I was going to mention this. Also, Folktales will reproduce to fill housing, don't over-build the housing make sure your food/water production can handle everyone!
Fun fact about wet fur - You can make paths that go underwater, beavers will swim there instead of walking and their fur will get wet while doing so :)
I'm happy to see more Timberborn. Some notes: → Instead of reducing the number of workers in the hauling post, making it full, but on lower priority usually means that people go there when nothing else is to do, but do more important jobs when there are any (which means other beavers will haul where needed). It's a good buffer for population fluctuations. → The medical bed also works without healer + medicine, it just takes longer for the injured beavers to get healthy. So no point in turning it off (there is anyways nobody working there, unless you count the sick beavers). → Don't invest too much into blueberries (with folktails) - they don't give any bonuses to your beavers, unless all other types of food. They are a good starting food to not die of hunger, but other kinds of food are better. It might be even worth it to get rid of the bushes on top of the hill to plant other crops. (With Ironteeth, you need blueberries for breeding, so it's a different story.)
A cool trick I’ve learned is to put the hauling post and science bits at lowest priority. As more beavers are born/water and lumber mills are paused during droughts, they will fill in accordingly so you don’t have to change the worker cap on the building
The beavers can also get wet fur by walking through water. There's also a battery so you can store excess energy made and use it when you are not producing power, like when the wind isn't blowing.
Update 3 has been one of the best updates, and it came out stable and ready to play. It added both game play improvements as well as great visual changes.
13:43, on that line of thought, better to use the shrubs in the decor panel, on a related line of thought, leave at least 3 tiles space between buildings (including the path tile), this is so that as soon as you get dynamite available you can create an irrigation/power/path ditch (yes all 3) between them, the ditch will need to be 2 tiles deep and all along the bottom will be shafts with single tile high platforms on top, the path then goes along the platforms and the entire path would be flooded, the additional tiles at the side can then be used for stairs, shrubs and statues for a long term bonus, also unlock the triple lodge as early as possible to replace any small housing with, instead of building stairs straight up to it's entrance build a platform there instead with stairs on both sides of it, you can then build a set of platforms in front for the roof top terrace and build a 2x3 roof on top of the lodge, I also put a campfire beyond the terrace, shrines behind it with a shrub between, beaver statues opposite with a path between and showers and lidos behind them, finally I also shove a large monument behind the lodge and a medium & small monument on both sides of that (medium further back than the small) giving a nice stylish mansion feel, can also stick a temple behind the large monument and maybe some mud baths by the small monuments
I'm not any kind of civil planner or engineer, but I get REALLY into base-designing games and the way you designed this places is SO satisfying, especially the housing/storage multilevel quarters. Just wanted to say thanks I guess :P
There's a weird audio boost that occurs from 29:00 - 29:14. The rest of the video seems fine. With that being said, I'm excited to see a return to the beavers. I really like what they've done in terms of making the well-being of the beavers become a priority; it gives more life to the colony.
Yeah, the new storage system was a major overhaul. I've yet to start a new colony with the update. While yes, it's a little more micro with having to have a warehouse for every single item, you can better manage storage so that you don't crowd out one resource with another. That was something of a micro-management issue of it's own in the prior version as if you had multiple resources in the same warehouse, you'd potentially end up without storage for one (or more) resource because the warehouse got filled with something else you were overproducing. Now, you can build the proper size warehouse for what you need; larger warehouses for the things you want to stockpile (like food for instance) and smaller warehouses for the stuff you really only need sort of on demand (like maybe using two small warehouses for gears instead of a full medium). Another thing the changes allow is putting small warehouses for certain raw materials by your production. So you can have a medium or large warehouse near your farms to quickly stockpile so your farmers spend all their time farming, but then have the small warehouse near your grills and mills so that even if the haulers are busy, the guy running the food joint can pick up what he needs to keep cooking from the little 1X1 storage unit, so you can have a grab and go restock of 6 different raw foods that can't crowd each other in the same space a medium warehouse would take, and then you just set them to fill so that your haulers always try to keep them topped off (I haven't tested whether the farmers will fill those first over the closer mediums or not if the closer ones aren't set to fill) Getting rid of a couple bushes isn't a big deal, especially for folktails. There's a lot of berry bushes there to support your starting population, and once you get a farm up and running, the berries become completely superfluous, as they're the only food that doesn't contribute to well-being. Unlike Iron Teeth, who still need the berries for population growth. Once I get my carrot farm set up, I tend to pull up all my berry bushes to make way for more farming or trees. If I recall correctly, you don't technically need medicine for beavers to recover in a medical bed, it just speeds up the recovery process. I'm pretty sure they heal faster in a bed than without a bed, and even faster with medicine in a bed than without, so it's still useful to have active beds.
