Anyone else just thinking/shouting "Ignore the corn!!", you can't process it yet anyway, it's so far down the Tech tree, it'll be ages before you even get the Food Factories? Good to see the high ground pumps :) All the lower pumps will need to be back on the second the water gets there. You will need an insane amount of water storage, not just for beaver drinking, but also for breeding pods and water dumps. Now that the Mangroves are dead you can enclose the little inlets with levees and dump water into them, it should keep the berries behind the district center safer, at least till you move berries up to higher ground on a permanent basis.
The handicap ramps up, so you're going from 10% to 100% over 10 cycles. So at cycle 3 your max is roughly 30 days. I got a 27 day drought on cycle 3 of one attempt.
I didn't finish watch but a hauling post even if just 1 beaver will dramatically increase productivity and that 1 beaver is like having multiple extra farms and water pumpers
i thought of a good mod, a WINTER BEAVER FACTION, instead of droughts, there is freezes, and maybe heaters to keep the beavers warm during a freeze. along with a winter theme and associated buildings and food types and tree and bush types.
I was thinking, maybe, the 30-100 day droughts/badtides could be as you named it apocalyps mode and the 200% food/water consumption could be it's own difficulty called glutton mode. Glutton mode could maybe be interesting to try out on normal or hard drought/badwater settings?
that was an exciting white knuckle episode 😬 well done managing the corn, and having the two pumps up top now where the water's deep will be very helpful in future droughts (med tanks unlocked too 👍) ... nicely done.
@13:00 You can make a simple artificial lake with levees and a flood gate to keep water near your farmers. This will also combat badtide pollution as its distance away from farmland. I would recommend building up this design 2 units. Then you can start to 'deepen' your river bed without any explosives.
Fun little note about the corn escapades Sacrificing the water pumps pushed the water from 14 days left to 11 days left - enough to guarantee ALL of your (non-mangrove) trees survive long enough to get irrigated again. I think the berries too? Are those 12 days or 10 to die? This doesn't help much, but it means the other side of the river won't be a barren hellscape of dead trees to remind you of your failures. So that's very nice.
7:22 if you have sitting crops including berries that are needing to be harvested you don't have enough storage yet😊 I need to build more storage for each item that way all items can be harvested and regrow and give you more food that way😊
From what I can tell on a few minutes of research, technically 'barrack' is the singular and 'barracks' is the plural, but the version with the 's' _is_ often used to refer to a singular building anyway
The "singular" is technically incorrect and comes from the removal of the s from the barracks name, which is a plural form since it's derived from words refering to the beds or resting places of soldiers. Since a barracks hosts multiple people it retains the s even if it is a singular building (or multiple).
Though you might be a bit early going to corn it is actually one of the best crops for Iron Teeth with it yielding 1 food per day per tile. Compare this to the 0.67 food per day per tile of Kohlrabies and 0.5 of cassavas and you can see just how much better of a land use corn is. Edit: And those numbers are without considering the efficiencies gained by having a crop which is harvested less often.
It is IMPERATIVE you UNPLANT the mangroves if you want to cut them for lumber, as the minute water hits them they'll be replanted. In fact, you can probably start chopping as soon as they die if not sooner. The mangroves also need at least one more gatherer flag in general, but especially if you want to get to them before they die. With that all said this drought was really close, but I think you're going to make it just fine. Next time you'll have medium tanks and possibly even water dumps, so much better odds already. This is hard as hell but you're managing.
Might not be palatable, but there's a number of instances in human history where part of the population was killed or starved so that the other half could live. You could potentially do drastic population swings as a way to make do with current resources, then have big stockpiles of berries and massive breeding farms ready to pop out dozens of beavers near the end of droughts. If you time it right, they could all come of age as soon as the temprete cycle starts and be sent to pump their logs :-)
Small thing, it is okay to drop it down to one builder when you don't plan on building anything. You had a labor shortage trying to get science running while you had four builders; you could have cut it to 1 builder (just in case) and made the others haulers or inventors to keep things moving.
