Technically, since shrubs have a 3x3 area, you could leave 2 spaces inbetween each one, fill them with other 2 decorations and triple the usefulness of the shrubery path.
@@BiffaPlaysCitiesSkylines I most definitely agree. I had no real interest in the game but now I am most invested in the saga of Biffa's Bad-Tide Beavers. Great job on saving them and I'm looking forward to the next episode!
17:10 "I have seen what other people do, which is put another district together and send all the contaminated beavers over there." *cough cough RCE cough*
Badtide contamination problem : RCE : I dont care about them, they should be happy to sarifce for the me , -> RCE is like that president who said “It’s going to disappear. One day, it’s like a miracle, it will disappear” Biffa: I will try whatever is possible for the people umm beavers who were there with me when things were good.
Gravity Battery Tower: Please remove the buildings directly next to the gravity battery tower. If you build beneath the battery it can't go as low and therefore stores less energy
Also he can blow the ground under where those things come down, which will store the most energy, basically from the highest point of the map to the lowest. I my playthroughs i'm too lazy to build tower, so i just place battery at the highest point and then blow to the lowest possible. Combining tower with explosives gives the most.
@@Kvint-kh12345 Correct. But I would be happy already if he would stop building beneath his batteries😀 I place my batteries on top of my water reservoir (which is 5 or 6 tiles deep anyway). Costs a lot of planks for platforms, but super space efficiant and lot's of storage (my favorite is batteries + wind mills)
20:45 You gotta go into the forester and check the box that says replant dead trees not marked for cutting. No need to demolish. Still need to demolish to plant a different tree over an already planted one but yea
I had a good run, glad i lived my life in the golden age when it was just simple berries - blessings to those suffering through Biffa's management of this crisis
Biffa, love your channel. One thing I do with Timberborn is blow up (3 deep) pathways. I connect these to the water (which spreads good farming) and put a 2 high platform, then all the power transmission, then a one-high platform which are my walkways. This gives a lot of fertile land and gives me power everywhere.
A couple more tips to help out, just in case you forget your gates again 😬: 1. Build a liquid storage for your antidote, so it's there as soon as needed 2. Now you have explosives, you can make a 3x3, 1-deep hole with a water dump to keep your fields green at any time 3. There are contamination barriers that you can put along the banks to prevent contamination without actually diverting badwater. They use a LOT of planks, though, so don't spam them
where they mature oaks? i didn't notice. i assumed they were dead growing oaks which doesn't give you any wood. Also biffa didn't have any space to store more wood either. Oh speaking of the oak, @biffa, remember to remove the cutting area in the chestnut tree farm. otherwise you'd end up cutting down the tree before chestnuts can grow.
You could take out every other shrub and put something different (like lanterns)in. The shrubs will still cover the whole path, but then they would also get a boost from whatever you put next to them.
14:47 restricting the flow won’t stop water getting to the crops, you just need to close in the water wheels and stop the flow going around the wheels. If you leave a path open to the cross that will still be filled.
Got two suggestions if that's ok? More decorations. You can put them on platforms over roads as they seem to have infinite range up and down. a planter on a platform next to a building means beavers inside that building get the decoration buff the entire time they're in there, same for beaver statues or even 1x1 roof pieces. Great for factory workers, and lodges. Also try and get more different foods going. Each new food your beavers can eat ups their wellbeing. Folktails are really good at this as they get two different types of farm to build. Chestnut trees can help too, you can plant some of those somewhere (don't need to keep the forrester as you won't be cutting them) then just place in a gatherer and a grill and that's another food source.
Biffa, I am now around 2 full days watching the New Tealand and never made a peep. These last two episodes, have had me screaming "BIFFA, REMEMBER YER GATES!" I'd say that's some edge of yer seat, splendiferous content.
I was absolutely screaming at my screen at the end of this episodes. I was so sure he was going to have done all that work just to end the episode the exact same way as last episode.
You'll probably want to replace the 'exit levee's with floodgates so you can have a higher level of water reserve. Raise those before you close the main dam so the water level rises above half a block before the beginning of a drought. Any branches you want to have a floodgate on so you can dry it out in case badwater somehow gets in and becomes standing water.
I would say you managed to save between half and two thirds of the contaminated beavers before they died of old age. And without euthanizing the entire colony. Great job!