@@CityPlannerPlays Another interesting note you came across, while beavers can only construct things 1 square above them, they have an unlimited range working below them (so long as it's still otherwise adjacent). Part of what makes this map fun is that you start at a high point, so you can literally build up and around with platforms and bridges. Last time I was on this map, I actually built a bridge system to the other major high point. It looked pretty cool once I was able to process metal for the longest bridge type, connecting the two terraces with minimal platform supports between and never needing to step foot on the low ground.
Nice play! You should let some paths go down to the bottom of streams and dams instead of building platforms to walk above the water. A wet beaver is a happy beaver!
Berries are emergency food, you don't need much of those after you plan the first carrot and potato farm, they give different boost so don't rely only on one of those!
Great game. I love it to pieces. Honestly, the simple fact that you can build vertically puts this game in a category of its own. Nevermind the fact that the game mechanics are solid and the theme is adorable.
I find the small warehouses are great for depots for food or resources for buildings. I set them to obtain so if a building needs more resources they don’t have to travel far to get it. Or if someone is thirsty/hungry there’s options near destinations or major paths.
so happy you're playing my favorite game!! i like making the hauling post my unemployment buffer by setting it to 10 beavers, but then making each building lowest job priority. mainly because there are so many jobs for each building and sometimes the beaver population can swing pretty hard, depending on difficulty 😅
Glad to see you've come back to Timberborn :) To see how many unemployed beavers you have, just use the small infograph on the top left. The first row shows how many adults beavers and how many baby beavers. The second row shows how many beds are needed, how many beds spare you have and how many beavers are homeless. The third row shows how many working beavers you have (if any are injured they will not be a working beaver), how many jobs are needing to be filled and how many unemployed beavers there are.
Not sure what it was but the last couple of play-throughs you've done of Timberborn but I didn't really get into it. Now I feel like these new additions to the game really add some complexity. I'm pretty hooked now. I'm going to spend my lunch break watching episode 2. Thanks Phil!
I've been wondering if we'd get a new Timberborn video again and glad you did. This video has given me some ideas of things to try in my next build, regardless of which map I choose.
I'm seeing this game for the frist time and I love it! Especially when I see you play, its amazing to follow how you do it! I also followed you're Cities Skylines beginners guide and it helped me a lot. Thats also the reason that I'll became a planner 😊. Keep it up!
When you're planning out farm land, keep future use in mind. When explosives come available, I create channels 2 tiles deep that encircle an area for crops or trees to extend the range well beyond the stream/river. I plan out the crop fields in 7x7 tile squares to maximize future production using bee hives. Also, I think farming is most efficient using two farm houses. One should be prioritized for planting, the other for harvesting. It keeps both functions going at the same, and harvesting seems to take twice as many people as panting does.
Little tip with potatoes; I wouldn't bother with storage for either raw or grilled. The farm can store 50 raw and unless the potato plants are going to die, it doesn't matter if the rest stay on the plant until you need them. As for cooked, the grill itself stores 30 raw potatoes and 120 grilled, which is more than enough for a colony this size or larger. More food types makes that storage go further as well. Same with bread when you get to that, and you can make your own call on the other multi-step food. Several buildings have internal storage that sufficient to avoid a warehouse in most situations though it can vary depending on what they are making.
