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Timberborn Beginner's Guide: Key Strategies for Building a Successful Beaver ColonyTimberborn has established itself as the pinnacle of beaver colony simulation games. This guide provides all the essential information needed for new players to successfully build and thrive in their colony. From resource management to disaster preparedness and multi-district operations, discover crucial tips for a happy and productive beaver life.
1. 🎮 Getting Started: Choosing a Faction and Securing Initial Resources
· When starting the game, you can choose between two beaver factions. 'Folktales' are available by default, and 'Iron Teeth' can be unlocked later.
· The two factions have slight differences in building choices and technological focus, but most of the guide content applies to both.
· Folktales reproduce in a traditional manner, while Iron Teeth raise kits in 'growth vats,' which must be built for population growth.
· Upon starting the game, you are given a district center and a small amount of food. You should immediately begin harvesting resources to keep your population healthy.
· Wood is the primary building material in the game, so you should place a Lumberjack Flag immediately after loading the game to start production.
· Place the Lumberjack Flag near trees, mark trees for felling within its blue influence radius, and beavers will begin working.
· The two factions have slight differences in building choices and technological focus, but most of the guide content applies to both.
· Folktales reproduce in a traditional manner, while Iron Teeth raise kits in 'growth vats,' which must be built for population growth.
· Upon starting the game, you are given a district center and a small amount of food. You should immediately begin harvesting resources to keep your population healthy.
· Wood is the primary building material in the game, so you should place a Lumberjack Flag immediately after loading the game to start production.
· Place the Lumberjack Flag near trees, mark trees for felling within its blue influence radius, and beavers will begin working.
00:14 - 01:25
1. 🎮 Getting Started: Choosing a Faction and Securing Initial Resources
· When starting the game, you can choose between two beaver factions. 'Folktales' are available by default, and 'Iron Teeth' can be unlocked later.
· The two factions have slight differences in building choices and technological focus, but most of the guide content applies to both.
· Folktales reproduce in a traditional manner, while Iron Teeth raise kits in 'growth vats,' which must be built for population growth.
· Upon starting the game, you are given a district center and a small amount of food. You should immediately begin harvesting resources to keep your population healthy.
· Wood is the primary building material in the game, so you should place a Lumberjack Flag immediately after loading the game to start production.
· Place the Lumberjack Flag near trees, mark trees for felling within its blue influence radius, and beavers will begin working.
· The two factions have slight differences in building choices and technological focus, but most of the guide content applies to both.
· Folktales reproduce in a traditional manner, while Iron Teeth raise kits in 'growth vats,' which must be built for population growth.
· Upon starting the game, you are given a district center and a small amount of food. You should immediately begin harvesting resources to keep your population healthy.
· Wood is the primary building material in the game, so you should place a Lumberjack Flag immediately after loading the game to start production.
· Place the Lumberjack Flag near trees, mark trees for felling within its blue influence radius, and beavers will begin working.
01:26 - 03:25
2. 💧 Food and Water Management: The Core of Survival
· Beaver survival primarily depends on two resources: food and water.
· Wild berry harvesting is a good initial food source, but its regeneration rate is slow, so you should build farms to cultivate various crops.
· The first crop to plant should be carrots. They grow quickly and can be consumed directly without further processing, making them highly efficient for early food supply.
· Sunflowers increase well-being but have low yields and long growth times, so they are better considered later.
· Potatoes and wheat require additional processing, so it's best to cultivate them after researching relevant buildings and securing labor.
· Build sufficient storage for all resources (food, building materials, etc.) to balance production and consumption and prepare for emergencies.
· Water is supplied by building water pumps next to clean water sources, and a central reservoir can be built to improve water accessibility.
· To prepare for droughts, build enough water tanks and pumps, or use dams to impound water and secure direct reserves. Dams also help maintain soil moisture.
· Wild berry harvesting is a good initial food source, but its regeneration rate is slow, so you should build farms to cultivate various crops.
· The first crop to plant should be carrots. They grow quickly and can be consumed directly without further processing, making them highly efficient for early food supply.
· Sunflowers increase well-being but have low yields and long growth times, so they are better considered later.
· Potatoes and wheat require additional processing, so it's best to cultivate them after researching relevant buildings and securing labor.
· Build sufficient storage for all resources (food, building materials, etc.) to balance production and consumption and prepare for emergencies.