When the water turns at the top of the hill you can put a large flood gate and have the water partially divert to the back. Just have to lower it for bad tides
you really need the mod that auto opens/closes your floodgates. You can tie them to the stream gauge and when it shows contamination it will close/open floodgates
Instead of a row of shrubs, alternate between shrubs, beaver statues, scarecrows, lanterns, etc. So they get all of those bonuses when they walk down the path.
At the end of your river get rid of the damn and levies and install floodgates. Will allow the water to flow thru your waterwheel's faster and will also help clear the bad tide faster. (just remember to close them before a drought)
Well recovered. If you're after happiness, it's worth investing in the aquatic farmhouse and crops, if you look at the happiness screen you'll see most of the food types give a happiness level. So it's best to have a diverse set of food for the beavers to eat.
Biffa, you can build a row of floodgates directly in front of the water source, right across the length of it, to control the badtide. Raise them and badwater floods right off the edge of the map and keeps your reservoir clean.
Make sure to put the shrubs/lanterns etc near to the houses, so they get the boost when sleeping for several hours. (They only need to be 1 block in range for the whole building to be affected (noted by the building glowing orange when placing a decoration)) Can also place a 1x1 roof on top a building which leaves you with 3 other squares to place decorations. (A single 1x1 roof gives same effect as if the entire roof was covered)
Thankfully the Badtide should never cause so much trouble again because he removed the water path and will now have some antidote stored up. And he should permanently be set for water at this point. Thus any damage would be limited to food (and that side reservoir would help mitigate that if he farms around it).
Oh also. I tend to dynamite a 2x3 pit. Put a triple lodge into it to make the door level with the path rather than using platforms. Then add 3 small warehouses behind it for food, then have a ladder leading to the roof and place one of those 2x3 rest spots on the top. It looks great and you don't have platforms everywhere.
I have actually just started doing the dynamite and then placing the double/triple lodges in the ground so the door is ground level. It looks amazing and houses so many more beavers.
You could easily "fix" the issue with you forgetting to raise/lower the floodgates on badtides with a mod that lets you automate the gates with stream gauges. And there's other QoL mods like ladders and vertical power shafts that would have made your power tower a lot easier to build ;)
They won’t build the rest of the TNT and they won’t dig up the rest of the trees because they’re “too far from the district.” Just build a path towards them and you have to build stairs down to the next level for the TNT.
@@urkerab he didn’t. The stairs you see at 27:17 are the ones that are going down to the first level underwater. He needs another set down to the second level underwater. He even has 28 dynamite stocked up so if there were stairs, the beavers would be building the ones in the middle as well
@@stargazergirl22 there's a second set of stairs when he goes back at 31:14 to blow it up. Which, after all, he has to have done because they did get built.
the quickest and easiest way to make your water wheels more productive is to not waste half your water flow by not leaving the bad tide dam gates open when its not bad tide, you might need to put an extra triple dam in so you have three dams on the main water course to stop it from over flowing maybe four to be on the safe side
@@Karagianis leave both the single dams in place for when the bad tide hits but have them completely shut when no bad tide, just to make sure there is no confusion I'm talking about the 2 single dams at the side of the main dam not the 2 single dams at river (town) level
@@BiffaPlaysCitiesSkylines to be honest I'd put in a 3rd single dam in for the bad tide overflow for if there is a surge in the flow because the bad tide gets awfully close to overflowing when the bad tide hits atm, only do dam mods at start of good tide to make sure there's no mishaps with it not being finished before the bad tide hits. ps. you still need more farms for the amount of farmland you have, the beavers dont have enough time to harvest food before the next harvest is ready due to there not being enough farmers
As for the power canal, you don't need to fill up the whole space with levees and block water from the land, just one row (and blocking the outflow end) is plenty. I notice some badtide is leaking through the corner blocks by the tall dam, into your nice freshwater...
Hey I had an idea. Since you wanted to raise the dam and water storage at the bottom of your river. If you were to either use landfill later or dam the whole way along that back-alley river the whole way around you could raise that as high as you want. You'd just need your river to flow backwards from it to the badwater dump end instead. Just keep in mind in any large scale build, its worth using haulers to haul build materials to storages at build sites. They carry twice as much material as the builders. So they should make the build twice as fast. Builders also slow down quite a bit when hauling material so its good to minimize that storage to build site distance.
I'm sure it felt bad to have it happen but as a viewer this disaster was hilarious to watch. I was laughing last episode when I saw the bad tide coming in killing your colony while you panned across the map to place chairs. Great work Biffa!
