Simple RPG Stats for Beavers - skills, proficiency, working experience, job expertise
Something like this is being used in games like Rimworld or Cultures 2. You could simplify it using Strength, Dexterity, Endurance and Intelligence as base stats. (Depends how much you, the devs, wish to go into the work management aspect I guess)
Strength could be leveled up through woodcutting and hauling heavy loads, Dexterity via crafting (gears, planks, books and such), Endurance via walking long distances, Intelligence is leveled up via reading books and affects general learning speed. These stats would be leveled up by doing more of these activities & increase efficiency performing them. Something similar is already present via the fun/nutrition boosts, at least thats how it looks like to me
Comments: 31
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16 Sep, '22
Slipspots MergedHighlighted comment
Education: Beaver kits may need education for some jobs when they grow into adults, a new building for school or allowing some facilities to have apprentice beavers; they earn experience off this. Mood: Depending on a beaver's well-being there will be a range of moods such as happy, sad, angry, miserable, tired, nervous or ecstatic. Pandemics: Similar to droughts these happen randomly, you could do things such as have a beaver be sick and if another beaver touches it they do; it could last from 3-9 days for simplicity. -
02 Oct, '21
Bimmy Beaver MergedSay you had a beaver that made gears all day for his entire life. It would be safe to assume that that beaver would eventually get very good at making gears and maybe work a little quicker, thus gaining 'skill' in that profession. Perhaps that beaver could then become a teacher in a new school building, so that the next generation is a little bit better than the last.
Having a skill system like this would incentivise players to put beavers in workplaces where they are most skilled in order to achieve better work performance, and later when they are getting older you could reassign these beavers to be teachers instead, or make it an entirely automatic process to prevent micromanagement simply by having the option of giving beavers a retirement age. -
05 Oct, '21
FuryoftheStars MergedWith the current system in place where it's rather hard to get a specific beaver to work a specific job, I'd be against this. There'd have to be a major overhaul of the system for me to get behind something like this.
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21 Oct, '21
May MergedThe talents show where they can perform a better job. Ex: Some could be smarter, stronger or faster. And let us choose where to put them.
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22 Oct, '21
Gin Fuyou System Merged"add talent on the beavers." (suggested by May on 2021-10-21), including upvotes (1) and comments (0), was merged into this suggestion.
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05 Jul, '22
PhaVei MergedI don’t know how viable this would be from a balancing perspective and it would likely need a more thorough system to manage employment, but…
Passive Experience - Adult Beavers gain experience specific to their occupation (or occupations should they have different jobs throughout their life) causing them to become more proficient in said job(s). I think experience should be limited within an individuals lifetime, but a portion of that experience would be passed down to an offspring.
Kits would only be able to inherit experience from one of its' parents (to avoid ending up with “perfect beavers”). This would give rise to long term scaling over the course of a lineage, with each new offspring being able to accrue more experience than their parent if managed into the correct occupation.
Of course the end of the lineage would cause you to lose that skill set. which could come about from drought or famine, or even illness, plagues, or destructive weathers should they be added. -
18 Sep, '22
Gin Fuyou System Merged"Pandemics, mood and Education!" (suggested by Slipspots on 2022-09-16), including upvotes (1) and comments (0), was merged into this suggestion.
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08 Nov, '22
MisticssjVegeta MergedLibrary, School and/or University, 3rd faction (Red Tails? perhaps). Think the Library and types of schools would help with books, and as something to occupy young and/or unemployed beavers. Having a 3rd faction would just give more continued playability to the over all game. Red Tails could be a good name, beavers that are mostly red-ish in fur color. Could be an in between option of the previous factions, some tech from both could be available to this faction, of course with some of their own tech, solar panels perhaps, new crop like corn which could also be used as a bio fuel option. Come to think of it too, some way of regulating the diets would be a nice feature, beavers currently seem to eat only the most preferred available food, and thus ignore all others, if have carrots ignore berries, baked potatoes ignore carrots and berries, so on.
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12 Nov, '22
Gin Fuyou System Merged"Library, School and/or University, 3rd faction (Red Tails? perhaps)" (suggested by MisticssjVegeta on 2022-11-08), including upvotes (1) and comments (0), was merged into this suggestion.
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22 Dec, '22
Italo MergedTo make the player more intimate with each beaver, and not make him create a population without a purpose just creating workers, why not put a system where each beaver can evolve professionally, and bring residences and leisure buildings unique to each level of evolution of the beaver.
Each beaver will have a purpose, the more it works on a certain construction it can better perform its function, thus allowing the creation of administrative functions, such as foremen, accountants and the mayor of Beavertropolis. -
27 Dec, '22
Gin Fuyou System"Skill and Education System" (suggested by Bimmy Beaver on 2021-10-02), including upvotes (5) and comments (7), was merged into this suggestion.
