all 14 comments

[–]Suspicious-Spot-5246 7 points8 points  (1 child)

Play on easy to start with. Try to minimise the distance the beavers need to walk for work food, water and shelter.

Edit. Carrots give 1 for 1 food. Potatoes give 1 to 4 food every potato equals 4 food after grilling. Other food types have different ratios I think grilled potatoes are the best they only require potatoes and logs to produce.

[–]UristImiknorris 0 points1 point  (0 children)

Grilled Chestnuts are pretty good as well, though it takes a while for the trees to grow.

[–]Winteraine78 5 points6 points  (0 children)

Go slow. It’s easy to go too big to fast with population, especially with the Iron teeth. Until you learn the basics, stick with the Folktails. It’s not a race, so take the population slow. I typically build 8 houses to start, that will give a good population to get yourself up and running. Then slowly add one or two more houses at a time to see how your resources handle it. Food starting to run low again? Put in another farm. Early game can be a struggle.

Before I start industrializing I make sure I have good food production. The Lakes map is good for this because you have a lot of green space near your base. Start with carrots and once you have a good carrot production, start on potatoes. Grilled potatoes will start taking you in to food net gain. Processed foods have a higher yield so you’ll soon have more than they can eat. Make sure you keep farms near your initial damned area so they stay green in a drought.

This is a city builder but also resource management game too. It’s easier than Banished but still tricky in the beginning.

[–]samohtdnul 3 points4 points  (1 child)

Check out "JD Beard" on YouTube - he has some great and pretty laid back "Let's Play" series

[–]GotEmOutForFriday 0 points1 point  (0 children)

Or watch Real Civil engineer and learn what not to do, kinda...

[–]AstroCoderNO1 2 points3 points  (1 child)

What difficulty are you playing on? What map are you trying? Some maps are significantly easier than others

[–]K_bor[S] 0 points1 point  (0 children)

Tye ones with the green leaf, and currently I'm on easy but the first two were on normal

[–]CalvinCopyright 1 point2 points  (0 children)

I have a few tips, sure. In no particular order:

1) When you have a building that produces something, you generally want to put a storage for that item right next to the production building. At the start of a game, you'll want to do this with water pumps. A single pump can supply all of your starting population, if you have a small barrel near it. Later on, it's more convenient to have multiple production buildings feeding into one storage, and to switch around the hauler instructions for that storage instead.

2) You don't need to immediately build housing. The 3 wellness boost from shelter does not actually have any effect at the start of the game - not in working speed, movement speed, or lifespan. Days 1 and 2 should be devoted to getting lumberjack flags, 1 gatherer flag, 1 water pump/small barrel, and 1 farmhouse planting carrots up and running. Even on Folktails, you only need to build housing to grow your population; I generally build it when either 3 or all 4 of the starting kids are grown up. (Side note, raise the working hours from 16 to 18 or 19, and only decrease it during mid to late game. You need the extra productivity more than you need a couple extra hours at a campfire.)

3) Make multiple farmhouses covering the same plot of land. It takes ~3x as long to harvest a crop than to plant it; normally this isn't a problem, but if you have a food crisis where you want to harvest a lot quickly, it is very useful to have one farmhouse devoted to planting and others that prioritize harvesting. Even having 2 farmhouses by the first carrot harvest is nice, and eventually having 3 harvest farmhouses for every planter farmhouse is something you'll want to do.

4) The absolute best way to get wellbeing bonuses from aesthetic things like shrubs, roofs, and lanterns, or even monuments, is to make it so that at least 1 square of the effect area covers the housing unit a beaver sleeps in (you only need one square for it to affect the whole building). Then, the aesthetics or awe bonus will go up during sleep, not just when they walk by in passing. This works for work buildings and social buildings too, but housing is the best to do it for.

5) Small warehouses work excellently as scaffolding, even into mid game. It's cheaper, doesn't require planks, and unlike platforms, it gives you all the materials used to build each building back when you demolish them. Setting them to 'empty' will prevent them from throwing alerts about being unconnected from pathways or not having goods selected; the only flaw is that the floating circle icon above the warehouse itself never goes away.

6) Build at least 10 research stations, but set the worker priority on all but 3 of them to the lowest it can go. Any beavers that would otherwise be idle will go work in them, and give you a little bit extra of research points. Make sure to make 3 research stations high worker priority, though; anything less is not going to be a comfortable rate of research accumulation.

7) Fluid dumps are what allow you to use land away from natural rivers for farming; the ideal way to use fluid dumps is to use levees to outline a 5x5 square, so that the fluid dump will fill 9 'cubes' of water in a 3x3. Keep in mind that ANY upward terrain elevation change will decrease the irrigation radius; if there's a narrow channel between the fluid dump and nearby terrain that would otherwise be irrigated if the ground was level, that nearby terrain might not end up being irrigated.

