Fires Hazard, fire suppression, firefighters
Some form of Fire risk to the town. Be it lightning, random chance, etc. Increased risk during dry season. And the beavers would need some form of hand pumps or bucket brigade to put the fire out. potentially, removing dam to flood area on fire would be an option as well. Then some form of repair system where it would tell user cost of repair and they can either decide to have it repaired at that cost, or have the item removed. Priority system could still be leveraged for repair work.
Comments: 49
Oldest
•
Newest
•
Most likes
•
Fewest likes
-
15 Jun, '25
Gin Fuyou SystemHighlighted comment
"forest fire" (suggested by <Hidden> on 2025-06-15), including upvotes (1) and comments (0), was merged into this suggestion. -
09 Sep, '21
Gin FuyouFires should work great as a later game challenge mechanic, when you already dammed enough of water to survive a long drought. Separating fields and forests with water-filled channel may contain spreading of fire, and placing quick response teams posts around will let them take out flames quickly.
Also fire probability should be configurable separately in difficulty settings. -
30 Sep, '21
EmielA fire mechanic would fit perfect in the wood based world of a beaver. Imagine a dam catching fire! Or if my town is on fire I can quickly flood the plain it is build in with water. I would absolutely love that! And it would add extra spice to the survival aspect!
-
03 Oct, '21
Chameleon777Very interesting idea, as long as hazards can be turned off in the settings.
-
09 Oct, '21
Gin Fuyou System"Storms, fires, and flooding - Firefighter beavers. MUST WEAR HATS" (suggested by Spark on 2021-10-08), including upvotes (1) and comments (0), was merged into this suggestion.
-
21 Oct, '21
Nemi MergedDry season is upon us! The ground his hot underfoot and the trees are like dust in our mouths.. The slightest misplaced spark from our generators and disaster strikes!.. Quickly Rush the children to safety!, Grab the hose pipes! We must dose the flames! Even if we have to use the precious water from our stores.
No doubt you've already considered this. But Fire during dry seasons or just accidental would add a whole new mechanic to this game about using wood and water :) I'd love to see little beavers with firefighting hats on putting out fires. Could also add a new way of strategically placing water barrels so they can strech the hose pipes from them. or even opening dams to flood them out -
21 Oct, '21
SirMichael System"Fire fighters / Fires" (suggested by Nemi on 2021-10-21), including upvotes (1) and comments (0), was merged into this suggestion.
-
29 Oct, '21
MacBurnI agree, for a game where everything is made of wood and water is a valuable resources, fires seem like a natural choice. Also it would be similar to many other city-building games where you have to make a fire department building.
-
16 Nov, '21
The HHHungry Beaver MergedI suggest bringing events, or extra-difficulty, with a new element and mechanic to the game: the burning flames of beavers despair!! :) a small troup of fire-fighters (scarce fires spreading when extreme drought isnt taken care of, around grills or industry buildings for instance) would need to be clerverly dispatched... why not make a single fire station available per district, with very limited troops? Or stg in that spirit... Anyways, the game is awesome and very well thought, tks a lot guys!! I really enjoy building beaver realms !!! WATER!!!!! ;)
-
18 Nov, '21
Gin Fuyou System"New element: Fire-beavers-fighters!!!" (suggested by The HHHungry Beaver on 2021-11-16), including upvotes (1) and comments (0), was merged into this suggestion.
-
07 Jan, '22
Dr.BeaverA fire hazard makes absolute sense, especially during/at end of dry season. There should be some kind of fire brigade. Should be switched on/off in settings for free building games.
-
17 Jan, '22
DraythixAdding fire danger would certainly add another dimension to the game. Personally, I would suggest that 'dry' areas should have a higher fire risk than irrigated areas, and this would automatically translate to a higher fire risk during dry seasons.