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27 Dec, '22
Gin Fuyou System"Passive Beaver Experience" (suggested by PhaVei on 2022-07-05), including upvotes (1) and comments (0), was merged into this suggestion.
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27 Dec, '22
Gin Fuyou System"Personal Development System" (suggested by Italo on 2022-12-22), including upvotes (1) and comments (0), was merged into this suggestion.
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30 Dec, '22
CarpeComputer MergedRight now a rookie beaver is as efficient as he would be after a lifelong career in a particular task. Giving a beaver a small efficiency bonus each day of being on a job (or a large one each cycle he would spend being on the job) would add an interesting dynamic to the game and encourage keeping the beaver population as long-lived as possible.
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02 Jan, '23
Gin Fuyou System"Specialized beavers" (suggested by CarpeComputer on 2022-12-30), including upvotes (1) and comments (0), was merged into this suggestion.
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25 Jul, '23
HenkIf this would be a feature, it would also be a nice thing to be able to manual select a beaver to a job.
Also there could be a teaching rol for elderly beavers, teaching young beavers skills before adulthood, so they start with upped skills. -
08 Aug, '23
Tweek (Kevin) Mergeda characteristic system for our beavers!
the beavers could gain in statistics!
for example, the peasants, affiliated with the work of the fields could live less long, but be stronger, moved more goods...
builders, after a few months, would build faster...
and therefore changed position Ménerais has a slight handicap.
it's really only the first draft of a passing idea! I'm waiting for your feedback to discuss it =) -
11 Aug, '23
Gin Fuyou System"a characteristic system for our beavers!" (suggested by Kevin on 2023-08-08), including upvotes (1) and comments (0), was merged into this suggestion.
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31 Aug, '23
MegaGamer265 MergedBeavers should be able to learn their job wich increases their efficiency and the longer they live the higher their efficiency at work gets so the extended lifespan has another great use!
How can they increase their skills? Well they can either learn by reading books go to school or just by doing their job over time but school gives them a bonus at start. -
08 Sep, '23
Gin Fuyou System"Learning Efficiency & Life Expectancy" (suggested by MegaGamer265 on 2023-08-31), including upvotes (1) and comments (0), was merged into this suggestion.
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18 Sep, '23
Gin Fuyou System"Beaver specialists" (suggested by Ade on 2023-09-15), including upvotes (1) and comments (0), was merged into this suggestion.
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07 Jul, '24
Josh Light MergedI think Timberborn could expand the colony simulation element by adding character stats, traits, direct/unique relationships between pawns, and unique or procedural elements. The building/management of characters is so interesting and I think deeper or more fleshed out elements would thoroughly expand the types of interactions in an interesting and deep way.
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13 Jul, '24
Gin Fuyou System"Colony Sim elements" (suggested by <Hidden> on 2024-07-07), including upvotes (1) and comments (0), was merged into this suggestion.
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03 Apr, '25
Wyatts MergedCreate job expertise as a well-being stat that directly impacts a beaver’s ability to perform their assigned job. Beaver’s stats will improve as they perform a job or decline if they are doing nothing. Consumables such as books could satisfy the stat for a beaver that may not be employed. This would impact a player’s decision on how to utilize bots or creating large settlements with an unemployed majority.
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07 Apr, '25
Gin Fuyou System"Job expertise as well-being stats to improve (or impair) production efficiency." (suggested by <Hidden> on 2025-04-03), including upvotes (1) and comments (0), was merged into this suggestion.
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16 Feb
exintrovert MergedAs a beaver spends time in exercise plaza, they gradually increase the number of kg they can carry.
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17 Feb
Gin Fuyou System"Exercise plaza increases carrying capacity of individual beavers" (suggested by <Hidden> on 2026-02-16), including upvotes (1) and comments (0), was merged into this suggestion.
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25 Mar
Aunika MergedI wanted to suggest that at certain wellness levels, or after constructing certain buildings, that new beavers have a random chance to be born "Talented" (for Iron Teeth, this could also be acheived through a birthing pod upgrade or new type of birthing pod).
Notification: a Talented Beaver was born!
Talented Beavers would have a small icon next to their name indicating what they're talented in: a Naturalist beaver (green leafy sign) will automatically seek job assignment at a Farmhouse, Grill, or other food related career; an Industrious beaver (brown cog sign) will seek work in production and refinement; a Curious beaver (yellow lightbulb sign) will seek work in a science building, and so on. This would provide a related production boost to that building.
This game feature fits well within the concept of a naturally progressing society; as your beavers' needs are consistently met over generations of development, they are able to grow and fully realise their potential. Thanks devs -
26 Mar
Gin Fuyou System"Adding New Beaver Traits: Incentive for achieving higher overall wellness" (suggested by <Hidden> on 2026-03-25), including upvotes (1) and comments (0), was merged into this suggestion.