Mid Game Guide: Progression, Water, Power & Science
Mid game is the phase after you’ve survived the initial droughts and have stable basic infrastructure; it’s where you shift from survival to scaling, efficiency, and preparing for long, harsh droughts and badtides. Success here depends on expanding water and food buffers, scaling power and science, deciding when to invest in bots and metal, and planning districts so your colony can grow without collapsing under resource shortages.
Mid-game goals (overview)
- Secure long-term water: large, reliable storage + pumps and reservoirs sized for increasing drought lengths.
- Diversify and scale food: multiple crop types and processed foods to raise well-being and provide surpluses.
- Move from basic SP to high-output research buildings (
Observatory,
Numbercruncher) to unlock mid/late tech.
- Build stable, predictable power networks with storage to let industry run through calm or drought periods.
- Begin metal and bot production once you have consistent surpluses and spare labor.
- Plan district expansion and crossings so logistics don’t choke production.
Water: storage, pumps, and drought planning
- Treat water as mid-game infrastructure: scale storage aggressively. Use Large Water Tanks (100 units) in preference to many Small Water Tanks (30 units) once materials permit.
- Plan storage to cover drought lengths that increase on Hard mode. Use a planning figure of about 3 units of water per beaver per day (includes drinking plus building/process usage) when sizing buffers.
- Example planning: 20 beavers × 3 × expected drought days = required stored units.
- Reservoirs remain useful for bulk storage; remember reservoir capacity is roughly surface tiles × depth in units and that evaporation reduces free-surface water over time.
- Use Gravity Batteries and non-flow power during droughts rather than relying on Water Wheels alone.
- Use Irrigation Towers (
Folktails) to reach farmland away from rivers when expanding food production.
Food: variety, processing, and mid-game crops
- Mid game emphasizes food variety for well-being. Aim for at least four distinct food types by mid-game (six+ late game).
- Add processed foods (e.g.,
Bakery →
Bread) and additional crop types (
Potatoes,
Wheat, etc.). Potatoes are less space-efficient than carrots but add valuable variety; they take 6 days to grow.
- Balance crop output with processing capacity: e.g., grills and bakeries have processing limits — overplanting a single crop causes warehouses to overflow.
- Keep food surplus to support population growth and to weather longer droughts.
Science: prioritization and scaling
- Early SP comes from Inventors (1 SP/hour per Inventor, requires one worker and no power); mid-game requires swapping to higher-output buildings.
Folktails priority: build an Observatory (~1,000 SP) as a top mid-game unlock because it produces SP faster and runs on wind power. Take Windmill upgrades to power the Observatory and other mid-game buildings.
Iron Teeth priority: unlock the Engine (400 SP) early-mid to get reliable fuel-powered mechanical power, then the Mine (metal extraction) to open metal production chains.- Mid-game unlock costs range from ~400 to 1,500 SP. The Numbercruncher (high SP output) is expensive and power-hungry (requires significant horsepower).
- Consider building multiple Inventors while scaling research to reduce unlock wait times—two Inventors double your SP rate.
Power: networks, buffering, and faction strategies
- Power is measured in horsepower (hp); supply must meet connected network demand. Use Power Shafts to form networks and avoid overloading them.
Folktails: prioritize Wind Turbines (Windmills and Large Wind Turbines) for drought-proof, fuel-free power; supplement with Water Wheels during wet seasons and Gravity Batteries for buffering calm periods.
Iron Teeth: rely on Large Water Wheels on main rivers for base power and Engines for drought-proof generation. Engines consume logs; ensure a dedicated forestry/fuel supply. Geothermal Engine, when available, eliminates fuel costs and should be prioritized long-term.
- Build Gravity Batteries to store excess during high generation and smooth out variability—essential if you have important powered buildings like Numbercruncher or heavy manufacturing.
- Funnel river flow and use narrow shallow canals to maximize Water Wheel output where appropriate.
Metal and industry
- Unlock Mine and Smelter chains to access metal; metal becomes a bottleneck without dedicated extraction and smelting.
- Mid-game metal unlocks (smelters, gearwork) accelerate access to Gears,
Metal Blocks, and advanced buildings.
- Allocate miners and smelters into their own production districts and plan power and material flows accordingly.
