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This has been my jam for like a month. Highly recommend
I’ve played a fair bit of timberborn, and it’s a great city builder! I get obsessed for the first dozen or so hours of a settlement but it’s always fallen a little flat in the more later-game parts.
I’m hopeful that their continually adding content keeps it fresh deeper into the game. The mechanics and aesthetics are great
i also hope so, but with them adding the wonders i lost a bit of the hope. unless they’ve changed something between experimental and release, there is still no incentive to, say, plug all badwater sources or make the whole map lush. you just collect enough resources to build a big building and then you’re done.
Sluice gates removed most of the challenge. Now it is just survive until you have them and then everything is automated.
Once all your waterworks are automated is when the sandbox portion of the game begins. They’ve added so many features, and in particular aquaducts and overhangs, that you can really go wild with designing your Beavertopia.
If that’s true then most of the challenge was “wait until bad weather, pause, move gates up/down. wait until good weather, pause, move gates down/up” which is not much of a challenge. I think that’s fine since they also prevent stupid mistakes where you miss one gate but don’t notice until well after.
It’s all about getting over the hump, once you’re set and don’t worry about floods or droughts there’s just no challenge to overcome or objective to attain. Becomes a sandbox really long before you get to the end of tech.
By the point you get to not worry about floods and droughts, unlocking the whole tech tree is also quite trivial already.
Yeah, I really enjoy that kinda mid game, where a slightly longer drought or bad water would really mess you up, but it kinda falters shortly after that and becomes solved.
I want them to do what Factorio did and make the end game stuff (rockets) feed you into what becomes the early-mid game. Like make water the whole map" or have “insanely deep water” or some resources that are hard to make the requirement to do the NEXT thing, which should be so big the whole map you were worried about becomes a little trivial
It would be really nice to have extreme endgame goals of watering the entire map, eliminating badwater that is unmanaged, storing a couple of years’ worth of water consumption, etc etc.
I will say I don’t even bother dealing with their inter-zone logistics too. I just make one big zone for the whole map and suffer through the long travel times. Makes so much of it infinitely easier to deal with. I don’t have these multi-thousand-beaver saves though like some folks do though, so maybe it changes at that scale.
I think it could be interesting to have a metamap added where you have neighboring lands that are linked to your map that you expand to and build cities from. That could add some more depth and re-use the multi-zone system for intracity transport. Maybe even make it so the map expands to add the physical land on powerful rigs, and force the multizone for people like me who won’t engage with it otherwise lol.
I really enjoy timberborn, but the building mechanics and the amount of blocks, decorations, and buildings leave something to be desired for me.
The overall gameplay is fun, but I’d really like more blocks and decorations to use as everything you build in this game looks very much the same through different playthroughs.
Also there needs to be something else to do with science after you unlock everything. Upgrades for beavers or something.
There are mods to help with that, it’s actually got quite an active mod community and, although it introduces breaking changes, they made the game even easier to mod for the 1.0 release. There’s even an entirely new faction, the Emberpelts!
Ive seen the mods out there but nothing does quite what I’d like. I do appreciate that people are making mdos and that the devs are keeping modding in mind though.
I feel very vulnerable to a good city builder game rn. Anno was the last one to really hook me in.
This looks more about production and automation, but miiiiight scratch the itch.
…I’m also vulnerable to an MMO, so… whichever comes first will likely sweep me away for years.
it’s about production chains, but there’s very little automation. the main mechanic, unsurprisingly, is building dams. water makes the soil fertile, and during droughts all the water goes away. so you need to dam the rivers in order to retain water for the bad seasons.
Do I have enough ___ stockpiled? No. Hoard more. Rinse and repeat.