Trees can sprout saplings in any of the 8 adjacent spaces; try unmarking single trees in a grid pattern when starting out; this will make your starting forest last a lot longer while you work on your first forester. Plant oak trees for wood; the initial growth phase may be painful but no other tree even comes close to the sheer wood per tree ratio of oak. Once your oak forest is up and running, you'll have a hard time running out of logs. BUILD MORE STORAGE! Trees and crops can dry out and rivers can evaporate, but food, water and materials stored in piles, tanks or warehouses last forever. If you're filling your storage but running out during droughts, you probably just need more storage to hold what your produce in the wet season. This is especially true of water, since water lets you grow both trees AND food when properly irrigated. When in doubt, build more (and bigger) water tanks! Unlock stairs, platforms, levees and the water dump as soon as it is practical to do so. Use the terrain with levees to help you create pools for irrigation AWAY from the river so your crops and trees aren't affected by badtides. Build big storage areas near your crops, trees and production buildings so workers can easily empty their work areas and pile up the resources, then mark those buildings to "supply other warehouses." Finally, build small warehouses and water tanks near distant work areas. Your haulers will push supplies out to the distant storage while your producers keep filling the central storage. This way your workers have easy access to food and water even at distant work sites, instead of having to run all the way back to the farm or pumping stations.
Just finished the tutorial last night and had so many questions. Having now watched these tips of yours I am on my way back to start over and NOT build houses over all my arable land 😂😂
@@twiglets2 i kinda like it but if you know its coming its pretty easy to avoid and just treat like a short dry season. I’m currently playing on diorama so its especially easy because you don’t have to block of all that much. But I came back to the game a few weeks back (I was sick so I had time to play) I knew there was a badtide but I didn’t know what to expect, I was playing on plains I think then and it screwed me I lost all my beavers except one 😔
@AroundTheBest Each district has a finite range that you can build in. So if you wanted to exploit resources or redirect water on the other side of the map you would need to build other districts to be able to build there. I don't think it's essential, each to their own.
Also the farther the resource is from your population center the longer it will take to get that stuff back to pop center. This really is noticeable if you don't have a huge amount of haulers. With out hauler back up the one harvesting would have to deliver whatever resource is harvested, taking away time from resource gathering. Even with hauler it'll still take time to get whatever distributed to the place you need it. Also as a side note if you don't have water and food at the post all way across the map then that harvester would need to take a break to walk all the way to to eat and drink. Take that last one with a grain of salt as I haven't tested how long a beaver can last without food and water. They might be able to go all day but I don't think that is how it works.
@@targetdreamer257 Wouldn't I still need to haul supplies from district to district? The district crossing doesn't appear to do anything other than act as a dedicated hauling post & warehouse all in one.
@@twiglets2 Currently districts have unlimited range, it was changed some time ago. So you no longer need to make new district if you want to build few levees across the map.
2:45, This one I fully disagree on. I always go all in on oak and never have a problem. Sure the initial round of waiting is a pain but as long as your forester is active when the loggers start logging the wait disappears from there on - assuming a large enough plot for growth of replanted trees to outpace logging. If you have 1 logger then you'll want at least 30 trees, maybe 60 (I've never paid attention to how many they can cut in one day but it will be at most 2 or 3 given how they have to go back and forth for the remaining logs from the cut tree).
4:39, Wind power is more useful than water wheel power early game and even late game. It's not tied to a river or channel of any kind, nor is it dependent on season. With both water and wind power you need batteries for storing the excess but water tends to get in the way whereas windmills and their connecting shafts can just be built on platforms above the path. Sure it means an ugly start to your colony but you can clean that up later when you have setup more suitable locations for it (such as next to a channel of water wheels).
@@twiglets2 nope, batteries sort that problem out and until then it just means my planks and gears are delayed which they'd be during a drought for water wheels anyways. As long as both types of power are hooked up the problem is not worth paying attention to.
@@twiglets2 nono I don't have it but at least this method only work on normal and ez mode especially when you ignore carrot dayum imagine beginner try that how frustrated it will be and how many times he will restart.🤣
Just finished the tutorial last night and had so many questions. Having now watched these tips of yours I am on my way back to start over and NOT build houses over all my arable land 😂😂
Not having to use a power shaft for adjacent buildings was new to me. It will save me quite some space!
@larsiparsii I'm glad you learnt something new - enjoy!
50 hours in and I just found out you can press "F" to make a mirrored version!
@jamieburnip4201 if it makes you feel any better it's a new feature!
Damn same thanks bro
@@barneyklingenberg4078 you're welcome!
What
@@T-RX514 What
Trees can sprout saplings in any of the 8 adjacent spaces; try unmarking single trees in a grid pattern when starting out; this will make your starting forest last a lot longer while you work on your first forester.
Plant oak trees for wood; the initial growth phase may be painful but no other tree even comes close to the sheer wood per tree ratio of oak. Once your oak forest is up and running, you'll have a hard time running out of logs.
BUILD MORE STORAGE! Trees and crops can dry out and rivers can evaporate, but food, water and materials stored in piles, tanks or warehouses last forever. If you're filling your storage but running out during droughts, you probably just need more storage to hold what your produce in the wet season. This is especially true of water, since water lets you grow both trees AND food when properly irrigated. When in doubt, build more (and bigger) water tanks!
Unlock stairs, platforms, levees and the water dump as soon as it is practical to do so. Use the terrain with levees to help you create pools for irrigation AWAY from the river so your crops and trees aren't affected by badtides.
