Economy

Science per player

With Science per player on, each player has their own science. Districts earn it for their owner. Whoever unlocks a building pays from their own points first, then from the shared pool that unowned districts earn into, and gets it only for themselves.

District specializations

Each district can pick a focus: Food, Wood, Water, Metal, Science or Power, the toolbar’s tabs. Workplaces of that kind work 25% faster, and the district’s other production workplaces 10% slower. Only the district’s owner can pick it, and only once per cycle.

Trading with other players

Main articles: Trading Post, Power Exchange, Toll Station and Toll Tube Station

  • Trading Post. Two players trade goods through a pair built across the border between their districts. Both sides approve each deal.
  • Power Exchange. Sells power across a border, paid in goods every hour.
  • Toll stations. Let your beavers ride another player’s ziplines (Folktails) or tubeway (Iron Teeth) for a toll the network’s owner sets.

Pending deals raise a “Trade deal to approve” alert, and the Trades tab of the settlement panel lists every deal and power price you’re part of.

Military production

  • Forge. Swords, shields, spears and bows, and slings for Folktails. Fuelled by logs.
  • Armory (Folktails). Battle axes for berserkers. Needs power.
  • Gunsmith (Iron Teeth). Arquebuses and blasting charges. Needs power.
  • Stone Press. Siege stones from scrap metal and logs, for catapults and trebuchets. Needs power.
  • Herbalist (Folktails). The game’s own Herbalist also makes herbal kits for herbalist troops.
  • Wagon Yard. Supply carts for troops in the field (see Supply).

Costs and recipes are in the Reference.


Timber Empires is a mod for Timberborn and isn't affiliated with Mechanistry.