-
27 Jan, '22
minivickersFun fact! Beavers are actually used by conservation departments to change landscapes in a way that prevents forest fires. Humans are unable to replicate the dams used by beavers in this way! Make fires a regular occurrence between/during droughts. Fire could quickly burn up anything on "dry land," but slow down on "grass." Would also put the forest resource at risk and make the game more challenging.
-
10 Jul, '22
BlakmoonGreat idea. And firefighters may be different depending on the faction:
- One with fire stations having dedicated firefighters (1 or 2 each). The duration to put out the fire depends on the number of stations. Advantage = when a fire occurs, only fighters extinguish it, other beavers continue their work. Disadvantage = having enought fire station.
- One with no dedicated firefighters but all beavers of the district come to the rescue. Only one building is needed which can be a kind of alert bell that the player has to ring to call everyone (even the unemployed). Advantage = less buildings needed, fires are puting out more faster (because more fighters). Disadvantage = no other works are done as long as the fire is fought. -
29 Aug, '22
Ian Pottinger- A 1x1 block fire can spawn at any time on any unirrigated tile of land.
- A tile on fire will spawn fire in adjacent tiles much like blueberries spread, but reasonably faster.
- Only unirrigated tiles burn, destroying any structure or resource therein after a reasonable grace period.
- Haulers from a Hauling Post will always prioritize hauling buckets of water to put out a fire. -
25 Oct, '22
kide_lee MergedThe game should have periodic changes in humidity. The evaporation rate of water increases with the increase of humidity. Rain may occur when the humidity is high, and fire may occur when the humidity is low.
The high humidity may also make the wood moldy, but I don't like this setting, so let's forget -
21 Nov, '22
JeffreyJames j halvorson Mergeddry forests should have a random chance of catching on fire, so should other buildings, buildings close to eachother could both burn , build firestations and firefighter to defend against. deleting a dam and flooding would also put out fire
-
21 Nov, '22
Jcheung System"Humidity and fire" (suggested by kide_lee on 2022-10-25), including upvotes (2) and comments (0), was merged into this suggestion.
-
21 Nov, '22
Jcheung System"Firestation and fires" (suggested by JeffreyJames j halvorson on 2022-11-21), including upvotes (1) and comments (0), was merged into this suggestion.
-
08 Dec, '22
NyoraiaFire mechanic could also be tied to bots and high-cost building, and/or metal structures to increase frequency for the "late game" (or earlier game for tech-rushing players.)
* If flood season is added, then lightning strikes near metal structures could spark fires;
* add a windy weather and structures with visible fire (e.g. the district center, the campfire entertainment place) risk spreading it;
* add accidents in building that use fire (e.g. grill) -
12 Feb, '23
Xadhoom13Heat could be generated by high tech buildings, areas filled with too many power shafts (due to mechanical friction), or very big reserve of highly flammable stuff (treated plank, biofuel?);
Too much heat will generate fire that then will attach itself to near wood objects and start consuming them, increasing heat even more, damaging the object and causing more objects to catch fire (The Emergency series had an awesome fire mechanic).
You can avoid this by having power shafts in flooded area or by constructing isolate high tech factories (or be ready to flood them if needed).
During drought the base heat is higher, so you'll have more fire. -
27 May, '23
Gin Fuyou System"Add some Fire" (suggested by Sashcomu on 2023-05-25), including upvotes (1) and comments (0), was merged into this suggestion.
-
23 Jul, '23
AUstin Mergedi started to stack my logs in an area where there was no water to save space. i thought i could be cool if you made this a fire problem. game still fun thanks
-
28 Jul, '23
Jcheung System"not a bug but.." (suggested by AUstin on 2023-07-23), including upvotes (1) and comments (0), was merged into this suggestion.
-
08 Sep, '23
Jcheung System"Wildfires and flammability during droughts" (suggested by Zephyrus on 2023-09-08), including upvotes (1) and comments (0), was merged into this suggestion.
