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Timberborn new district
Timberborn new district






timberborn new district

How to move a DC when you’re ready to do that: You must first create a water source, food source, and storage in your original District. Do not delete your DC while you still rely on these resources. When just starting a game, you have starting resources to act as training wheels to get your industry rolling.I wanted to briefly go over this before going on to more advanced stuff, because even moving a DC can entail some intricate dilemmas. See the following chapters to learn how to manage the flow of materials and Beavers between Districts.And connect this gate to the main district DC. Connect the new DC to the gate, (using roads).Please note that the gate will decide the boundary between governing Districts. Both the DC and Gate can be found in the same category as roads. Place a District Gate between this and your main district.But still within reach of the desired resources and farmable land. DC buildings are free and instant! I recommend placing this strategically so that it doesn’t take up valuable real-estate. Place a new District Center in the region you want to populate.The basics of creating a new new District: This leaves you with two options: Build a new district where you want to expand, or move your District Center closer to the desired location. This means your builders will have difficulty building there, and workers will not be able to work in buildings outside the reach of the DC. This means the road is too long, and anything built beyond the red line will not count as “connected” to your District Center.

timberborn new district

If you build enough road, you’ll eventually reach a point where the red line stops. This is an intuitive measure of the “reach” of your DC. The lines begin as green and gradually turn yellow and finally red. When selecting the DC, you will see lines painted upon roads connected to the building.








Timberborn new district