Bots: when and how to introduce them
- Bots are a true mid-to-late-game investment. Research and production require prior industries (
Bot Part Factory,
Bot Assembler), spare power for charging, and surplus labor/resources.
- Build bots when you have: stable food surplus (at least ~5 days extra), reliable power with spare capacity, mature metal chains, and spare workers so bot production won’t starve other roles.
- Bots excel at hauling and repetitive tasks (hauling, farming, grading, mining), freeing beavers for skilled roles. They do not need food, water, sleep, or well-being and are immune to badwater sickness, but require charging at Bot Charge Stations.
- Consider Catalyst production (requires Maple Syrup +
Sunflower Seeds at the Refinery) for temporary speed boosts to Timberbots; this is resource-intensive and often a late-mid to late game choice.
Districts and logistics
- Plan expansions carefully. Ideal second district timing: when your first district has 30–50 beavers, stable supplies, and surplus materials (e.g., ~100
Logs, 50 Planks), and preferably after researching District Crossing.
- Assign each district a role (power, forestry, farming, industry, mining). For every ~10 production buildings that import inputs, plan at least ~5 crossing workers to avoid bottlenecks.
- Use redundant crossings between critical district pairs if throughput becomes constrained.
- Consolidate population and abandon outlying districts in emergencies to concentrate resources and minimize travel times.
Hazards and defenses: Badwater and contamination
Badwater spreads contamination: contaminated water transfers contamination when mixing with clean water and contaminates soil when sitting on terrain. Contaminated terrain cannot support crops and kills trees.
- Contamination above a certain threshold damages plants and makes beavers sick if they drink the water.
Folktails have Contamination Barrier tech to block soil contamination—prioritize it to protect farmland. Folktails also have better recovery options ( Beehive) for crop regrowth.
Iron Teeth can exploit badwater with Deep Badwater Pumps and Badwater Discharge techs; they can turn contaminated flows into power and resources.- Use Decontamination Pods and Contamination Barriers to manage contaminated terrain and rebuild farmland.
Population and well-being management
- Mid game requires explicit population control, especially on Hard mode. Cap growth until buffers (food, water, power) can support more beavers.
- Well-being is driven by food variety, access to leisure/spiritual/social buildings, housing, and decorations. Prioritize clustering housing near well-being buildings for efficiency.
- Aging is continuous. Keep steady breeding to replace aging deaths; abrupt stops in breeding will lead to gradual population decline.
Emergency protocols (mid-game to late-game readiness)
- In extended droughts or unexpected crises: increase working hours (e.g., to 18), deactivate non-essential buildings, suspend Breeding Pods, and consolidate population into core districts.
- If water drops to critical levels, exile non-essential beavers to preserve core workforce.
- After crisis: rebuild water buffers first, then food, then population. Delay reactivating breeding until resources are secure.
Practical mid-game checklist
- Expand water storage using Large Water Tanks and reservoirs sized for projected droughts.
- Diversify food to 4+ types and add processing buildings balanced to production rate.
- Secure a high-output science building (
Observatory for Folktails;
Mine + Engine +
Numbercruncher path for Iron Teeth).
- Build a stable power base with Gravity Batteries and plan for drought-proof generation (Engines or Wind Turbines / Geothermal).
- Start metal and smelting chains; allocate a dedicated mining/metal district when possible.
- Only begin bot production once food, water, power, and metal are reliably in surplus.
- Design district roles and crossings with redundant throughput to avoid logistic collapse.
- Research contamination defenses (or exploitation) and prepare to contain or use badwater as appropriate for your faction.
Mid game is about turning stability into scale: build buffers, upgrade power and science, and set up industrial and logistic systems so your colony survives longer droughts and can step into late-game automation and specialization.
Pages featured in this guide
- goodScience Points
- buildingDance Hall
- buildingPower Shaft
- goodBot head
- buildingDecontamination Pod
- buildingDistrict Center
- goodAlgae ration
- buildingBanners
- buildingBeaver Statue
- buildingFood Factory
- buildingLarge Rowhouse
- buildingMechanical Fluid Pump
- goodPotatoes
- goodPunch Card
- achievementSmell of Water in the Morning
- buildingWater Wheel