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  4. Buildings

All 211 Buildings by Faction in Timberborn

Updated on November 1, 2026 (3 days ago)

Timberborn is a city builder where you lead a colony of beavers through land where rivers can run dry. Buildings are how your beavers get what they need: water, food, a place to sleep, power and science. Each one has a job, and the colony only holds together when they work as a set. Learning how buildings fit together is what gets a small camp through its first drought.

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Showing 82 of 211 items.

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Category

Housing

10 items

Advanced Breeding Pod

Produces adult Iron Teeth directly, skipping the usual kit-growing stage.

Faction
Iron Teeth
Science Unlock
1,000 Science Points
Construction Cost
5 Treated Planks, 2 Metal Blocks
Footprint
1 × 1 tile
Power Use
-
Power Output
-
Capacity
-

Barrack

Shelters up to ten Iron Teeth in a shared two-storey block.

Faction
Iron Teeth
Science Unlock
Available at start
Construction Cost
40 Logs
Footprint
3 × 2 tiles
Power Use
-
Power Output
-
Capacity
10 beds

Breeding Pod

Raises Iron Teeth kits from berries and water until they can join the colony.

Faction
Iron Teeth
Science Unlock
Available at start
Construction Cost
10 Logs
Footprint
1 × 1 tile
Power Use
-
Power Output
-
Capacity
-

Double Lodge

Houses six Folktails in a two-storey lodge.

Faction
Folktails
Science Unlock
150 Science Points
Construction Cost
20 Logs
Footprint
2 × 2 tiles
Power Use
-
Power Output
-
Capacity
6 beds

Large Barrack

Fits sixteen Iron Teeth into a wider shared home.

Faction
Iron Teeth
Science Unlock
400 Science Points
Construction Cost
70 Logs
Footprint
3 × 3 tiles
Power Use
-
Power Output
-
Capacity
16 beds

Large Rowhouse

Sleeps eight Iron Teeth in the same narrow footprint as a standard rowhouse.

Faction
Iron Teeth
Science Unlock
600 Science Points
Construction Cost
35 Logs
Footprint
2 × 1 tiles
Power Use
-
Power Output
-
Capacity
8 beds

Lodge

Houses three Folktails and leaves room for new kits when a bed is free.

Faction
Folktails
Science Unlock
Available at start
Construction Cost
12 Logs
Footprint
2 × 2 tiles
Power Use
-
Power Output
-
Capacity
3 beds

Mini Lodge

Gives one Folktail a compact place to sleep.

Faction
Folktails
Science Unlock
50 Science Points
Construction Cost
5 Logs
Footprint
1 × 2 tiles
Power Use
-
Power Output
-
Capacity
1 bed

Rowhouse

Fits five Iron Teeth in a narrow, three-storey home.

Faction
Iron Teeth
Science Unlock
180 Science Points
Construction Cost
20 Logs
Footprint
2 × 1 tiles
Power Use
-
Power Output
-
Capacity
5 beds

Triple Lodge

Shelters nine Folktails in a taller lodge.

Faction
Folktails
Science Unlock
250 Science Points
Construction Cost
35 Logs
Footprint
3 × 2 tiles
Power Use
-
Power Output
-
Capacity
9 beds

Category

Food

13 items

Aquatic Farmhouse

Assigns Folktails farmers to plant and harvest crops grown in water.

Faction
Folktails
Science Unlock
150 Science Points
Construction Cost
30 Logs, 10 Planks
Footprint
2 × 3 tiles
Power Use
-
Power Output
-
Capacity
-

Bakery

Bakes flour into bread or pastries when ingredients are available.

Faction
Folktails
Science Unlock
160 Science Points
Construction Cost
15 Logs, 15 Planks, 10 Gears
Footprint
3 × 2 tiles
Power Use
-
Power Output
-
Capacity
-

Beehive

Speeds the growth of crops planted nearby.

Faction
Folktails
Science Unlock
400 Science Points
Construction Cost
10 Logs, 15 Planks, 20 Paper
Footprint
1 × 1 tile
Power Use
-
Power Output
-
Capacity
-

Coffee Brewery

Brews coffee from beans for Iron Teeth beavers.

