> I don't like where the genre is going.
Got an opinion on Timberborn? I think it's a great city builder, plus a fluid dynamics simulator where if you guess wrong everyone dies.
> I don't like where the genre is going.
Got an opinion on Timberborn? I think it's a great city builder, plus a fluid dynamics simulator where if you guess wrong everyone dies.
Not the same genre (at least for me). Timberborn is more like a colony builder (think Rimworld) than a city builder (SimCity/Cities Skylines). Its the micromanaging vs macromanaging, in a colony builder you are micromanaging what each creature does (such as timberborn or rimworld) while on a city builder you manage the city itself and invididual pawns are alot less important! Plus the survival aspect in that sense doesnt really add up when I'd like to play with the simulation aspects - education, traffic, crime, etc..!
100% agree here. City builders for me eschew individual citizens in favor of group statistics, to oversimplify it.
timberborn doesnt have the beavers figuring out for themselves what to do, and operate with agents pulling jobs you the player put on a queue rather than statistics.
its a lot more like dwarf fortress than sim city
To me it got boring quite quickly. But maybe so would Sim City at my current age, I can't know.
Timberborn is a good idea, terrible execution, and feels unfinished. At least as a "City builder". It feels closer to a sandbox or "casual" game.
You can build robots to take over work, but the robots use the exact same fuel as the normal beavers (food and water) so the benefit is their lack of need to sleep, but that's just not that great a benefit for how much they cost? Also you have to micromanage them, choosing which buildings use robot labor and the setting is exclusive which makes them a pain in the ass to use. Not a very rewarding endgame system. It really should be automatically preferring robot labor and require zero settings changes.
The research/science section of the game makes itself completely redundant extremely quickly, and then you have no reason to run the science buildings. The progression of it also means you start and it's a serious pain to unlock any new buildings, but after you get your first 1000 science points you can unlock the science building that will generate more science than you ever need really quickly. So the pacing is utterly broken.
The UI has odd choices. Why do I have to go back and forth between different menus for building the tree planting shack, and then a separate menu that lets you set up which tree to plant where? And the "select which tree to plant" menu also plants "Bushes" which for some reason includes "dandelions", which are not at all a bush. Because of this, you cannot see the size of the area the planting shack can reach at the same time you can actually place tree planting plots.
The two "Blocks" you can build, the levee and dirt block, are in different menus than the path and stair building menu, so any nontrivial amount of bridge or scaffolding to get anywhere requires you to go back and forth between those two menus constantly. This sucks, because you need to do this kind of nontrivial building because your beavers cannot build anything that is more than two tiles from a connected path. Your beavers are also dumb enough to trap themselves.
You constantly have to build paths through resource zones, but as far as I can tell, there's no option to allow you to automatically build paths over a resource, so you constantly have to mark resources for destruction manually while expanding.
The "Districts" feature used to be way way worse, because it was required. You could only build within a certain range of each district. It was so terrible they dummied it out, and now districts just kind of exist as this barely useful appendage.
Waterwheels, to extract power from the main point of the game, function on water flow rate in a way that kind of disconnects from gravity potential energy, so half the point of really engineering a big damn or something is gone.
Water soaks into the ground so fast that artificial lakes are useless. I was hoping to build a big one to be able to weather a long, end game drought or badwater, but even a huge one would drain so fast you could maybe last an extra cycle before dying.
IIRC, there used to be a building to revitalize the land around it so you could plant, like a water sprayer, but I guess it was removed? I don't understand why. The maps were not updated, so there are large plains that were meant to be watered for crop growth but now you have to channel rivers through them instead.
Also, it takes absolutely forever to load for zero reason. There's a button to click to see the "wellness" of all your citizens, which freezes the entire game for 10 seconds and that also seems absurd.
Like it's still fun at what it is, and I've played hours lately, but it is bad in weird ways otherwise.