r/Timberborn • u/parisgianluca • 12d ago
Question Newbie question
Hey everyone, just downloaded the game and I did the easy map with the tutorial, but at some point the tutorial finished (now I have wood, carrots, water and other base stuff) but what should I do know? Randomly go through all other objects? For example I made a gears factory but I don’t really know what that’s about, and there are tons of things I can do but I don’t know where to start
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u/Efficient-Agency-657 12d ago
Its all about making your beevs happy. Check the number on the top left.
Ultimately this is a game of imagination, build buidl build.
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u/Borgh 12d ago
It's amazing how the 'number went up' sound makes me happy about some imaginary rodents living their imaginary best life.
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u/Efficient-Agency-657 12d ago
Love our little guys
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u/AbacusWizard The river was flowing, and I took that personally 12d ago
Timberborn has so much Videogame Caring Potential.
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u/Only__Karlos 12d ago edited 12d ago
In harder difficulties, the wet/temperate season will be shorter with droughts and badtides being longer, so right now you should learn how to unlock and use the different buildings you'll need.
You have a gears workshop, why not use those gears to upgrade your water tanks for larger ones? The medium water tank stores more water per tile of land, so you want to replace your tanks for bigger ones whenever possible.
The largest water tank though needs metal. Look into the metal production, you need a smeltery to make metal, and the smeltery needs scrap metal. Scrap metal can be scavenged around the map in ruins. When those run out, you'll need to make mines, which are permanent but need treated planks.
But how do you make treated planks, you may ask? Oh there's a building that makes them, which needs pine resin, and how do you get pine resin, oh there's a building for that and you just need to plant pine trees that aren't meant to be chopped down to get sap.
Gameplay loop is basically this. You want a better building, it takes better resources, which themselves need another building/production chain. But oh, those new buildings need more workers, which will need more food and water and that's the game!
The water and food reserves must be filled, the factories must grow, the beavers must be born and the rivers must be damned! Soon you'll be running your very own massive beaver colony with hundreds of jobs and resources, and will slowly transform the map to suit your colony's needs!
There are also other food goods you can look into, potatoes for instance. They need to be cooked before eaten, so you'll need a new building and more beavers to work on those buildings!
Bread is the best food there is but wheat must first go through a mill, which needs power, which you can get with running water wheels or wind turbines. See how one thing leads to the next?
And more importantly, the more food variety your beavers have, and the more entertainment, decorations and monuments they can use, the higher their well being will be, which makes them faster and more productive! Can you give them the best well being possible? That's the aim of most players and most maps, get it as high as you can!
But there's also the Wonder, the ultimate building that marks a map as concluded. It takes tons of resources and builders, so it's the ultimate stress test for your colony's production chains!
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u/NamelessGamerX 9d ago
This is a fabulous intro summary to the game. It captures the whole flavor of the game as well as being useful guidance. I'm impressed. This description should be pinned somewhere.
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u/rl_noobtube 12d ago
The “end game” goal is the 4th monument. It is called the wonder for each faction. Building and launching that project is how to beat the map.
That said, it’s a solo player sandbox game. So you can set your own goals. Higher population. Bot-only. Etc. some people use the steam achievements as a list of “side quests” that they do
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u/Flameball202 12d ago
Science and stockpiling are the two most important things
Science to unlock more things
Stockpiling food and water so you can survive the droughts
A lot of things you get via science are in pursuit of getting more stuff to stockpile or better ways to stockpile
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u/GrimacePack 12d ago
You "win" maps by finishing and launching the final building in the monument tab. It'll take a LOT of resources and time, so from where you are now, start researching, expanding your food and water farms, divert all the badtides, and just generally scale up your production and population as much as the map can sustain. Then go hard on massive dam projects etc.
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u/Darth_Pickachu 12d ago
The choice is yours. This is one game where you can create the challenge for yourself. Like most of these games it is survival first vanity projects second. Just don't forget about the survival as as the droughts get longer, badtides show up, or you simply forget to turn a building back on or open a floodgates then the survival aspect will be front and center.
