Things desperately needs rework in mid-game(especially Ironteeth)
Currently, Ironteeth mid-game sucks - Yes, I get it. It's their concept. But, isn't it too harsh? Too punitive? See how Folktails are pumping out breads and instantly relieved from famine. In other hand, Ironteeth still suffers from famine in mid-game, and their industrial power is modest at best.
Most importantly, they can't get enough buffs from foods, and various goods/well-being/deco due to its metal consumption in mid-game, food chain's generally low productivity(food factory, fermenter's electricity consumption - which should be an early game building - farmhouse and cassava's general low productivity). It severely hits their economy in mid game, and forces their conversion into golems as soon as possible. In other words, they can't do anything with beavers. They are basically a bot faction, despite their rich beaver contents. Is that what you truly wanted?
Also, I don't get that why badwater stops in drought now. For Ironteeth only building? They need another buff and reworks.
Comments: 6
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25 Nov, '23
Grey KyliaI don't understand why so many people think IT is at such a disadvantage food wise, this isn't update 2/3 anymore. I think you, and others, are just a little confused on the actual efficiency of the IT higher tier food, aka the hydroponic gardens. Mushrooms and Algae both are equal or better than bread at all times with Algae being almost twice as efficient per tile compared to wheat w/bees if u have 100% uptime.
Cost wise for FT to get bread that requires 35 planks and 30 gears. With 70 plank, 30 gears, and 5 metal you can get your smelter and a hydroponic garden online. Plank production is twice as good for IT so timewise that higher cost cancels out and then you already have a smelter for other things. Obviously its higher cost in raw wood, but by the time you seriously start making planks and gears to climb the tech tree I would assume you already have a decent forest prepared so its inconsequential.
All that being said, I agree that cassava and soybeans are mediocre. Skip them. -
26 Nov, '23
TakOne more thing to add, dev guys. I believe their big wheel is fascinating, and its electricity output. But it disturbs the flow of water slightly, and if I use the badwater source as a power source, it overflows with 30 wheels or something(its depth starts to increase in the starting point of canal). I also believe it's punitive. Ironteeth's pros should be their good industry, but in fact, even their industry sucks. Even their basic buildings need electricity and their electricity output is mediocre at best - when Folktails are getting unstable but infinite output from windmills. Their engines need additional woods and watered lands to grow it, and it hits their industry and overall productivity as a faction very badly. I know engines had major buff, but their power source or system needs some buff or rework.
Early building needs power? It's too much. Engines chewing off wood, 3x3 big and only giving 400 power? It's still bad. Basic buildings take metal? Why? -
26 Nov, '23
Gin Fuyou AdminGrey Kylia, I think it's about specifically early game, when you still struggle to survive and don't get more well-being bonuses as fast. Overall IronT farming just needs to be more extensive
Tak, all wheels should work like that, try Just building a new line of wheels on lower level (after a waterfall \ height changing dam) -
27 Nov, '23
TakI understand. How about their general concept? Their early power consumption and metal consumption severely hits their productivity. Their pros should be industrial power in concept, theoretically, but in fact, both their industrial power and agriculture are bad. They are being forced to move into bot society without enhancing beavers with well-being. Without being said, 1x3 fermenter is very painful to put into any form of cityscape.
Their food chain is fascinating, but I believe it needs optimization in early game, and fermenter shouldn't be using any power. It's grill equivalent of Ironteeth. -
27 Nov, '23
Gin Fuyou AdminI don't agree about fermenter shape, it fits very nicely back-to-back or on side of 3-long buildings, e.g. where you have intersection.
Regarding early balance I can see the point, I don't think it's that bad, but fermenter without power does make sense -
30 Nov, '23
TakIf it comes without power, it can actually be a really good QoL improvement to their economy. Thank you for doing it. It was really hurting the faction.
But still, stacking buffs for beavers is very ineffective, considering bot's significant effectiveness(15, 30, 45 equivalent of beaver buff per each bot buff, and making 1 buff bot is way too simple), Ironteeth too soon turns into complete bot faction. I don't believe bot should be this highly effective, far greater than beavers - especially when their maintenance is far easier than beaver's sustainment. Please reconsider about bot and beaver's effectiveness.
How about making beaver's effectiveness gradually improving, improving more than current version in higher buff level, so they can outperform bots completely in late game?
Sorry for being picky, but please understand that I'm that enthusiastic about the game's improvement. I believe in your game.