Badtide and badwater is really challenging. It's quite difficult to prepare for it but you did a pretty good job recovering. I had exactly same experience 😀😀
My first bad tide overwhelmed my defenses and killed half my beavers. 💀 I resolved that problem and like Biffa was well-populated and happily building, confidently assured that all was well. 😊 Then I suddenly realized I had neglected food production and half my beavers starved to death. 🤦♂️ It's not a complex game, but the balances are delicate.
thanks for the episode. i had a similar (but less death spiraling) accident on this map after you last episode... i build a redirect with tnt and dams near the source water... but didn't made it wide enough.. so it overspilled and mixed with my storage water thankfully my storage was big enough. i'm still watching but hopefully you can save it :)
My suggestion is to demolish the upper section to get flow to the backside (from the good source) and make that a river because then you can put water wheels in back there and get power from good water or bad water which will make that river a bypass to flow out. You then can make a new dam to next to the large pumps giving you a lake in your main area if you close the dams you have now, saving form contamination. Also a second idea would be to put levees in on the lower part of the permanent bad river to separate that river from the lake you in the upper part of the map.
Earlier this week I realised I hadn't watched last week's episode yet, and I decided to save it so I could watch two in one go tonight. Boy, am I glad I did! This ending was way better for my heart 😅😂
You really need to look into breaking the city up into districts, then make sure there's enough water storage in the districts. You don't need a whole lot of barrels of water scattered throughout the city.
Loving the series, so glad to see you saved those beavers. Wonder how high the houses can be stacked like your power tower, manhatten skyline 😂 Going to go and get the game when I get home from work.
I enjoy seeing your solutions to problems like this - I'd probably have either save scummed, or started work on a new colony after something like that. I'd love to see you tackle RimWorld when/if you decide to add another game to the rotation.
Yeah beavers charge up as they are in range of decorations or other bonuses slowly, which is why the absolute best place for them is on top of or next to the houses. Decorations also will apply to any buildings and any beavers inside those buildings, and homes are areas beavers go to every day for a long period of time, and each one can house a lot of beavers.
the storages by the bad water pump isn't specified so it's not storing anything. also you can alternate between two or three types decoration instead of having a long of shrubs. don't really need that much since you have such a long path and the shrubbery has a area of effect. might be more efficient to spread them out a bit.
The great beaver purge!I saw the feed on the bottom left on the last video contaminated beaver numbers getting more and more and screaming at the video saying you’ve not closed your gates!! Ahhh 😅
Nice recovery! I thought this was game over. 😂 One tip I live by is to keep a "stock" of about 10% excess beavers unemployed. It minimises the impact of deaths, especially when you suffer a big death wave. Everything doesn't grind to a halt.
I tend to do the opposite: have a hauling and building station at low priority so if kids age up they can do something and I know that those 8 or so unfilled jobs aren't a problem, but that I've eaten through my cushion.
And if you cut the channel at the back of the colony (right by the water source) that would be a great place to put your water wheels; already cut to size so flow should be good!
Think of the district for contaminated beavers as a sanitarium where they can rest and recover, supply it with water, food and antidote, build it like a health resort
To stop the beavers going through the water, you had to blow up the stairs, not remove the path. Also, a hard learned tip! What was going on with your tree demolition? It looked like trees were growing back - were they the chestnuts you placed, or did you not clear the original planting order? Also, I would've changed the cutting orders rather than demolish them - you are going through wood a fair bit because of your grills. You don't get the wood from demolishing them.
wow, that was one of the biggest come backs in beaver history! maybe? i thought for sure he was going to do it again immediately lol.. that exasperated, "whatamilike?!" 🤣
So you can I close your water wheels with levees in an L-shape so that the bottom part of the L is up the stream and the long part of the L is next to the wheels and you fill in the space between the L and the Land with scaffolding. Then the water will have a narrow path flowing through your wheels but also can circle back to fill the space under the scaffolding so the same area is humidified
@@BiffaPlaysCitiesSkylines thanks. Great work on your side. Hope to see some high residential buildings in the series. And pls connect the water wheels which generate power through the bad water to the main power grid because they are most of the time with a high efficiency active and than you won't have to worry about the explosives factory running out of power
Finally!! Been giddy with anticipation for this one, ever since the cliffhanger of last week. Notification pops up, and, still with no proper voice after the flu, I still managed to startle my family with an "EEEEK!! Biffa's Beavers!!". (My SO (significan other, superior officer, either works 😊) looked at me with big eyes and she said "What the hell you on about!!??" 🤣) Love this series, @Biffa, just as much as your CS1/2 content.