You should change the platform beside the water wheel to a levy, which will force all the water flow through the wheel, greatly increasing its power output.
Yes! I came to the comments to see if anyone had already said this. I use levies in the small spaces between water wheels and between water wheels and river banks to force the water to go through the wheel instead of bypassing it. This way you get 100% of the potential power from across the width of the river.
It's a Christmas miracle! I'm a beaver! Looks like I was a dutiful builder until my death right at the end of the second drought. Better than RCE where I'd be forced to pump my log until I got blown up by dynamite... Also, tip for you. The Folktails will always fill available housing. You already have a very high population for early in the game. You really need to get more food supply for that population. Convert the berries to more farming production and/or some chestnut trees. The berries are not needed at all for Folktails. They are slower to grow than carrots and provide 0 wellness benefit for the beavers.
You should build commodities near houses that's where all beavers go. Also building a watertank near the houses so the beavers can drink at night and in the morning is a good idea. Also don't waste land area, ie don't build farms, sawmills et.c. on the ground build them on warehouses. Then you can store their goods near.
I think reading some of the descriptions a little bit more carefully would help a lot ;) The medical bed works without medicine. The medicine makes it work faster :)
when the first beaver death happened i was so surprised. i hevent seen your gameplay of this game, and this game made deaths so much more apparent than Cityskylines because the message of individual names comes up. but I liked the game and cant wait to see more!
7:24, Having unemployed beavers is not a bad thing, rather it's desired to have at least 20% of the beaver population unemployed because it means as soon as 1 dies of old age etc there'll be a beaver to replace them
This really threw me off...I hit play and was expecting to hear the RCE "Welcome back to timberborners". And then I heard "Hello welcome back to CPP". AWESOME!!!. Definitely a spin on my usual nightly subscriptions.
Make a reservoir around the water source. Than you can release it with flood gates and can always have water to the area you carved out. That will take a ton of wood but you're off to a great start.
I love this game. So stupidity simple and creative. Couple of things I noticed with yours. Cut the blue berries in half and plant wheat. You don't need nearly that many bushes. You built a water pump too close to the water wheel so not it's not turning any longer. Stop building houses. All its doing is putting you in a spiral where you create more beavers and need more food and water. You are stable with much less just settle in and relax a bit on population growth.
Ah, the town campfire, the ultimate beaver snuggling place. Adored by fuzzy creatures near and far. Here’s to happy, healthy future rodent generations. (This game is probably the most adorable game ever made. And it’s fun.)
The medical bed heals, but it wors better with the medic person. But you can use the medical bed for injured beavers, it's just slower. But it beats having injured beavers
"Get your mind out the gutter" - yeah, if you want the gutter, you want the British civil engineer dude not the American. Good to see you starting this.
Being a dutch civil engineer who's worked on a lot of dike and dam projects it's funny to see myself, Jean-Paul Smeets, incarnated as a beaver building dams. hope i stay alive and am useful XD
One thing missing that might be a little morbid for a friendly beaver builder, but I wish they would add a cemetery. Don't just make it a place to store the dead though, have a death log with names and dates inside it, and let the beaver relatives be able to visit and gain some sort of comfort from it.
The watermill isn't getting a good "flow" of water. You should put a damn blocking the water from going under the high-power shaft. This will increase the power it produces. (you might need to move the water pump)
Cool start to this town. Though I gotta say, berries for folktails are a total waste of time and space! If I'm playing Folkatils, I'll use em till I get my carrots up and running then just get rid of them. All that space you've given over to berries I'd have planted carrots and potatoes. Also, Chestnus trees are an awesome source of food, as the beavers love em, they just need to be grilled as well ;-)
Love to see Timberborn again :D
Also, you should unpause the medical bed since it still works without medicine. The medicine just makes it faster.
I was going to mention this. Also, Folktales will reproduce to fill housing, don't over-build the housing make sure your food/water production can handle everyone!
Oh shoot - great tip! Will do in the next one!
Fun fact about wet fur - You can make paths that go underwater, beavers will swim there instead of walking and their fur will get wet while doing so :)
with the new badwater not anytime a good idea.