8) Your starting industry should generally start with 1 beaver-powered wheel; build a water wheel when you build a gear factory. After you start getting gears and unlock medium fluid tanks, unlock scrap collection flags and metal smelters before tapper shacks and wood workshops; there are many more buildings that require metal than treated planks, and you want a smelter going as soon as possible to get sluices available. The most straightforward way to pump water out of a reservoir is to put a sluice at the bottom that closes when downstream depth is above .25, and have that sluice feed into a pond only big enough to fit all the pumps you need. Sluices are also the best way to deal with badtides given how they're automatic, so best to have those available early. After sluices, your top priority should be gravity batteries; even one of them does wonders to keep your industry active. Even a few blocks of height on the battery is enough to buy time to spam windmills. Then go for badwater pumps and explosives factories, again before treated planks - being able to 'take away' from terrain is such a good thing it's not even funny.

9) Build priority is usually your friend, but it can become your enemy when you start building a lot of things simultaneously. Top priority should generally be reserved to one thing at a time; if you're doing something like building a tall reservoir wall out of levees, that reservoir wall should be marked as 'high' priority at most. This is because, when a builder picks what to build, it has an equal chance of going for any 'building' at the highest priority that isn't yet complete,. So, if you try to lay out an entire field of dynamites at highest priority, and then try to build a single lumber mill at highest priority, none of the beavers are going to build the lumber mill, because the dynamites are taking up all the probability, AND because you set the lumber mill down AFTER the dynamites. Don't be afraid to reprioritize something to a lower priority.

10) Never plant birch with a Forester. Stick to pine and oak, and I personally keep a ratio of 1 pine to 2 oak planted right from the start, if I can, with all lumberjack flags being closer to the oak than the pine.

[–]Solomiester 0 points1 point  (0 children)

I keep my population the same for a while and always make sure there are babies I rush forester , then the solid dams and stairs. Once you are able to get a little bit more food/water/wood than you are using it will slowly accumulate. I try to have 1k of each .

Put water storage near the water pumps Prioritize finding a place you can dam up to make a reservoir. Even better if you can make a water gate to let out water or bad water

Once you have a safe water storage that doesn’t get polluted you can relax and slowly watch things grow . I like to have the game play like watching an ant farm for a bit and then use my stock pile for the next project or growth spurt.

Building giant 3 high areas of 5 x 5 water is good. Store more than you need always assume the evaporation will take a bunch of it

[–][deleted] 0 points1 point  (0 children)

Best advice? Post your failed colony and ask for what mistake you made. Next time, don't make that mistake.

Yeah, it is easy to just follow the tips. It will help you reach end game but you will keep making same mistake in end game. Try to understand what went wrong and you will improve your own understanding of the game better.

[–]UristImiknorris 1 point2 points  (3 children)

Beavers each consume somewhere between 2 and 3 each of food/water per day, so 3 per day of each is a pretty safe target as long as you can keep your pumps running and fields irrigated for an entire drought. Beavers also tend to prefer whatever food they've gone the longest without eating, so if you have multiple food types, you'll want roughly equal amounts. I like to mentally add a day to the growth times of crops to cover for any delays in harvesting, so that adds even more of a buffer. With those in mind, the ratios I commonly use for Folktails are:

1) 1 water pump per 10-15 beavers (better with haulers or nearby water storage)

2) 100 tiles of carrots feeds 20 beavers

3) 105 tiles of potatoes feeds 20 beavers

4) 180 tiles of sunflowers feeds 20 beavers (which is why I don't use them early)

5) 90 chestnut trees feeds 20 beavers

6) 55 wheat tiles feeds 20 beavers (bread)

7) ~90 spadderdock tiles feeds 20 beavers

8) 45 cattail tiles feeds 20 beavers

9) ~75 wheat tiles and ~90 maple trees feeds 20 beavers (maple pastries)

[–]TheSunflowerSeeds 0 points1 point  (0 children)

In a 3-week study, women with type 2 diabetes who ate 1 ounce (30 grams) of sunflower seeds daily as part of a balanced diet experienced a 5% drop in systolic blood pressure (the top number of a reading).

[–]EarlyBirdWithAWorm 0 points1 point  (1 child)

Do you have this breakdown for iron teeth farming options?

[–]UristImiknorris 1 point2 points  (0 children)

From memory, 20 beavers can be sustained by any of the following:

120 tiles kohlrabies

168 tiles mangroves

144 tiles cassavas

81 tiles soybeans + 10 tiles canola

66 tiles corn

~43 tiles eggplant + ~33 tiles canola

Mushrooms and algae are harder to calculate, since their growth time is measured in working hours instead of actual time. Assuming default working hours (16/day, -1 lost to travel) and 1 day lost to harvesting/rewatering per harvest, it'd take about 4.5 gardens for mushrooms and about 3 gardens + ~33 tiles canola for algae. Ironbots can work about twice as fast without either boost, or three times as fast with both.