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I found the overview the first time I ever played and didn't need it for a while. By the time I wanted it again I had completely forgot about it and thought that maybe I had just mixed it up with the smart overlays you get in certain contexts. I found it again independently a few days ago.Popete posted:Does anyone know if resource deposits are hidden in mountains ever? Like if I start digging out a cave will I come across some ore that didn't show up on the overlay previously until it was discovered?
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# ? Jul 20, 2021 19:43 |
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# ? Apr 30, 2024 05:43 |
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deep dish peat moss posted:I'm not sure if there's a way to see your world gen settings (maybe in the save file itself if you open it in notepad? most of this game's files are plain text) - but raids default to "Few" which is the lowest they can go without turning them off and it's not rare to go long times without seeing any. It seems to be a factor of something but I'm not sure what - overall army strength seems to be related (anecdotal, but I've got far fewer raids since really ramping up my world map army sizes) but there might be other things too, like loyalty or happiness. I'm guessing there's a pop floor below which you see absolutely none; I've done a couple centuries of building tall because there's nothing to really push me to build wide and deal with military presumably because I built tall, and haven't seen anything more dangerous than a smilodon. It's kind of a surprise, this included a mass opium and gems exporter with a barely-trained militia and a completely disarmed sithilon mine, both of which should be tempting targets for small raids.
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# ? Jul 21, 2021 01:45 |
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So is everyone else going all-in on tool tech? Seems to me a bonus to tool production is basically a bonus to everything production? Wafflecopper fucked around with this message at 08:11 on Jul 21, 2021 |
# ? Jul 21, 2021 08:06 |
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Alright here's my latest attempt: Central storage/services, extraction to the south and east, industry to the southwest and northwest, and then agriculture up top, I'm at 5k population right now and am almost completely free of imports. The major roadblock I was facing was Jewelry, which is absurdly slow to produce. There are no Jewelry-specific production researches so the most you can do for it is get the Workshop research bonus which caps at +55% (Compared to e.g. Tool Forging which caps at 430% to Tool Forging and gets the +55% workshop bonus (It might even stack multiplicatively?), on top of Jewelry crafting slowly this means my Jewelers produce less than 10% of what other industry buildings produce, and that requires importing a large amount of gems since it's just not feasible to tax or mine enough to produce all the Jewelry you need. I have a 50% happiness bonus from my King rank right now plus however much from research so I tried dropping everyone down to just 1x Jewelry (as opposed to 3x before) and even that was not nearly enough to keep up, I'd still need dozens of jewelers just to break even on jewelry. So gently caress it, I dropped everyone down to 0 jewelry and saw no noticeable hit to overall happiness. Turns out you don't need everything maxed out to hit 100% happiness. Now I just need enough rationmakers to keep up with my armies (or I could just disband my armies since I have raids turned off... but I kind of want to capture enemy empires). I could probably even get rid of my mines with how much I'm taxing from all of my regions now. Also prices got really weird in this save. Sithilon ore is around 500g each, Opiates have tanked to 30. Cotton is worth 70 and meat is around 400 I'm getting rich off of cotton/cloth/meat this time. Side note: Is anyone else having a really hard time keeping Canteens below 100% load? I spam them everywhere and it still happens. Putting Eateries near them seems to help but the canteens still hover at like 98%+ deep dish peat moss fucked around with this message at 23:35 on Jul 21, 2021 |
# ? Jul 21, 2021 23:29 |
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My canteens and eateries are pretty much always overloaded, I think I need to try building giant mess halls with dedicated food warehouses instead of messing around with little hole in the wall diners wherever I can squeeze them in
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# ? Jul 21, 2021 23:49 |
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They seem to serve about the same number of citizens regardless of size but larger ones let you stuff more workers in to keep them stocked; I've managed to get 60% access with two large ones (19x19, I think about 40 workers each) in a 1200 pop game. I also have them directly adjacent to large warehouses that just hold the items the eatery has enabled.
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# ? Jul 22, 2021 00:18 |
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Canteens are obscene. I plan to do most of my feeding through eateries and place canteens as a special treat.