· Water is supplied by building water pumps next to clean water sources, and a central reservoir can be built to improve water accessibility.
· To prepare for droughts, build enough water tanks and pumps, or use dams to impound water and secure direct reserves. Dams also help maintain soil moisture.
03:26 - 06:34
3. ⚙️ Science, Power, Population Growth, and Wood Regeneration
· Once food and water supplies are stable, you should build an 'Inventor' to gain Science Points. Science is essential for unlocking late-game buildings and technologies.
· Early power systems include the 'Power Wheel' and 'Water Wheel'.
· The Power Wheel produces a small amount of energy by beavers directly operating it; it doesn't rely on water flow but consumes labor.
· The Water Wheel must be placed in water and requires water flow, but it produces a large amount of power and doesn't require labor, making it efficient.
· Your first powered building will likely be the 'Lumber Mill,' which processes logs into planks. Place it close to a power source to save on power shaft construction costs.
· To increase your population, you need to build more housing. Beavers only reproduce when there is empty living space.
· Population growth should proceed slowly. Kit beavers cannot work but consume resources, so rapid population growth can lead to food or water shortages.
· Among the first buildings to unlock with Science, I recommend the 'Forester'. This building allows beavers to plant trees and bushes, enabling an infinite wood supply.
· Foresters should ideally be placed in terrain that doesn't dry out during droughts, and sufficient space should be secured as trees take time to fully grow.
· Growth times and log yields for each tree type are as follows:
· In the long term, trees with longer growth times but higher yields are more efficient, but initially, planting Birch can be considered for quick wood acquisition.
· Some trees also have secondary products that can be harvested from Collection Flags or Tapper buildings.
· Early power systems include the 'Power Wheel' and 'Water Wheel'.
· The Power Wheel produces a small amount of energy by beavers directly operating it; it doesn't rely on water flow but consumes labor.
· The Water Wheel must be placed in water and requires water flow, but it produces a large amount of power and doesn't require labor, making it efficient.
· Your first powered building will likely be the 'Lumber Mill,' which processes logs into planks. Place it close to a power source to save on power shaft construction costs.
· To increase your population, you need to build more housing. Beavers only reproduce when there is empty living space.
· Population growth should proceed slowly. Kit beavers cannot work but consume resources, so rapid population growth can lead to food or water shortages.
· Among the first buildings to unlock with Science, I recommend the 'Forester'. This building allows beavers to plant trees and bushes, enabling an infinite wood supply.
· Foresters should ideally be placed in terrain that doesn't dry out during droughts, and sufficient space should be secured as trees take time to fully grow.
· Growth times and log yields for each tree type are as follows:
| Tree Type | Growth Time | Logs Produced |
|---|---|---|
| Birch | 7 days | 1 |
| Maple | 15 days | 4 |
| Oak | 30 days | 8 |
· Some trees also have secondary products that can be harvested from Collection Flags or Tapper buildings.
06:35 - 09:09
4. 📈 Improving Beaver Well-being: Maximizing Productivity
· Once a stable supply of food, water, and building materials is secured, you can focus on increasing beaver 'well-being'.
· Higher well-being leads to longer beaver lifespans and faster movement and work speeds, maximizing productivity.
· Early methods for improving well-being include diverse food, social activities, and decorations.
· Diverse Food:
· Sunflowers increase well-being but have low yields, so cultivate them after securing sufficient food reserves.
· Potatoes can be cooked on a grill for consumption, and wheat must be milled into flour and then baked into bread at a bakery.
· Water farms can cultivate spatterdock and cattail, and chestnuts and syrup can also be harvested from chestnut and maple trees.
· Social Activities:
· Building social structures like campfires and rooftop terraces allows beavers to use them without additional resources, increasing well-being.
· Decorations:
· Placing decorative items near residences and workplaces can increase well-being.
· As well-being improves, advanced materials like gears or metal may be required. It's crucial to establish production chains for these resources in advance.
· Gears are relatively simple to produce with planks and power, but metal requires scrap metal, Scavenger Flags, and a smelter, demanding more investment.
· Since the game does not have a traditional tech tree, you should check the production chains of necessary buildings in advance and unlock them to avoid wasting Science Points.
· Higher well-being leads to longer beaver lifespans and faster movement and work speeds, maximizing productivity.
· Early methods for improving well-being include diverse food, social activities, and decorations.