You can make the paths mini water canals w platforms over them to extend the green range and also use same said canals w platforms for the path w the crankshafts running under them in the water canal at same time. Also surprised you haven’t built an aquatic farmhouse yet bc they give spadderdock and mangroves which mangroves can give food or wood….also to save space try building farms or other buildings on platforms over the water to save green space for wood or food.
SinpleFloodgateTriggers is perhaps the best mod in the entire game. You can link your floodgates to stream guages and make the settings so they automatically close and open based on the start/end of a season, the level of water contamination, or the level of water height. Please install it.
I find it hilarious How in the space of a week both RCE And Biffa have issues with the bad tides and get infected beavers😂
At least Biffa didn't kill them all instantly and tried to heal all
RCE Did try.....
I think Biffa at least honestly had no idea what he was doing while RCE went full Kodos the Executioner for the lulz.
Well RCE had no work on the antidote, nor the food/water storage to take care of them.. it was really the only way.
I came here to make this exact comment 😅
Technically, since shrubs have a 3x3 area, you could leave 2 spaces inbetween each one, fill them with other 2 decorations and triple the usefulness of the shrubery path.
Biffa : I just don't know what to do
RCE : _Kick out most of them and let them ............_
I would say it’s an architect move but a perfect engineer solution
"You're going to okay"
That was such an architect move.
😅
🤣
Remember how, as a kid, excited you were for Saturday morning cartoons? well thats how i am with this series. 10/10 Biffa
Thankyou, I remember those Saturdays too 👍😁
Yes!!! Same! Great comparison 🎉
I don't know about anybody else but I could definitely watch this series more often than once a week.
Thankyou 👍 😁
@@BiffaPlaysCitiesSkylines I most definitely agree. I had no real interest in the game but now I am most invested in the saga of Biffa's Bad-Tide Beavers. Great job on saving them and I'm looking forward to the next episode!
24:30 Those question marks mean your warehouses aren't being used.
17:10 "I have seen what other people do, which is put another district together and send all the contaminated beavers over there." *cough cough RCE cough*
He's a villain 🤣
@@BiffaPlaysCitiesSkylinesit was in the name of engineering
Badtide contamination problem :
RCE : I dont care about them, they should be happy to sarifce for the me , -> RCE is like that president who said “It’s going to disappear. One day, it’s like a miracle, it will disappear”
Biffa: I will try whatever is possible for the people umm beavers who were there with me when things were good.
😅
Gravity Battery Tower: Please remove the buildings directly next to the gravity battery tower. If you build beneath the battery it can't go as low and therefore stores less energy
Also he can blow the ground under where those things come down, which will store the most energy, basically from the highest point of the map to the lowest. I my playthroughs i'm too lazy to build tower, so i just place battery at the highest point and then blow to the lowest possible. Combining tower with explosives gives the most.
@@Kvint-kh12345 Correct. But I would be happy already if he would stop building beneath his batteries😀
I place my batteries on top of my water reservoir (which is 5 or 6 tiles deep anyway). Costs a lot of planks for platforms, but super space efficiant and lot's of storage (my favorite is batteries + wind mills)
I'll sort it don't worry 👍
This, right here, is why i try to build bridges over my waterways, so even when i mess up, my beavers aren't swimming in the badtide constantly.
i like both but once you have dynamite, you find other ways to redirect badtides away.
20:45 You gotta go into the forester and check the box that says replant dead trees not marked for cutting. No need to demolish.
Still need to demolish to plant a different tree over an already planted one but yea
24:14 You can actually space those apart because each shrub covers a 3x3 area.
and combine it with others like roofs and so on. you'll cover all the needs by doing so on some busy paths around the housing area.
I had a good run, glad i lived my life in the golden age when it was just simple berries - blessings to those suffering through Biffa's management of this crisis
🤣
Biffa, love your channel. One thing I do with Timberborn is blow up (3 deep) pathways. I connect these to the water (which spreads good farming) and put a 2 high platform, then all the power transmission, then a one-high platform which are my walkways. This gives a lot of fertile land and gives me power everywhere.
