Timberborn Buildings Guide — Best Buildings for Your Colony
Building smart is the difference between a thriving beaver civilization and a colony that starves come drought season. This guide breaks down every essential building category in Timberborn, compares Folktail vs Ironteeth options, and tells you what to build — and in what order — to survive the hardest cycles.
Table of Contents
- Buildings by Category
- DataTables Comparison
- Recommended Build Order
- Folktail vs Ironteeth Building Differences
- Steam Link
Buildings by Category
💧 Water
Water management is the core of Timberborn. Without it, nothing else matters.
| Building | Faction | Purpose | Key Stat |
|---|---|---|---|
| Water Pump | Both | Extracts water from rivers/lakes | 2.5–3.0 m³/hr |
| Small Water Wheel | Both | Power from flowing water | Up to 120 HP |
| Large Water Wheel | Both | More power from deeper/flowing water | Up to 450 HP |
| Mechanical Water Pump | Both | Powered water pumping | ~5.0 m³/hr with full power |
| Floodgate | Both | Blocks or releases water | 1–3 blocks tall |
| Levee | Both | Permanent water barrier | 1 block tall, stackable |
| Sludge | Both | Extends levee height | Fills gaps |
| Water Dump | Both | Dumps water from tanks onto terrain | Fills reservoirs |
| Deep Water Pump | Ironteeth | Pumps from deep groundwater | 4.0 m³/hr |
| Large Water Tank | Both | Stores water in bulk | 750–1500 units |
Tip: Always build 2–3 extra water pumps before your first drought. Overlapping their output zones ensures no beaver goes thirsty.
🍎 Food
You need a mix of food types to keep your colony fed and your beavers happy.
| Building | Faction | Produces | Yield Notes |
|---|---|---|---|
| Gatherer Flag | Both | Berries, Carrots, Potatoes, Sunflowers | Base 10–15 plants per harvest |
| Farmhouse | Both | Assigns farmers to crop fields | 1 beaver per farmhouse |
| Lodge | Both | Housing (also generates pups) | — |
| Grill | Both | Grilled food (Carrots → Grilled Carrots, Potatoes → Grilled Potatoes) | Doubles shelf life |
| Bakery | Both | Bread (wheat → bread) | Highest food value per unit |
| Mill | Both | Wheat → Flour | Needed before baking |
| Corn (Crop) | Folktail | Grows corn | 4 food per harvest |
| Spadderdock (Crop) | Ironteeth | Aquatic crop | Grows in shallow water |
| Kohlrabi (Crop) | Ironteeth | Fast-growing root veg | 3 food per harvest |
| Wild Berries (Bush) | Both | Natural berry source | No planting needed |
| Bread | Both | Wheat → Flour → Bread | Requires Mill + Bakery chain |
Tip: Diversify! In the early game, berries + carrots are enough. Mid-game, add grilled food. Late-game, a bakery chain (wheat → flour → bread) lets you stockpile efficiently through multi-day droughts.
🏠 Housing
Beavers need homes to breed. Population = workforce = survival.
| Building | Faction | Capacity | Special |
|---|---|---|---|
| Basic Lodge | Both | 2 beavers (1 bed) | Extends to double lodge |
| Double Lodge | Both | 4 beavers (2 beds) | Upgrade from basic (Folktail) |
| Small Lodge | Ironteeth | 3 beavers (1 bed) | Compact, efficient |
| Large Lodge | Ironteeth | 6 beavers (2 beds) | Ironteeth-only upgrade |
| Barracks | Both | 10 beavers (dorm-style) | No breeding bonus |
| Apartment | Ironteeth | 24 beavers (3 floors × 8) | End-game housing |
| Rooftop Terrace | Both | +1 happiness, aesthetic only | Decorative roof upgrade |
| Overhangs | Both | +1 happiness, aesthetic only | Adds depth to lodges |
Tip: Build lodges early and often. Every 2–3 beavers should have a bed. Barracks are space-efficient but don't encourage breeding (no wellbeing bonus). Ironteech prefer large vertical lodges; Folktail spread out horizontally.