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# ? Jul 22, 2021 01:39 |
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That's probably the best way to do it. Citizens get a 2.5x happiness boost from Canteens and 1.5x from Eateries, in the grand context of all of the things that contribute to happiness that's basically nothing. You could reserve canteens for just nobles (who get a happiness penalty from eateries) but you also never have more than ~12 nobles so
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# ? Jul 22, 2021 02:51 |
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Do canals actually work? I'm not seeing any change in the overall fertility rating of a farm I dug one next to, nor seeing anything happen on the fertility overlay as I dig one.
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# ? Jul 23, 2021 08:10 |
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Wafflecopper posted:Do canals actually work? I'm not seeing any change in the overall fertility rating of a farm I dug one next to, nor seeing anything happen on the fertility overlay as I dig one. Farms have an "irrigation" factor which supposedly adds to the productivity. For an 8x8 farm, four tiles of canal (or any fresh water access) is enough to get it to 100%.
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# ? Jul 23, 2021 08:38 |
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If anyone wants to be a dirty cheater, you can easily mod the amount of resources per map: It has some unintended cheaty effects/downsides though: 1) This tanks the trade prices for all extractable materials - the AI empires also get way more and so there's an oversupply and 2) It also increases the amount that all regions get of these materials which means you can tax an absurd amount that you'll never actually use. But if you want to be completely self-sufficient with no taxing/trading, this may be kind of necessary. The files to edit are in: \Steam\steamapps\common\Songs of Syx\res\data\assets\init\resource\minable There's a plain text file for each individual resource and in each one you can set the terrain ratios to make that resource more common in certain terrains. e.g. for clay in that screenshot I have: TERRAIN: { WET: 0.8, NONE: 0.5, MOUNTAIN: 0.8, }, You can also set city map terrain generation rules in: \Steam\steamapps\common\Songs of Syx\res\data\assets\init\config\GenerationSettlement.txt To raise the "MINERALS_AMOUNT" (I have it set to 0.7 in the screenshot above) as well as things like controlling what percentage of the map is mountain, or how many forageables there are e: vvv If you meant the Dev Tools interface, you can place resources on your map using it but I don't think you can affect the generation rate of them. If there's some other tool I'm not aware of I wanna see it!! deep dish peat moss fucked around with this message at 19:14 on Jul 23, 2021 |
# ? Jul 23, 2021 19:04 |
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If you want to be fancy about it and not have it get blown up every update or file validation, I think those values are all available in the mod interface so you can load it as a mod instead of making changes to the base files.
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# ? Jul 23, 2021 19:08 |
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Has anyone tried waiting out the invasion you get after an unbroken siege? I rolled a start where I basically only need to leave my mountain cave for clay, wood, and immigrants, curious whether I could just refill the exit until they gently caress off but haven't had one yet to try.
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# ? Jul 24, 2021 12:30 |
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The game won't let you completely block your throne off from the edges of the map, and that's what sieges are going for. You can buy mercenaries or raise a regional army on the world map, or pay the raiders off, or train a local garrison. I just turn them off though, they're not a very interesting adversary currently. Use that regional army to conquer your neighbors instead!