A couple more tips to help out, just in case you forget your gates again 😬:
1. Build a liquid storage for your antidote, so it's there as soon as needed
2. Now you have explosives, you can make a 3x3, 1-deep hole with a water dump to keep your fields green at any time
3. There are contamination barriers that you can put along the banks to prevent contamination without actually diverting badwater. They use a LOT of planks, though, so don't spam them
It kind of hurt my soul to see him ripping up all those oaks instead of turning on the lumberjacks.. :D
Yeah......oops 🤣
where they mature oaks? i didn't notice. i assumed they were dead growing oaks which doesn't give you any wood. Also biffa didn't have any space to store more wood either. Oh speaking of the oak, @biffa, remember to remove the cutting area in the chestnut tree farm. otherwise you'd end up cutting down the tree before chestnuts can grow.
Mature oaks that died due to infection by bad water are still worth 8 logs.
You could take out every other shrub and put something different (like lanterns)in. The shrubs will still cover the whole path, but then they would also get a boost from whatever you put next to them.
Mark the piles of supplies as high priority! There are so many resources lying around not being picked up
14:47 restricting the flow won’t stop water getting to the crops, you just need to close in the water wheels and stop the flow going around the wheels. If you leave a path open to the cross that will still be filled.
Got two suggestions if that's ok? More decorations. You can put them on platforms over roads as they seem to have infinite range up and down. a planter on a platform next to a building means beavers inside that building get the decoration buff the entire time they're in there, same for beaver statues or even 1x1 roof pieces. Great for factory workers, and lodges.
Also try and get more different foods going. Each new food your beavers can eat ups their wellbeing. Folktails are really good at this as they get two different types of farm to build. Chestnut trees can help too, you can plant some of those somewhere (don't need to keep the forrester as you won't be cutting them) then just place in a gatherer and a grill and that's another food source.
Medical beds! Helps with the healing. Medical beds plus antidote heals beavers faster! (For the next time the dam is forgotten 😅)
Helps for the occasional workplace accident too
17:30 calling out RCE 😂
🤣
To be fair to RCE, he didn't have any excess food or water stored up.
Biffa, I am now around 2 full days watching the New Tealand and never made a peep. These last two episodes, have had me screaming "BIFFA, REMEMBER YER GATES!"
I'd say that's some edge of yer seat, splendiferous content.
Yay, thankyou 👍😁
I was absolutely screaming at my screen at the end of this episodes. I was so sure he was going to have done all that work just to end the episode the exact same way as last episode.
About the infection, the difference between you and RCE was that he didn't had any of the resources to create the antidote.
That's something an architect would do if you ask me 🤣
You'll probably want to replace the 'exit levee's with floodgates so you can have a higher level of water reserve. Raise those before you close the main dam so the water level rises above half a block before the beginning of a drought.
Any branches you want to have a floodgate on so you can dry it out in case badwater somehow gets in and becomes standing water.
There is a mod that can automate the floodgates. It’s complicated to learn at first, but once you get it, you don’t have to worry about badtides
simple floodgate triggers
It's so nice to see that you cured ALL YOUR BEAVERS!
You really turned that one around!
Thank you very much!
I would say you managed to save between half and two thirds of the contaminated beavers before they died of old age. And without euthanizing the entire colony. Great job!
Nice! 😁👍
Decontamination Pods.
Under Well-Being.
That’ll cure your beavers
(You’ll need extract)
Isn’t that iron teeth only?
Ironteeth only 👍😁
Good work curing your beavers with the antidote.
You really ENGINEERED a good solution to a bad(water) problem.
Unlike some architects...
🤣
Biffa you can make your shrubbery more efficient by putting 2 tiles every shrubs, because the radius is 3x3
Put lanterns next to them since I think their a different point.
Tip: You can use a badwater pump to remove badwater that got there into pond
When the water turns at the top of the hill you can put a large flood gate and have the water partially divert to the back. Just have to lower it for bad tides
you really need the mod that auto opens/closes your floodgates. You can tie them to the stream gauge and when it shows contamination it will close/open floodgates
Instead of a row of shrubs, alternate between shrubs, beaver statues, scarecrows, lanterns, etc. So they get all of those bonuses when they walk down the path.
You could put in an aquatic farmhouse to grow spadderdock and cattails in the little pond in the middle of the map.