I'm happy to see more Timberborn.
Some notes:
→ Instead of reducing the number of workers in the hauling post, making it full, but on lower priority usually means that people go there when nothing else is to do, but do more important jobs when there are any (which means other beavers will haul where needed). It's a good buffer for population fluctuations.
→ The medical bed also works without healer + medicine, it just takes longer for the injured beavers to get healthy. So no point in turning it off (there is anyways nobody working there, unless you count the sick beavers).
→ Don't invest too much into blueberries (with folktails) - they don't give any bonuses to your beavers, unless all other types of food. They are a good starting food to not die of hunger, but other kinds of food are better. It might be even worth it to get rid of the bushes on top of the hill to plant other crops. (With Ironteeth, you need blueberries for breeding, so it's a different story.)
A cool trick I’ve learned is to put the hauling post and science bits at lowest priority. As more beavers are born/water and lumber mills are paused during droughts, they will fill in accordingly so you don’t have to change the worker cap on the building
Fantastic idea!!
Fun Fact: You dont NEED medicine for the medical beds to work, they just boost it.
Love the throwback to Bluffside Crossing.
The beavers can also get wet fur by walking through water. There's also a battery so you can store excess energy made and use it when you are not producing power, like when the wind isn't blowing.
Update 3 has been one of the best updates, and it came out stable and ready to play. It added both game play improvements as well as great visual changes.
What a coincidence, I fell back into Timberborn this past week too. The storage updates are really nice to work with.
Completely agree! Game changing!
Except power does not work through the storages anymore :( but the other 99% is great
Glad you came back to this game and good luck.
Don't forget to plan your multi-use towers. It will be interesting to see what you come up with.
13:43, on that line of thought, better to use the shrubs in the decor panel, on a related line of thought, leave at least 3 tiles space between buildings (including the path tile), this is so that as soon as you get dynamite available you can create an irrigation/power/path ditch (yes all 3) between them, the ditch will need to be 2 tiles deep and all along the bottom will be shafts with single tile high platforms on top, the path then goes along the platforms and the entire path would be flooded, the additional tiles at the side can then be used for stairs, shrubs and statues for a long term bonus, also unlock the triple lodge as early as possible to replace any small housing with, instead of building stairs straight up to it's entrance build a platform there instead with stairs on both sides of it, you can then build a set of platforms in front for the roof top terrace and build a 2x3 roof on top of the lodge, I also put a campfire beyond the terrace, shrines behind it with a shrub between, beaver statues opposite with a path between and showers and lidos behind them, finally I also shove a large monument behind the lodge and a medium & small monument on both sides of that (medium further back than the small) giving a nice stylish mansion feel, can also stick a temple behind the large monument and maybe some mud baths by the small monuments
I feel like this thumbnail is setting up a competition with RCE. We know there's already a beef between him and architects ;)
RCE and CPP have basically same job.
I'm not any kind of civil planner or engineer, but I get REALLY into base-designing games and the way you designed this places is SO satisfying, especially the housing/storage multilevel quarters. Just wanted to say thanks I guess :P
There's a weird audio boost that occurs from 29:00 - 29:14. The rest of the video seems fine. With that being said, I'm excited to see a return to the beavers. I really like what they've done in terms of making the well-being of the beavers become a priority; it gives more life to the colony.
sounds like a compressor got added to that particular cut or the gain got edited by mistake.