Faction
Iron Teeth
Science Unlock
500 Science Points
Construction Cost
10 Gears, 25 Treated Planks, 15 Metal Blocks
Footprint
2 × 3 tiles
Power Use
200 HP
Power Output
-
Capacity
-

Efficient Farmhouse

Puts three Folktails farmers to work planting and harvesting crops.

Faction
Folktails
Science Unlock
Available at start
Construction Cost
25 Logs
Footprint
3 × 2 tiles
Power Use
-
Power Output
-
Capacity
-

Farmhouse

Assigns two Iron Teeth farmers to plant and harvest crops.

Faction
Iron Teeth
Science Unlock
Available at start
Construction Cost
20 Logs
Footprint
2 × 2 tiles
Power Use
-
Power Output
-
Capacity
-

Fermenter

Ferments plants into nourishing food for Iron Teeth.

Faction
Iron Teeth
Science Unlock
Available at start
Construction Cost
25 Logs
Footprint
1 × 3 tiles
Power Use
50 HP
Power Output
-
Capacity
-

Food Factory

Combines chosen ingredients into Iron Teeth food rations.

Faction
Iron Teeth
Science Unlock
300 Science Points
Construction Cost
40 Planks, 15 Gears, 10 Metal Blocks
Footprint
3 × 3 tiles
Power Use
120 HP
Power Output
-
Capacity
-

Gatherer Flag

Marks nearby gatherables for a worker to collect.

Faction
Both
Science Unlock
Available at start
Construction Cost
-
Footprint
1 × 1 tile
Power Use
-
Power Output
-
Capacity
-

Grill

Cooks vegetables into meals for Folktails.

Faction
Folktails
Science Unlock
Available at start
Construction Cost
25 Logs
Footprint
2 × 2 tiles
Power Use
-
Power Output
-
Capacity
-

Gristmill

Grinds crops into flour for other food buildings.

Faction
Folktails
Science Unlock
180 Science Points
Construction Cost
40 Logs, 20 Planks, 20 Gears
Footprint
3 × 2 tiles
Power Use
60 HP
Power Output
-
Capacity
-

Hydroponic Garden

Grows plants indoors for Iron Teeth without using open fields.

Faction
Iron Teeth
Science Unlock
200 Science Points
Construction Cost
20 Planks, 10 Gears, 5 Metal Parts
Footprint
3 × 3 tiles
Power Use
-
Power Output
-
Capacity
-

Oil Press

Presses oil from suitable plants such as canola.

Faction
Iron Teeth
Science Unlock
120 Science Points
Construction Cost
40 Logs, 10 Metal Parts
Footprint
2 × 2 tiles
Power Use
50 HP
Power Output
-
Capacity
-

Category

Water

14 items

Aquifer Drill

Draws water from an aquifer when connected to power.

Faction
Both
Science Unlock
400 Science Points
Construction Cost
40 Planks, 25 Gears, 15 Metal Blocks
Footprint
3 × 3 tiles
Power Use
400 HP
Power Output
-
Capacity
-

Badwater Dome

Seals a badwater source and can open it again when flow is needed.

Faction
Folktails
Science Unlock
1,000 Science Points
Construction Cost
100 Planks, 200 Gears, 100 Metal Blocks
Footprint
3 × 3 tiles
Power Use
-
Power Output
-
Capacity
-

Badwater Pressurizer

Keeps a badwater source closed through droughts and releases it on demand.

Faction
Iron Teeth
Science Unlock
4,000 Science Points
Construction Cost
300 Gears, 200 Metal Blocks, 50 Explosives
Footprint
3 × 3 tiles
Power Use
-
Power Output
-
Capacity
-

Badwater Pump

Pumps shallow badwater, with less output when contamination is low.

Faction
Folktails
Science Unlock
250 Science Points
Construction Cost
20 Logs, 10 Gears, 5 Metal Blocks
Footprint
2 × 3 tiles
Power Use
-
Power Output
-
Capacity
-

Badwater Rig

Employs a crew to extract badwater directly from its source.