Good idea 👍
Forgets to close the dam when the badtide comes.... Keeps the dam open during the entire badtide to infect more... Conclution... Close the dam.. :P
Got it 🤣
At the end of your river get rid of the damn and levies and install floodgates. Will allow the water to flow thru your waterwheel's faster and will also help clear the bad tide faster.
(just remember to close them before a drought)
Well recovered.
If you're after happiness, it's worth investing in the aquatic farmhouse and crops, if you look at the happiness screen you'll see most of the food types give a happiness level. So it's best to have a diverse set of food for the beavers to eat.
Thankyou 👍 😁
10:11 Helps to read the fine print sometimes.
I think the title of this episode should have been, "I nearly killed all me beavas!" hehehe 30:08.
😅
Biffa, you can build a row of floodgates directly in front of the water source, right across the length of it, to control the badtide. Raise them and badwater floods right off the edge of the map and keeps your reservoir clean.
Your long row of shrubs...
Alternate with another wellbeing item. Do clock-shrub-clock-shrub etc. You'll get an extra point for it.
Great idea 👍 😁
Make sure to put the shrubs/lanterns etc near to the houses, so they get the boost when sleeping for several hours. (They only need to be 1 block in range for the whole building to be affected (noted by the building glowing orange when placing a decoration)) Can also place a 1x1 roof on top a building which leaves you with 3 other squares to place decorations. (A single 1x1 roof gives same effect as if the entire roof was covered)
Hilarious: Biffa almost forgot about the Bad Ride again😂
Lol man alive! 😅
Thankfully the Badtide should never cause so much trouble again because he removed the water path and will now have some antidote stored up. And he should permanently be set for water at this point. Thus any damage would be limited to food (and that side reservoir would help mitigate that if he farms around it).
You should close one or both of your overflow on normal water to increase the volume (and speed) of water flowing through the waterwheels.
Oh also. I tend to dynamite a 2x3 pit. Put a triple lodge into it to make the door level with the path rather than using platforms. Then add 3 small warehouses behind it for food, then have a ladder leading to the roof and place one of those 2x3 rest spots on the top. It looks great and you don't have platforms everywhere.
I have actually just started doing the dynamite and then placing the double/triple lodges in the ground so the door is ground level. It looks amazing and houses so many more beavers.
Sky Storme actually shows a great little "housing development" for Folktails in his previous Timberborn season.
You could easily "fix" the issue with you forgetting to raise/lower the floodgates on badtides with a mod that lets you automate the gates with stream gauges. And there's other QoL mods like ladders and vertical power shafts that would have made your power tower a lot easier to build ;)
biffa, maybe you can set one of your tank to store antidote so in case you did some booboo again, at least you were prepared.
They won’t build the rest of the TNT and they won’t dig up the rest of the trees because they’re “too far from the district.” Just build a path towards them and you have to build stairs down to the next level for the TNT.
If you look carefully he did eventually build stairs up so that the beavers could reach the dynamite.
@@urkerab he didn’t. The stairs you see at 27:17 are the ones that are going down to the first level underwater. He needs another set down to the second level underwater. He even has 28 dynamite stocked up so if there were stairs, the beavers would be building the ones in the middle as well
@@stargazergirl22 there's a second set of stairs when he goes back at 31:14 to blow it up. Which, after all, he has to have done because they did get built.
@@killerbee.13 Yes, they mysteriously appear some time between 29:52 and 30:17 (I had to play the video really slowly to spot them there).
poor Sam Holtby... His boss gives him a job, he does it and gets scolded for doing it...
🤣
17:22 “what some people do eh” 😂😂😂😂
0:03 that's a nice number of housed beavers you have there
the quickest and easiest way to make your water wheels more productive is to not waste half your water flow by not leaving the bad tide dam gates open when its not bad tide, you might need to put an extra triple dam in so you have three dams on the main water course to stop it from over flowing maybe four to be on the safe side
👍
Yes, if you make a levee but leave one dam or platform in water can still get in but can't use the area as a bypass.
@@Karagianis leave both the single dams in place for when the bad tide hits but have them completely shut when no bad tide, just to make sure there is no confusion I'm talking about the 2 single dams at the side of the main dam not the 2 single dams at river (town) level
@@BiffaPlaysCitiesSkylines to be honest I'd put in a 3rd single dam in for the bad tide overflow for if there is a surge in the flow because the bad tide gets awfully close to overflowing when the bad tide hits atm, only do dam mods at start of good tide to make sure there's no mishaps with it not being finished before the bad tide hits.
ps. you still need more farms for the amount of farmland you have, the beavers dont have enough time to harvest food before the next harvest is ready due to there not being enough farmers
This is why I started making platforms across rivers instead of stairs up and down. Got caught like this a few times myself!