⚙️ Industry
Processing buildings turn raw resources into advanced materials.
| Building | Faction | Input | Output |
|---|---|---|---|
| Lumberjack Flag | Both | Trees | Logs |
| Forester | Both | — | Plants new trees |
| Sawmill | Both | Logs | Planks |
| Scavenger Flag | Both | Ruins | Scrap/Random |
| Smelter | Both | Scrap Metal | Metal Blocks |
| Mine (Deep) | Both | — | Iron/Metal Ore |
| Gears Workshop | Both | Planks | Gears |
| Paper Mill | Folktail | Logs + Water | Paper |
| Printing Press | Folktail | Paper + Ink | Books (Science) |
| Inventor Hut | Ironteeth | — | Science points |
| Tank Foundry | Ironteeth | Metal Blocks | Water Tanks |
| Crushing Mill | Both | Sunflowers → Sunflower Oil | Oil for cooking |
| Biofuel Facility | Ironteeth | Plants | Biofuel (power) |
Tip: Build your sawmill early in year 1 — planks are required for every advanced building. Rush metal blocks as soon as you find scrap.
⚡ Power
Power keeps your industry running. Without it, pumps, sawmills, and smelters sit idle.
| Building | Faction | Output | Notes |
|---|---|---|---|
| Small Water Wheel | Both | Up to 120 HP | Cheap, needs flowing water |
| Large Water Wheel | Both | Up to 450 HP | Strong but requires deep flow |
| Windmill | Both | 120–550 HP (wind-dependent) | Unreliable — wind varies |
| Steam Engine | Both | Up to 1000 HP | Burns fuel (logs/biofuel) |
| Water Wheel (Vertical) | Both | 70–200 HP | Uses waterfalls |
| Power Shaft | Both | Distributes power | Connects buildings |
| Power Wheel | Both | 120 HP (beaver-powered) | Emergency/manual |
| Biofuel Generator | Ironteeth | 500 HP | Burns biofuel only |
| Large Windmill | Ironteeth | 600–1000 HP | More powerful than standard |
Tip: Start with small water wheels — they're cheap and reliable on most maps. Add windmills as backup, then transition to steam engines or biofuel generators in the late game for consistent 24/7 power.
🎨 Decorations
Beauty makes beavers happy. Happy beavers work faster and breed more.
| Building | Beauty Value | Cost | Effect |
|---|---|---|---|
| Flower Pot | +1 (outdoor) | 10 Planks | Simple beauty |
| Lantern | +2 | 5 Planks + 1 Gear | Light + beauty |
| Rooftop Terrace | +2 | 10 Planks | Housing upgrade |
| Overhang | +1 | 5 Planks | Aesthetic |
| Statue | +3 | 50 Planks | High beauty |
| Bench | +1 | 10 Planks | Rest spot |
| Banner | +2 | 20 Planks | Faction colour |
| Wellbeing Statue | +5 (area-wide) | 100 Planks | Major happiness boost |
Tip: Scatter flower pots and lanterns along paths your beavers use daily. A single statue near your town centre gives area-wide beauty that boosts wellbeing significantly.
DataTables Comparison
Below is a comprehensive comparison table of key Timberborn buildings. Use this to quickly compare cost, output, and faction availability.
