Timberborn Beginners Guide: Everything You Need to Know About DISTRICTS
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- Опубликовано: 31 июл 2024
- An updated district guide in which I try to tell you the most things you need to know about districts and how to transport goods between them in a "VERY SHORT" time. Also a very little bit about migration.
Tutorial Playlist: • Video
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Tutorial Playlist: ruclips.net/video/L_IFSec3Fxo/видео.html
Updated a second time after user input, music is not that loud any more and more migration information is added in this video.
Reasons for a new district:
- You need to reach far away areas to save more water (build a dam)
- You want more districts because you just like them or like to build stuff on the entire map
- You want to separate resources and use districts (Golem food production for example)
- You want to build a main district which takes care of all the surrounding districts
If you wonder how long it took to put this together, about 11 hours + 3 hours for the migration addition and second version of this video.
Wow so many buildings and that big monument build. Crazy!
I like to fill the entire map =)
Danke, but with update 4, this needs to be updated.
True it's older, the newest is this:
ruclips.net/video/RhtvlFJ1PqU/видео.html
but it's more like a summary for Update 4. I'll think about if a new Guide is necessary, and I need to find time. Time is so rare =(
Nice editing thanks for video
Thank you very much
@ DerHouy Thx fürs video. Gute arbeit. Viel spaß noch mit Timberborn.
Vielen Dank, Dir auch.
We gucci
Also alle zufrieden =)
@@DerHouy good job !
@@accordDEon Thanks and thank you for your input =)
Great video. I think they should remove the district mechanic altogether. I don't see the point in it. Seems like a lazy way of making the game unncessarily complicated without adding any value. Like why do there have to be districts? There is no need... it's an artifical constraint on the game. Now if these districts served a specific purpose, like there is just one for mining, one for this and one for that... ok maybe but what is the point as it is currently implemented?
It feels like the district mechanic is just a tool implemented for lazy programming reasons... In other games of this type, you usually have a sort of intelligence behind the movement of wares, so for example in Anno, resources produced would go to the nearest warehouse and then get automatically (or manually) picked up and delivered where needed.
I think the only reason the district system exists, is because if it wasn't there, the game would have to provide a more intelligent behavior of how beavers transport goods and how and where and why they are stored in specific places.
Anyway, the districts alone have prevented me from ever playing more than 1-2 hours in a game because I find them so stupid, boring and unintuitive. They serve no purpose... they just make the gaming experience unncessarily painful.
Thank you =)
They changed it so districts are way bigger now, but the efficiency of beavers drop if too big, cause the need to travel between work, wellbeing, food/water. You can have multiple districts working together with each other, but yeah, it is not like Anno or similar. I guess because of the nature where beavers or that they have to travel needs a sort of system like that. But yes, many dislikes it.
You may like the new district logic they have now. Have you tried it?
The new Game new Cycle also has it similiar to Anno, production and stuff hasn't to travel, it's directly in your "global" items and people don't need to travel. It's another and easier also a fun way approach. I just had also fun with the Timberborn logic, because it's another logic of play.
What would you change if you could?
Another way maybe would be a sort of fast/longway transport, like railway or beaver horses ^^
There is a rail mod, don't know if it's about exactly that.
This video is out of date
You're right, time for a new one