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# ? Jul 24, 2021 12:53 |
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deep dish peat moss posted:e: vvv If you meant the Dev Tools interface, you can place resources on your map using it but I don't think you can affect the generation rate of them. If there's some other tool I'm not aware of I wanna see it!! https://drive.google.com/file/d/1_OesG68HtJ4CwyHK7M72hQDOaCjeqgqT/view There's some more community docs on spritesheet layouts, techs etc. on itch too https://songsofsyx.mod.io/guides
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# ? Jul 25, 2021 01:33 |
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Roflex posted:Farms have an "irrigation" factor which supposedly adds to the productivity. For an 8x8 farm, four tiles of canal (or any fresh water access) is enough to get it to 100%. lmao, of course fertility and irrigation are entirely different stats, why wouldn't they be? thanks friend
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# ? Jul 25, 2021 06:23 |
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Well, just finished conquering the map. The AI is completely braindead so it's just an army size check. An army of 15K fully armed and trained troops will wipe the floor with all the AI stacks, which will suicide into you piecemeal when you invade. The only challenge is in building up the infrastructure to support that many troops in the field - you'll need a lot of military depots. I had three large warehouses dedicated to supplying the troops - one for battlegear, one for rations, and one for clothes and drinks, each serviced by multiple depots. Teching also gets a bit ridiculous - I'm pretty sure ancient cities weren't 33% libraries by land area. Didn't rely on trade too heavily, I sold furniture to buy a bit of metal in the early game before I got my smelters up and running, probably bought some supplementary food along the way but most everything else was produced locally or taxed. My capital, 7k pop (with 2k available immigrants) Wafflecopper fucked around with this message at 11:52 on Jul 26, 2021 |
# ? Jul 26, 2021 11:43 |
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Pro tip that I just learned: In order to receive taxed goods, you need an import depot set to receive that type of item. Just set the Import level to "Below 0%" if you don't want to buy any
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# ? Jul 27, 2021 00:03 |
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A campaign map only army is probably the way to go especially once you have a good supply chain going and especially because you can levy any races in your provinces so you can get dondorian and bug troops. But I really like the ebb and flow of drafting your army from the capital and returning when you're done. The only thing I can't tell if I love to hate or hate to love is everyone comes back as an immigrant when it comes to service satisfaction, tanking your happiness with all the associated crime and immigrant reluctance. I can't tell if this is thematically on point because they are just coming home and tearing poo poo up in a victory party or just really annoying.
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# ? Jul 27, 2021 00:57 |
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deep dish peat moss posted:Pro tip that I just learned: Well that explains how you were finding it impossible to tax enough gems for your jewelers. I was a bit confused because I never even researched gem mining in my game and I was taxing enough from 2-3 provinces to supply my 23x13 jewelry factory and still be sitting at my 11k storage cap for gems, which was enough to max the bonus happiness humans get for them. To be honest though that caught me out at first too. I wasn't until after taking a few provinces I started wondering where the taxed goods would appear since I never saw any deliveries coming in to my warehouses, which prompted me to check the help entry for importers which confirmed they receive tributes.
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# ? Jul 27, 2021 00:58 |
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When I first started taxing things I was importing basically everything anyway so the taxes still showed up on my production amounts. It wasn't until after I stopped trying to rely on trade that I suddenly was getting nothing edit: Lmao you were right about gem imports zedprime posted:A campaign map only army is probably the way to go especially once you have a good supply chain going and especially because you can levy any races in your provinces so you can get dondorian and bug troops. But I really like the ebb and flow of drafting your army from the capital and returning when you're done. The only thing I can't tell if I love to hate or hate to love is everyone comes back as an immigrant when it comes to service satisfaction, tanking your happiness with all the associated crime and immigrant reluctance. I can't tell if this is thematically on point because they are just coming home and tearing poo poo up in a victory party or just really annoying. I'm eager to see what happens with the entire army/battle system as the game develops because yeah, even though things like manually playing battles or raising a local garrison are sort of pointless currently, they're still somehow fun. Aggressive AI empires (and diplomacy), map movement speed based on army size (so small bands of raiders could evade your big world map armies and make you need garrisons), raiders being independent entities instead of a thing that spawns solely to walk at your city and attack, multiple unit types and non-army-scale threats appearing on the city map to encourage a garrison would all go a long way deep dish peat moss fucked around with this message at 20:22 on Jul 30, 2021 |
# ? Jul 27, 2021 01:31 |
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The import/export interface is pretty clever and also kind of entirely unexplained. On your goods UI there's a red gem next to your sliders. When it lights up you have caravans that have arrived in the overmap but haven't offloaded yet because they haven't spawned in the capitol map or gotten to the import depot. Beside trade and taxes, post siege plunder is also done as a map caravan with the same mechanics. And least intuitively if you do happen to use a capitol based army that you return to the capital, all the army goods come back as a caravan.
