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Timberborn food
Timberborn food





timberborn food

Pay attention to land during the non-drought seasons. The distance can be changed by terrain height, type of water source, but not the depth of water. Land comes in two types: arable and non-arable.Īrable land is green, and is caused by water being nearby. Probably the most obvious, and yet probably extraordinarily underlooked is land. However, they are important bits of information to be aware of. They are not secret, but rather may not be things that are thought about or discussed. “Hidden” resources are ones that are not expressively visible in the UI or the game itself. Migrating the unemployed to underemployed districts is the key to successful growth and expansion to new areas. They are a resource to use, though, and tracking our unemployed beavers is important. The life of an unemployed beaver is good. They will idle around, eat food, drink water, and visit leisure buildings and wait for work. Unlike most city builders, unemployed populations do not seem to drag down happiness. As far as my games have gone, beavers will not produce new beavers if there is not adequate room! This also means that overbuilding housing can cause a baby beaver boom.

timberborn food

Providing adequate housing for our beavers is also important because Folktails will reproduce when there is extra housing. Housing provides comfort, which is a stat in the Well-being group. When it is time to sleep, beavers will sleep anywhere they want, though they prefer to sleep in proper housing. Children, of course, need time to mature into adults. Adults are your working population, and they can produce more children. After their well-being stated above, there are other important beaver-related information to cover.īeaver population is broken down into “adults” and “children”. Maximizing well-being isn’t incredibly complicated, and is very rewarding.īeavers are, by definition, our most valuable resource. Individual beavers can be clicked on to assess their individual well-being, as well as clicking within a district will show the overall well-being of the district. Nutrition 1 requires beavers to be eating carrots, while Nutrition 2 will be satisfied if they have grilled potatoes. Each one is satisfied by a specific requirement, and there are no overlaps (as far as I can tell). The thing about happiness is that it has multiple requirements, and comes with a handy-dandy sheet, which is available by clicking on the happiness stat.Įach individual stat comes with a bonus, varying from +% life expectancy to +% move speed. The higher the score, the more productive our little industrious water dwarves will be. Happiness is the overall score that determines how content the population is. However, the platform can be unlocked before planks can be created, leading to an unlocked tech that can not be built. in order to create a platform, planks are required. Be warned that some things can be unlocked out of order: i.e. New buildings can be unlocked using these points. SCIENCE is created by inventors and stored as points. potatoes become food when they are grilled.Some various goods are building materials, i.e., logs can be milled into planks, the first advanced good needed. Some various goods are some kind of in between in a production chain, i.e. Various goods is an overarching term for a lot of other goods that are available to be produced and stored. These three make up the backbone of your beavers civilization. Later on, food will become more available as wheat and potato fields cover the land. In the early game, berries harvested from berry bushes will keep your early populations running. Food comes in multiple types, with multiple ways of acquiring it. If there is no food, the beavers will starve. Logs are harvested from trees, with varying returns based on tree types.įood is the stuff that keeps your beavers beavering. Logs are raw timber, which can be used to make most basic buildings, and can be processed into planks and then into other materials. Beavers will die of thirst without stored water. This is not all available water, as water trapped in a reservoir is a different resource. This is the overview of the amount of water you have saved for when drought comes. Stored water is the amount of water your beavers have stored in water towers across the town. We are going to break them down in reverse order. Well-being | Science | Various Goods | Food | Logs | Stored Water We will look at the ones immediately visible on the UI first.Īt the top of the screen, you will see this bar. Most resources are renewable and can be generated quickly and managed easily. Resource management is important when building and planning your beaveropolis. There are multiple visible resources, and several resources which are not immediately visible but also must be tracked, in Timberborn.







Timberborn food