-
06 Nov, '23
KingLouisAs well as wild fires in extreme droughts, you could have buildings as sources of fire like the grill or some of the industrial buildings, like the sawmill.
-
19 Jan, '24
aUnrealUncivilEngineer MergedLate game hard mode get boring and feels too easy i end up with lots of water, food, etc.
Building have lights, the only way they should have light is fire and accidents happen...
I was thinking this could be in a extra hard mode, or a just a option, but i was thinking you could have a fire break out at night in a house, beavers start dumping water onto the fire to put it out, if they take too long it can spread to other connected building, burnt building would need resources to repair, this would make players keep water near places to quickly put out a fire
Could also have fire start in the day at workplaces that burn wood for fuel, builders and haulers would priorities putting it out during the day, at night all beavers deal with it -
19 Jan, '24
Jcheung System"[Idea] Add fires that need to be put out" (suggested by <Hidden> on 2024-01-19), including upvotes (1) and comments (0), was merged into this suggestion.
-
24 Jan, '24
Dylan MergedAdd fire so if you overpower a building it will light fire and you need to try to put it out
-
25 Jan, '24
Gin Fuyou System"Fire and overheating" (suggested by <Hidden> on 2024-01-24), including upvotes (1) and comments (0), was merged into this suggestion.
-
11 Mar, '24
JackTemperature regime. FIRES.
1) All buildings have a temperature indicator. buildings that consume energy heat up, more energy means more heating. and the bakeries are also heated. When the maximum limit is reached, the building begins to burn. Water nearby (on green land) helps remove heat from buildings; dry soil does not remove heat from buildings. Irrigation will also further help remove the heat.
2) The heating temperature of the building is distributed between neighboring buildings. Heat distribution depends on the distance between buildings. for example, a neighboring building shares the temperature with its neighbors 12/8, if there is one hex between the buildings, then 12/4, if there are 2 hexes, then 12/2, after 3 or more hexes the buildings do not exchange temperature, thus, the temperature tends to equalize
3) Some buildings cannot be extinguished, but they do not heat up on their own. biofuel and catalyst burn, as well as peat (if you add it to the game) -
11 Mar, '24
JackThe mechanics of heat dissipation perfectly complement the mechanics of water flow.
The temperature mechanic will be very useful in future seasonal expansions.
There is always a fire danger in woodworking production and beavers need to take this into account when planning their settlement.
At the later stages of the game, when there is not enough space for buildings, the temperature regime and heat removal will diversify the gaming process. -
16 Mar, '24
tweek MergedHi!
many say it: Timberborn lacks a little nervousness...
-of challenge!
I think "Catastrophes" could be added...
but also OPEN A BUNDLE OF RELATED IDEAS!
1) To begin I would simply describe disasters, WHY they happen, and how to put an end to them, and prevent them! .
1/ fire.
This triggers more often near the factories: (what is the factory made of? wood?! and does it make... paper? ...!
-WE WILL NEED TO LET HER BREATH!
(I imagine a penalty: risk of catching fire... which "pings" every 4 hours?)
(and if possible “ping” offsets between two districts)
-(a building made of treated board should resist flames better, and a building without flammable material should not be able to catch fire, of course)
to fix it:
“SPRINKLER station” (firefighter is very “human!)
effective over a large given area, and needing access to water...
I have others points to developp. and others idea with others points, around this global idea.
i will posts somes PARTS of this propositio -
20 Mar, '24
Gin Fuyou System"Propose (Fr to Eng Trad) : Fires / Firefighters -- Landfalls / Geologist -- Unemployed/Security (1)" (suggested by <Hidden> on 2024-03-16), including upvotes (1) and comments (0), was merged into this suggestion.
