BAD-TIDES BEATEN! – Timberborn Atlantis UPDATE 6 – Ep 3



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This is part 3 of a challenging new gameplay series in the awesome beaver city building game TIMBERBORN Update 6 on Hard Mode with the Iron Teeth faction on the Thousand Islands map. Can I survive the terrifying droughts and bad tides and engineer the ULTIMATE Beaver Paradise?

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Skyes PC Spec
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CPU: Intel i9-9900k @5.0 GHz
RAM: 64GB
GPU: Gigabyte Aorus GeForce RTX 2080 Ti Xtreme Waterforce 11G

End Titles Music:
Tobu – Candyland
Tobu Official Youtube – https://www.youtube.com/tobuofficial

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37 thoughts on “BAD-TIDES BEATEN! – Timberborn Atlantis UPDATE 6 – Ep 3”

  1. Dear Skye, TYVM for today video! I've enjoyed very much!

    One question, because I'm still learning and I want to be sure: the moment you said you were going to extend the channel, at 20:00, I was almost sure you were planning to extend that all to the three pumps already present, and damming the area around the pump intakes, creating a 2-deep pond.

    Is there a particular reason why this is a bad idea? Or you simply didn't think about it?

    Reply
  2. I do think having floodgates set to 0.95m to act as overflow that were just left and untouched is a good idea
    keeps the reservoirs from ever truly overflowing, but better than regular damns at their 0.65 height
    and keeps the upper overflow you mentioned at 16:45 from ever leaking out too much, or being overwhelmed from above with higher volumes of water
    then again, those will be swapped to sluice gate's eventually….. which… actually again pushed to have a better overflow system elsewhere that isn't a height dependant sluice which can waste, or a floodgates which you need to think about changing all the time

    Reply
  3. Skye, you may want to plant some Birch and Pine tree's since they sprout faster than Oak. This way you're not constantly having a huge supply of wood then a mass deficit with your building. Obviously when you're more late game you can get rid of the Birch and Pine in favor of Oak since you'll have many more tree farms. Just a suggestion.

    Reply
  4. Building a camp sight for the little beavers will have them grow up faster. As they normally do not work they will use the camp fire as everyone else is working. Good luck in your game. I enjoyed your Surviving Mars "flat mars" game. 🙂

    Reply
  5. Dear sky. I am writing to you appalled at your inappropriate use of a human bridge. i cannot believe you are using such archaic technology when there is far superior alternative like a beaver bridge. i hope this infraction is rectified soon. From a big fan of your channel

    Reply
  6. as of the current water rules in Timberborn, the best way to achieve water security and minimizing the losses due to evaporation, tank storage volume is
    1. store as much water as possible in large tanks. (the only way to avoid evaporation)
    2. use ponds and fill them with water dumps. (maximizes land for crops and reduces even more evaporation)

    Reply
  7. Hey, there's a link for %20 off Timberborn in the description!
    Will I click it? Will I buy Timberborn?
    Well, you'll have to tune in to my next comment to find out!

    Not so fun when we do it to you, huh?

    Reply
  8. I was going to suggest diverting the badwater from the bad water source(left) by putting 3 or 4 levees in a line going south so that bad water won't push toward your island. But you've fixed the water issue. This would have been a simpler fix.

    Now that you have waterwheels, maybe block that flow and force the water back and around for more power? (You probably have enough power already)

    Reply
  9. do yourself a favour and use the supply setting instead of the obtain setting. If you set the supplies to supply then all the ones you want to obtain will get filled up on their default setting of accept

    Reply
  10. Dear Skye,

    I always find your solutions to problems interesting, and in this very challenging map you are taking it through a path I really didn’t expect. I can’t wait to see what craziness you’ll come up with for your megaprojects lol.

    I have two suggestions about what you built in this episode: 1. At the waterwheels, I’d put a levee instead of a platform under the power connection, because if you constrict the flow through the central column of the waterwheel you get some extra juice (and until you build a mega powerplant, any extra power may help). 2. At your new housing district, move the house on top of the warehouse someplace else and replace it with a rooftop terrace for extra wellbeing.

    Reply
  11. 15:00 Dear Skye,
    Would you petition to implement a night shift so some beavers could become „daysleepers“ with a small happiness debuff and work the night with different workplace priorities then dayshift? You could even make it dependent on available housing and a clocktower having been built. Or is this a mod already?

    Reply
  12. Skye, you lemon, you can increase your Beaver population by giving them homes and increasing their life spans. Or aesthetic items. And it will be slow enough that if you start to have issues with food or water, you can fix it.

    Reply
  13. General tip : Travel distances can and will turn your colony into a crawling mess, so plan as tightly as possible, and move your district center if needed.

    Here the walking distance between the water pumps and storage without prioritized by enough haulers is the cause of the perpetual water crisis. Half the problem is due to early difficulty in this map, half is due to mad management.

    P.S. : Hopefully this is entirely fixed by the 3 pumps with access to the water reservoir by the district center ( 3 pumps can support 30 – 40 beavers if travel distance is short and work hours set to 18. ).

    Reply

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