All Faction Differences Breakdown | Timberborn Guide

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folk tales versus iron teeth what are the differences between the two factions is one of them crazy broken right now and how can you decide which one you should be playing well let's break it all down right now timberborne is in early access so i'm sure we will eventually be getting more factions than just the two that we have here check the timestamps if there is a particular part of the discussion that you are interested in jumping to but first we are going to be breaking down all the differences between these two factions folktales in a nutshell are expert farmers who care about being in harmony with nature basically imagine hippie humans except they're really hairy and have buck teeth so just imagine hippie humans the iron teeth on the other hand are brutally efficient industrialists this for some reason makes me want to put a germanic spin on how i imagined them but i will spare you the accent the biggest difference between the factions is in how you increase your population the folk tales will naturally form family units and then have children as long as there is additional housing space available maybe the comparison to hippies was a bit too harsh because these guys do seem to be pretty sensible they will naturally maintain a stable population around whatever you set as the housing limit within your districts the iron teeth seem to have had enough with pregnancies and now have their children through breeding pods these pods require water and berries to be able to develop the children and will slowly turn out these test tube babies regardless of your housing capacity once you get over the mild disgust of having to use breeding pods to develop your population they prove to be an effective way of controlling your population level you can easily pause or play the progress out of particular breeding pods depending on if you have too much of a surplus population or if you really need to get more workers out into your colony now unfortunately i am not sure how much of a population a single breeding pot is able to support they develop children very slowly and so by the time that they have produced a certain number of children the first ones will have died off from old age and in the early game it was my perception that each breeding pod was able to sustain a population of about 10 beavers now however you can see that i have eight total breeding pods and i'm only operating five right now and i am maintaining a population of 90 which is a beyond 10 per pod and this could be a number of different factors it could just be that my initial perception of how many beavers and an individual breeding pod was able to support was skewed or it could be that as you reach a higher well-being level beavers are able to live longer which would contribute to this fact of being able to have a higher population but in any event you are going to need to keep on expanding the number of breeding pods that you have as you want to support a larger and larger population now this does add a wrinkle for the iron teeth especially if they are looking to expand into multiple districts because then every single district that you want to have a self-sustaining population is going to need a supply of berries and this is a pretty small hiccup but usually i find that i want to remove the berries out of the areas to be able to replace them with more efficient farmland or other buildings but here as the iron teeth you are going to have to have either blueberry distribution from a central district or blueberries in every single district that you want to be using the breeding pods within now we are going to go through all of the unique faction structures and that has us starting here in paths and structures the iron teeth as the self-proclaimed masters of metal have the large metal platform which absolutely dwarfs the basic metal platform that you have by default this one might cause your beaver banks to break in terms of how many metal blocks it's gonna cost to construct but it is actually in line with the cost of the normal metal platforms the uses for the large metal platform that i see are that you can use this to make a use of space over your fields you can put this down and then be able to use that space above the ground or you could place it in areas where you have industrial buildings anything that doesn't have the solid tag for its roof and would not normally allow you to continue to build vertically over it you can use this metal platform to help shore up that issue you could also plop this down in the river or some water feature that you have made where you don't want to have to lay down platforms for every single individual square though in terms of the metal honestly building the platforms is going to be cheaper if you are looking at trying to reclaim the area over all of your fields or over a large stretch of industry then this large metal platform is definitely going to be advantageous because the downside of having to build multiple metal platforms in its place is that you're going to have all these pinions very close together that is going to severely limit what they can be built over whereas here you have a large enough overhang to fit it in easily with buildings underneath that being said i still have yet to find a real use or need of using either of the metal platforms in my gameplay the landscaping capabilities of both factions is exactly the same so that takes us on to storage in keeping with their theme of extreme efficiency the iron teeth give us the industrial log pile and here the big benefit is the solid keyword meaning that they are stackable or will provide space to be able to build whatever you want on top of them the folktales just have these open-air log piles that if you are going to build a lot of them are going to demand a lot more space where the folktales hit back in a big way is with their underground warehouse 4 000 capacity on this guy and even though again it does not have the solid tag it has to be built on the ground meaning that you don't get any verticality its efficiency is undeniable it holds the equivalent of four of these large warehouses smacked out and is actually going to be way cheaper than them though you do have to fork over a few gears to be able to get it built up the labor tab is exactly the same between both factions but when we come to housing all of these structures are completely unique for both factions the folktales prefer to live in these spacious resort style lodges they do have the solid tag to be able to build on top of them thank goodness but they are really not very space efficient and building a large complex of them turns into a crazy puzzle because the more efficient types of lodges that they have available have access points up on the second story so if you are