Be careful of revolution, I don't think your beavers work 24 hours a day forever without putting up a stink.
Later on in the game, start playing with the big water pumps... they can filter good water 💙
As for the power canal, you don't need to fill up the whole space with levees and block water from the land, just one row (and blocking the outflow end) is plenty. I notice some badtide is leaking through the corner blocks by the tall dam, into your nice freshwater...
biffa is going through a titanic arc, we call it THE HUMBLING
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Hey I had an idea. Since you wanted to raise the dam and water storage at the bottom of your river. If you were to either use landfill later or dam the whole way along that back-alley river the whole way around you could raise that as high as you want. You'd just need your river to flow backwards from it to the badwater dump end instead.
Just keep in mind in any large scale build, its worth using haulers to haul build materials to storages at build sites. They carry twice as much material as the builders. So they should make the build twice as fast. Builders also slow down quite a bit when hauling material so its good to minimize that storage to build site distance.
I'm sure it felt bad to have it happen but as a viewer this disaster was hilarious to watch. I was laughing last episode when I saw the bad tide coming in killing your colony while you panned across the map to place chairs. Great work Biffa!
Badtide and badwater is really challenging. It's quite difficult to prepare for it but you did a pretty good job recovering. I had exactly same experience 😀😀
Thankyou 👍 😁
Plant the Spadderdock in your little pond
You need to download the mod for switch triggers, you can then use a stream gauge to automate your flood gates
Keeping it non modded at the moment 👍
Best hamster/people/beaver redemption ark ever! I am really enjoying this series so much.
Thankyou 👍 😁
My first bad tide overwhelmed my defenses and killed half my beavers. 💀 I resolved that problem and like Biffa was well-populated and happily building, confidently assured that all was well. 😊 Then I suddenly realized I had neglected food production and half my beavers starved to death. 🤦♂️ It's not a complex game, but the balances are delicate.
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About those scrubs... I love them. They might be more efficient it one alternates between every third but they sure looks pretty.
21:00 You could have had your lumberjacks cut the logs and use them. Removing them as a resource is faster, but you lose the logs.
The comeback is crazy!!!
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Fantastic recovery!! But I'm concerned about the next badtides, dont't forget these gates 🙏
he's going to get stuck into power tower mk2.
Thankyou 👍😅
thanks for the episode.
i had a similar (but less death spiraling) accident on this map after you last episode... i build a redirect with tnt and dams near the source water... but didn't made it wide enough.. so it overspilled and mixed with my storage water thankfully my storage was big enough. i'm still watching but hopefully you can save it :)
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I get anxious every time the bad times comes now, and if you’ll remember to close the dams.
17:12 @RealCivilEngineerGaming 😂😅 evenone tag RCE and put him in shaming well😂
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My suggestion is to demolish the upper section to get flow to the backside (from the good source) and make that a river because then you can put water wheels in back there and get power from good water or bad water which will make that river a bypass to flow out. You then can make a new dam to next to the large pumps giving you a lake in your main area if you close the dams you have now, saving form contamination. Also a second idea would be to put levees in on the lower part of the permanent bad river to separate that river from the lake you in the upper part of the map.
Earlier this week I realised I hadn't watched last week's episode yet, and I decided to save it so I could watch two in one go tonight. Boy, am I glad I did! This ending was way better for my heart 😅😂
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You really need to look into breaking the city up into districts, then make sure there's enough water storage in the districts. You don't need a whole lot of barrels of water scattered throughout the city.
Loving the series, so glad to see you saved those beavers.
Wonder how high the houses can be stacked like your power tower, manhatten skyline 😂
Going to go and get the game when I get home from work.
That would be cool! Enjoy the game too 👍😁
several LOL moments this week. We all need more laughter from Biffa in our lives. Cheers!
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I enjoy seeing your solutions to problems like this - I'd probably have either save scummed, or started work on a new colony after something like that. I'd love to see you tackle RimWorld when/if you decide to add another game to the rotation.
