Timberborn Tech Tree Guide

Complete guide to the Timberborn research system. Optimal Science Point generation, best research order, Bot technology, and all faction-exclusive late-game unlocks.

๐Ÿ”ฌ

๐Ÿ”ฌ How the Science System Works

Timberborn's technology progression is gated behind Science Points (SP). Every new building tier, upgrade, and advanced system requires spending SP in the tech tree panel. SP are generated by assigning beaver workers to the Science Institute, augmented by faction-specific buildings (Folktails' Observatory, Iron Teeth's Numbercruncher) and the mid-game Library.

Unlike most city-builders, Timberborn's tech tree is not linear โ€” you choose which branches to research based on your colony's immediate needs. A player struggling with droughts will prioritize Advanced Power for Gravity Batteries. A player facing Badtide threats will rush Badwater Defense. A player building a mega-colony will invest in Transport Systems early to unlock Ziplines or Tubeways.

๐ŸŒฑ Tier 1 โ€” Early Game

Basic Pumps ๐Ÿ’ก 50 SP

Unlocks: Mechanical Water Pump, Water Tank upgrade

Forestry Basics ๐Ÿ’ก 40 SP

Unlocks: Lumber Mill

Food Processing ๐Ÿ’ก 60 SP

Unlocks: Bakery, Grill

Basic Science ๐Ÿ’ก 30 SP

Unlocks: Observatory (Folktails), Numbercruncher (Iron Teeth)

Basic Storage ๐Ÿ’ก 30 SP

Unlocks: Large Warehouse, Underground Pile (Folktails)

โš™๏ธ Tier 2 โ€” Mid Game

Metal Working ๐Ÿ’ก 120 SP

Unlocks: Smelter, Gear Workshop, Metal Workshop

Advanced Power ๐Ÿ’ก 100 SP

Unlocks: Gravity Battery, Large Windmill (Folktails), Large Water Wheel (Iron Teeth)

Bot Research I ๐Ÿ’ก 150 SP

Unlocks: Bot Assembly Line

Badwater Defense ๐Ÿ’ก 80 SP

Unlocks: Contamination Barrier, Decontamination Pod

Advanced Housing ๐Ÿ’ก 70 SP

Unlocks: Triple Lodge (Folktails), Large Rowhouse (Iron Teeth)

Paper & Knowledge ๐Ÿ’ก 90 SP

Unlocks: Paper Mill, Library

๐Ÿš€ Tier 3 โ€” Late Game

Bot Research II ๐Ÿ’ก 250 SP

Unlocks: Bot Charging Station upgrade, Control Tower upgrade, Bot Supercharger

Badwater Exploitation ๐Ÿ’ก 200 SP

Unlocks: Badwater Extractor, Badwater Supercharger

Transport Systems ๐Ÿ’ก 300 SP

Unlocks: Ziplines (Folktails), Tubeways (Iron Teeth)

Monuments ๐Ÿ’ก 350 SP

Unlocks: Laborer Monument (Folktails), Flame of Progress (Iron Teeth), Tribute to Ingenuity (Iron Teeth)

Advanced Irrigation ๐Ÿ’ก 180 SP

Unlocks: Deep Mechanical Water Pump, Aquatic Farm upgrades

๐Ÿ“ˆ Maximizing Science Point Generation

๐Ÿ›๏ธ
Early

Assign 2โ€“3 beavers to Science Institute from the start. SP trickle in slowly but compound over time.

๐Ÿ”ญ
Folktails Early

Build Observatory as soon as available. It generates passive SP 24/7 without power or workers.

๐Ÿ”ข
Iron Teeth Early

Build Numbercruncher once power grid is stable. It outpaces Observatory in SP/hour but requires HP.

๐Ÿ“„
Mid Game

Build Paper Mill โ†’ Library chain. Library dramatically accelerates SP income. This is the most impactful SP upgrade available.

๐Ÿ‘ท
Mid-Late

Assign 6โ€“8 beavers across multiple Science Institutes. Each additional researcher adds linear SP income.

โ“ Frequently Asked Questions

How do I generate Science Points (SP) in Timberborn? ๏ผ‹

Science Points are generated by assigning beavers to the Science Institute. The rate increases with additional researchers. Folktails' Observatory generates bonus SP passively without power. Iron Teeth's Numbercruncher generates more SP per cycle but requires mechanical power. Mid-game, the Library (fed by Paper Mill output) provides the highest SP generation rate.

What should I research first in Timberborn? ๏ผ‹

Priority research order: 1) Basic Pumps (Mechanical Water Pump essential for drought prep), 2) Food Processing (Bakery/Grill for well-being bonuses), 3) Metal Working (required for all advanced buildings), 4) Advanced Power (Gravity Battery for drought power), 5) Bot Research I (Bot Assembly Line for late-game automation).

When should I start building Bots? ๏ผ‹

Research Bot Assembly Line once your colony is food/water stable โ€” typically mid-game after your second or third drought. Bots require metal parts to construct and power to operate. Don't rush them at the cost of ignoring basic survival infrastructure. Once built, prioritize Bots for contaminated zones during Badtides.

How many Science Points does the full tech tree require? ๏ผ‹

The full Timberborn 1.0 tech tree requires approximately 2,000โ€“2,500 Science Points to complete on a standard playthrough, depending on faction and chosen research paths. Some late-game nodes like Transport Systems (Ziplines/Tubeways) cost 300+ SP each.