planning on building a new housing development you are actually best off dynamiting down to build a pseudo basement that will allow you to place structures down on say the the ground floor and then you will be able to use if you can access that ground floor you could then build this kind of tiered structure where they face into each other and get up from there but i'm sure that everybody is going to have their own fun solution to how to build efficient housing for the folktales would love to hear about it in the comments just to make sure that i lay everything out the folk tales have the lodge and the lodge mirrored so just the door on the other side these each sleep three and they are unlocked by default then later on you can unlock the mini lodge only sleeping one here and then you get the double and triple lodge the double lodge here sleeps six so it is literally the exact same effect as if you had stacked the two lodges except you only have to deal with one door to be able to access it and then the triple lodge here giving you just a tiny bit more housing efficiency sleeping nine with a two by six footprint and then it is two stories tall the iron teeth housing tab looks completely different starting out with the barracks which is unlocked for free we have the same footprint as the triple lodge from the folk tales except with the door placed more sensibly on the ground floor and this sleeps ten instead of nine progressing to the large barracks we have a three by three footprint which is actually a great space for being able to build stuff on the second story of and this is sleeping 16. finally if you have dreams of building a beaver high rise you go to the rauhaus and the large rouhaus so the rauhaus has a 1x2 footprint it is three stories tall and this itself sleeps five so if you were to stack these in the same amount of space as the barracks you would be able to fit in 15 inhabitants instead of just 10 though you will be one story taller then if you were to create a configuration like this to compete with the footprint of the large barracks you can sleep 20 instead of 16 so this really is the rouhaus super ultra efficient housing and that's not even talking about the large rauhaus which has the same a 1x2 footprint four stories tall and instead of sleeping five this sleeps eight i mean they have to be packed in here like haitians under a bridge if you were to build three of these together in a block to mirror the footprint of the barracks you'd be sleeping 24 more than double the original barracks and still more than the barracks even if you smacked on two on top of each other with this kind of efficiency it is extremely easy to be able to house your iron teeth population but you just want to make sure that you do leave yourself plenty of room for scaffolding and stairway if you want to build a full high-rise because you are going to be climbing a number of stories especially if you're going to start stacking rouh houses on top of each other when it comes to the water tab the folk tales actually have an interesting addition for us in the irrigation tower so this will provide irrigation for an enormous radius being able to bring water deep inland or wherever you really need it say during drought times when you keep a very large stockpile of water just stored in your tanks this will be able to keep your crops growing with minimal effort and minimal thought in terms of how you would potentially have to dynamite irrigation over to be able to get a solid batch of land for farmland the irrigation tower has a radius of 10 tiles as you can see here it can store up to 48 water and it will supply this entire area with irrigation for over 20 hours when you have it fully filled up and you have a permanently assigned worker who is only going to be going back and forth filling up the water tank on this irrigation tower don't feel too bad if you're the iron teeth and feel like you are missing out on this feature because you can create the exact same effect by just dynamiting a hole in the ground and then assigning a water dump to be able to keep it full and this is literally the exact same effect you have a designated worker who's going to work the dump station to keep this filled and then it's going to provide irrigation for the surrounding farmland if you're enjoying this kind of breakdown then give the video a like and let me know in the comments if there's any other game systems that you would like to see me make a guide on on to the food tab and that's going to take us back to the folk tales have you had the talk about the beavers and the bees well the bee hives are incredibly useful to them increasing the rate of growth of the crops in the surrounding area they put up this radius three spaces on any side so seven total spaces across and do note these beehives cost paper to be able to build so they are a little bit more of a mid to end game kind of structure that you're able to put out and you are going to need plenty of them to give coverage across large fields i just very scientifically watched the grass grow for the last couple minutes and determine that the beehives increase the rate of growth of your crops by 25 now that is pretty important because that'll mean that your carrots are actually going to produce a crop an entire day early at the big breaking point so any kind of efficiency improvement that you can make on your cropland i think is worth it especially because it is comes at such a premium in terms of space because your districts are limited in terms of space and the amount of irrigated ground that you have can be pretty high effort to be able to produce so you want to be able to get as much as you possibly can out of those areas the wood and metal tabs are exactly the same across the two factions a little bit inexplicably to me i was really hoping that the iron teeth would have something unique especially for metal maybe some kind of metal mine or something of extra efficiency there for them but no such luck they're going to have to scavenge away from the remnants of the humans just like everybody else that takes us to the power tab and here we see some pretty major differences both factions have access to the basics that being the power wheel which is that giant hamster ball that is now powered by a beaver and the water wheel able to turn off of the flow of the rivers the folk tales other power option are multiple types of windmills so they have the small windmill here which is going to have a max production of 120 horsepower costing you logs and planks and if you go up and are willing to spend paper and gears you can get the large windmill which will cap out at up to 300 horsepower that might sound like it's incredibly good but the wind isn't nowhere near that consistent it's not going to be blowing at full force for the entire time and so as we see here we're getting a power output of only 