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I'm playing the demo and the scale/efficiency of this game is pretty impressive. But is there really no way to centrally control your warehouses? I gotta click around individual warehouses to find unassigned crates??
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# ? Apr 18, 2022 04:44 |
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# ? Apr 30, 2024 04:20 |
There's a little warehouse list on the left when you select one. That'll show you what's in each and how full it is. I'm currently at around 1000 pop, elves dwarves and (26 for the library) humans. Trying to catch up with demand for what I thought were totally obsolete rooms (eateries, dormitories). Anyone else make that mistake? Or know if I actually should build them? It says it counts in the stats, but it seems counter-intuitive. Also, I was checking prices on eggs and forgot to deactivate my import depot. I accidentally blew my 90K treasury on 300 loving eggs.
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# ? May 12, 2022 01:14 |
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Canteens and flat houses are strictly better than eateries and dorms if you can supply full demand with them. The contribution to happiness kind of sort of not really overlaps so that ex. if you have a full blue bar in flat houses, you have no net happiness to gain from dormitories. They are fairly hard to supply full demand with especially while you expand so eateries and dorms remain useful as pressure release valves: it's still a lot better to have the basic need fulfilled than to not and it's really easy to supply with them.
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# ? May 12, 2022 03:24 |
Hell yeah, thank you! I'm really enjoying this game so far, but there's something I haven't been able to suss out yet. Can you build another settlement elsewhere at some point? I haven't done any military stuff yet, so I haven't interacted with the world map beyond admin points.
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# ? May 12, 2022 04:02 |
Naylenas posted:Hell yeah, thank you! No. It's one settlement. Everything you conquer and rule outside of it is abstracted beyond the battle.
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# ? May 12, 2022 04:50 |
I'm still trying to work out proper ratios for various civic and infrastructure buildings on population size. Not sure what number of beds, canteens, etc I need to support X population. Still looking for someone to make an effort post with rough guidelines on how to effectively scale them. I know it's somewhat complicated because you have to adjust for education, race, and number of components in each building too. I'm trying to find a good way to quantify it but the interface for determining building load and service quality at scale is not super intuitive
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# ? May 12, 2022 04:56 |
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Speaking of scaling infrastructure. Do you need 1 bed per citizen? They don't sleep in them all the time so I'm wondering if you can make them share beds and sleep in shifts.
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# ? May 12, 2022 13:35 |
LLSix posted:Speaking of scaling infrastructure. Do you need 1 bed per citizen? They don't sleep in them all the time so I'm wondering if you can make them share beds and sleep in shifts. I have 300 dudes and they're satisfied with like 60 dormitory beds. dev blog says next version is going to add private housing. Griz fucked around with this message at 13:57 on May 12, 2022 |
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# ? May 12, 2022 13:43 |
I just hit 3k population with my mostly dwarf city and am running out of room. A short while ago I started importing really expensive eggs in order to woo some more humans for the libraries, and had to scale my jewelry production up to compensate. Well now I realize that my entire meat consumption could be replaced with a fraction of my income. The next step is to remove half of my pastures (still need leather) and expand my urban area so I can continue to grow. My only concern is that my egg consumption will eventually outpace my jewelry production. I guess then I should figure out how to invade a place that has eggs. edit: eagle-eyed viewers will see the huge untouched patch of gems near the lower right. I don't actually think I'll have an egg problem.
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# ? May 23, 2022 23:55 |
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Naylenas posted:I just hit 3k population with my mostly dwarf city and am running out of room. A short while ago I started importing really expensive eggs in order to woo some more humans for the libraries, and had to scale my jewelry production up to compensate. Well now I realize that my entire meat consumption could be replaced with a fraction of my income. The next step is to remove half of my pastures (still need leather) and expand my urban area so I can continue to grow. My only concern is that my egg consumption will eventually outpace my jewelry production. I guess then I should figure out how to invade a place that has eggs. This is amazing! Bit worried about this transition to egg-based economy though. Like you shouldn't put all your baskets in eggs.
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# ? May 30, 2022 11:19 |
Eggs only go up, do not listen to the doubters. If you aren't fully invested in Egg you're going to regret it.
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# ? May 30, 2022 22:31 |
i'm an egg maximalist
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# ? Jun 5, 2022 15:18 |
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I need a mod to let me grow egg on temperate maps Egg currently costs more than gems and drugs.