Faction
Folktails
Science Unlock
4,000 Science Points
Construction Cost
400 Gears, 200 Treated Planks, 150 Metal Blocks
Footprint
3 × 3 tiles
Power Use
-
Power Output
-
Capacity
-

Centrifuge

Processes badwater into useful extract while drawing power.

Faction
Both
Science Unlock
600 Science Points
Construction Cost
60 Planks, 40 Gears, 30 Metal Blocks
Footprint
3 × 3 tiles
Power Use
200 HP
Power Output
-
Capacity
-

Compact Mechanical Pump

Moves water through a one-tile pump that fits into a narrow barrier.

Faction
Both
Science Unlock
4,000 Science Points
Construction Cost
50 Gears, 25 Treated Planks, 25 Metal Blocks
Footprint
1 × 1 tile
Power Use
700 HP
Power Output
-
Capacity
-

Deep Badwater Pump

Pumps badwater from deeper below the surface.

Faction
Iron Teeth
Science Unlock
250 Science Points
Construction Cost
20 Logs, 10 Gears, 5 Metal Blocks
Footprint
2 × 3 tiles
Power Use
-
Power Output
-
Capacity
-

Deep Mechanical Pump

Lifts water through a deeper, plus-shaped pump frame.

Faction
Iron Teeth
Science Unlock
2,500 Science Points
Construction Cost
50 Gears, 25 Treated Planks, 25 Metal Blocks
Footprint
3 × 3 tiles (plus-shaped)
Power Use
700 HP
Power Output
-
Capacity
-

Deep Water Pump

Filters drinking water from a deeper source.

Faction
Iron Teeth
Science Unlock
Available at start
Construction Cost
12 Logs
Footprint
2 × 3 tiles
Power Use
-
Power Output
-
Capacity
-

Discharge

Releases stored water or badwater into a prepared basin.

Faction
Both
Science Unlock
250 Science Points
Construction Cost
10 Logs, 10 Planks
Footprint
2 × 1 tiles
Power Use
-
Power Output
-
Capacity
-

Large Water Pump

Pumps drinking water faster, though contamination slows it down.

Faction
Folktails
Science Unlock
400 Science Points
Construction Cost
20 Logs, 5 Gears, 10 Treated Planks
Footprint
3 × 4 tiles
Power Use
-
Power Output
-
Capacity
-

Mechanical Pump

Uses power to lift water through a pipe to a higher outlet.

Faction
Folktails
Science Unlock
2,000 Science Points
Construction Cost
50 Gears, 15 Treated Planks
Footprint
3 × 3 tiles
Power Use
500 HP
Power Output
-
Capacity
-

Water Pump

Filters drinking water from nearby water for the colony.

Faction
Folktails
Science Unlock
Available at start
Construction Cost
12 Logs
Footprint
2 × 3 tiles
Power Use
-
Power Output
-
Capacity
-

Category

Wood

9 items

Forester

Plants trees and bushes in a marked area for future harvests.

Faction
Both
Science Unlock
30 Science Points
Construction Cost
10 Logs, 7 Planks
Footprint
2 × 2 tiles
Power Use
-
Power Output
-
Capacity
-

Gear Workshop

Uses powered machinery to turn planks into gears.

Faction
Both
Science Unlock
100 Science Points
Construction Cost
15 Logs, 25 Planks
Footprint
3 × 2 tiles
Power Use
120 HP
Power Output
-
Capacity
-

Industrial Lumber Mill

Cuts logs into planks in a compact Iron Teeth workshop with two workers.

Faction
Iron Teeth
Science Unlock
Available at start
Construction Cost
20 Logs
Footprint
2 × 3 tiles
Power Use
75 HP
Power Output
-
Capacity
-

Lumber Mill

Turns logs into planks for Folktails.

Faction
Folktails
Science Unlock
Available at start
Construction Cost
15 Logs
Footprint
3 × 2 tiles
Power Use
50 HP
Power Output
-
Capacity
-

Lumberjack Flag

Marks trees for a lumberjack to cut and collect.

Faction
Both
Science Unlock
Available at start
Construction Cost
-
Footprint
1 × 1 tile
Power Use
-
Power Output
-
Capacity
-

Paper Mill

Makes paper from wood supplies for Folktails.