Yeah, the new storage system was a major overhaul. I've yet to start a new colony with the update. While yes, it's a little more micro with having to have a warehouse for every single item, you can better manage storage so that you don't crowd out one resource with another. That was something of a micro-management issue of it's own in the prior version as if you had multiple resources in the same warehouse, you'd potentially end up without storage for one (or more) resource because the warehouse got filled with something else you were overproducing. Now, you can build the proper size warehouse for what you need; larger warehouses for the things you want to stockpile (like food for instance) and smaller warehouses for the stuff you really only need sort of on demand (like maybe using two small warehouses for gears instead of a full medium). Another thing the changes allow is putting small warehouses for certain raw materials by your production. So you can have a medium or large warehouse near your farms to quickly stockpile so your farmers spend all their time farming, but then have the small warehouse near your grills and mills so that even if the haulers are busy, the guy running the food joint can pick up what he needs to keep cooking from the little 1X1 storage unit, so you can have a grab and go restock of 6 different raw foods that can't crowd each other in the same space a medium warehouse would take, and then you just set them to fill so that your haulers always try to keep them topped off (I haven't tested whether the farmers will fill those first over the closer mediums or not if the closer ones aren't set to fill)
Getting rid of a couple bushes isn't a big deal, especially for folktails. There's a lot of berry bushes there to support your starting population, and once you get a farm up and running, the berries become completely superfluous, as they're the only food that doesn't contribute to well-being. Unlike Iron Teeth, who still need the berries for population growth. Once I get my carrot farm set up, I tend to pull up all my berry bushes to make way for more farming or trees.
If I recall correctly, you don't technically need medicine for beavers to recover in a medical bed, it just speeds up the recovery process. I'm pretty sure they heal faster in a bed than without a bed, and even faster with medicine in a bed than without, so it's still useful to have active beds.
Super helpful tips! Will get the berries replaced and will turn the medical bed back on
@@CityPlannerPlays Another interesting note you came across, while beavers can only construct things 1 square above them, they have an unlimited range working below them (so long as it's still otherwise adjacent). Part of what makes this map fun is that you start at a high point, so you can literally build up and around with platforms and bridges. Last time I was on this map, I actually built a bridge system to the other major high point. It looked pretty cool once I was able to process metal for the longest bridge type, connecting the two terraces with minimal platform supports between and never needing to step foot on the low ground.
Nice play!
You should let some paths go down to the bottom of streams and dams instead of building platforms to walk above the water.
A wet beaver is a happy beaver!
It's been way too long since a Timberborn, so excited 🤘🏻
Medical beds I think work without medicine. Glad to see this back
Berries are emergency food, you don't need much of those after you plan the first carrot and potato farm, they give different boost so don't rely only on one of those!
Ngl I saw bluffside in the title and thought for a sec that this was the most unexpected series comeback ever
Great game. I love it to pieces. Honestly, the simple fact that you can build vertically puts this game in a category of its own. Nevermind the fact that the game mechanics are solid and the theme is adorable.
I find the small warehouses are great for depots for food or resources for buildings. I set them to obtain so if a building needs more resources they don’t have to travel far to get it. Or if someone is thirsty/hungry there’s options near destinations or major paths.
so happy you're playing my favorite game!! i like making the hauling post my unemployment buffer by setting it to 10 beavers, but then making each building lowest job priority. mainly because there are so many jobs for each building and sometimes the beaver population can swing pretty hard, depending on difficulty 😅
I really, really love that idea! Will do that in the next one!
Another good episode of Beaver Builder! Thanks for all you do and happy holidays, CPP!
Thank you and happy holidays!!
This is adorable! Like Banished but beavers!😍
Wow the updated storage looks great! Glad you're playing it again 😁
14:08, shoulda put those houses a tile away from the path so you can add stairs by them for more housing on top until you get the lodges
Glad to see you've come back to Timberborn :) To see how many unemployed beavers you have, just use the small infograph on the top left. The first row shows how many adults beavers and how many baby beavers. The second row shows how many beds are needed, how many beds spare you have and how many beavers are homeless. The third row shows how many working beavers you have (if any are injured they will not be a working beaver), how many jobs are needing to be filled and how many unemployed beavers there are.
WELCOME BACK TO TIMBERBORNERRRRRSSS. all seriousness I'm happy to find another one of my favourite youtubers playing this
Not sure what it was but the last couple of play-throughs you've done of Timberborn but I didn't really get into it. Now I feel like these new additions to the game really add some complexity. I'm pretty hooked now. I'm going to spend my lunch break watching episode 2.
Thanks Phil!
You should build the pumps lower down to the surface of the water, they can only reach two tiles deep.
