Skip to main content

Science Points

Subcategory
Science
Faction
Both

Overview

Science Points are a game resource used to unlock constructions and to permit advanced workplace functions in Timberborn. They are produced by specific buildings and are spent to make new technologies and building functionalities available to the colony. Some early constructions are available without spending Science Points, while most advanced constructions and workplace unlocks require Science Points to become available.

The Inventor produces Science Points and is available from the start in new colonies. Additional buildings can produce Science Points once unlocked and staffed. Historically, Folktails could produce Science with the Mine but this was changed; Bots can now work in the Observatory, which affects Science production options and automation strategies.

Science Points are consumed by certain buildings and systems. If a building that actively consumes Science Points to operate depletes its stored Science Points, the game registers a Not Enough Science state for that building. Currently, the Control Tower is the only building affected by Not Enough Science.

  • Buildings that produce Science Points include the Inventor, the Observatory, and the Numbercruncher. The Numbercruncher has an unlock cost of 500 Science Points. The Inventor is available immediately in new colonies. The Observatory is an additional producer that becomes available as the colony progresses; Bots can work there.
  • Science Points are required to unlock most constructions that are not available at colony start. Unlocking workplaces for Bot workers also commonly requires Science Points. Early-game workplace unlocks cost around 250 Science Points, while late-game unlocks scale much higher. The Bot Assembler is an example of a very expensive unlock, requiring 10000 Science Points.
  • Buildings that consume Science Points can stop functioning properly if their Science supply runs out; the Control Tower exemplifies this failure mode.

Practical notes for play

  • Prioritize building an Inventor early to ensure a steady stream of Science Points without initial unlock overhead.
  • Plan unlocks according to your colony’s goals: early workplace unlocks are relatively cheap (about 250) and can expand labor options, while late-game unlocks and key technologies like the Bot Assembler demand large Science reserves.
  • Protect Science-consuming critical infrastructure from resource interruptions to avoid Not Enough Science conditions; monitor the Control Tower’s supply where applicable.
  • Use Bots in the Observatory to automate part of Science production once the Observatory is unlocked and Bot access is enabled.
No related recipes

Other entities of this type

Related pages

Last updated: