![]() 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.How to move a DC when you're ready to do that: 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. 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.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. 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. For anyone who chose the Iron Teeth faction, you will need to create breeding pods instead of the huts.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. All of this should work if you chose the Folktails faction at the start. Use this to balance out your population between the need for growth and available resources. Beavers that do not have a hut will be unhappy and won’t procreate. One way to halt beavers reproducing in Timberborn is to make them sleep outside. Make keeping this in check a priority, as little beavers can overrun the place, zapping your resources and limits. These can house one male beaver, a female beaver, and their child. Ensuring they have food and water will keep them smiling all day long.Įach beaver family needs a hut, and even the basic ones will do. The lower the bar, the less productive they will be. The beavers in Timberborn should display their happiness bar when clicked on. Plenty of food and water is also essential, so keep that close by. Wood will be your main concern, so make sure you have lots of it stored up.
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