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.
๐ฌ 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.
๐ฑ Tier 1 โ Early Game
Unlocks: Mechanical Water Pump, Water Tank upgrade
Unlocks: Lumber Mill
Unlocks: Bakery, Grill
Unlocks: Observatory (Folktails), Numbercruncher (Iron Teeth)
Unlocks: Large Warehouse, Underground Pile (Folktails)
โ๏ธ Tier 2 โ Mid Game
Unlocks: Smelter, Gear Workshop, Metal Workshop
Unlocks: Gravity Battery, Large Windmill (Folktails), Large Water Wheel (Iron Teeth)
Unlocks: Bot Assembly Line
Unlocks: Contamination Barrier, Decontamination Pod
Unlocks: Triple Lodge (Folktails), Large Rowhouse (Iron Teeth)
Unlocks: Paper Mill, Library
๐ Tier 3 โ Late Game
Unlocks: Bot Charging Station upgrade, Control Tower upgrade, Bot Supercharger
Unlocks: Badwater Extractor, Badwater Supercharger
Unlocks: Ziplines (Folktails), Tubeways (Iron Teeth)
Unlocks: Laborer Monument (Folktails), Flame of Progress (Iron Teeth), Tribute to Ingenuity (Iron Teeth)
Unlocks: Deep Mechanical Water Pump, Aquatic Farm upgrades
๐ Maximizing Science Point Generation
Assign 2โ3 beavers to Science Institute from the start. SP trickle in slowly but compound over time.
Build Observatory as soon as available. It generates passive SP 24/7 without power or workers.
Build Numbercruncher once power grid is stable. It outpaces Observatory in SP/hour but requires HP.
Build Paper Mill โ Library chain. Library dramatically accelerates SP income. This is the most impactful SP upgrade available.
Assign 6โ8 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 2,000โ2,500 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.