are unlocked late-game, then you are either starting with a nerfed colony, or getting serious buffs once the colony is established.
I also feel that this and https://timberborn.featureupvote.com/suggestions/225304/new-faction-inventors have some similarities. -
20 Jan, '22
CamasiaThe previous comment focused on critism, this comment is more on the positive side. Aspects that I think could work out in-game.
Birthing agencies: Here's some more thinking, Folkstails self-regulate their population; Ironteeth use breeding pods. Perhaps the Birthing Agency could be a daycare/School, it requires workers, and the maximum amount of children per district depends on the number of school openings. Removing teachers could be a slight issue though. I like the name "Boarding school", these buildings could require 4 workers(no partial staffing). Perhaps for early game a teacher-flag (2m*2m) could exist, but boarding schools would have better teacher-student ratios and provide education.
Alternatively, rather than "growing up" being an automatic process, in this colony, they only become adults after X education. Or they grow up slower, but schools accelerate the growth process.