District Center

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The District Center icon.png District Center is the first and only Buildings icon.png Building in a new colony and establishes a District. The Workers perform both hauling and construction. They can be supplemented with the Hauling Post icon.png Hauling Post and the Builders' Hut icon.png Builders' Hut.

The first District Center contains the starting resources for the colony. These resources are dependent on the Game Mode.

All buildings, Beavers icon.png Beavers, and Bot icon.png Bots belong to a District.

District range and path lengths

When a District Center is selected, a path line extends from it along Path icon.png Paths connected to it. This line indicates the extent of the District boundary[1].

After 70 tiles, the path line changes color from green to red. Red indicates that it can take a lot of time to walk there. This often decreases efficiency, because Workers spend more time walking.

Usage

The District Center window.

Controls 1-7 are common to many buildings. Controls 8-A are unique to the District Center.

1 Deletes the building.
2 Whether the building is active or inactive. Inactive buildings have no workers and perform no active function.
3 The eye icon centers the building onscreen, and the x icon closes the window.
4 Collapses or expands the description pane.
5 Sets the workplace priority. Workplaces with higher priorities allocate workers before workplaces with lower priorities.
6 The number of jobs. If required, reduce the number from the maximum to allow workers to fill other jobs. After Bots are unlocked, this also selects the types of worker in this building. In the example, Bots are selected.
7 Lists the assigned workers.
8 The District name, and the button to edit this name. In the example, the District name is Cruddly. This name is used in the various Manage Settlement reports to identify the District.
9 After Bots are unlocked, selects the default worker type for new buildings. In the example, Bots are selected.
A Opens the Manage Settlement Migration report to control automatic or manual migration of Beavers and Bots between Districts.


Workers

The District Center icon.png District Center employs workers that carry out construction duties. More builders can-and-should only be employed in Builders' Hut icon.png Builders' Huts for the same district, as building a second District Center icon.png District Center would mark a second District Center icon.png District and amplify beaver management problems on the player.

History

  • Update 5:
    • When reaching a path length of more than 70, buildings no longer had a red exclamation mark in their user interface along with:

"Consider optimizing your paths or splitting the district into smaller ones."

Strategies

Moving a District Center

Although you can destroy the initial District Center and replace it wherever you like, as they cost no resources to construct, be mindful of the constraints:

  • the starting resources are now further away from where the workers are;
  • the workers must be able to access the new location from the original otherwise nothing can be done.

Moving a District Center mid-game can be annoying because you must respecify the import and population requirements. If you want to move an established District Center, pause the game to avoid unwanted resources in the District Center.

Trivia

Although there is a visual difference between the faction versions of this building, there is no functional difference.

  1. District boundaries are fluid, following paths and including twists and turns. Stairs count as 1.