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PyramidLife Pharaoh Beavers Map (200x200)
Pharaoh Beavers PyramidLife Map.timber
Filesize: 224.19kB  Views: (3919)  Downloads (481)  Last Download: Today at 01:58:21 AM 
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Description: 3000 years have passed since the extinction of humanity, yet 6000 years later the pyramids of the pharaohs are still standing as well as its sphinx

Alone on this arid land only the beavers survive thanks to the ancient Egyptian canals under the pyramid.
Can a new era of prosperity begin? Can the Nile come back as before?
Will you complete the marvels that were unfinished a long, long time ago?
Enjoy! ;) 8) plz rate me if u like this map !














Posted by: sergentGG January 30, 2023, 03:48:23 PM

Rating: ***** by 3 members.

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TMo
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June 12, 2023, 04:22:33 AM
Arhhh the face! the face!
comment is also cool

LadyAquanine731
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February 17, 2023, 10:58:15 PM
Update: Since you asked for some pictures, I'm more than happy to provide some :D  Had a little fun snapping photos this morning and organizing them in the online album.  Keep in mind that this is very late in the game, so I didn't have a chance to take earlier screenshots, nor have I achieved building beaver bots yet.  But I'm getting there :)  Also keep in mind that I have mods in this game, so if you have questions about some of the more interesting buildings in my game, please don't hesitate to ask.



Okay, this is District 1, where I got started.  I pushed this particular district to the limit on both distance and how much my beavers were willing to do and build, but it helped a lot in later districts.



The greatest gift the pyramid had to offer was being the best water source in the game, but I had to dam up parts of the canal around the base so my beavers had enough water [in all districts] to survive droughts (I have this on Normal Difficulty).  A few times I ran low on water and had to improvise, but my little furry friends did survive :)  I even got the chance to build showers.



I didn't like having the water from the pyramid spill all over the place up on that platform, flooding buildings, so I built a small reservoir, and it served as a great secondary water source when the canal at the base of the pyramid dried up.  I noticed the avenue coming out of the pyramid had a great opportunity coming with it, but I'll get back to that later.  



Here's the artificial pine forest I mentioned in my first post.  I wish I had taken a picture of a cross-section of it, but I think you remember that I blocked up the sides and filled the gaps with water :)  It has been a good source of wood when the birch farm had only saplings at times.  



Here's another view of it so you can see the water dumps and gauge better.  



This is District 1's Hospital area.  After they introduced injuries to beavers, I made certain to always have one of these in every district.  In fact, if you look at the previous image, there's a tooth grindstone in the artificial pine forest.  I make it my business to get the grindstones and hospital beds up ASAP in the game, before any injuries happen, so when they do, the beaver can get the treatment they need.  I also set up footprints for later buildings, such as the healer's workshop and the tank for holding excess medicine.  Other players have told me that the medicine the healer beavers make speeds up recovery time for injured beavers.  I also make sure to put a food and water source near the hospital area so the patients don't have to travel far to eat and drink if they need to.  



As you can see, District 1 has become my #1 producer of dandelions.  All excess is exported to the other 3 districts, and boy is there a lot!  I had some food problems for my beavers as the population grew, hence the sunflower farm.  District 1 is also my #1 producer in wood planks and wood gears.  One way I save on space in all my districts is to build storage warehouses in "towers" with staircases wrapped around them.  I usually keep food and non-food storage separate.  



As you can tell, I'm using Folktail beavers in this game.  I build their homes differently than Ironteeth, where I set up "beaver apartment complexes" like this one.  I always make sure they are comfortable, with campfires, temples, and other amusements (as well as food and water) close by.  The beavers love hanging out on the rooftops or the campfire at night.  If you zoom in closely at the temple [if there are beavers worshiping in there] you can hear them chanting ;)  The beavers also like me building shrines and decorating their homes.  They particularly love the statues and monuments I've set up.  


 
District 1 [at one time] ended up having so much wood in the form of logs and planks that I had to build underground storage to hold it all.  



These gigantic water tanks were life-savers during droughts, and continue to be so.  Due to so much metal being available early in the game, I was eventually able to set them up, but getting them filled was a nightmare.  I ended up having to dedicate my haulers to ONLY the water pumps and these tanks, and I had to fill the giant tanks one at a time.  It would take almost all of the Temperate period to fill most of these tanks before the droughts came.  I still have them tuned to that setting of emptying other water tanks to fill them.  What's nice is, they never get fully empty, even after a bad, 9-day drought :D  I soon applied this to all my other districts, and my beavers have not only survived, but continued to thrive despite the droughts' hot weather!  



