Timberborn

Timberborn

District Size
Thank god they removed district size.

Around 100-120 spaces away I'm starting to wonder about the viability of just building a second builder hut?

I don't see the benefit to districts at all. Beavers tend to live close to work in terms of housing/food/warehouse management.

What is a good like way to spread across the map? I'm noticing lots of areas of interest that are wayyyyyyyyyyyy further than I'd like.
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Showing 1-5 of 5 comments
Voilodion Dec 8, 2024 @ 6:48pm 
The benefit of districts is that beavers assigned to work at the District Crossing have +100% carrying capacity (like those at the Hauling Post), and they are the ones tasked with importing and exporting needed/requested goods between districts. This guarantees efficient transport of goods and building materials over long distances. Your other beavers can then reliably do their day's work and still eat, drink, and have leisure time instead of just carrying two logs somewhere and falling into bed at midnight.

You may then ask, why not just assign more beavers to the Hauling Post? Because those beavers are also spending much of their time carrying things from place to place WITHIN their local settlement, so maybe the metal outpost you're trying to set up will get the food it needs today, or maybe it won't. Having District Crossing beavers dedicated to inter-district hauling leaves the Hauling Post beavers to do local work. It's all about efficient specialization.

In short, districts are how you efficiently supply those interesting but distant areas with things they don't have and bring those interesting resources back to your other settlements.
Whispdragoon62 Dec 8, 2024 @ 8:48pm 
So I will have to faff with districts. UGHHHHHHHHH lol.
steventirey Dec 8, 2024 @ 9:33pm 
You don't have to mess with districts. But the more time the beavers spend walking to and from work, the less work they actually get done and the less time they have to keep their wellbeing high.
ChanceGateau Dec 8, 2024 @ 11:10pm 
Originally posted by Whispdragoon62:
So I will have to faff with districts. UGHHHHHHHHH lol.

You'll be fine. Just place your subsequent districts where the road starts turning red when you click the district center. This will assure the new district will be leave enough space for the main district to grow if needed (you can always go UP if all else fails). This is my process for starting a new district.

1. build a builder's hut -> leave it populated for what's next.
2. build housing for the district -> turn them off so the population won't be far from all the resources.
3. build water infrastructure -> leave the pumps on so the barrels will fill.
4. build food and materials storage -> leave them on so the excess food/materials will fill them up; giving you a good start on resources.
5. build farm & plant crops -> once the crops are planted, turn the farms off.
6. build a tree farm -> once trees are planted, turn the woodcutter off.
7. build a hauling post -> near where you plant to have the crossing.
8. Build the crossing -> should just be 1 way in/out between the districts.
8A (optional) -> I usually put small storage units for most of resources near the crossing, and set them to maximum preference to shorten the logistics chain.
9. remove extraneous pathways -> so they won't interfere with placing your district hub
10. place the district hub and transfer beavers to work. (usually 9-12 depending on how many job you have open.)
11. once the district is operational, proceed to build the rest of the things you want; leisure, science, industry etc.

The following is on the "plains" map with folktails, but Ironteeth work just as well I'd think.

https://steamcommunity.com/sharedfiles/filedetails/?id=3356331829
Last edited by ChanceGateau; Dec 8, 2024 @ 11:16pm
Voilodion Dec 9, 2024 @ 7:49am 
Originally posted by Whispdragoon62:
So I will have to faff with districts. UGHHHHHHHHH lol.
If you want to spread widely across the map, probably so. But they're really not that hard.

It's one new building with an import/export UI you can mostly leave alone, and then the same screens for housing, employment, etc. that you've already been using for your initial settlement.

It's the only way to reliably make beavers use housing, food, and amenities that are close to their place of work, once your settlement starts getting very large.
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Date Posted: Dec 8, 2024 @ 6:02pm
Posts: 5