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# ? Jun 5, 2022 16:58 |
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Read through the beginner tips in the OP, and was wondering if there is a text guide people would recommend which just explains how to set up a basic city that won’t die/overviews the mechanics a bit more? Those tips are great as well but wondering if there’s a systematic resource y’all liked.
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# ? Jun 10, 2022 02:53 |
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I can't think of any fixed-format guides, but what's worked for me: Just "won't die" is extremely freeform. Your target there is warehouses set to hold the local forageables (and maybe meat, copious with a single hunter but watch and move the building as after a few years it'll have cleared the area) and not hammering the invite immigrants button until you have enough food banked to get you to the harvest after next: around 24 days as of the end of harvest should be fine. Almost everything else is optional except maybe a hearth in a cold climate/easy water access in a warm one/both in temperate. There's exactly one mechanical hurdle in the game, and it's that you need metal to start making metal. Ergo you need a little bit of money up until that point. After that there's no real penalty to paying off raiders no matter how indebted it makes you, or buying whatever no matter how close to broke it makes you. There's exactly one expectations hurdle in the game, and it's that wheat, which seems like a staple crop and that the tutorial will tell you to grow, is worthless until baked into bread. It grows fast, bread keeps decently, you need some for booze anyway without significantly more expensive research, but if you lay down a bunch of wheat farms planning on food security and don't have an economy that can build and staff long-term bakeries you'll be sorry. Other than that the core mechanic is just that almost every building has a significant maintenance cost and every resource a notable spoilage rate. You can't stockpile for years, or do an expensive buy, to finally build something and then repurpose; instead, the costs to run a building are similar to the costs to make it, usually with a separate consumable or two attached as well, and any production being removed needs to instead be just moved but still kept up. Beyond that, it's just a matter of looking at your citizens are grumpy about, or what's at 100% usage load/products are running short/whatever that they'll soon be grumpy about, and building more of it in a logistically sensical way, which basically means near housing to work it (which gradually requires more and more services as target satisfaction scales higher with total population), with a warehouse to handle its inputs and outputs, and with that warehouse in range of other warehouses that hold the inputs it wants to pull or that can pull its outputs. As you get very big, this will involve dedicated haulers rather than the pull functionality. Also, stone and meat are the two resources of which there's a truly limited amount available for quick and easy gathering but any more you'll have to mine/farm at a slower pace. Your early game access is unlimited and breezy, your mid to lategame access is like any other resource. Wood is pseudo-like this, but the map's initial allocation respawns every few years. Don't trust how much you have at the beginning, it will run out and you will be sad and hungry if you're say relying on charcoal from cleared wood to cook a loaf of bread a citizen a day. Relatedly, deathcare is the one service where even in a small village, people get angrier than day 0 at a lack of it vs. happier as long as it's provided but no longer; you absolutely need a mass grave, or ideally a graveyard, asap. Law enforcement is the other "angry no matter what" issue and should also be prioritized, but crimes don't happen until you hit a certain population, so you can push it back a little (conveniently as it requires armor, metal, and polished stone, three slow-to-produce and expensive resources.) So to start: Two 7x7, 17-chest, warehouses near your throne (or not but it makes a decent ersatz dorm and holds your starter food) set to pull one tick of everything, one warehouse near land with a high density of non-wheat gatherables set to hold them, road between them, citizens set to gather those edibles. Gradually build out farms, at a rate of around 1/7 or 1/8 of pop working them, near the gatherables. Build an import depot to get your initial injection of metal. Don't import it yet. Around now you'll want basic shack/shitter/shower services up centrally. Build out to coal (or wooded areas if you don't have any) and ore deposits. Two warehouses near each, one to hold both inputs and outputs and one that can be smaller to pull food; the same basic civil services near each for the workers if it's a hike back to town center. Start construction of ore mine, ore refiner, and coal mine or logging area/charcollier as appropriate. Import as much metal as you need for those. Import as many people as you need for those (but remember, they don't need to be fully-staffed at first.) From there your game will just be looking at the shorter bars on the happiness UI and building the things that improve them, plus the things they rely on, plus whatever looks cool, plus gradually rationalizing your layout from one central town that does a little of everything via pull to many specialized districts that push. Constantly ticking up your pop when you can, while always remembering to keep services growing in proportion and never to forget to scale up every other district a little in response to higher demands. If you ever decide you want to fight bandits or engage with the conquest mechanics (usually to get a resource you don't have natively on the cheap), your options are to build an export depot and scale up population to pay mercenaries, or train your own people. Training your own people means a certain number depending on your training facilities will quit work for a year or two, instantly plummeting your available workers, but if you have a decently-sized buffer this doesn't matter. E: As a slight addition, there are buildings that automatically have the AI employ, buildings that don't automatically have the AI employ but can have it set, and buildings that don't automatically have the AI employ and can't. Category 1 is safe to leave set unless you've had a random murder rampage/riot/hard battle that whittled down your National Guard types. Category 2 is warehouses and needs it turned on ASAP if they're anything but a luxury-puller downtown. Category 3, mostly mines, you just play with sliders according to the ratio you want/have built for until you're not at negative laborers available (which will randomly reassign people, and someday it'll be "what if all the farmers make pottery, aren't mud pies tasty".) Mandoric fucked around with this message at 09:04 on Jun 10, 2022 |
# ? Jun 10, 2022 04:56 |
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This post is amazingly helpful, thank you!! This kind of goals/what to look for is so useful.