Yeah beavers charge up as they are in range of decorations or other bonuses slowly, which is why the absolute best place for them is on top of or next to the houses. Decorations also will apply to any buildings and any beavers inside those buildings, and homes are areas beavers go to every day for a long period of time, and each one can house a lot of beavers.
absolutely love the editing in this video! Great job!
made me giggle
I'm sick as a dog bing-watching things that have been in my wat h later list and this saga is riveting.
the storages by the bad water pump isn't specified so it's not storing anything. also you can alternate between two or three types decoration instead of having a long of shrubs. don't really need that much since you have such a long path and the shrubbery has a area of effect. might be more efficient to spread them out a bit.
Tip: Beavers can build with no restrictions down, but only adjacent squares, and 2 up with the exception of standing on stairs.
The great beaver purge!I saw the feed on the bottom left on the last video contaminated beaver numbers getting more and more and screaming at the video saying you’ve not closed your gates!! Ahhh 😅
Nice recovery! I thought this was game over. 😂 One tip I live by is to keep a "stock" of about 10% excess beavers unemployed. It minimises the impact of deaths, especially when you suffer a big death wave. Everything doesn't grind to a halt.
I tend to do the opposite: have a hauling and building station at low priority so if kids age up they can do something and I know that those 8 or so unfilled jobs aren't a problem, but that I've eaten through my cushion.
I had faith in you! Glad to see you pull it back together! Well done Biffa!
Thankyou 👍 😁
And if you cut the channel at the back of the colony (right by the water source) that would be a great place to put your water wheels; already cut to size so flow should be good!
You can store antidote in barrels, so that you have some ready made should your beavers get infected again.
Highly recommend the "Simple automation" mod to set the height of those critical floodgates automatically when the bad-tide starts.
Think of the district for contaminated beavers as a sanitarium where they can rest and recover, supply it with water, food and antidote, build it like a health resort
To stop the beavers going through the water, you had to blow up the stairs, not remove the path. Also, a hard learned tip!
What was going on with your tree demolition? It looked like trees were growing back - were they the chestnuts you placed, or did you not clear the original planting order? Also, I would've changed the cutting orders rather than demolish them - you are going through wood a fair bit because of your grills. You don't get the wood from demolishing them.
wow, that was one of the biggest come backs in beaver history! maybe? i thought for sure he was going to do it again immediately lol.. that exasperated, "whatamilike?!" 🤣
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So you can I close your water wheels with levees in an L-shape so that the bottom part of the L is up the stream and the long part of the L is next to the wheels and you fill in the space between the L and the Land with scaffolding. Then the water will have a narrow path flowing through your wheels but also can circle back to fill the space under the scaffolding so the same area is humidified
Great idea 👍
@@BiffaPlaysCitiesSkylines thanks. Great work on your side. Hope to see some high residential buildings in the series. And pls connect the water wheels which generate power through the bad water to the main power grid because they are most of the time with a high efficiency active and than you won't have to worry about the explosives factory running out of power
Finally!! Been giddy with anticipation for this one, ever since the cliffhanger of last week.
Notification pops up, and, still with no proper voice after the flu, I still managed to startle my family with an "EEEEK!! Biffa's Beavers!!". (My SO (significan other, superior officer, either works 😊) looked at me with big eyes and she said "What the hell you on about!!??" 🤣)
Love this series, @Biffa, just as much as your CS1/2 content.
Thankyou 👍 😁 👍
Great Come Back! Almost screwed it all up again. I watch for the insight of the game but I return for the comedy. 😂😂
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You can make the paths mini water canals w platforms over them to extend the green range and also use same said canals w platforms for the path w the crankshafts running under them in the water canal at same time. Also surprised you haven’t built an aquatic farmhouse yet bc they give spadderdock and mangroves which mangroves can give food or wood….also to save space try building farms or other buildings on platforms over the water to save green space for wood or food.
Aren't mangroves ironteeth only?
You need to add storage for everything that is full, (gears, steel, paper, etc. If not, your beavers are just sitting around not working.
SinpleFloodgateTriggers is perhaps the best mod in the entire game. You can link your floodgates to stream guages and make the settings so they automatically close and open based on the start/end of a season, the level of water contamination, or the level of water height. Please install it.
but is is really better than timberapi mod... you know cause you can't use SimpleFloodgateTriggers without said mod
Lol crazy episode! I'm really liking this series. Keep it going Biffa and I'll keep watching and liking.
Thankyou 👍 😁