Faction
Folktails
Science Unlock
250 Science Points
Construction Cost
40 Logs, 40 Planks, 15 Gears
Footprint
3 × 2 tiles
Power Use
80 HP
Power Output
-
Capacity
-

Printing Press

Uses paper to make books that support Folktails knowledge.

Faction
Folktails
Science Unlock
400 Science Points
Construction Cost
50 Logs, 30 Gears, 30 Metal Blocks
Footprint
4 × 2 tiles
Power Use
150 HP
Power Output
-
Capacity
-

Tapper's Shack

Assigns tappers to collect sap and syrup from trees in range.

Faction
Both
Science Unlock
500 Science Points
Construction Cost
20 Logs, 20 Planks, 10 Gears
Footprint
2 × 2 tiles
Power Use
-
Power Output
-
Capacity
-

Wood Workshop

Treats planks with resin to make stronger building materials.

Faction
Both
Science Unlock
800 Science Points
Construction Cost
20 Logs, 40 Planks, 40 Gears
Footprint
4 × 2 tiles
Power Use
250 HP
Power Output
-
Capacity
-

Category

Metal

5 items

Efficient Mine

Extracts scrap metal from underground ruins at a higher rate.

Faction
Iron Teeth
Science Unlock
4,000 Science Points
Construction Cost
300 Logs, 450 Gears, 300 Treated Planks
Footprint
5 × 5 tiles
Power Use
-
Power Output
-
Capacity
-

Metalsmith

Makes metal parts from scrap metal using logs as fuel.

Faction
Iron Teeth
Science Unlock
150 Science Points
Construction Cost
30 Planks, 10 Scrap Metal
Footprint
2 × 2 tiles
Power Use
-
Power Output
-
Capacity
-

Mine

Sends Folktails miners underground to recover scrap and science.

Faction
Folktails
Science Unlock
4,000 Science Points
Construction Cost
250 Logs, 350 Gears, 200 Treated Planks
Footprint
5 × 5 tiles
Power Use
-
Power Output
-
Capacity
-

Scavenger Flag

Marks surface ruins for workers to salvage scrap metal.

Faction
Both
Science Unlock
Folktails: 250 Science Points; Iron Teeth: Available at start
Construction Cost
-
Footprint
1 × 1 tile
Power Use
-
Power Output
-
Capacity
-

Smelter

Uses heat and power to turn scrap metal into metal blocks.

Faction
Both
Science Unlock
300 Science Points
Construction Cost
50 Planks, 20 Gears, 30 Scrap Metal
Footprint
2 × 4 tiles
Power Use
200 HP
Power Output
-
Capacity
-

Category

Power

14 items

Clutch

Switches power transfer through its connected shaft on or off.

Faction
Both
Science Unlock
400 Science Points
Construction Cost
2 Gears, 6 Metal Blocks
Footprint
1 × 1 tile
Power Use
-
Power Output
-
Capacity
-

Compact Water Wheel

Fits a narrow channel and turns flowing water into Iron Teeth power.

Faction
Iron Teeth
Science Unlock
Available at start
Construction Cost
25 Logs
Footprint
3 × 1 tiles
Power Use
-
Power Output
120 HP per m³/s of flow
Capacity
-

Geothermal Engine

Produces 400 HP continuously when placed on a geothermal field.

Faction
Both
Science Unlock
160 Science Points
Construction Cost
50 Logs, 30 Planks
Footprint
3 × 3 tiles
Power Use
-
Power Output
400 HP
Capacity
-

Gravity Battery

Stores surplus energy and returns it to the network when needed.

Faction
Both
Science Unlock
400 Science Points
Construction Cost
40 Planks, 40 Gears, 10 Metal Blocks
Footprint
1 × 2 tiles
Power Use
-
Power Output
Stores up to 62,000 HPh, depending on available drop
Capacity
-

Impermeable Power Shaft

Carries power through a wall while keeping water out.

Faction
Both
Science Unlock
300 Science Points
Construction Cost
12 Logs, 6 Gears, 10 Metal Blocks
Footprint
1 × 1 tile
Power Use
-
Power Output
-
Capacity
-

Large Power Wheel

Four Iron Teeth workers generate power here, with output tied to their movement speed.