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# ? Jul 27, 2021 01:42 |
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You get your stuff back if you disband an army you raised in a different province too
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# ? Jul 27, 2021 02:06 |
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Here's a Canteen that has been able to provide service to 50% of a 523-person city by itself I separated the cooking and eating areas into different rooms in the same structure which let me cram way more cooking areas in. This also sits right at the entrance to my mountain base and the roads/paths going north out of it are the main entrance my civs use to get into the base, so everyone's regularly passing through it when they go out to farm, haul imports, etc. I think just having the 2 giant separate areas for cooking and eating made the difference though, and it takes a ton of employees to run. It's nice digging a base into a mountain because it's super easy to control the roads/paths and layout. I'm just digging a bunch of mostly 10x16 rooms for easy copy/pasting. Just remember to dig little alcoves for your janitors/guards! I've seen everything the game has to offer in its current state at this point, it's still pretty fun to just slap cities together and watch them grow but there's not much left. I can't wait for all the future development, the roadmap shows a lot of plans for adding new services types (like schools, health/sanitation, diseases, riots and riot control...) which is what this game needs most. The city builder part is fun enough to stand on its own it just needs more to do and some challenges (like diseases and riots) edit: It really needs either a food warehouse right next to it or some food haulers. I'm up to 671 pop, I dug 2 6x2 pantries in the side of the cooking room and added haulers for meat, fish, mushrooms and coal like shown here. Now this canteen is covering 66% of my 671 population and never actually runs out of services I have a feeling the little hauler pantries will be a big boost to taverns as well deep dish peat moss fucked around with this message at 23:16 on Jul 28, 2021 |
# ? Jul 28, 2021 23:00 |
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I was just about to ask but yeah, I tried upgrading my eateries to cafeterias directly and it cut their service ability down to 5 people from 28 (I mainly build small rooms). From what I see there, I want to build big in a central location? Because I feel like I might end up building a massive cafeteria that can only service so much of my pop because they're just too far away, wasting all that effort.
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# ? Aug 18, 2021 02:32 |
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toasterwarrior posted:I was just about to ask but yeah, I tried upgrading my eateries to cafeterias directly and it cut their service ability down to 5 people from 28 (I mainly build small rooms). From what I see there, I want to build big in a central location? Because I feel like I might end up building a massive cafeteria that can only service so much of my pop because they're just too far away, wasting all that effort. If you wind up not running your cafeteria to capacity, you can always build some in more remote sites to serve those folks then grow your population such that your central folks are using the poo poo you built for them!
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# ? Aug 18, 2021 02:37 |
Current Status and V59 Some updates on future updates and reflection posted:Deer despots, Recent update from the dev, sounds like the game has gotten more popular.
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# ? Aug 18, 2021 02:42 |
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Also thanks for the detailed posts in the earlier pages, one thing I've been struggling with in this game is how off every production ratio seems to be, and it's been kinda frustrating figuring poo poo out since the numbers do not seem to match with results in reality. I may restart with the knowledge that a human and not-dwarf city should probably skimp on farming veggies and fruit, especially since like having 4 hunters do their poo poo can somehow feed all the way up to 500 citizens, along with a mountain of leather that I somehow can't satisfy my clothes demand with despite multiple workshops. Also drat, humans like eggs for food? These fuckers are out of their minds, that poo poo sells for like 3x/4x times an equal load of furniture.
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# ? Aug 18, 2021 03:02 |
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I never saw much reason to restrict myself to one or two races, I just took in everyone. The happiness modifiers for building shape and materials are really minor and every race gets a bonus to something so why not get them in and working at that? I had my humans doing all the research and admin, the farmer dudes farming, bugs in the armies and doing stuff like hauling and janitor work that no-one gets a bonus to anyway, dwarfs mining and refining, and my handful of giants smithing. Worked just fine.