During my first foray into gathering metal from the pyramid's capstone, I realized the pyramid itself provided a nice, "natural" staircase for my beavers, and I could fill in any gaps with a regular staircase if needed.  However, in my early endeavors, I very foolishly decided to knock out the slopes and build my own staircase.  It wasn't actually necessary, but thankfully my beavers are apparently very hardy, and could reach the peak despite its distance.  For a time, I had two scrap-metal gatherer flags at the bottom of the pyramid, and later at the top when more land space opened up.


 
I'm afraid I didn't bother taking photos of the capstone when it was still there, because I didn't anticipate posting anything, but at least you can still get a nice view of the pyramid's peak.  I'll explain what's going on here later.  
In the past, I ended up setting up a route from two angles in District 1 (a third route was set up in District 2 later).  Due to the excess of water up at the pyramid's peak, I had to set up small platforms with staircases so my gatherers could have their flags conveniently nearby.  I didn't realize until later with District 2, that their Distribution Post Haulers were actually taking a "shortcut" over the pyramid peak to deliver stuff to Districts 1 and 3, hehe.  That would have been quite a journey!  I guess they didn't like going around the pyramid, despite the path being "shorter" on the ground.  Eventually, my scrap metal gatherers discovered where the water was coming from: a big square hole in the top of the pyramid.  More on this story later...



District 1 also has become my #1 source of metal smelters, and for a time, were my #1 producer of scrap metal.  In fact, I had so much scrap metal from the capstone that I ended up doing the same thing as I did for the excess of wood and building underground storage centers.  Eventually I exported the excess scrap metal to District 2 so they could smelt it as well.  Districts 3 and 4 get the finished products; metal bars, and only get scrap metal if they truly need it.  



This is District 2 (and yes, I built their center on the Sphinx's tushie ;D )  



District 2, when it started, was heavily supplied by District 1, but eventually was able to become self-sufficient.  Water storage was an issue, as you can see with the tons of water pumps in the canal.  They actually had it worse than District 1 when I changed over to giant metal water tanks, but they eventually got them filled, as well as setting up farms.  District 2 is my #2 producer of wooden planks, wooden gears, and metal blocks.  Having my first 2 districts produce wooden planks and gears is standard procedure in my games nowadays.  



District 2 is now my #1 producer of grilled potatoes 8)  The excess are exported to the other 3 districts.  



For a brief time, I had my beavers here harvest scrap metal from those ruins, but it ran out pretty fast, as well as on the Sphinx (where its head used to be).  So any scrap metal that isn't in storage now is imported from District 1.  In recent times, I realized District 2 had some of the resources I could use to make biofuel, such as potatoes and sunflower seeds.  So I set up factories to make biofuel and catalyst for my future beaver bots.  However, to make the catalyst, I had to import maple syrup from District 3, which took a while.  



Like I said earlier, District 2 is my #2 producer of wooden planks and wooden gears.



And now, we get to see District 3!  I thought about building it on the northeast side of the map, but changed my mind because the NW side of the map had better access for District 1, and since District 1 was now rich in resources, it would be easier to establish a new district there than on the NE side.  So I didn't quite go counter-clockwise around the pyramid when setting up these districts ::)



Like the other districts, District 3's main water source is the canal around the pyramid.  Setting up their large tanks was easy because I built those first when this place was set up.  District 3 also had the honor of getting the first Lido ever built on this map (which the locals love to swim in :D ), as well as being next door to the pyramid's official spillway.  I dammed up both to keep the water levels high enough to keep the land fertile over larger areas, though irrigation has been in major use on this map as well.  I don't use the vanilla game irrigation tower because it sucks up stored water too fast, so there's a modded one I have that consumes water more slowly and covers a larger area.  Yes, that is an engine next to that canal.  Normally only Ironteeth can build those, but I have a mode that allows for cross-faction building, so my Folktails can build it.  I'll explain what it does later.  If you look at the top of the picture, that's where the maple syrup comes from that I send to District 2 to make their catalyst for beaver bots.  



I was actually surprised at how much the industries in District 3 just plain exploded :o  The forests I set up have done extremely well.  District 3 is now the #1 producer of grilled chestnuts, wood, and paper.  In fact, I made so much paper with this district that even exporting it didn't cut down on the excess!  



I went so far as to create book-makers...



...and explosives factories 8)  District 3 is also my #1 producer of explosives.  You will note that I built my hospital section next door here.  See, I was warned that of all the factories in the game, the explosives factories produced the most injuries in organic beavers.  It's safer to have beaver bots do this job, but I don't have them yet, so I have to rely on living beavers for now.  Therefore, I make sure they are well-cared for and get very good medical coverage :D



District 4 is my latest build and as you can see, is a WIP.  It got to be built on the NE side of the map I'd ignored earlier, and all 3 of the other districts provided goods early for it.  



District 4 is going to be my #1 producer of bread, carrot cake, and berry pie :P I still have to build the bakeries and storehouse, but like I said, it's a WIP.