Faction
Iron Teeth
Science Unlock
Available at start
Construction Cost
50 Logs
Footprint
3 × 3 tiles
Power Use
-
Power Output
300 HP base, up to 510 HP with movement-speed bonuses
Capacity
-

Large Water Wheel

Turns a broad, fast current into power at 540 HP per m³/s.

Faction
Iron Teeth
Science Unlock
200 Science Points
Construction Cost
70 Logs, 80 Planks
Footprint
5 × 2 tiles
Power Use
-
Power Output
540 HP per m³/s of flow
Capacity
-

Large Wind Turbine

Follows the wind to produce up to 300 HP.

Faction
Folktails
Science Unlock
1,400 Science Points
Construction Cost
40 Planks, 20 Gears, 30 Paper
Footprint
3 × 3 tiles
Power Use
-
Power Output
Up to 300 HP, depending on wind strength
Capacity
-

Power Shaft

Connects adjacent buildings so power can move across a settlement.

Faction
Both
Science Unlock
Available at start
Construction Cost
1 Log
Footprint
1 × 1 tile
Power Use
-
Power Output
-
Capacity
-

Power Wheel

One Folktails worker makes 50 HP here, with faster movement raising output.

Faction
Folktails
Science Unlock
Available at start
Construction Cost
20 Logs
Footprint
3 × 1 tiles
Power Use
-
Power Output
50 HP base, up to 85 HP with movement-speed bonuses
Capacity
-

Steam Engine

Burns logs and water to supply up to 400 HP.

Faction
Iron Teeth
Science Unlock
400 Science Points
Construction Cost
20 Logs, 25 Gears, 40 Metal Parts
Footprint
3 × 3 tiles
Power Use
-
Power Output
400 HP
Capacity
-

Vertical Power Shaft

Carries power upward between different building levels.

Faction
Both
Science Unlock
40 Science Points
Construction Cost
2 Logs, 2 Planks, 1 Gear
Footprint
1 × 1 tile
Power Use
-
Power Output
-
Capacity
-

Water Wheel

Uses river flow to generate up to 270 HP per m³/s.

Faction
Folktails
Science Unlock
Available at start
Construction Cost
50 Logs
Footprint
3 × 2 tiles
Power Use
-
Power Output
270 HP per m³/s of flow
Capacity
-

Wind Turbine

Makes up to 150 HP from wind without fuel or water flow.

Faction
Folktails
Science Unlock
120 Science Points
Construction Cost
20 Logs, 20 Planks
Footprint
3 × 3 tiles
Power Use
-
Power Output
Up to 150 HP, depending on wind strength
Capacity
-

Category

Landscaping

17 items

Contamination Barrier

Stops badwater contamination from spreading through the soil below it.

Faction
Folktails
Science Unlock
400 Science Points
Construction Cost
5 Planks, 1 Metal Block
Footprint
1 × 1 tile
Power Use
-
Power Output
-
Capacity
-

Dam

Holds back most water while letting some spill over the top.

Faction
Both
Science Unlock
Available at start
Construction Cost
20 Logs
Footprint
1 × 1 tile
Power Use
-
Power Output
-
Capacity
-

Dirt Excavator

Uses workers and power to dig dirt from the ground.

Faction
Both
Science Unlock
2,000 Science Points
Construction Cost
100 Gears, 100 Treated Planks, 50 Metal Blocks
Footprint
5 × 6 tiles
Power Use
200 HP
Power Output
-
Capacity
-

Double Dynamite

Blasts two terrain layers below it and can set off nearby charges.

Faction
Both
Science Unlock
900 Science Points
Construction Cost
1 Explosive, 1 Extract
Footprint
1 × 1 tile
Power Use
-
Power Output
-
Capacity
-

Double Floodgate

Controls water flow through an adjustable gate two tiles tall.

Faction
Both
Science Unlock
250 Science Points
Construction Cost
20 Logs, 10 Planks
Footprint
1 × 1 tile
Power Use
-
Power Output
-
Capacity
-

Dynamite

Blasts away the terrain tile underneath and can trigger nearby charges.