How ruthless are we gonna be, EXACTLY? I have an idea, but I don’t want people to throw around terms like “morally bankrupt”, “evil”, or “war crimes”. My idea is to creat a second district. It’s a sacrifice district we call “Camp”. If we do math, and realize we don’t have enough resources for the amount of beavers we have, we “send them to camp”. The only thing at camp are a bunch of science buildings, where they make science till they die of hunger and dehydration. On a lighter note, I think levies are a good thing to go for. There are two cubbies in the river. We can block them off, less one block we build last minute and during a bad tide, it’ll give us those precious few extra units to pump or irrigate with. The river can still flow like normal. We can also use levies and one dam piece to get higher water in the river during a drought. Again, I’m NOT evil. The above is just an idea.
You are probably going to need a RCE style "special district" to send beavers to when food and water for the main colony gets low. Sacrifices must be made. edit: there's a way to survive. Build a dozen breeding pods and let them all get to 90%. Then, at the start of a drought/bad tide send all your beavers to the death district and wait for it to be over. Cheezy, but it might just work.
If you partition off the river upstream with more dams, you could pump out of it without drying out the section of river in front of your crops. Man, this series is going to be _rough_
Personally, I don't hate that you pause. I hate people who complain that you pause, because I hate constantly hearing that you feel the need to apologize that you pause. Those people are creating a feedback loop, so that when you do pause, you're paused longer than you otherwise would be, because every time you pause, you have to spend the first few seconds apologizing to those people that you needed to pause! If they can't handle that you need to pause to plan things out in *APOCALYPSE MODE* they can skip ahead. ((It's really easy on RUclips; just push the right arrow key. It'll skip you 5 or 10 seconds ahead depending on your settings.))
@34:56 Checking the official timberborn wiki /Game_Mode but using update 5's tab (even though this was last edited 11 Oct 2024); They provide a key example which doesnt explicitly state how the handicap ramps but we can infer. "Handicap of 38% of 5 cycles" means your first drought is 38% of your max duration. And cycle 6 will be 100%. By this logic and assuming a linear regression. The settings you have are 10% handicap for 10 cycles. Aka 11th cycle is 100%. Or you experience a lessening of the handicap by 8%. What is not obvious is "cycle". Is this the ingame clock that is displayed? So at cycle 3; you should have a 44% modifier of your max drought range? Or is this a hidden clock. That regardless of stated time, drought(0)=20% handicap, drought(1)=28%, drought(2)=36%, ...., drought(9)=92%, drought(10)=100%. To me that is less clear if the devs are using displayed clock or a hidden clock for “cycle”.
Time for a sacrificial district to send half the beavers to maintain the district based on numbers stored when a bad tide and a drought starts :p send them off let them go to the great farm in the sky with no resources :p it can be the science only district
Corn is great, but considering the amount of science & buildings between you and being able to use it, I think you're probably safe to ignore it and prioritise cassava for a bit longer
Are you growing pine trees for wood production? Should probably prefer oak trees -- more wood per day so a better land use. The opposite side of the river has plenty of trees for while the oaks grow the first time.
I'm laughing so much at each event :D hehehe but I'll give a small help... you're gonna want REALLY tall, really THIN water tanks... say.. from base as high as you can with a 3x3 grid of water in it... that'll only give 9 tioles for evarporation, but you'll have LOOOOTS of water below to hold it :D
Would this not mean then that you may need to set up a small task force of beavers dedicated solely to the building and filling of multiple tanks of water? 🤔 because as you say, when a 100 day drought hits, the dammed waterways will only give so much before drying out from pumping and/or evaporation 😬 so survival will definitely depend on having multiple water tanks in place and full (med + large unlocked asap might be a good idea) 💧💧💧 ... looking good so far 🤗 (further along now, yep, definitely gonna be a play thru of careful micromanagement this one 😬 that's fer sure)
Pretty much, next cycle the max drought couod be 40 days ish that's a lot of water to get pumped and stored in a relatively short amount of time of RNG is cruel
I was screaming why is the medium water tank a priority to build while you currently have 400 available water storage and no ability to pump… you would think number one priority would be building the path to and then the high ground pump! But you survived so all is forgiven, but since Skye isn’t playing timberborn currently, I’d feel better if you would call yourself a lemon 😂
They have a new Press Your Luck hosted by Elizabeth Banks for some crazy reason. I don't get it. She directs movies now. Maybe that gig isn't working out for her anymore and they don't have any Hunger Games movies for her to co-star in.