District 4 will be my first producer of pine resin, and for a very good reason...



...I'm going to have it produce treated wood as well.  I've been in need of it for some time, but I'll explain why later.  



In District 2, I built my very first train station.  I found a mod where you can build trains, tracks, stations, and warehouses specifically to transport goods quickly around your map.  If you look closely at the previous pictures I posted, the tracks are all around the pyramid on raised platforms so the train will not disrupt regular beaver activities too much.  



When I took a photo of the train station, I had to go see where my train had gone (I had unpaused the game briefly to get some flames on a monument to work for the photos).  This little guy is fast! ;D I had to do a little bit of modification, but now all 4 districts have stops for the train to pick up or drop off goods that the districts need or want to send elsewhere.  I'll tell you, it was quite a challenge to get the tracks to move safely over those artificial canals I was building earlier.  



I have plans for two future districts, but their survival is going to have to rely on taming these water sources.  This one is on the NW corner of the map.  I've managed to tame some of it with beavers from District 3, but as you can see, it still needs work.  



I think for the future NW district, I'm going to set up my very first deep metal mine, and also have it be the very first producer of grilled spadderdock.  These pits look like a good spot to set up a shallow water farm (with some landscaping work from explosives 8) and some levees).  I'll need to pump water in from the pyramid canal.  



That's what this canal that you've seen in earlier pictures is for. :)  It will transport water to the future farm to the west.  And yes, I will be building a deep water pump.  That's what the engine I mentioned earlier is for: it's for powering the pump.  I don't have enough room for beaver-powered wheels and a windmill, and the engine is more powerful.  That, and I have plenty of wood in District 3 to fuel it ;) That's also what the resin factories in District 4 is for; helping to build the pump.  



I'll eventually set up a levee to take the water up another level or two, so it can be pumped into the future spadderdock farm.  But for now, it's a WIP.



I'm interested in building a district on the eastern side of the map, preferably near District 2, because this one will be making beaver bots :D  But it needs water first.  



That's what this second canal is for: providing water for a future district in the east.  It too will have a pump powered by an engine.  



This central avenue (which I mentioned earlier) will be key to transporting water to the southern parts of the map.  Until I can unlock the water sources on the SE and SW sides of the map, the pyramid is the best source of water for now.  Some landscaping will be needed.  I saw an opportunity with the pillars and built levees in between them, and eventually I'll get some explosives and make the central avenue hold enough water to fill up 2 levels, so as to survive droughts.  It will take time, however.  



Here's a picture of my little beaver astronomers' tower :)  



And finally, back to the pyramid top.  I ran into an issue late in the game where my canal was starting to have minor flooding issues.  I realized with the lack of scrap metal and more slopes removed, more water was coming out of the pyramid's peak than I wanted.  So I cleared off the top of the pyramid and set up a shallow reservoir with gates to control the flow of water.  All 4 districts were involved in the building.

So there you have it :)  My adventures with beavers and their giant pyramid.  I hope you enjoyed the pictures :D

LadyAquanine731
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February 17, 2023, 10:55:44 PM
Deleted.  Sorry for the double-post.
Last modified by: LadyAquanine731 February 17, 2023, 11:01:07 PM

sergentGG
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February 16, 2023, 05:21:12 PM
don't hesitate to share photos of the game with me on the map, it's funny because I too created a forest on the 6 large blocks of stone like you  8)


sergentGG
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February 16, 2023, 05:16:41 PM
Glad you like the map, I'm participating in a contest for the creation of the most original map on this site: https://mod.io/g/timberborn/m/the-pyramid-beavers
if you like it and want to help me don't hesitate to go to this site to like and comment, I plan to make a V2 of this card with not 1 but 3 pyramid  ;)

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February 12, 2023, 09:45:42 PM
I've been enjoying this map immensely :D  I have my Folktails making use of the pyramid and the canals around it.  Eventually, when they develop explosives, they can carve out some new canals to water the rest of the land too.  I found two other water sources on the map, so I plan on moving towards those to release them into the dry canals nearby.  Already I have built a small canal on that "avenue" coming out of the pyramid and fertilized the land, though I was forced to irrigate some areas because the water didn't reach far enough.  There was one spot I had fun with, that had six big blocks of stone.  I built a staircase up to it, built levees into all the cracks, put platforms over the top part, filled up the little "avenues" with water and turned it into an artificial pine forest, to supplement wood from my birch forest in District 1.  All I have to do from time to time is use the water dumps to keep the level up, but otherwise, the artificial pine forest has done well, even in droughts.  I've also had beavers harvesting metal from the top of the pyramid, which was easy because the pyramid already had slopes on it, and all I had to do was add a staircase here and there.  District 2 is over by the Sphinx and already thriving due to irrigation and help from District 1.


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