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Timberborn guide
Timberborn guide






  1. Timberborn guide how to#
  2. Timberborn guide free#

To maximize the output, you want them to spend maximum amount of time inside the building. You never want your industrial workers to spend the majority of their time hauling materials or finished products from place to place. As you can see, the path from storages to Gristmill, and further through the bakeries is quite short.

timberborn guide

The lines show the flow of materials through the system. The industrial zone is powered by waterwheel during temperate season, and wind-turbine during drought. Pay attention to the placement of the import and export buildings. The bridge at the bottom of the image leads to the original District (Main Base). This is the small industrial area where I process the wheat into flour, and bake it into bread. Also I want the farmers to have something to do while the wheat is growing (slowly). This is primarily a Wheat-farm, but I allow carrots because it makes food readily available for the farmers, and because you can store 50 of each type in a farmhouse (Not just 50 resources total). In this picture I'm routing all material resources directly into a small industrial zone for processing. Do yourself a favor and think about this before you start placing down buildings. The important part is to think about the material flows in your district to minimize the amount of back-and-forth travel done by the beavers. This is by no means a perfect layout but I wanted to show that I'm utilizing a large amount of flat real-estate using an irrigation canal, and I have covered this in platforms that can be used as roads. This image shows the way I chose to layout my farming area in my new District.

  • Connect the new DC to the road network.
  • See how many adult and children beavers the district currently has, and type that in the box.
  • Click on your original District Center.
  • Place the new District Center where you want it.
  • Make sure you're not reliant on the starting resources stored in your original District Center.
  • Timberborn guide how to#

    How to move a DC when you're ready to do that:

    timberborn guide

    You must first create a water source, food source, and storage in your original District. Do not delete your DC while you still rely on these resources. When just starting a game, you have starting resources to act as training wheels to get your industry rolling.I wanted to briefly go over this before going on to more advanced stuff, because even moving a DC can entail some intricate dilemmas. See the following chapters to learn how to manage the flow of materials and Beavers between Districts.And connect this gate to the main district DC. Connect the new DC to the gate, (using roads).Please note that the gate will decide the boundary between governing Districts. Both the DC and Gate can be found in the same category as roads. Place a District Gate between this and your main district.But still within reach of the desired resources and farmable land.

    Timberborn guide free#

    DC buildings are free and instant! I recommend placing this strategically so that it doesn't take up valuable real-estate. Place a new District Center in the region you want to populate.

    timberborn guide

    The basics of creating a new new District: This leaves you with two options: Build a new district where you want to expand, or move your District Center closer to the desired location. This means your builders will have difficulty building there, and workers will not be able to work in buildings outside the reach of the DC. This means the road is too long, and anything built beyond the red line will not count as "connected" to your District Center. If you build enough road, you'll eventually reach a point where the red line stops.

    timberborn guide

    This is an intuitive measure of the "reach" of your DC. The lines begin as green and gradually turn yellow and finally red. When selecting the DC, you will see lines painted upon roads connected to the building. The new Wheat-Farming District is seen in the upper right of the image. In the image above you can see my original District on the middle peninsula. This game divides each map into separate Districts, but you the player get to decide their location and size (within reason). They will also haul resources from place to place when they have nothing else to do. The DC is also an engineering office where you can employ up to four builders that will do construction jobs around your settlement. When you start a fresh save, you'll be given a District Center (DC), which is a building that represents the central government and "heart" of each District.








    Timberborn guide