Not me going on a random adhd hyper fixation on the moose/meese vs goose /geese or mouse/mice thing. Super unrelated info dump lol. I was pretty sure the reason was related to the words having different origin languages. So according to the rabbit hole I just went down in English we expect moose/meese instead of plural singular moose because we are used to the goose/geese thing. Moose is from a native American language (Algonquian i think) and goose comes from an indo European language so they have different types of plurals. Aaaannnd I'm gonna stop now as this has nothing to do with beavers lol.
🦫📰:I tried the Beaver insurance breeding pots the game did not bounce back because the drought and the bad tie is really long throughout the game.And the new Beaver is consumption a lot of resources, but they're not quick enough to produce and repopulate the colony.So the game is going to end after the first insurance pop up and all died in few cycles. DONT SAY WE DIDN'T WARN YOU. good luck
Anyone else just thinking/shouting "Ignore the corn!!", you can't process it yet anyway, it's so far down the Tech tree, it'll be ages before you even get the Food Factories?
Good to see the high ground pumps :)
All the lower pumps will need to be back on the second the water gets there.
You will need an insane amount of water storage, not just for beaver drinking, but also for breeding pods and water dumps.
Now that the Mangroves are dead you can enclose the little inlets with levees and dump water into them, it should keep the berries behind the district center safer, at least till you move berries up to higher ground on a permanent basis.
The handicap ramps up, so you're going from 10% to 100% over 10 cycles. So at cycle 3 your max is roughly 30 days. I got a 27 day drought on cycle 3 of one attempt.
I didn't finish watch but a hauling post even if just 1 beaver will dramatically increase productivity and that 1 beaver is like having multiple extra farms and water pumpers
once the mangrove trees die, that some nice lumber
Yup! Should be a nice boost while we wait for the water to come back.
Commenting just to assure JC that its ok to pause the game to think 👍
i thought of a good mod, a WINTER BEAVER FACTION, instead of droughts, there is freezes, and maybe heaters to keep the beavers warm during a freeze. along with a winter theme and associated buildings and food types and tree and bush types.
so basically frostpunk mode)
And I like this idea
I was thinking, maybe, the 30-100 day droughts/badtides could be as you named it apocalyps mode and the 200% food/water consumption could be it's own difficulty called glutton mode.
Glutton mode could maybe be interesting to try out on normal or hard drought/badwater settings?
that was an exciting white knuckle episode 😬 well done managing the corn, and having the two pumps up top now where the water's deep will be very helpful in future droughts (med tanks unlocked too 👍) ... nicely done.
Thanks be for the corn! Great episode. Don't mind the pausing personally, it's how I play.
@13:00 You can make a simple artificial lake with levees and a flood gate to keep water near your farmers.
This will also combat badtide pollution as its distance away from farmland. I would recommend building up this design 2 units. Then you can start to 'deepen' your river bed without any explosives.
Fun little note about the corn escapades
Sacrificing the water pumps pushed the water from 14 days left to 11 days left - enough to guarantee ALL of your (non-mangrove) trees survive long enough to get irrigated again. I think the berries too? Are those 12 days or 10 to die? This doesn't help much, but it means the other side of the river won't be a barren hellscape of dead trees to remind you of your failures. So that's very nice.
No whammies, no whammies ... that show was my choice if I was home sick from school for whatever reason lol
Can confirm moose is moose
Thank you for your valuable expertise in this regard 😎
🫎
it's true for lots of ungulates: deer/deer, elk/elk, moose/moose, caribou/caribou, buffalo/buffalo/bison/bison, etc.
Pickable berrys ready for so long without storage
7:22 if you have sitting crops including berries that are needing to be harvested you don't have enough storage yet😊 I need to build more storage for each item that way all items can be harvested and regrow and give you more food that way😊
Amazing episode, no matter the small mistakes you managed that really well and it was super exciting to watch.
Looking forward to the next one!
Love that you could lose at any moment. Keeps me on the edge lol
New day new episode
Episode Frog? Nice 🐸
🐸 ribbit
44:48 you're in need to put in more gatherer flags for not only berries but also the mangroves😊
From what I can tell on a few minutes of research, technically 'barrack' is the singular and 'barracks' is the plural, but the version with the 's' _is_ often used to refer to a singular building anyway
The "singular" is technically incorrect and comes from the removal of the s from the barracks name, which is a plural form since it's derived from words refering to the beds or resting places of soldiers. Since a barracks hosts multiple people it retains the s even if it is a singular building (or multiple).
