Keep in mind that perfect yields aren't possible. I've posted the results as pictures, but just in case, here are the numbers for a 100 beaver population and perfect yields for each tile:Ĥ0.40 carrot tiles 75.76 sunflower tiles 45.45 potato tiles 20.20 wheat for bread tiles 33.67 wheat for maple pastries tiles 20.20 cattail tiles 40.40 spadderdock tiles 40.40 chestnut tiles 40.40 maple tiles (This assumes that beavers won't eat blueberries.) So I made myself a spreadsheet given the info available in the game and on the wiki. Normally plants and trees are removed after harvesting and you cant plant them again when flooded.I'm about to embark on my next hard playthrough, but before starting, I wanted to know the ratio of plants I needed in order to keep my population well fed with each type of food that gives a well-being bonus. Blueberries will grow under water and you can harvest them when they are flooded. Repeat untill you have enough blueberries planted and let the water back in. Remove the water from some area and plant blueberries there. Have a dam supplying water to your main area and main area has one or two tiles of water. Someone found a cheesy way to grow blueberries. Pods are supplied berries and water during off hours(any beaver) and unemployed beavers at all times of day. I am not sure how the calculation is done, but normally it takes 5 days for a beaver to grow up ![]() Fun gives +20% and Social life +30% growth speed. Slight increase to those numbers can be done by increasing the growing up speed of child beavers. Third monument gives Awe III which increases life expectancy by 40% so one pod sustains 23.4 beavers. With Nutrition I(carrots) +30% life expectancy one pod can sustain about 18.6 beavers per pod. Comfort(a house) increases life expectancy by 25% so one pod sustains 15 beavers. Base life expectancy of a beaver is 60 days so one pod can sustain 12 beavers. The iron tail pods take 5 days to grow a beaver. Folktails are far more set it and forget it in this category. They do require micro management, at least until you find the balance point to keep the population where you want it to be. The final resource needed for Iron teeth is time. I'll leave water pump footprint and builders hut footprint since they serve more than 1 purpose, and both are highly recommended to build more than you think you need. But we have to look at folktails housing footprint vs Iron teeth housing footprint, plus breeding pods footprint, plus berry farm footprint, plus gather flag footprint. But the footprint of the housing gets diluted by the verticality of the game. Again, feel free to correct me if I'm wrong here.įolktails housing is less efficient. ![]() The pod takes 2 tiles, so breeding pods really cost 6 tiles per pod. Pods need 1 berry per day, so you need 4 berry plants for every pod. My math may be wrong here, but I think berries(established) take 12 days to yield 3 fruit, leaving my math to get messy. Plus, someone has to supply the breeding pods with water and berries(I think builders hut does this, but not sure). Plus, someone has to harvest said berries. Berries are also slow growing, so it can't be too small of a farm. But Iron teeth require them the whole game. Iron teeth require(correct me if I'm wrong) 1 water and 1 berry per day.įolktails don't need berries at all if they have other food. Iron teeth requires breeding pods, which is cheaper early game.on resources. I think at the very start, you can increase your pop a bit faster with Iron teeth. Some points I feel are missed when comparing.įolktales require housing to breed, which is expensive early game.
0 Comments
Leave a Reply. |