-
06 Jul, '24
Francisco MergedIncorporating wildfires and other natural disasters into Timberborn would make the game more realistic and challenging. These elements would add complexity to gameplay and require players to strategize and adapt to unexpected events. Wildfires could pose a serious threat to the beaver colonies, forcing players to prioritize the creation of firebreaks, manage forest density, and implement early warning systems. This would add a sense of urgency and the need for quick decision-making, as neglecting proper wildfire prevention could lead to devastating consequences for the colony. Including other disasters such as floods, droughts, or extreme weather events would further test players' ability to manage resources and infrastructure effectively, encouraging thoughtful planning and preparation to mitigate the impact of such events on the beaver population and their infrastructure.Overall, integrating wildfires and other disasters into Timberborn would create a more dynamic and immersive game.
-
13 Jul, '24
Gin Fuyou System"Wildfires and Other Disasters" (suggested by <Hidden> on 2024-07-06), including upvotes (1) and comments (0), was merged into this suggestion.
-
31 Jul, '24
Kevin MergedI think that in addition to badwaters and droughts, there should sometimes be fires. Random buildings burning down occasionally, and fire stations needed every so often around buildings, also needing access to water. This would add another disaster dynamic to the game, and interrupt would could be considered for the moment, some boring gameplay by requiring things be rebuilt sometimes. In additon, you could add lightning storms and lightning poles to attract strikes to protect areas. There is alot of potential for adding more danger and erradicness to the game, allowing for more interesting and unique play throughs on maps. By adding two types of rain, you can add a whole other dimension to the game, with regular rain, you can have just a modicum of water coverage over everything, with it pooling and collecting in lower areas, requiring builders to think about drainage as well. Or, you can have heavy downfall, which would bring in so much water, that normal paths would flood for a bit.
-
01 Aug, '24
Jcheung System"Fire Disaster + Fire Departments" (suggested by <Hidden> on 2024-07-31), including upvotes (1) and comments (0), was merged into this suggestion.
-
11 Aug, '24
Jcheung System"Fire" (suggested by <Hidden> on 2024-08-06), including upvotes (1) and comments (0), was merged into this suggestion.
-
12 Jan, '25
Chris H MergedDroughts have a % chance to spawn a wildfire! This could strike anywhere including your farms and forest patches. Dry areas light more easily and burn faster while irrigated and green growing plants burn more slowly. Buildings and Structures can also catch fire but only adjacent to an active wildfire. Haulers/builders gain new ability as "firefighter" or add a whole new building that can hire dedicated firefighting beavers! IMAGINE THE LITTLE RED FIREMAN HATS THEY WOULD WEAR!!! Wildfires would add another new challenge to the survival game, requiring players to save additional water to combat fires, strategically plan their cities, and add more variety to the challenges beyond droughts and badwater.
-
13 Jan, '25
Gin Fuyou System"Wildfires" (suggested by <Hidden> on 2025-01-12), including upvotes (1) and comments (0), was merged into this suggestion.
-
21 Feb, '25
phntm_aiHaving dryness/contamination and wind increase the chances of fires happening either at a drying trees or buildings on dry/contaminated land. This could add more pressure during droughts and badwater tides since the player tends to get to a comfortable spot with how much water they can store and simply waits out those seasons. Maybe even have a small chance of random fire happening somewhere in the power grid when there's a lot of excess power being generated. Maybe a number of beavers can get training to put out fires and will be drafted out of their current tasks to put out fires when one occurs?
-
15 Jun, '25
LUPA LIAM (BARBARA) Mergedhello! I wanted to ask if it was possible to add as a game difficulty, that the brazier can cause small or large fires (the brazier or prolonged drought also), and the beavers try to put it out by collecting water from a well (as a new construction) is it a feasible thing or a stupid thing?
-
26 Nov, '25
RaederlePersonally, having had to deal with fires in other city builders, I would happy for this to remain not a part of Timberborn. Or, at least, the ability to disable it within custom difficulty settings.
-
12 Dec, '25
Matt RidleyFirefighters could also work as emergency medical/rescue? Maybe injured beavers need to be transported? I would love to see repelling/climbing to rescue stranded beavers once and for all.