Dude pause as much as you need. Loving the series! I need MOAR
Though you might be a bit early going to corn it is actually one of the best crops for Iron Teeth with it yielding 1 food per day per tile. Compare this to the 0.67 food per day per tile of Kohlrabies and 0.5 of cassavas and you can see just how much better of a land use corn is.
Edit: And those numbers are without considering the efficiencies gained by having a crop which is harvested less often.
A watched corn never kernels?
Never heard "barrack", was a barracks manager for a bit lol.
I think it keeps the 's' though.
It is IMPERATIVE you UNPLANT the mangroves if you want to cut them for lumber, as the minute water hits them they'll be replanted. In fact, you can probably start chopping as soon as they die if not sooner. The mangroves also need at least one more gatherer flag in general, but especially if you want to get to them before they die.
With that all said this drought was really close, but I think you're going to make it just fine.
Next time you'll have medium tanks and possibly even water dumps, so much better odds already. This is hard as hell but you're managing.
41:51
I told you to put a dam closing the nook by the farm area to keep it irrigated for longer.
Might not be palatable, but there's a number of instances in human history where part of the population was killed or starved so that the other half could live. You could potentially do drastic population swings as a way to make do with current resources, then have big stockpiles of berries and massive breeding farms ready to pop out dozens of beavers near the end of droughts. If you time it right, they could all come of age as soon as the temprete cycle starts and be sent to pump their logs :-)
Small thing, it is okay to drop it down to one builder when you don't plan on building anything. You had a labor shortage trying to get science running while you had four builders; you could have cut it to 1 builder (just in case) and made the others haulers or inventors to keep things moving.
When you unlock levees you'll wanta block off the back half of that farming plateau so the Badwater doesn't come over the top :P
How ruthless are we gonna be, EXACTLY? I have an idea, but I don’t want people to throw around terms like “morally bankrupt”, “evil”, or “war crimes”.
My idea is to creat a second district. It’s a sacrifice district we call “Camp”. If we do math, and realize we don’t have enough resources for the amount of beavers we have, we “send them to camp”. The only thing at camp are a bunch of science buildings, where they make science till they die of hunger and dehydration.
On a lighter note, I think levies are a good thing to go for. There are two cubbies in the river. We can block them off, less one block we build last minute and during a bad tide, it’ll give us those precious few extra units to pump or irrigate with. The river can still flow like normal.
We can also use levies and one dam piece to get higher water in the river during a drought.
Again, I’m NOT evil. The above is just an idea.
You are probably going to need a RCE style "special district" to send beavers to when food and water for the main colony gets low. Sacrifices must be made.
edit: there's a way to survive. Build a dozen breeding pods and let them all get to 90%. Then, at the start of a drought/bad tide send all your beavers to the death district and wait for it to be over. Cheezy, but it might just work.
If you partition off the river upstream with more dams, you could pump out of it without drying out the section of river in front of your crops.
Man, this series is going to be _rough_
LOVE me a long episode. 😍
A nice long ep today JC.
Personally, I don't hate that you pause. I hate people who complain that you pause, because I hate constantly hearing that you feel the need to apologize that you pause. Those people are creating a feedback loop, so that when you do pause, you're paused longer than you otherwise would be, because every time you pause, you have to spend the first few seconds apologizing to those people that you needed to pause! If they can't handle that you need to pause to plan things out in *APOCALYPSE MODE* they can skip ahead.
((It's really easy on RUclips; just push the right arrow key. It'll skip you 5 or 10 seconds ahead depending on your settings.))
Be cool to have everything moved up top and fill the valley to top with water
I have the handicap formula used by the game Sure, the same is apply to badwater.
@34:56 Checking the official timberborn wiki /Game_Mode but using update 5's tab (even though this was last edited 11 Oct 2024);
They provide a key example which doesnt explicitly state how the handicap ramps but we can infer. "Handicap of 38% of 5 cycles" means your first drought is 38% of your max duration. And cycle 6 will be 100%.
By this logic and assuming a linear regression. The settings you have are 10% handicap for 10 cycles. Aka 11th cycle is 100%. Or you experience a lessening of the handicap by 8%.
What is not obvious is "cycle". Is this the ingame clock that is displayed? So at cycle 3; you should have a 44% modifier of your max drought range? Or is this a hidden clock. That regardless of stated time, drought(0)=20% handicap, drought(1)=28%, drought(2)=36%, ...., drought(9)=92%, drought(10)=100%.
