![]() Power shafts are an alternative way to transfer power. They are not the only option for long distance transmission of power. If the transmission of power requires covering a long distance power shafts are a viable option. Power generation buildings can be connected directly to the buildings that need power or something more complex can be used if required. Transmission of power from the generation buildings to the buildings that require power can be accomplished multiple ways. The additional hp can be stored in Gravity Battery. If the wind is not blowing, no power is produced, and if the wind is not strong enough there is power production, but at a reduced rate. The same is also true for the Folktails' windmills. If water is not flowing water wheels will not produce power and if the flow of water is not fast (strong) enough, water wheels will not produce power at it's max capacity. The power generation ability of these buildings is at the mercy of nature. The less consistent power generation buildings are the water wheels and the Folktails' windmills. Both of these buildings output their stated hp. ![]() The power wheel, and, if continually fed logs, the Iron Teeth's engine. Some power generation buildings do output consistently. Power generation in Timberborn can be very sporadic in terms of efficiency and in terms of actual generation of power. The player will also need to remember that power generation buildings are not always 100% efficient and take that into consideration when developing their power grid. What hp a player will need in their power grid will depend upon the number of and which powered buildings a player wants to use. Power grids can also be much, much larger and more complex than this simple example. As long as a beaver is assigned to both, the power wheel and lumber mill, and it is also during working hours, the power grid will be active and will be generating, transmitting, and distributing power. An example of this is a power wheel directly attached to a lumber mill. the district management system, supposedly there to help with the pathfinding, is cumbersome and extremely annoying to use.Įven with these shortcomings (which may be fixed one day), it's well worth the price if you like city builders with a minecraft taste.In Timberborn a power grid is the combination of power generation, storage, transmission, and distribution.Ī power grid can be as small as 50 hp. there's an exploit which can be used to negate droughts almost completely and, unless they do some major modifications to the way water evaporation works, it's impossible to fix. ![]() ![]() Banished felt a lot more dangerous and it had very few resources. the number of resources/production chains is bloating for no particularly good reason. The problem is games are very much binary (at least at the highest level): either you manage to get droughts under control and then they are irrelevant, or you don't and you "die" (something which you can always avoid with some creative population management tricks, actually.). I've got it some time ago and it's a solid game with some good ideas (like different foods/improvements providing boosts to citizen's performance).
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