Faction
Both
Science Unlock
600 Science Points
Construction Cost
1 Explosive
Footprint
1 × 1 tile
Power Use
-
Power Output
-
Capacity
-

Explosives Factory

Uses badwater and power to make explosives.

Faction
Both
Science Unlock
400 Science Points
Construction Cost
30 Planks, 30 Gears; Folktails: 30 Metal Blocks; Iron Teeth: 60 Metal Parts
Footprint
4 × 2 tiles
Power Use
150 HP
Power Output
-
Capacity
-

Fill Valve

Fills the channel downstream toward a selected water level.

Faction
Both
Science Unlock
300 Science Points
Construction Cost
5 Planks, 5 Metal Blocks
Footprint
1 × 2 tiles
Power Use
-
Power Output
-
Capacity
-

Floodgate

Adjusts the opening of a two-tile water gate.

Faction
Both
Science Unlock
150 Science Points
Construction Cost
10 Logs, 5 Planks
Footprint
1 × 1 tile
Power Use
-
Power Output
-
Capacity
-

Impermeable Floor

Seals a floor tile so water cannot pass through it.

Faction
Both
Science Unlock
200 Science Points
Construction Cost
1 Metal Block
Footprint
1 × 1 tile
Power Use
-
Power Output
-
Capacity
-

Irrigation Barrier

Stops irrigation and contamination from spreading beneath the tile.

Faction
Iron Teeth
Science Unlock
400 Science Points
Construction Cost
10 Logs, 5 Treated Planks
Footprint
1 × 1 tile
Power Use
-
Power Output
-
Capacity
-

Levee

Forms a solid one-tile wall that blocks water completely.

Faction
Both
Science Unlock
120 Science Points
Construction Cost
12 Logs
Footprint
1 × 1 tile
Power Use
-
Power Output
-
Capacity
-

Terrain Block

Adds artificial terrain in the direction shown by its arrows.

Faction
Both
Science Unlock
1,000 Science Points
Construction Cost
4 Dirt
Footprint
1 × 1 tile
Power Use
-
Power Output
-
Capacity
-

Throttling Valve

Sets the flow rate through a one-way outlet.

Faction
Both
Science Unlock
500 Science Points
Construction Cost
5 Treated Planks, 5 Metal Blocks
Footprint
1 × 2 tiles
Power Use
-
Power Output
-
Capacity
-

Triple Dynamite

Clears three terrain layers below it and can set off adjacent explosives.

Faction
Both
Science Unlock
1,200 Science Points
Construction Cost
1 Explosive, 2 Extract
Footprint
1 × 1 tile
Power Use
-
Power Output
-
Capacity
-

Triple Floodgate

Controls water flow with an adjustable gate three tiles tall.

Faction
Both
Science Unlock
500 Science Points
Construction Cost
30 Logs, 15 Planks
Footprint
1 × 1 tile
Power Use
-
Power Output
-
Capacity
-

Tunnel

Cuts a walkable passage through terrain and leaves a platform surface.

Faction
Both
Science Unlock
2,000 Science Points
Construction Cost
6 Planks, 1 Explosive, 1 Extract
Footprint
1 × 1 tile
Power Use
-
Power Output
-
Capacity
-
Prev123Next

What Buildings Do in Timberborn

Buildings are the structures you place to keep a beaver colony running, and they fall into groups by job. Some make goods like food, logs, planks and metal, and others store them. Some make power or handle water, some house beavers, and some run science or keep beavers content with leisure and decorations. Paths and platforms count as buildings too, since they hold the whole layout together.

The game has two factions, Folktails and Iron Teeth, and both need water, food and shelter, so the jobs stay the same from one to the other. Many buildings are open to both factions, while others come in a separate version for each. A Folktails house and an Iron Teeth house look different, but they do the same job for their beavers.

How Buildings Get Built

To build something, pick it from the build menu and place it on the map. Builders from a Builders' Hut do the work of putting it up, and each hut employs up to four of them. A site waits until its materials are available in its district, and a site the builders can't reach gets passed over, so run paths out to every new site.

When several projects compete for builders, you can set priorities. The priority tool reorders the builders' to-do list. Use it to move whatever you need first, like a water tank before a dry spell, to the top of the list.