170 horsepower that's less than 50 percent of what these large windmills are capable of so the wind speed is constant across the entire map so you're not going to get any advantages by building up on higher map zones versus lower zones and it is also variable at all times during the day so you could have a workday that starts out and there's just no wind and so your windmills are not going to be producing anything at all honestly this is a harsher critique of renewable energy sources than i was expecting to get in a steam game but hey that's what we got the iron teeth have no qualms for polluting the environment and give us the engine a wood burning machine capable of turning out 200 horsepower at all times i mean of course at all times as long as they have fuel so they have a designated worker who will bring logs over into the engine and every log that they have is going to burn for about one hour so if you have the full capacity of 24 logs then it will run for an entire day constantly putting out that awesome awesome horsepower this is pretty great at giving you reliable power regardless of drought conditions and regardless of wind conditions the only downside is that it is going to be an additional drag on your lumber pile and you're probably going to want a lumber stockpile nearby if you really want it to be able to fill out its max capacity now you might be thinking that you actually want it on lower capacity because you don't want it burning on the off hours which for your industrial buildings is true and so you could choose to really micromanage it and pause it when you don't want it to be wasting extra lumber otherwise you can just let it burn through the night and take the hit in terms of building a larger forester and having a larger lumber supply a special note here is the carousel which you do actually want to run during the off hours for your beavers to be able to replenish their whatever fun well-being metric and so that's going to require power outside of work hours so your worker here is not going to be refilling the log supply but you still wanted to have a little bit extra to be able to burn through the night to power the carousel if you are going for that it's almost time to talk about which faction has the advantage but for completeness sake going ahead to go through all the other tabs so science is going to be the exact same for both factions and so is leisure and monuments the folk tales actually have a unique decoration which is this scarecrow which in a small radius is able to satisfy aesthetics is what the tooltip says i believe that translates into meaning that it satisfies all one over here on the well-being chart i was kind of disappointed that the iron teeth didn't have their own unique decoration i felt like that was something that just all the factions should be able to have but it really doesn't matter you can use any of these other decorations to be just as effective and the scarecrow is probably one of the more expensive ones because it's also going to require paper but there we go with all the differences now explained which faction is really able to reign supreme and which one should you choose to be playing i think that both factions are completely viable and they do follow through on the flavor that they are both supposed to have so if the food focus of the folk tales appeals to you go for them if the industry and efficiency focus of the iron teeth appeals to you then you can go over to them if we're gonna dive deep into the analysis that i have to say that my favorite faction to go with is definitely the folk tales while their log storage is less efficient being able to get the enormous underground warehouse more than makes up for that with all of that storage capacity contained in such a small area while their housing ends up being a little bit more sprawling their population control i find to be easier set at just whatever your population capacity and your housing is versus having to mess with the individual birthing pods and then also making sure that those birthing pods are getting the additional resources that you need them to have in all of the districts that you want them built in it's a fairly minor thing but i do find that expanding to multiple districts with the folk tales is easier at first i was like oh the irrigation tower is really good but then when i figured out that you could just do the exact same effect with the iron teeth with a little uh dynamited hole in the ground then it's like that's just a wash i do put a high value on the beehives however being able to make the growing space and the field space for the folk tale is more efficient i find that this uh fertile farmland comes at a premium in this game because you either have to put a lot of effort in to irrigating large spaces of land and then you're also going to be competing with wanting to build your industrial buildings and your residential buildings in all these areas and this goes up against the absolute limit of how much space a single district is able to influence until you have to go through the logistical nightmare of expanding into yet another district and then having to set up distribution lines to be able to share resources yada yada so just making the most out of a small space of farmland i find to be the best and the beehives let you do that windmills versus engines is definitely where the iron teeth take the edge because of the engines being more reliable but because those engines still have some of the downsides of needing to have the wood supply to keep on burning and then the added waste on the wood supply of burning through the night unless you micromanage them i feel like it's kind of a trade-off there and so being able to smack down the windmills which are also they take up less space even though they are going to be inconsistent power producers they do just fine for being able to power a full-scale industry that's all the differences between the two factions here in timberborne broken down let me know in the comments if you think that i missed anything important and subscribe so that when we do get a new faction added you won't miss my video breaking down all the new toys that the developers give us thanks for watching and have a good one
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Channel: TeddyNinja
Views: 13,123
Rating: 4.8867927 out of 5
Keywords: timberborn gameplay, timberborn guide, timberborn, timberborn factions, timberborn folktails, timberborn iron teeth, folktails, iron teeth, timberborn faction unlocks, timberborn faction guide, timberborn folktail guide, timberborn iron teeth guide, teddyninja, teddy ninja, timberborn faction buildings, timberborn unique buildings
Id: d1_uQJKtxqM
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Length: 18min 1sec (1081 seconds)
Published: Thu Sep 30 2021
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