

Some aspects of Golem gameplay are common for both factions, so I will explain them here. This will probably only make sense if you decide to establish a fully automated District to which you only send golems: If you don’t tell such District Center “Make all new workplaces golem-operated,” then they will be empty, waiting for living beaver workers. This toggle determines the default beaver-vs-golem worker setting for all newly constructed buildings. Once you build your first golem, your District Center will change as well, adding a new toggle. The last option is of course “Unlocked” - few industries are available for golems immediately, others need to be unlocked.Science Points are used to unlock this, with the costs ranging from 100 SP for simple industries, all the way to 10’000 SP for the Golem Factory itself.

Once you unlock it for one building of a specific kind, all other buildings of that kind can be switched to golem workers (for no additional cost).

The manufacture of golems consumes a lot of Gears, so have sufficient Planks and Gears production facilities. It is not possible to make golems until you’ve started Metal block production, since the facilities to construct golem parts require Metal blocks. Given their “around-the-clock” work hours (with only a short period for some form of refueling), they can boost your productivity in key industries, and they can also unburden your beavers, allowing you to eventually reduce working hours of living beavers to “0”, creating a Utopian paradise where beavers do nothing but enjoy the leisure activities, consume books and visit each other and their places of worship. Golems in Timberborn are a late-game / end-game system. Guide to Play Golems The Role of Golems in Timberborn Irontooth Golems – Cogheads (Unique Mechanics).Folktails Golems – Barrelbots (Unique Mechanics).
