Rooms Guide: Room Bonuses, AoE & Layout Tips
Rooms are enclosed building interiors and covered areas that provide beavers with shelter and satisfy needs such as Sleep and several Well-being categories (Aesthetics, Social Life, Fun, Spirituality, Awe). Proper use of rooms improves beaver happiness, unlocks access to decorations and amenities, and prevents beavers from sleeping outdoors.
What counts as a room
- Any building with an interior (housing, workplaces, and many utility buildings) is a room. Examples: Lodges, Mini Lodges, Double Lodges, Rowhouses, Barracks, Breeding Pods, and other solid buildings with enclosed floor space.
- Partially sunken structures that have an interior (for example, some Aquatic Farmhouse placements) still count as rooms as long as the internal floor and entrance remain accessible and not flooded.
- Roofs create an area-of-effect that grants Aesthetics (and related well-being) to beavers standing within that area even when those tiles are not occupied by a building. For example, a Roof 3x2 has an area of effect covering a 5x4 rectangle (20 tiles) with the structure occupying the center six tiles; the remaining 14 tiles receive the roof’s benefit.
Housing and Sleep
- Buildings that explicitly provide housing satisfy the shelter and sleep needs. Each faction has dedicated housing types; at the start these include Lodges and (for other factions) Barracks or Mini Lodges.
- Lodges and mirrored Lodges have entrances on specific sides; Double Lodges have entrances on the second level and require elevated paths, stairs, or being built one level lower than the access route.
- Beavers without assigned housing will sleep outdoors, which lowers their well-being. Assigning housing prevents outdoor sleeping and is required to maintain population happiness.
- Buildings are flooded if water reaches above their entrance level. Some buildings (like certain Double Lodges or specially placed Aquatic Farmhouses) can be placed above shallow water without immediate flooding, but workers cannot work in buildings that are flooded.
Building placement and verticality
- Many solid buildings can be stacked vertically; current limits allow stacking up to many layers. Entrances, stairs, platforms, and elevated paths determine access to rooms placed above the ground.
Stairs, slopes, and platforms are necessary for beavers to reach higher-level entrances (Double Lodges and elevated housing). Stairs also let farmers access sunken planting areas adjacent to Aquatic Farmhouses.
- Some leisure and amenity buildings (for example rooftop terraces or campfires) occupy above-ground blocks and affect nearby tiles—plan vertical layouts so beavers can reach leisure areas during their non-work hours.
Well-being effects tied to rooms and nearby areas
- Sleep and shelter needs are satisfied by housing rooms; ensuring every beaver has an assigned bed in a valid room prevents outdoor sleeping penalties.
- District Well-being aggregates the well-being of all beavers in a district; rooms and amenities inside a district contribute to its District Well-being score shown in the District view.
- Aesthetics, Awe, Social Life, Fun, and Spirituality needs are satisfied by being inside or within the area-of-effect of specific buildings:
- Roofs are a primary provider of Aesthetics (roof AoE tiles give aesthetic benefit even if not physically occupied by a building).
- Social Life is satisfied by social buildings (e.g., shrines, campfires, social buildings) that grant an AoE inside a district or around the building.
- Fun, Spirituality, and Awe are provided by specific fun or spiritual buildings; place those buildings where beavers will visit during leisure time.
- Decorations and aesthetic buildings can unlock access to decorative fences and increase aesthetic scores for beavers who spend time in their AoE.
Designing effective rooms and districts
- Ensure housing entrances remain above potential flood levels; Double Lodges can be placed over shallow water but will flood if water rises above entrances.
- Cluster social, fun, and spiritual buildings within districts so beavers can reach them during leisure time—this raises District Well-being.
- Use roofs and rooftop terraces to extend Aesthetics coverage without occupying ground tiles; pay attention to each roof’s AoE shape and size when planning placement.
- Provide stairs, slopes, and platforms to give beavers access to elevated rooms, rooftop amenities, and sunken workplace areas (like aquatic crop beds).
- Balance work schedules and building operation times: buildings can be set to different shifts to adjust working hours, which affects how often beavers can use leisure rooms and amenities.
Common pitfalls
- Placing housing where entrances can be flooded will make rooms unusable and cause beavers to sleep outdoors.
- Forgetting vertical access (stairs/slopes) to upper-level entrances (
Double Lodge, rooftop terraces) prevents beavers from using those rooms.
- Scattering amenities outside of reach or across different districts reduces effective use and lowers District Well-being.
By treating rooms as both functional interiors for sleep/work and as anchors for well-being AoE effects, you can design compact, flood-resistant districts that keep beavers rested and happy.