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# ? Aug 18, 2021 03:07 |
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Big opt-in beta patch just dropped. Adds kids and procreation rooms (), women, education, riots, a new species, savable room configurations and a bunch of other stuff. Might fire it up again.quote:Path notes, V0.59 Wafflecopper fucked around with this message at 00:43 on Sep 21, 2021 |
# ? Sep 21, 2021 00:18 |
toasterwarrior posted:Also thanks for the detailed posts in the earlier pages, one thing I've been struggling with in this game is how off every production ratio seems to be, and it's been kinda frustrating figuring poo poo out since the numbers do not seem to match with results in reality. I may restart with the knowledge that a human and not-dwarf city should probably skimp on farming veggies and fruit, especially since like having 4 hunters do their poo poo can somehow feed all the way up to 500 citizens, along with a mountain of leather that I somehow can't satisfy my clothes demand with despite multiple workshops. The economy in this game is really unbalanced. Games still a lot of fun but yeah I had a lot of trouble keeping up with Cretonians need for veggies compared to races that eat meat where just a couple farmers will feed a large town. I assume at some point a balance pass will take place but the priority right now seems to be adding in more features/systems.
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# ? Sep 21, 2021 01:56 |
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Easier knowledge generation, lower knowledge upkeep sounds pretty decent to me! Very interested in reproduction, since birth and death cycles are an enormous part of maintaining the kind of city-state this game lets you create. Probably going to try a fresh game here shortly, looking forward to enslaving the new race of Eaters only for them to devour their way to freedom! Actually I’ve never tried to use slavery in this game, except to occasionally buy people to free when the account is fat.
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# ? Sep 21, 2021 02:38 |
New patch is out.quote:EA version 59 is now out in beta. As always, it is not save game compatible. To help me out with stability, please check it out in the steam client. Full patch notes here
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# ? Sep 28, 2021 19:13 |
New update is out.quote:Shadows and Dust adds Entertainment and Religion to the game. It also changes and improves on a lot of things. In fact, so much that I've forgotten all about it, so there are no patch notes this time. lol https://www.youtube.com/watch?v=_raSyfOxeWw
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# ? Dec 1, 2021 22:12 |
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tl;dr: - religion and temples are in. each pop has an initial religion weighted by their race. there are three religions, one based on saccing goods, one on saccing animals, one on saccing people. two of them get along and one (presumably the human sacrifice one) doesn't like the other two. you can convert pops between religions. - entertainment is in. three tiers: speakers, actors, and gladiators. you need all three tiers though. people throw fruit at entertainers they don't like. - enemies captured in battle now become prisoners rather than slaves. prisoners can be sacced at temples, sent to fight in the arena (sometimes but not usually to the death), or converted to slaves at a slaver building. - supporting the roof in larger buildings works differently now. looks like you can't use support pillars any more, you have to build internal walls and partition your poo poo. - bugfixes etc i think that was all he talked about
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# ? Dec 2, 2021 02:36 |
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this game is amazing, very much enjoy balancing my dudes and just realised you can play about with employment rather than have 30 people dig at the same time slowly building up through the tech tree but i think the spoilage factor is an excellent way to keep your base moving
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# ? Feb 16, 2022 13:47 |
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Are there any good tutorials or LPs for Songs of Syx? The youtubers I've found so far have been pretty bad at the game. The OP linked effort posts were already very helpful.
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# ? Mar 27, 2022 17:31 |
New update is out on a Steam Beta branch.quote:New version is now available as beta in steam. Beta means you manually have to select it in your steam client. Right click Songs of Syx and there should be something about betas there.
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# ? Apr 7, 2022 18:24 |
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Looking forward to trying out the new update. The last two were fairly meaty additions to "things to do in your city" including giant temples to 3 different gods, nurseries/hatcheries to organically grow population, colosseums, arenas and slave gladiators, and pops rioting if they're unhappy. From an earlier post by the dev, here's what's new in the beta branch: quote:What is on offer? If it works out well it sounds like this could be a big step toward it feeling like a more "complete" game outside of the city building parts, there may finally be a reason to play battles manually! He also said he's unhappy that it took him 3 months between updates this time but he just had a kid irl deep dish peat moss fucked around with this message at 19:25 on Apr 7, 2022 |
# ? Apr 7, 2022 19:23 |
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# ? Apr 30, 2024 05:43 |
is there some way to make bedrooms for specific races? I'm trying to create city districts so that races that are good at certain jobs sleep and live near those jobs and have easier access to the foods they like.
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# ? Apr 10, 2022 15:48 |