I've been wondering if we'd get a new Timberborn video again and glad you did. This video has given me some ideas of things to try in my next build, regardless of which map I choose.
I'm seeing this game for the frist time and I love it! Especially when I see you play, its amazing to follow how you do it! I also followed you're Cities Skylines beginners guide and it helped me a lot. Thats also the reason that I'll became a planner 😊. Keep it up!
When you're planning out farm land, keep future use in mind. When explosives come available, I create channels 2 tiles deep that encircle an area for crops or trees to extend the range well beyond the stream/river. I plan out the crop fields in 7x7 tile squares to maximize future production using bee hives. Also, I think farming is most efficient using two farm houses. One should be prioritized for planting, the other for harvesting. It keeps both functions going at the same, and harvesting seems to take twice as many people as panting does.
When you asked if people are happy with the way you treated their beavers. Top trolling. 😂
Little tip with potatoes; I wouldn't bother with storage for either raw or grilled. The farm can store 50 raw and unless the potato plants are going to die, it doesn't matter if the rest stay on the plant until you need them. As for cooked, the grill itself stores 30 raw potatoes and 120 grilled, which is more than enough for a colony this size or larger. More food types makes that storage go further as well. Same with bread when you get to that, and you can make your own call on the other multi-step food. Several buildings have internal storage that sufficient to avoid a warehouse in most situations though it can vary depending on what they are making.
You should change the platform beside the water wheel to a levy, which will force all the water flow through the wheel, greatly increasing its power output.
Yes! I came to the comments to see if anyone had already said this. I use levies in the small spaces between water wheels and between water wheels and river banks to force the water to go through the wheel instead of bypassing it. This way you get 100% of the potential power from across the width of the river.
I learnt this after a couple days, really helps
It's a Christmas miracle! I'm a beaver! Looks like I was a dutiful builder until my death right at the end of the second drought.
Better than RCE where I'd be forced to pump my log until I got blown up by dynamite...
Also, tip for you. The Folktails will always fill available housing. You already have a very high population for early in the game. You really need to get more food supply for that population. Convert the berries to more farming production and/or some chestnut trees. The berries are not needed at all for Folktails. They are slower to grow than carrots and provide 0 wellness benefit for the beavers.
Can’t wait for more videos of this game!
Hey! Where's my beaver? Lol great to have a visit to Bluffside Crossing in the far far future
This honestly is a great little game.
The how dare you towards phillip was so threatening lol
You can also get the wet fur stat by putting a path through water.
I didn't know about this update, got me excited to try again.
Good spot for gravity power storage next to the windmills
The Phillip OVERTAKING!
I'd love some more Timberborn content! 🦫
You should build commodities near houses that's where all beavers go. Also building a watertank near the houses so the beavers can drink at night and in the morning is a good idea. Also don't waste land area, ie don't build farms, sawmills et.c. on the ground build them on warehouses. Then you can store their goods near.
I think reading some of the descriptions a little bit more carefully would help a lot ;)
The medical bed works without medicine. The medicine makes it work faster :)
Shoot - will do!
So cool to see my name in the series! Glad I could help plant some berries before my untimely death lol
thank you for your service, Joe!!
What a whirlwind! Timberborn is definitely a little more quickly paced than C:S-exciting stuff! :D
Thank you thank you thank you for a new Timberborn video 🦫
when the first beaver death happened i was so surprised. i hevent seen your gameplay of this game, and this game made deaths so much more apparent than Cityskylines because the message of individual names comes up. but I liked the game and cant wait to see more!
Can't wait to see what type of metropolis this turns into! Lets dam all the water!
This game looks awesome! I think you should consider planning Parkitect
Happy to see Timberborn again
Hey, finally a UA-camr that plays as Folktails! Ironteeth are cool and all but EVERYONE plays as them.
I've had this game on my list for quite a while but this video compels me to actually get and try it.
You won't regret it!
These beavers need to unions to fight against the long overtime hours and more diverse food source. Do it in the memory of Phillip the First!