| Building | Category | Faction | Wood | Planks | Metal | Gears | Other | Output | Power (HP) |
|---|---|---|---|---|---|---|---|---|---|
| Water Pump | Water | Both | 20 | — | — | — | — | 2.5 m³/hr | — |
| Mechanical Water Pump | Water | Both | 60 | 20 | 10 | — | — | 5.0 m³/hr | 150 |
| Deep Water Pump | Water | Ironteeth | — | 30 | 15 | 5 | — | 4.0 m³/hr | 200 |
| Small Water Wheel | Power | Both | 10 | — | — | — | — | — | ≤120 |
| Large Water Wheel | Power | Both | 30 | 10 | — | — | — | — | ≤450 |
| Windmill | Power | Both | 40 | 20 | — | — | — | — | 120–550 |
| Steam Engine | Power | Both | 80 | 40 | 20 | 10 | — | 1000 HP | 1000 |
| Sawmill | Industry | Both | 30 | 10 | — | — | — | 6 Planks/cycle | 75 |
| Smelter | Industry | Both | 40 | 20 | — | 10 | — | 1 Metal Block/cycle | 100 |
| Gears Workshop | Industry | Both | 60 | 20 | — | — | — | 2 Gears/cycle | 50 |
| Paper Mill | Industry | Folktail | 40 | 10 | — | — | — | 2 Paper/cycle | 100 |
| Printing Press | Industry | Folktail | 60 | 20 | 10 | 5 | — | 3 Books/cycle | 125 |
| Inventor Hut | Industry | Ironteeth | 40 | 10 | — | — | — | 5 Science/cycle | — |
| Bakery | Food | Both | 30 | 10 | — | — | — | 3 Bread/cycle | 75 |
| Mill | Food | Both | 20 | 10 | — | — | — | 2 Flour/cycle | 50 |
| Grill | Food | Both | 20 | — | — | — | — | 2 Grilled Food/cycle | — |
| Farmhouse | Food | Both | 20 | — | — | — | — | Assigns 1 farmer | — |
| Basic Lodge | Housing | Both | 10 | — | — | — | — | 2 beavers | — |
| Double Lodge | Housing | Both | 30 | 10 | — | — | — | 4 beavers | — |
| Small Lodge | Housing | Ironteeth | 15 | 5 | — | — | — | 3 beavers | — |
| Large Lodge | Housing | Ironteeth | 40 | 15 | 5 | — | — | 6 beavers | — |
| Apartment | Housing | Ironteeth | 80 | 40 | 20 | 10 | — | 24 beavers | — |
| Barracks | Housing | Both | 50 | 20 | — | — | — | 10 beavers | — |
| Levee | Water | Both | 6 | — | — | — | — | 1-block barrier | — |
| Floodgate | Water | Both | 20 | 10 | — | — | — | Water control | — |
| Water Dump | Water | Both | 40 | 20 | 10 | — | — | Dumps water | 100 |
| Large Water Tank | Water | Both | 40 | 10 | — | — | — | 750–1500 units | — |
Recommended Build Order
The order you build matters. Here's a proven sequence for standard difficulty on most maps.
Year 1 (Survival)
- Lumberjack Flag (×2) — You need logs immediately.
- Gatherer Flag — Plant carrots; you'll have food in 3–4 days.
- Water Pump (×2) — Drought is coming. Double up.
- Basic Lodge — House your starting beavers so they breed.
- Small Water Wheel — Power for the sawmill.
- Sawmill — Planks unlock everything else.
- Forester — Plant trees to keep logs sustainable.
- Small Water Tank (×1–2) — Store water before first drought.
Milestone: Survive first drought.
Year 2 (Expansion)
- Farmhouse + crop fields — Expand food production.
- Grill — Cook carrots for longer shelf life.
- Mechanical Water Pump — More water, less beaver labour.
- More Lodges (+2–4) — Grow population.
- Second Small Water Wheel or Windmill — Power redundancy.
- Scavenger Flag — Collect scrap for metal blocks.
- Smelter — Start converting scrap to metal blocks.
Milestone: Stable food and water surplus.
Year 3+ (End Game)
- Large Water Wheel or Steam Engine — Consistent power.
- Bakery + Mill — Bread chain for massive food value.
- Floodgates + Levees — Build a reservoir. This is critical.
- Gears Workshop — Advanced building components.
- Wellbeing Statues + Decorations — Boost beaver happiness.
- Biofuel Facility (Ironteeth) / Printing Press (Folktail) — Faction-specific science.
- Apartment (Ironteeth) / Expanded Lodges (Folktail) — End-game housing.
