Breeding pod mechanics are a bit tedious to master. Early on, each pod maintains roughly 10 adult beaver population. But later when you've unlocked advanced pods and increased lifespan with happiness bonuses, it's more like 1 pod for 20 adult beavers. It takes quite a while for the birth & death rates to stabilize, so it's better to build lots of pods early on, and you can pause them temporarily if you exceed your population needs.
Few tips : After setting your district center to 4 workers, select lower priority so workers get pulled from there. Second tip is cheezing a bit : you can use small warehouses as "platforms". They don't block water. Don't need planks. But the warning icons ( flooded, not connected ) wjen you use them "creatively" are annoying. After the forester planted pines for early logs, you can remove field so they don't get replanted, so the room is free for more oaks.
Canyon is actually 1/4 of the size. Terraces is 256x256; Canyon is 128x128. It's a fun map, though securing badwater is a pain and additional water sources even more so; the distances are huge. Dealing with badtides is almost trivial; the droughts are far worse, since you have to either entirely encase a tank or have a massive amount of storage. I should also note that the easiest ruins to reach are the ones on past the waterfall from the starting plateau. The two closer ones both need bridges to reach.
Great start on your second season - can’t wait see the rest. Really liking the balance you’ve found between jump cuts and actual playthrough. awesome job :)
neat, hadnt seen the changes they've done to the map since i played it in experimental. think they took away a badwater spawn and added the regular water sources that trickle off by themselves
you are way better then i am at this game xD i lost 3 times in a row on hardmode so i dont try it for now ^^ im really courios what you make with this map and cant wait for the next ep :D
Terraces is my favorite map by far. The Update 4 version is the one I did a full playthrough on easy mode, making a whole map while sticking to the terrain roughly.
During my first maps I was worried a lot about it, but honestly it is not THAT bad, usually getting some spare food is easier, than rushing to diversion. Plus on some maps it is not easy to divert it safely quickly
I really need to get it in soon - my plan is to dump it off the cliff near where it spawns into the main river. If it comes early, my plan is to hopefully live off the warehouse food and stockpiled water for a few days - but that's a bit of a gamble with the random-number-generator and bad-tide duration.
Requesting for an experimentation: What happens if you just say "not to replant the crops instead of marking them to remove" ? Will the food still be harvested or will it be just there?
You are using a lot of your fertile land for buildings that could be build elsewhere. I build every colony with the mindset of "green tiles are reserved for food and forester".
I think something that'd be nice to do for this series is to have a plan for the layout of your city and it's possible districts. Maybe a sandbox world on this map that's all planned out with what you want the city to look like or at the least having a plan for how you want things laid out. It'd make it look nice and would help improve it functionally and efficiently.
Thanks for the feedback! I was tinkering with the remix tool in Premier and I think it I ended up with a repeating segment of music that didn't work out as well. I'll probably mix it up and lower the volume in the future.
Breeding pod mechanics are a bit tedious to master. Early on, each pod maintains roughly 10 adult beaver population. But later when you've unlocked advanced pods and increased lifespan with happiness bonuses, it's more like 1 pod for 20 adult beavers. It takes quite a while for the birth & death rates to stabilize, so it's better to build lots of pods early on, and you can pause them temporarily if you exceed your population needs.
Thanks! I didn't know the ratio of beaver to stable supported population
Few tips : After setting your district center to 4 workers, select lower priority so workers get pulled from there.
Second tip is cheezing a bit : you can use small warehouses as "platforms". They don't block water. Don't need planks. But the warning icons ( flooded, not connected ) wjen you use them "creatively" are annoying.
After the forester planted pines for early logs, you can remove field so they don't get replanted, so the room is free for more oaks.
i love this series just so calming
In hard mode bad tides IS frequent and if you plant oak tree near the water, it will die out of contamination before it fully grown
I need to get the bad time diversion in soon. I'm hoping that I can unlock the contamination barrier before the bad tide duration ramps up.
Canyon is actually 1/4 of the size.
Terraces is 256x256; Canyon is 128x128.
It's a fun map, though securing badwater is a pain and additional water sources even more so; the distances are huge.
Dealing with badtides is almost trivial; the droughts are far worse, since you have to either entirely encase a tank or have a massive amount of storage.