Unlocking Buildings With Science Points

Most buildings are locked at the start and have to be unlocked with Science Points. Timberborn has no tech tree with prerequisites, so every unlockable building shows up in your menu from the start, and you can buy any of them once you have enough points. That freedom makes choosing the real skill. The best rule is to unlock whatever solves your biggest problem right now, such as a water shortage or a lack of planks, rather than whatever looks most impressive.

The Inventor is the usual first step, since it's available from the start and gives you your first Science Points. Bigger science buildings, such as the Observatory for Folktails and the Numbercruncher for Iron Teeth, produce far faster, so they're worth unlocking once your water and food are stable. Keep them running, because the points they make decide how quickly you can afford everything else on your list.

Which Buildings to Build First

Water comes first, because beavers need a drink every day. Get a Water Pump running early, and rely on the Small Tank, which is available from the start, until you can unlock a larger one. Unlock that bigger tank before your first drought, since it holds far more water.

Food is next. A Gatherer Flag is available from the beginning, but berries run out quickly and grow back slowly, so move to farms before they do. Folktails gather berries, chestnuts and dandelions, while Iron Teeth gather mangrove fruit and coffee beans.

Housing comes next, since every beaver needs an assigned bed. The housing section below explains what each faction uses. Wood comes after that. Keep at least two lumberjack flags and a forester, since each lumberjack flag only cuts trees inside its marked area and the forester plants new ones. A Lumber Mill turns logs into planks, which many mid-level buildings need, but it runs on power, so plan a power source alongside it.

Water and Power in Droughts

A drought stops water from flowing out of every water source on the map, and any crop on land without irrigation withers and dies. Farms farthest from a reservoir fail first, since the water beside them drops first. Droughts also tend to run longer each time they return, so it pays to prepare well before the first one arrives.

The main defense is keeping water where it is. Players usually dam rivers so reservoirs stay full long after the river stops moving, and floodgates let you close off those reservoirs before a dry spell hits. Floodgates also help manage the water levels that feed your irrigation. Tanks keep your beavers drinking through a dry spell, and they come in Small, Medium and Large sizes.

Build up your food stores before a drought too, since your beavers still need to eat while the fields are dry. Quick crops like carrots mature fast, which helps if you're caught short. Power has its own challenge, and that starts with knowing which sources survive a dry spell.

Folktails power their colony with water wheels, wind turbines and the Power Wheel, which a beaver works to generate power. Iron Teeth use water wheels, the Large Power Wheel and steam engines that burn logs. Power travels along shafts, and a building connects automatically when a shaft reaches it. A gap in the shaft network leaves everything beyond it without power, so check your shafts whenever a building seems dead.

The big difference is what keeps running through a drought. Water wheels need river flow, so they stop when the river dries up. Wind turbines run on wind and keep going through a drought, though they produce nothing in calm weather. A steam engine runs for as long as it has logs, and a Power Wheel keeps going while a beaver is working it.

Housing for Folktails and Iron Teeth

Every beaver needs a bed, and housing is how you give them one. Folktails live in the Lodge family, which runs from the Mini Lodge up to the Triple Lodge, with the Lodge and Double Lodge in between. Iron Teeth start with the Barrack and later unlock the Large Barrack, Rowhouse and Large Rowhouse.

Housing alone won't grow the Iron Teeth population, though. They need Breeding Pods, which turn water and food into new kits on a set schedule. Filling your beds doesn't add new beavers on its own, so plan for pods if you want your Iron Teeth population to grow.

Building Up With Platforms and Stairs

Platforms let you build upward. Each one fills a single tile and raises the ground by one level, and they cost planks. You can stack them as high as you like, as long as each one sits on something solid, such as the ground or another platform. Buildings, paths and more platforms can sit on top of them as well.

Beavers can't climb or jump, so stairs are how they reach upper levels. Spiral stairs take up one tile per level and can be stacked on each other, which makes a compact tower. Iron Teeth can also use Vertical Tubeways to carry their tube network between levels.

