![]() ![]() Late game the best option is just to build more large windmills than you need. One or two normal windmills can keep a little bit of stuff running mid-game in combination with a beaverwheel or two, but it's not worth building many of them, they're too weak. Granted that's still 5 of those rows, per engine, it's definitely a lot, but for the simplicity it may be worth.Īt the beginning of the game building a beaverwheel to power your lumbermill is a good option. But an aqueduct a few blocks deep, takes along time to drain by just evaporation, and it gets your 15 tiles, per its length on either side of Farmable land. So yeah 8x9 is a lot of trees to burn, but if you can build a massive Forrest dedicated just for burning and then leave that alone, who cares? Definitely gunna be my next thing I try. Also it's still a work hours only solution. So I'ma try that in another world, cause honestly, making all the canals, and getting the beavers to build all the power lines between all the wheels and not get trapped is such a bitch. Side note, I'm yet to actually send power across a town gate, but I don't see why you couldn't. ![]() That's it, then play using other districts that use that power. Built a district there who just farms, lumberjacks, and works engines. I thought that too, until I built an aqueduct or a giant reservoir, the type that won't dry out even in 30 day droughts. But I think for its simplicity, it kinda is lol I've been saying for so long that the engine isn't worth. Honestly of you're going to build a gigantic reservoir, you can make a fully sustained district that just farms potatoes and maple trees and keep a farm of engines running. I'm still debating if it's really worth it. The other downside is getting it to flow off hours, it can be done with floodgates, but that's a bunch of micro management. So yeah it's viable, but you pretty much need a district dedicated to just doing that and they need a massive reservoir nearby to keep adding water, (via floodgate or just haulers, pulling from other set of pumps) because not only does the system evaporate slowly, but your beavers drink water too. It's viable, you also need to consider how close you've got food storage since a beaver getting hungry and leaving to eat also slows the flow. It takes a lot of levees for your canals to put the wheels in, and to have constant flow through a beaver made canal, you need about 15 or more dumps and to have them very close to the pumps, or have your haulers optimize the system by having them prioritize a nearby water tank for the dumpers. Some of this might help "balance" thread mills against water wheels.As a player whose been toying with the pump and dump mechanics, I can safely say, it's feasible but not easy to set up. Make beavers in thread mills have increased food and water demand ( a lot more water.Make thread mills have culture meters of surrounding beavers decay more quickly.Make beavers in the thread mill age quicker (maybe?).Make water wheels more expensive, but create much more power.Give players a way to store power and ideally give players the ability to automate that storage (I know this isn't factorio, but a coupling of a water sensor to floodgate really needs to happen.Make beaver power more restrictive and less scalable (by requiring them to take up more land?) so you at least you have to transition out of it later on.I think the game design solution to this could be: Getting enough food and water to sustain 1-3 threadmill beavers before/during the first drought is trivial once you understand the map.You can't save up power in the early game (building a "reservoir power station" with water pumps takes too long).Forester takes too long to set up and get running.If that is a determined factor of whether you succeed or perish with your colony, then chances are you have other problems that are more severe. For anything but hard (maybe even then), having an extra beaver to feed is trivial compared to the extra timber and reliability issues of the water wheel.Įspecially with how timber starved most maps are current, and how long it takes to tech and set up a forester, saving on timber and having the power generation actually being reliable is a huge advantage.Īt most a slight early morning failure if they arrive to work a couple of seconds later That being said, I actually agree with you. Beaver Power relies on having the appropriate beaver which needs to be supplied with water, food and ideally shelter and culture ![]()
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