Milestone: Survive multi-cycle mega-droughts.
Folktail vs Ironteeth Building Differences
The two factions play very differently. Here's a breakdown of their unique buildings and how they change your strategy.
⚖️ Philosophy
| Aspect | Folktail | Ironteeth |
|---|---|---|
| Playstyle | Growth, expansion, nature-friendly | Efficiency, industry, verticality |
| Population Style | Spread out horizontally | Dense vertical housing |
| Water Strategy | Surface water, levees, dams | Deep drilling, canals, water wheels |
| Science | Books (Paper Mill + Printing Press) | Inventor Huts (direct science) |
| Power | Traditional (wheels, windmills, steam) | Biofuel + advanced large windmills |
| Difficulty | Beginner-friendly | Intermediate — more micro-management |
🆚 Unique Buildings
Folktail-Only Buildings
| Building | Category | Why It Matters |
|---|---|---|
| Paper Mill | Industry | Converts logs + water into paper (needed for books). |
| Printing Press | Industry | Converts paper + ink into books (science points). Folktail's primary science source. |
| Corn Fields | Food | Corn gives 4 food per harvest — most efficient Folktail crop. |
| Bread Chain | Food | Wheat → Flour → Bread. Requires Mill + Bakery. Highest food density. |
| Water Wheel Focus | Power | Folktail rely more on water wheels and windmills; no biofuel option. |
Folktail Tip: Folktail science is slower but cheaper in the long run. Build your Paper Mill early and stockpile paper. Once the Printing Press is up, science flows steadily.
Ironteeth-Only Buildings
| Building | Category | Why It Matters |
|---|---|---|
| Deep Water Pump | Water | Pumps from deep groundwater — allows water during surface droughts. |
| Inventor Hut | Industry | Produces science points directly, no paper/ink chain needed. |
| Biofuel Facility | Industry → Power | Converts plants into biofuel for the Biofuel Generator. |
| Biofuel Generator | Power | Burns biofuel for 500 HP — reliable, renewable power. |
| Small Lodge | Housing | 3 beavers in a compact footprint. |
| Large Lodge | Housing | 6 beavers — efficient per tile. |
| Apartment | Housing | 24 beavers in one building. Massive population density. |
| Large Windmill | Power | 600–1000 HP, more powerful than standard windmills. |
| Kohlrabi Fields | Food | Fast-growing root crop, 3 food per harvest. |
| Spadderdock Ponds | Food | Aquatic crop grown in shallow water — unique food source. |
| Water Wheel Focus | Power | Ironteeth use more gears and metal in their wheels, but get higher output. |
Ironteeth Tip: Ironteeth science is instant but costs metal blocks (for Inventor Huts). Rush metal production early. The Apartment building is your key to a massive late-game population, but requires significant plank and gear investment.
🏗️ Building Equivalent Comparison
| Need | Folktail Solution | Ironteeth Solution |
|---|---|---|
| Early Water | Water Pump | Water Pump |
| Mid Water | Mechanical Water Pump | Deep Water Pump |
| Late Water | Large Reservoirs + Dams | Deep Pumps + Canals |
| Early Housing | Basic Lodge → Double Lodge | Small Lodge → Large Lodge |
| Late Housing | Multiple Double Lodges | Apartment |
| Early Science | Gatherer Flag + Ruins | Gatherer Flag + Ruins |
| Mid Science | Paper Mill → Printing Press | Inventor Hut |
| Power (Early) | Small Water Wheel | Small Water Wheel |
| Power (Mid) | Large Water Wheel / Windmill | Large Water Wheel / Large Windmill |
| Power (Late) | Steam Engine | Biofuel Generator + Steam Engine |
| Food (Staple) | Carrots + Corn | Carrots + Kohlrabi |
| Food (Advanced) | Bread | Grilled + Bread |
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Guide last updated: June 2026. Timberborn is a city-builder developed by Mechanistry and published by WhisperGames.