To me that is less clear if the devs are using displayed clock or a hidden clock for “cycle”.
The plural for moose is denoted a assigned numerical value prior to the word moose. ie: look at the two moose.
I believe early bots will be a game changer - workers that dont need food/water
Time for a sacrificial district to send half the beavers to maintain the district based on numbers stored when a bad tide and a drought starts :p send them off let them go to the great farm in the sky with no resources :p it can be the science only district
Hello JC..... Floodgates ???
Corn is great, but considering the amount of science & buildings between you and being able to use it, I think you're probably safe to ignore it and prioritise cassava for a bit longer
Now build a dam for your high waterpumps so you can pump more water there.
Your gonna want to get out of the habit of thinking this is water beavers remember you can stack platforms and buildings
Are you growing pine trees for wood production? Should probably prefer oak trees -- more wood per day so a better land use. The opposite side of the river has plenty of trees for while the oaks grow the first time.
I'm laughing so much at each event :D hehehe but I'll give a small help... you're gonna want REALLY tall, really THIN water tanks... say.. from base as high as you can with a 3x3 grid of water in it... that'll only give 9 tioles for evarporation, but you'll have LOOOOTS of water below to hold it :D
they brought back double whammy. so now this new generation could know this show too. probably not but they could lol
reducing working hours will reduce the consumption of food and water
Would this not mean then that you may need to set up a small task force of beavers dedicated solely to the building and filling of multiple tanks of water? 🤔 because as you say, when a 100 day drought hits, the dammed waterways will only give so much before drying out from pumping and/or evaporation 😬 so survival will definitely depend on having multiple water tanks in place and full (med + large unlocked asap might be a good idea) 💧💧💧 ... looking good so far 🤗 (further along now, yep, definitely gonna be a play thru of careful micromanagement this one 😬 that's fer sure)
Pretty much, next cycle the max drought couod be 40 days ish that's a lot of water to get pumped and stored in a relatively short amount of time of RNG is cruel
I was screaming why is the medium water tank a priority to build while you currently have 400 available water storage and no ability to pump… you would think number one priority would be building the path to and then the high ground pump! But you survived so all is forgiven, but since Skye isn’t playing timberborn currently, I’d feel better if you would call yourself a lemon 😂
They have a new Press Your Luck hosted by Elizabeth Banks for some crazy reason. I don't get it. She directs movies now. Maybe that gig isn't working out for her anymore and they don't have any Hunger Games movies for her to co-star in.
Barracks is both plural and singular, same as Moose
👍
agreed the ground is dryed out but not this series. its still early but i think we can make it and once ( a long way off) ggou et to robots you got it
Are you going to add asterik in every video from now on?
Long videos are good.
Where can one find this version of the map? I don't see the version modded for regular vanilla braves, only the water beaver version
💀🦫☠🦫💀
Not me going on a random adhd hyper fixation on the moose/meese vs goose /geese or mouse/mice thing. Super unrelated info dump lol.
I was pretty sure the reason was related to the words having different origin languages. So according to the rabbit hole I just went down in English we expect moose/meese instead of plural singular moose because we are used to the goose/geese thing.
Moose is from a native American language (Algonquian i think) and goose comes from an indo European language so they have different types of plurals. Aaaannnd I'm gonna stop now as this has nothing to do with beavers lol.
can mangrove fruit harvester flag be prioritised by haulers ? so many mangroves fruits in water
I guess the numbering of these episodes is Who’s Line. The numbers are made up and the points don’t matter!
Good luck. That is all I can say.
Hiw abort giga dam???
If we make it long enough, that is DEFINITELY the plan
9 free beavers, whatever could we do with them... There are 3 inventors not staffed and you're low on science.
in 42:04 you said about the people to keep the 200% consumption. we said you need mods to survive the game. you did not install necessary mods.
🦫📰:I tried the Beaver insurance breeding pots the game did not bounce back because the drought and the bad tie is really long throughout the game.And the new Beaver is consumption a lot of resources, but they're not quick enough to produce and repopulate the colony.So the game is going to end after the first insurance pop up and all died in few cycles. DONT SAY WE DIDN'T WARN YOU. good luck
💓😱🦫