· Diverse Food:
· Sunflowers increase well-being but have low yields, so cultivate them after securing sufficient food reserves.
· Potatoes can be cooked on a grill for consumption, and wheat must be milled into flour and then baked into bread at a bakery.
· Water farms can cultivate spatterdock and cattail, and chestnuts and syrup can also be harvested from chestnut and maple trees.
· Social Activities:
· Building social structures like campfires and rooftop terraces allows beavers to use them without additional resources, increasing well-being.
· Decorations:
· Placing decorative items near residences and workplaces can increase well-being.
· As well-being improves, advanced materials like gears or metal may be required. It's crucial to establish production chains for these resources in advance.
· Gears are relatively simple to produce with planks and power, but metal requires scrap metal, Scavenger Flags, and a smelter, demanding more investment.
· Since the game does not have a traditional tech tree, you should check the production chains of necessary buildings in advance and unlock them to avoid wasting Science Points.
09:10 - 11:01
5. 🚨 Droughts and Badwater: Disaster Preparedness Strategies
· As the game progresses, droughts become longer, so you must continuously increase your water reserves.
· Utilize dams and other landscaping tools to block water flow during droughts and store as much water as possible.
· Power management becomes more complex during long droughts. You can use wind turbines and gravity batteries.
· Wind turbines produce power based on wind, so they should be placed in high locations; they operate during droughts but have low reliability.
· Gravity batteries store surplus energy for later use, which is useful for balancing power production and reducing wasted energy.
· The key to drought preparedness is 'surplus production' of all resources. If resources are scarce during non-drought periods, you need to increase production.
· Along with droughts, you must also prepare for 'badwater'. Badwater contaminates waterways, drying out land and killing crops.
· Badwater spreads quickly, so use landscaping structures like floodgates and contamination barriers to control its flow and prevent it from reaching your settlement.
· The goal is to divert badwater away from your settlement and manage it like a regular drought.
· Utilize dams and other landscaping tools to block water flow during droughts and store as much water as possible.
· Power management becomes more complex during long droughts. You can use wind turbines and gravity batteries.
· Wind turbines produce power based on wind, so they should be placed in high locations; they operate during droughts but have low reliability.
· Gravity batteries store surplus energy for later use, which is useful for balancing power production and reducing wasted energy.
· The key to drought preparedness is 'surplus production' of all resources. If resources are scarce during non-drought periods, you need to increase production.
· Along with droughts, you must also prepare for 'badwater'. Badwater contaminates waterways, drying out land and killing crops.
· Badwater spreads quickly, so use landscaping structures like floodgates and contamination barriers to control its flow and prevent it from reaching your settlement.
· The goal is to divert badwater away from your settlement and manage it like a regular drought.
11:02 - 12:42
6. 🏘️ Multi-District Management: Colony Expansion
· Each district center can only service a limited area. To explore new resources like metal or badwater, you will eventually need to build multiple districts.
· It is crucial to make your first district completely self-sufficient before building new ones. Managing two districts that both require constant attention can be overwhelming.
· Build a new district center where needed, and send a few beavers to start it using the 'Migrate Population' button. Around 10 beavers should be sufficient.
· A new district is initially completely isolated, so it must produce everything itself: food, water, building materials, etc. It's like starting a new game.
· You can trade goods between districts by building 'District Crossings'.
· Adjust import/export settings at District Crossings to ensure smooth movement of goods. For new districts, set 'Import no matter what', and for existing districts, lower the 'Export threshold'.
· If a new district no longer needs certain resources, adjust the settings to prevent unnecessary item movement.
· If a new district fails, you can always send the beavers back to the main settlement, so there's no need to be perfect from the start.
· It is crucial to make your first district completely self-sufficient before building new ones. Managing two districts that both require constant attention can be overwhelming.
· Build a new district center where needed, and send a few beavers to start it using the 'Migrate Population' button. Around 10 beavers should be sufficient.
· A new district is initially completely isolated, so it must produce everything itself: food, water, building materials, etc. It's like starting a new game.
· You can trade goods between districts by building 'District Crossings'.
· Adjust import/export settings at District Crossings to ensure smooth movement of goods. For new districts, set 'Import no matter what', and for existing districts, lower the 'Export threshold'.
· If a new district no longer needs certain resources, adjust the settings to prevent unnecessary item movement.
· If a new district fails, you can always send the beavers back to the main settlement, so there's no need to be perfect from the start.