Yes to Timberborn!
7:24, Having unemployed beavers is not a bad thing, rather it's desired to have at least 20% of the beaver population unemployed because it means as soon as 1 dies of old age etc there'll be a beaver to replace them
Man I'm so happy you're back doing Timerborn. Excited to see this continue
This really threw me off...I hit play and was expecting to hear the RCE "Welcome back to timberborners". And then I heard "Hello welcome back to CPP". AWESOME!!!. Definitely a spin on my usual nightly subscriptions.
block the river next to the electric water wheel, it will double the water flow through the wheel and increase the power output
Leaving a comment to help the algo. Love when you play this series btw. A lot more fun when they’re less bugs and glitches.
The best Christmas present 😍
Aahhhh! I'm so glad this is back!! Honestly, I checked this playlist regularly, waiting for more videos 😅😅😅
More beavers working their shafts and pumping their logs.
Wrong UA-camr
I love this, I can't wait for more!!
Make a reservoir around the water source. Than you can release it with flood gates and can always have water to the area you carved out. That will take a ton of wood but you're off to a great start.
Beautiful game and well done with your development
The medical bed still works without medicine, the medicine is only to boost the healing process
Def more timberborn!
Great game. Happy you referenced Bluffside crossing. How much has changed since then! Love the vids!
I like to set the hauler post to 10/10 beavers but with a low priority so that the extra beavers become haulers automatically.
CANT BELIEVE ITS BACK :D
I love this game. So stupidity simple and creative.
Couple of things I noticed with yours. Cut the blue berries in half and plant wheat. You don't need nearly that many bushes.
You built a water pump too close to the water wheel so not it's not turning any longer.
Stop building houses. All its doing is putting you in a spiral where you create more beavers and need more food and water. You are stable with much less just settle in and relax a bit on population growth.
Ah, the town campfire, the ultimate beaver snuggling place. Adored by fuzzy creatures near and far. Here’s to happy, healthy future rodent generations. (This game is probably the most adorable game ever made. And it’s fun.)
The medical bed heals, but it wors better with the medic person. But you can use the medical bed for injured beavers, it's just slower. But it beats having injured beavers
Love seeing you play Timberborn.
love it!
the thumbnail gave me RCE vibes, so when i saw it was CPP my brain broke haha
What? Friday!? Ooh this is fun.
I honestly love this game. Thank you for this.
"Get your mind out the gutter" - yeah, if you want the gutter, you want the British civil engineer dude not the American.
Good to see you starting this.
I love this Map !
5:04, That priority option was already there before, at least in update 2 when I bought it
love this game!!!!!!!
i pray you do more of these!!!
Terrace is one of my favorite maps
eventually, you might want to replace the dam(n) at the top of the resivoir with those openable water gates.
Great video. Thanks!
Everytime I see this game it makes me yearn for vertically building in Cities: Skylines. LUL
Being a dutch civil engineer who's worked on a lot of dike and dam projects it's funny to see myself, Jean-Paul Smeets, incarnated as a beaver building dams. hope i stay alive and am useful XD
One thing missing that might be a little morbid for a friendly beaver builder, but I wish they would add a cemetery. Don't just make it a place to store the dead though, have a death log with names and dates inside it, and let the beaver relatives be able to visit and gain some sort of comfort from it.
if you look carefully, there is a place that you can build a mega water reservoir at the river behind the cliff.
The watermill isn't getting a good "flow" of water. You should put a damn blocking the water from going under the high-power shaft. This will increase the power it produces. (you might need to move the water pump)
Cool start to this town. Though I gotta say, berries for folktails are a total waste of time and space! If I'm playing Folkatils, I'll use em till I get my carrots up and running then just get rid of them. All that space you've given over to berries I'd have planted carrots and potatoes. Also, Chestnus trees are an awesome source of food, as the beavers love em, they just need to be grilled as well ;-)
Im so glad you played timberborn again!
I’d lovvve to see a whole series from you on Timberborn
Timberborn 👀
"Phillip" with two "L"s is the traditional spelling.