Removing a lower platform or building also removes anything above it that loses its support, so plan your upper floors before you tear anything out below. Start with a few levels and add more as production allows. Several stairways spread across a district work better than one very tall tower with a single staircase, because beavers at the top end up far from the services they need.

Districts and Connected Buildings

A District Center starts a self-contained district with its own population, resources and path network. Each district tracks its own population, well-being and resource stores, so a new district needs its own water, food and housing to work on its own. Beavers only use the buildings and resources inside their own district unless you connect them.

To link districts, build a District Crossing, which joins the path networks of two districts. Goods move across it according to each district's import settings, so you decide what crosses. Hauling Posts supply the haulers that move goods between storage and production buildings within a district.

Automation and Bots

Automation buildings let you set things up so they run on their own, reacting to conditions in your colony. Sensors read water depth, flow, contamination, weather, stock levels and the time of day, and relays and logic gates combine those readings into decisions. A common setup pairs a Depth Sensor with a floodgate, so reservoirs fill and drain without you touching them. Timers work the same way, and a Chronometer reads the in-game clock so it can switch things on during work hours, leisure hours or a window you choose.

Start with one small circuit, test it, and add more only when you need it. As the colony grows, automation takes a lot of routine checking off your plate. Bots are a separate kind of help. They're mechanical workers that take on simple jobs alongside the beavers. Folktails build Timberbots and Iron Teeth build Ironbots, and both are assembled in a chain: a Bot Part Factory makes the heads, chassis and limbs, and a Bot Assembler, run by a beaver, puts them together.

Bot workplaces also have to be unlocked with Science Points. Bots don't need food, water, housing or leisure, so they don't need well-being buildings to stay content. They're best at basic labor. They can't run every type of building, so beavers still handle much of the colony's work.

Well-Being Buildings and Happy Beavers

Each beaver has a well-being score that rises with every need it meets, and the colony's overall score is the average of them. Higher scores bring bonuses to work speed, movement speed and more, so it pays to manage this from the start. The basics come first, since beavers need water, food and a bed,. Missing one of these causes negative effects instead of just a lost bonus, so leisure buildings can't make up for a missing bed.

Variety matters too. Each different food covers its own nutrition need, so a mix of foods adds up. Processed food from a Grill or Bakery counts for more than raw ingredients, so cooking adds real value.

Once the basics are covered, other needs lift the score. Social time comes from places like the Campfire and the Rooftop Terrace, and Folktails also have the Agora, a shared meeting place. Fun comes from recreation buildings that beavers visit in their free time, and it's worth placing social and fun buildings within easy reach of housing.

Spirituality comes from faction-specific buildings, usually unlocked partway through the game with Science Points. Decorations such as statues, shrubs and fences add a passive boost, especially along busy paths. Monuments add Awe to the beavers living nearby.

FAQ

Q.

How do I get Science Points without power?

The Inventor is the answer. It needs no power at all, only one beaver worker, who adds a steady trickle of points every hour. That's modest next to later science buildings, but it works even in a colony with no power grid. The Observatory and Numbercruncher need power, and they produce far more.

Q.

What do bots run on?

Timberbots run on Biofuel, which a Refinery makes from crops and water. When one runs out, it stops until it reaches a Biofuel Tank, so a drought that halts crop growth can eventually leave your Timberbots without fuel. Ironbots recharge at Charging Stations, which run on power. A Control Tower boosts every Ironbot within its range without using any resources.

Q.

Why are my crops dying even though my tanks are full?

Tank water keeps your beavers drinking, but it doesn't reach your fields. Irrigation depends on the water level right next to a farm, so farms far from a reservoir lose their water first as levels fall, even when your tanks are full. Place farms beside a reservoir or river that can hold up through a dry spell.

Q.

How much do Monuments cost, and where should they go?

Monuments are late-game buildings that add Awe for the beavers nearby. They cost from about 1,000 up to about 20,000 Science Points, depending on the tier, so the largest ones take a long time to earn. Higher tiers also reach farther, so the biggest cover a wide area. Put them near the middle of your colony to bring the most beavers into range.

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  • MapsLearn how Timberborn maps shape your beaver colony's land, water and hazards, which ones suit new players, and which map to pick first for a calm start.
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