Build big storage areas near your crops, trees and production buildings so workers can easily empty their work areas and pile up the resources, then mark those buildings to "supply other warehouses." Finally, build small warehouses and water tanks near distant work areas. Your haulers will push supplies out to the distant storage while your producers keep filling the central storage. This way your workers have easy access to food and water even at distant work sites, instead of having to run all the way back to the farm or pumping stations.
Amazing, thank you!
regarding bad tides: isn't it easier to build floodgates quicker, than to build a reservoir with levees, waterdumps and stairs?
cheers for the tips, the first tip was huge for me. loving this game
@kakapopopipi1 you're welcome,glad you're enjoying it! I found it very relaxing when I turned off the bad water and drought, it's just fun to build
Just finished the tutorial last night and had so many questions. Having now watched these tips of yours I am on my way back to start over and NOT build houses over all my arable land 😂😂
I’ve been playing timberborn since late 2021 but i still did a few useful tips I’m for sure gonna use!
Great video btw.
@IVVESWEDEN I'm glad it was useful! Do you like the bad water update? I see people complaining bad water makes the game too stressful
@@twiglets2 i kinda like it but if you know its coming its pretty easy to avoid and just treat like a short dry season.
I’m currently playing on diorama so its especially easy because you don’t have to block of all that much. But I came back to the game a few weeks back (I was sick so I had time to play) I knew there was a badtide but I didn’t know what to expect, I was playing on plains I think then and it screwed me I lost all my beavers except one 😔
@@IVVESWEDEN at least they've included an option to turn off bad tides and droughts for those who just want a chill
"Carrot, and ideally some potatoes..."
_Francis John?!?_
thanks for these usefull tips.
@GerarddeBaar I'm glad they were useful.
Tip 1 : saved my life! Thankyou!
Haha I was so relieved when I realised that one!
just about to get the game and this was a (beaver) life saver!!! thanks
@mtippett80 you're welcome!
"Elala balala" Trying to say thank you in beaver tongue.
@ggogaming7441 haha nice one!
can u do terminator dark fate defiance reviews plz
@raptorssngaihte2695 Consider it done!
@@twiglets2 looking forward to it thanks
Hold Shift for faster resourc storage overview and selection
@@brownmasao great tip, thanks!
a bit late but what map are you using at the start around 1 min in?
@@TPL-p7p hmm I can't recall off the top of my head but pretty sure it's the one from the tutorial if that helps?
I have never used districts. I just use 1 giant district. What's the disadvantage of this?
@AroundTheBest Each district has a finite range that you can build in. So if you wanted to exploit resources or redirect water on the other side of the map you would need to build other districts to be able to build there. I don't think it's essential, each to their own.
Also the farther the resource is from your population center the longer it will take to get that stuff back to pop center. This really is noticeable if you don't have a huge amount of haulers. With out hauler back up the one harvesting would have to deliver whatever resource is harvested, taking away time from resource gathering. Even with hauler it'll still take time to get whatever distributed to the place you need it.
Also as a side note if you don't have water and food at the post all way across the map then that harvester would need to take a break to walk all the way to to eat and drink. Take that last one with a grain of salt as I haven't tested how long a beaver can last without food and water. They might be able to go all day but I don't think that is how it works.
@@targetdreamer257 Wouldn't I still need to haul supplies from district to district? The district crossing doesn't appear to do anything other than act as a dedicated hauling post & warehouse all in one.
@@twiglets2 Currently districts have unlimited range, it was changed some time ago.
So you no longer need to make new district if you want to build few levees across the map.
Badwater update front and central... doesn't talk about it at all 😂
2:45, This one I fully disagree on. I always go all in on oak and never have a problem. Sure the initial round of waiting is a pain but as long as your forester is active when the loggers start logging the wait disappears from there on - assuming a large enough plot for growth of replanted trees to outpace logging. If you have 1 logger then you'll want at least 30 trees, maybe 60 (I've never paid attention to how many they can cut in one day but it will be at most 2 or 3 given how they have to go back and forth for the remaining logs from the cut tree).
@zxuiji each to their own - I don't like waiting that long
4:39, Wind power is more useful than water wheel power early game and even late game. It's not tied to a river or channel of any kind, nor is it dependent on season. With both water and wind power you need batteries for storing the excess but water tends to get in the way whereas windmills and their connecting shafts can just be built on platforms above the path. Sure it means an ugly start to your colony but you can clean that up later when you have setup more suitable locations for it (such as next to a channel of water wheels).
@zxuiji but don't you find it annoying that wind power randomly stops without warning?
@@twiglets2 nope, batteries sort that problem out and until then it just means my planks and gears are delayed which they'd be during a drought for water wheels anyways. As long as both types of power are hooked up the problem is not worth paying attention to.
No time stamps?
@vincentlee7359 Oops, how embarrassing. Now added, thanks for letting me know friend.
Yeah if U just want ez mode but hard mode this method never work LUL
@andylangka7783 yes it's for beginners, do you have any more advanced tips to share?
@@twiglets2 nono I don't have it but at least this method only work on normal and ez mode especially when you ignore carrot dayum imagine beginner try that how frustrated it will be and how many times he will restart.🤣
Just finished the tutorial last night and had so many questions. Having now watched these tips of yours I am on my way back to start over and NOT build houses over all my arable land 😂😂
@YerDaDoesOF Glad it helped! It's a great game so I hope you enjoy