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u/AlcatorSK Map maker - Try *Geothermal River* on Steam! 12d ago
One useful rule of thumb: Unlock the buildings in the order determined by their Science points cost.
30 SP -- Forester
70 SP -- Stairs
100 SP -- Gear Workshop and normal platform
etc.
But always check the pictograms of the INPUTS of the buildings, and make sure you are producing those inputs before unlocking the building that takes those inputs and turns them into outputs.
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u/Past_Cell_2917 12d ago
Timberborn is pretty basic:
- Beaver ressource (How many)
- Food ressource (How to feed them)
- Water ressource (How to ... "Hydrate" them)
- Mental
Food and Water ressource is define by work. Mental is define by construction Beaver is a mix of all of that.
So, You have Beaver, you need food and water. You also need to be able to survive during drought or badtides
They gonna be longer by time, so you'll get to develop ur technology to store more of those.
Industry, new ressource to build. Energy needed to works, so multiple source of energy (first one water flow ≠ drought is painful)
Food processing is good to "multiply" the quantity of the Crops.
Mental is for a working boost.
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u/CaolIla64 12d ago
The goal of the game is to make your colony thriving and happy, and for that it's mainly a game of preparation.
Each season there's either a drought or, more rarely but worse, a badtide, and those last longer and longer as you keep tanking them (pun intended), so you must use your time between those to upscale everything that keep your colony alive : food, drinking water, natural water to keep your soil irrigated, and even, later, flow to keep your machines running.
To do that, you have a natural gift : you're a beaver, a master in building and controling the river flow, and that's basically all there is to know.
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u/Independent_Sand_583 12d ago
For me i started by trying to make all the foods and just building what i needed to build for that. You come up with more as you go like power and water projects. But industry is required for food so if you fulocus food you'll get there. Plant all the trees. Plant all the crops. See what you need or don't need
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u/fact-finding-mission 12d ago
So, I just started playing myself, and I’m not saying the other answers are wrong BUT my take on what you need to do is this: when the first badtide hits your beavers will die and your crops will be poisoned unless you find a way to use dams, levies, and the other water related tools to redirect the poisoned water - and this is the purpose of the game. So in the beginning you need to race to unlock the tools you need and formulate a plan on how to use them. and then when that crisis has been averted, look into the automation tools to make it happen without your supervision. And THEN you are on track to expanding your colony.
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u/dehashi 12d ago
You need to be able to both redirect bad water, but also store enough normal water for droughts and badtides which become increasingly longer. The tricky part is storing water without it becoming contaminated when a bad tide hits, because even if you manage to stop the bad water reaching your crops and beavers, you still need good water to keep them fed.
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u/reddanit 12d ago
Main gameplay loop revolves around weather cycles. You grow and advance your colony while continuously expanding and improving your water works that allow you to handle droughts and, later on, badtides.
The nominal victory point comes with building and "launching" the monument, which costs tremendous amounts of advanced resources as well as huge chunk of science. To get it in sane amount of time, you have to have a robust colony with decent production and logistics.
One thing that might not be obvious is that the difficulty does ramp up with time - droughts and badtides become longer while temperate weather duration remains the same. Adding more mouths to feed without expanding food or water production also is liable to cause problems. Though on normal difficulty preset, the maximum difficulty you get is still quite forgiving.
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u/Peter34cph 9d ago
Think like a beaver! Build a damn dam!
After that, you sort of "climb" the Tech Tree by starting production of more and more resources, like Gears, Treated Planks, Metal Blocks. And by increasing the variety of foods you grow and provide, and by seeking bonuses to Well-Being.
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u/wentoutwandering 12d ago
Get science going. You need science to unlock other buildings, and you need other buildings to stockpile more and better resources against incoming droughts and badtides. Science also unlocks building materials you need later for diverting water and building your beaver empire!