I should also note that the easiest ruins to reach are the ones on past the waterfall from the starting plateau. The two closer ones both need bridges to reach.
Great start on your second season - can’t wait see the rest. Really liking the balance you’ve found between jump cuts and actual playthrough. awesome job :)
I love that map. A couple hidden small sources.
So glad you're doing another playthrough
I think this might be the map Biffa has been playing on. I’m excited to see how yall’s play styles change how your settlements grow and look
ngl i never watch the first episode of an series because its just starting but this episode in HAD TO WATCH
Looking forward to what you come up with this playthrough
Excited for this new season! I loved last season :)
Great decisions, looking good so far... Badwater is coming! 😄This map is great and it's even better now with platforms.
Bad tide can be brutal on this map
UA-cam algorithm just recommended your channel, really enjoyed the video. Nice to find another non-chaotic chilled out timberborn player.
Thank you so much for keep uploading your vids and keep the channel alive, i just love your works...hard mode timberborn? let's go!
Rather happy when this popped up on my feed! New Zeddic series 👌
neat, hadnt seen the changes they've done to the map since i played it in experimental. think they took away a badwater spawn and added the regular water sources that trickle off by themselves
Great video as always. There's always a sense of progress.
you are way better then i am at this game xD i lost 3 times in a row on hardmode so i dont try it for now ^^ im really courios what you make with this map and cant wait for the next ep :D
This map is really cool, Biffa also has a playthroug on this one
Terraces is my favorite map by far. The Update 4 version is the one I did a full playthrough on easy mode, making a whole map while sticking to the terrain roughly.
I find it intresting that early on this game reminds me of Against the storm but after everything stabilitiez it turns into Terra nil
Ooh a new timberbormers series
😭 hello fellow engineer
Enjoying the new series. My favourite part of the weekend.
Are you planning on making more Shapez 2 videos?
yaaaaay here we go agaiiiin
What about a bad water diversion system? It's going to kill everything if one is not put in place.
During my first maps I was worried a lot about it, but honestly it is not THAT bad, usually getting some spare food is easier, than rushing to diversion. Plus on some maps it is not easy to divert it safely quickly
I was totally thinking this as well. Gonna destroy loads of that farm and trees
I really need to get it in soon - my plan is to dump it off the cliff near where it spawns into the main river. If it comes early, my plan is to hopefully live off the warehouse food and stockpiled water for a few days - but that's a bit of a gamble with the random-number-generator and bad-tide duration.
Just finished recording for episode 2. The next dry season was a 12 day bad tide 🎲🎲😶
@@ZeddTheBuilderhey hey, spoilers! :p
great video
Let’s go a new series. I opened UA-cam and saw this as soon as it was published
Edit: first
Subscribed
Awesome video!
I have been waiting for this!
less GOooooo ,❤❤😭😭
Requesting for an experimentation: What happens if you just say "not to replant the crops instead of marking them to remove" ? Will the food still be harvested or will it be just there?
You made my day 🎉
We're back!
before you put in the levees you should pull them back 1 more square just so that the river becomes a 3 wide instead of 2
Friendly reminder: Badtides mitigation
Good point! My plan is to dump it off the edge of the cliff near the water source - but on hard mode it could be any cycle now.
You are using a lot of your fertile land for buildings that could be build elsewhere. I build every colony with the mindset of "green tiles are reserved for food and forester".
You lack workers,
With full water and barries you pause the breeding pod and keep two pumps going? 😂
So is the other series over? Just recently found your channel and I like your videos so wondering if your doing dual series or just this new one.
Yes, I think I'm ending the Whitewater series, ending with Episode #17 in this playlist: ua-cam.com/play/PL8DxiWy2JgidFegl-PVpfBEGklLZmHGKe.html
@@ZeddTheBuilder fair enough it’s more enjoyable watching it “live” as it’s being updated in real time anyway
I think something that'd be nice to do for this series is to have a plan for the layout of your city and it's possible districts. Maybe a sandbox world on this map that's all planned out with what you want the city to look like or at the least having a plan for how you want things laid out. It'd make it look nice and would help improve it functionally and efficiently.
That constant recurring music is a bit annoying
Thanks for the feedback! I was tinkering with the remix tool in Premier and I think it I ended up with a repeating segment of music that didn't work out as well. I'll probably mix it up and lower the volume in the future.