Settings

Timber Empires has two kinds of settings.

Game settings change how a game plays. They’re picked when the game is created: on the New Game screens’ last page, click Customize, and they’re at the end of the list under Timber Empires, after the game’s own. Only the ones that apply to the game you’re making show (alone, or the Multiplayer mode you picked). Your picks are remembered for your next game, and a new game takes them whether you open the list or not. They’re saved with the game and can’t change afterwards. In a multiplayer game the host’s are everyone’s, since everyone loads the host’s save.

Your own settings only change what you see and hear. They’re in Mod Settings, on the main menu and in the game.

Setting Default Kind Shown for
Play as an empire On Game Alone
Science per player On Game PvE, PvP
Border protection On Game PvE, PvP
District specializations On Game Every game
Costly expansion On Game Every game
Dam pressure On Game Every game
Mixed factions Off Game Games with others
Victory Destroy the District Centers Game PvP
Bandit camps On Game PvE, PvP, alone
Bandit raids On Game PvE, PvP, alone
Fog of war On Game PvE, PvP, alone
Private top bar On Game PvE, PvP
My faction Host’s faction Yours  
Show district owner colors On Yours  
Battle music On Yours  
Mute war horns Off Yours  

BeaverBuddies adds one game setting of its own under Multiplayer: whether every player can use the dev tools.

A game saved before these were game settings keeps what it had.

Before you load or join. The Load Game screen shows a save’s Multiplayer mode and the game settings that aren’t their defaults, above its picture, and all of them when you hover. Saves from before this version don’t have them. In the list of open matches, a match’s details list the host’s game settings. When a match is found, the message says which settings differ from the defaults: they go with the difficulty, so when the two players’ difficulties or settings differ, a coin flip picks whose are played, and the search tries players with the same ones first.

Science per player

Each player has their own science (in Co-op, science is always shared). Districts earn it for their owner, and whoever unlocks something pays for it and gets it only for themselves. Districts nobody owns earn for a shared pool, which anyone can spend once their own points run out.

Border protection

Nobody can demolish, pause or change the settings of buildings and beavers in someone else’s districts.

District specializations

Each district can pick a production focus. See District specializations.

Costly expansion

Builders lay roads (they cost nothing but a builder’s time), and every District Center after your first is a real building: 100 logs, 120 planks, 60 gears, 30 metal blocks and 800 science. Off, roads and District Centers appear at once and for free, as in the base game.

Dam pressure

Water pushes on dams, levees, floodgates and walls, and thin, tall or unbraced ones give way. See Dam pressure.

Mixed factions

Both factions are loaded, and each player builds with their own. Matchmade games always allow mixing.

Victory

How a PvP game is won: kill all the beavers, destroy the District Centers, or build the wonder first. PvE and Co-op have their own goals. See Victory.

Bandit camps

Places bandit camps when a new game starts on a map that has none (never in Co-op). See Bandits.

Bandit raids

From the third cycle, camps raid the players near them.

My faction

The faction you build with in a mixed-factions game: the host’s, or any faction installed, other mods’ too. It takes effect when the game loads.

Play as an empire

Your districts are yours, and land claims and fog of war work as they would against other players. A game started from the multiplayer page always has it on, since it’s a game with others even before anyone joins. See Playing alone.

Fog of war

You only see around your land, buildings, beavers and troops. It only changes what players see, but it’s a game setting, so nobody can lift it for themselves. See Fog of war.

Private top bar

With no district selected, the top bar counts only your districts’ goods and beavers, not the whole map’s.

Show district owner colors

Tints each player’s District Centers, roofs, paths and banners in their color.

Battle music

Plays battle music while your troops or beavers fight, and goes back to the game’s music 20 seconds after the last blow.

Mute war horns

Silences the horn that sounds when something of yours comes under attack, and the one at the end of a game you lost.

Licenses and credits

A button that opens the mod’s license and credits. See Credits.


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