Endgame Guide: Bot Tech, Monuments & 10,000 SP Goals
Endgame in Timberborn is the phase where survival is secure and your goals shift to industrial scale projects, permanent drought resilience, and prestige: building monuments, unlocking and deploying bots, and turning every resource chain into a reliable, high-throughput machine. This guide summarizes the mechanics, investments, and practical plans you need to finish the game and sustain mega‑colonies through repeated droughts and badtides.
Strategic endgame goals
- Monuments: prestige constructions that consume large amounts of Science Points (SP) and materials; useful as SP sinks and late-game projects.
Bot technology: unlock, build and maintain Timberbots to create a workforce independent of food, water, sleep, and many environmental hazards.- Drought-proof power and water: scale power and water systems so districts run through long droughts and badtides without collapse.
- Industrial throughput: expand metallurgy, gear production, and crop processing to support bots, monument construction, and advanced buildings.
Science point planning
- All unlocks are available at any time but require SP. Early unlocks cost ~250 SP; mid-game 400–1,500 SP; the Bot Assembler costs 10,000 SP.
- Late-game and monument unlocks reach ~3,000–12,000 SP depending on the monument.
- Because SP has no built-in sink once you have useful unlocks, monuments provide a purposeful endgame expenditure; build them when you want a long-term project or to continue employing research beavers.
- SP rate: a single Inventor produces 14 SP/day; two Inventors produce 28 SP/day. Use Observatory or Numbercruncher to accelerate SP gain when pursuing Bot tech.
Monuments: how and why to build them
- Monuments serve no gameplay function but are a capstone. They require thousands of construction materials (logs, planks, metal, processed goods) and large SP unlocks.
- Construction is a logistics challenge: ensure abundant builders, robust hauling, and an uninterrupted supply of required materials so monument work doesn’t starve critical infrastructure.
- Use monument projects as deliberate SP sinks once practical research is done; they give purpose to high SP income and a long-term production target.
Bot technology: investment, production chain, and operation
- The Bot Assembler unlock is the gateway to bots and costs 10,000 SP. Only pursue this after food, water, and basic stability are secure.
- Bots are mechanical workers: they do not require food, water, sleep, or well-being; they are immune to Badwater sickness but require electricity (battery power) and charging infrastructure.
- Bots have a fixed lifespan indicated by durability; they last 70 days before breaking down and must be replaced.
- Bot production chain (
Bot Part Factory produces parts;
Bot Assembler assembles):
- Material cost (raw view): each bot requires roughly 10 Planks + 2
Metal Blocks + 15 Gears; gears themselves consume planks and gear workshops. Upstream needs (logs, scrap metal → metal blocks) are significant. - Production layout: run multiple Gear Workshops, steady Smelter output for Metal Blocks, and at least one Bot Part Factory feeding the Bot Assembler. Place warehouses and charging stations nearby to minimize hauling.
- Charging and boosts:
- Bots use batteries and must recharge at Bot Charge Stations.
- Catalysts are an optional consumable that temporarily boost Timberbot work and movement speed.
Catalyst production (
Refinery recipe) consumes
Maple Syrup and
Sunflower Seeds (1 Maple Syrup + 2 Sunflower Seeds) and requires Catalyst Tanks for storage. Catalysts significantly increase productivity but require dedicating agriculture to maple syrup and sunflower seed supply.
Badwater can be exploited: later upgrades allow Badwater Extract and Badwater Supercharger options that over‑charge bots with processed Badwater, turning a hazardous environmental element into a potent boost for bots. This path is a late‑tier specialization.
- Operational considerations:
- Because bots last 70 days, maintain continuous bot production and spare bots to avoid sudden workforce gaps.
- Bots excel at mining, hauling, construction and tasks during droughts; having 10–15 bots can sustain critical operations during the longest droughts.
- Balance catalyst consumption against food priorities: Catalysts increase bot throughput but compete with food crops if you grow the same crops for beavers.
Industrial throughput and resource chains
- Metal production: Mining provides infinite Scrap Metal (at worker risk). Smelting scrap into Metal Blocks is the bottleneck for bots and advanced buildings—scale Smelters and mining staff accordingly.
Gear production: Gear Workshops produce the large number of gears needed for bot heads and limbs; run multiple workshops and keep lumber and planks flowing.
- Wood/plank supply: Bots and monuments consume vast plank quantities. Maintain extensive foresters, lumberjacks, and sawmills; dedicate districts to forestry to avoid destabilizing other production.
- Food and oil:
Canola oil becomes a major late-game resource for food processing and catalysts; build multiple Oil Presses near large Canola fields and provide adequate storage and liquid tanks to keep supply steady. Use the planting ratios that suit your food chains when scaling.
Drought-proof power and water
- Power:
Iron Teeth option: Engines produce consistent power (Engine produces 200 hp) using logs as fuel; engines run regardless of water conditions and are valuable drought-proof backbone power. Engines consume wood continuously—plan tree farms for feeding them.- Water Wheels remain high-output when available but go offline during droughts; use them as seasonal power and Engines/Geothermal for drought coverage.
- Late-game canals and levees with chains of Water Wheels remain useful in wet seasons; cement these with terrain and impermeable floors for efficiency if you build large canals.
Water:- Build redundant water storage, multiple independent pumps, and larger floodgates or water treatment infrastructure before committing to monuments or large bot fleets.
- Contamination Barriers and advanced water engineering unlocks are worth investing in on hard mode.
Districts and logistics
- As colonies grow, district infrastructure (Gates, advanced hauling routes, inter-district logistics) becomes essential. Advanced district unlocks cost 750–1,500 SP and are recommended once you exceed three districts.
- Monument and bot projects require focused materials to specific sites—use district gates and staged warehouses to optimize hauling and prevent cross-district congestion.
Hard mode considerations
- On hard mode, the endgame is maintaining forward progress under harsher droughts and badtides. Build redundancy across water, food, and power; diversify food sources and keep a reserve of batteries and fuel.
- Monument and bot strategies are both viable endgame goals; many hard mode players combine them: use bots to maintain supply chains and construct monuments as long-term objectives.
Practical prioritization checklist (late game)
- Secure continuous water and food across drought cycles.
- Scale metal and gear production to match planned bot numbers.
- Build enough Bot Part Factories, Gear Workshops and Smelters to feed a Bot Assembler producing replacement bots at the bot lifespan rate.
- Add Bot Charge Stations, battery storage, and decide whether to run Catalysts or Badwater overcharge pathways for boosted bot performance.
- Build Engines or Geothermal power for drought-proof baseline power; supplement with Water Wheels in wet seasons.
- Choose monuments as SP sinks when research is complete and your logistics can support large construction projects.
Endgame in Timberborn is about turning resilience into scale: converting stable survival systems into endless industrial throughput, keeping essential services running through extreme seasons, and using bots and monuments to cap off a mature colony. Plan science, materials, and logistics together—monuments and bots both demand the same scarce late-game resources, so prioritize according to whether you want prestige, automation, or a mix of both.
Bot Chassis
Bot Head
Gears
Plank