A helpful guide for people who need help with playing Timberborn, or just need a few tips.
Table of Contents
Guide for New Players
Starting a New Settlement!
When your first start playing Timberborn, the way you play the game is immensely different from other games, so I created this guide to help people with playing! Please enjoy!
So, when you load in, the very first things you want to do are to build
- Lodges: The beavers need a place to stay in in order to re-produce beavers for work to make sure your settlement is always running!
- Water Pump: Gathering water is vital to your gameplay. With out it, many causalities will occur.
- Lumber Jack Flag: In order to build, you need Wood, which is a vital resource needed.
- Paths: Make sure Paths are connected to every single building in your district/area you have! Other wise, the buildings will not work.
- Gather Flag: You spawn in the game with at least 200 Food (On normal difficulty), but it drains fast. You must stock up for when droughts happen.
Extra: Just so you know, on the first day, if you don’t build a Lodge for your beavers, that’s okay but the next day will be difficult. Also, when building a Lumber Jack Flag, you will want to mark spots for cutting trees when they are fully grown. Also you should build a Warehouse once everything is done for the Gather Flag, since you cant just store it all at the starting District.
Once you finished with this, it would be time to move on to the next topic: Beaver Needs.
Beaver Needs
Your beavers are not doing there job for free, you know(They technically have to because they are the only one’s left in the human world). They need time to relax and chill so they have time before they get back to work! The best thing to do right now is to build a Campfire which helps improve their Social Life making Re-producing beavers more easier!
When you get more Science Points later on, you can unlock more buildings easily. And without further ado, lets jump into the next topic: Science!
Science!
Remember what I said about getting Science Points to upgrade your buildings? Well, this shows how to do that. To get Science Points, you need to make a Inventor. Once built connect a path to it. There are faster ways to do this, such as building a:
- Observatory: This building produces Science Points extremely fast, but costs a lot to unlock.
- Scrap Mine: Not only does it unlock Science Points, but it also collects Scrap Metal!
Using these buildings are an efficient way of making Science Points. And now, we shall move onto the next topic for Intermediate Players: Tips & Tricks.
Tips & Tricks
- In case you have too much water stored, it would be a good idea to create a Water Destroyer. It destroys water into nothing-ness!
- If the Water Destroyer is not working, make a Dam to store alll of your water but be careful! The Water Pump only goes 2 blocks down, so I’d recommend placing it near a farm site.
- If something terrible happened to anything that you want to fix easily, but can’t try doing ALT+SHIFT+Z. This is for PC unfortunately because I don’t know the Mobile Version :(.
This is what I call, ‘Dev Mode’.
Other
Thank you for taking a look at this guide and I really do hope this helps new beginners to TimberBorn! I will add a Dictionary down below in case you don’t know the meaning of something.
Dictionary
- Intermediate Player: Someone who is more advanced and knowledgeable in the game they play (Like me for example).
- Efficient: Something or someone that is speedy with something.
- Immensely: For example, “My drawing is Immensely (Very) different from yours!”
uhm… i don’t know how or why to dam rivers in this game. ;-;
To use a river during dry seasons, you can dam it to hold water and prevent it from drying up. To do this, build a wall that looks like a bridge across the river; you can find more information about dams and levees under the landscaping tab. When a river overflows a levee, flooding may result, while dams permit water to flow over the top.
It’s true, folks—you can dam the river on the Meander map and the Thousand Islands before the first drought occurs. On both, I completed it. Turtling is completely optional, but if you do decide to dam it, do so on the Meander side of the river—that is, the side that faces the direction the original poster was posting. You must also rush that for the thousand islands. I usually finish it the day before the first drought—a huge victory.
Remember that Iron Teeth is also a very simple faction to play because, as the OP mentioned, they reproduce through pods, which take no downtime to populate, unlike folktails, which require up to 12 hours. In theory, Iron Teeth is a more difficult faction to play than Folktails, but in my opinion, Folktails is superior in the mid game for pop growth explosions because it has the ability to transfer water before dynamite and crop boosters.
I’m not sure if you cover this in any of your tutorials, but you can construct an enormous set of stairs using a 3×3 platform grid. However, the two-story platform is necessary. To access the subsequent levels of each, simply run platform paths next to the housing and storage. Right now, mine has about ten levels.
In order to address your concern about the time between harvesting and new planting, I was wondering if you had thought of setting up your farmhouses to “Prioritize Planting”? Make planting a priority. After your field is fully grown, planting encourages your beavers to harvest, which I’ve found to be very beneficial.
Similar to that, I set up two farmhouses on larger fields, one for harvesting and the other for replanting. It works incredibly well. It’s also a good idea to plant slower-growing crops first, like potatoes and wheat, as this helps to stagger the harvest so that the crop is brought in over the course of a day or two rather than all at once.
The advice I did give was to tank the earlier drought and get the science up to unlock water dump, and get one on one of the “cliff” beside to use in conjunction with dams (swap it for leeve if necessary, later in the game) to build an improvised water tower. To be honest, I play the Iron Teeth on Thousand Islands, so the site for surrounding dams on the starter Island was technically nonexistent. It will permit water to spill, which will help the first island’s plant life last longer earlier in the game.
They do operate at 33% of the typical lumber and forester flag configuration. I tested it using cyclic logging, where three lumber flags were manually assigned under one beaver to work on three distinct forest clusters.
Additionally, if you don’t mind a slower play, selective logging can be planned to make the forester optional earlier in exchange for a play that is roughly three times slower.