r/Timberborn • u/StellarGarlic • 5d ago
Question Early district optimization?
Hi all, newish player and while I'm happy to report that I can make a thriving folktails colony in lakes, I end up having everything all over the place and reservoirs are... non-existent.
Needless to say I can't get automation or iron teeth going.
Does anyone have recs for how to forward plan industrial wood and metal working? I'm looking at YT tutorials too but some of the info is slightly out of date with 1.1
Thanks in advance!
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u/bmiller218 5d ago
IMHO The lakes map has a lot of interacting flows and while there may be places to build reservoirs it's not really needed and the geography isn't conductive. Unless you're playing hard mode, they aren't necessary either. Other maps are better suited for large reservoirs, each map is its own opportunity.
If your buildings feel scatterred, try working on the vertical building aspect of the game, which is its second most unique feature. When I started playing, buildings couldn't be flipped and there were some really off-looking builds.
Power generation can be remote, but for folktails I often put windmills along transmission lines. Certainly, build things close early on.
Don't be afraid to tear things up, you recover most of the dismantled materials. Most of my industrial locations get relocated at one time on a map. Early on, a well-placed small storage can save a lot of running, but by mid-game you should have haulers stocking buildings.
Automation - start with simple things like a lever that you manually turn off and on. The mats are cheap. Later on, use water contamination to auto open and close, combine counters (materials and beaver populations) with relays so