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# ? Jun 10, 2022 05:55 |
Good stuff, added a link to the 2nd post.
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# ? Jun 10, 2022 06:41 |
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And just like that, I'm going to play SoS again.
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# ? Jun 10, 2022 07:49 |
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lol
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# ? Jun 10, 2022 11:09 |
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I was planning on doing a Dystopian run at some point, so I guess I'm waiting for this update!
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# ? Jun 10, 2022 11:36 |
New update owns. All of my grid style patterns have to be updated now to get housing and physicians in each service block.
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# ? Aug 12, 2022 04:03 |
New patch is out https://www.youtube.com/watch?v=LRwjquKRB_4 quote:Hello!
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# ? Jan 3, 2023 02:31 |
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..serial killer event?!
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# ? Jan 3, 2023 02:37 |
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s..serial killer event??
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# ? Jan 3, 2023 09:34 |
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The devs break must have been dwarf fortress
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# ? Jan 3, 2023 16:08 |
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Finally getting into this after picking it up laat year. I think I'm mostly on track for stability (with my colony of ranching and fruit farming humans in Wales on the Britain world map), but I'm a bit concerned - just crossed 30 people and got the combat stuff unlocked and a warning about potential threats. How rough is the combat? Tutorial didn't touch it at all so it seems to be a "figure it out as you go" sort of thing, which is a little rough for "potentially game ending threat".
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# ? Jan 20, 2023 02:53 |
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Iirc, it gives you the combat warning but even if you do get attacked, they try to take supplies and its not particularly punishing if you can't fight them off. It takes a bit of planning to put together the resources needed to make a military. If its your first game that you are getting off the ground, I would just keep playing normally and developing your town without worrying about it that much. You will most likely hit a point where your town blows up for some other reason anyway
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# ? Jan 20, 2023 19:00 |
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Combat as far as I can tell is a function of equipment, numbers, and training, and also innate combat ability. Different species have different stats, elves make good archers, dwarves make good infantry, giants make very good infantry. You can set what equipment your squads have and how much, more equipment increases their combat stats and you can pick between ranged, melee weapons, and armour. There's like a set amount of stuff they can carry so you can't make them super good at everything so i would assign based on what you expect them to do, archers should get ranged focus, infantry should get melee and armour focus etc, though archers can be shot at so giving them armour is a good idea too. Training is basically a choice between a part time militia and full time professional army, the more they train the higher their combat skill but the faster they churn through supplies to train and they can't do useful work while training either. If you equip and train people as much as you can they will be good soldiers, not the best soldiers because they can get better by actually fighting stuff, but certainly good and probably a bit better than the troops you will likely face, though again numbers are a thing as well. Also walls help but unit pathing is fiddly, generally I think they allow you to use archers better but you need to make them pretty drat big to have them be useable. You can also generally just keep paying off the bandits, it gets expensive but if you don't want to fight you can just economy hard enough that their tribute doesn't matter.
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# ? Jan 20, 2023 19:06 |
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Good to know it's not too brutal right off the bat. I started on a wall to help keep safe, though I have a sinking feeling enemies can swim along the water I'm up against in the south. Working on the training grounds but I'm perpetually short on laborers, including carpenters, so it's slow going so far. Working on increasing population but have to stabilize food at the same time. Village so far, probably terribly made and definitely with more housing than I should have built yet:
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# ? Jan 20, 2023 20:35 |
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They will fill in water to get past it iirc.
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# ? Jan 20, 2023 20:38 |
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They can also mine in if needed, and do so at a decent clip. Walls are there to suggest channels for their flow and give you a chance to exploit the pathing for purposes of archer and catapult attrition/fighting weaker enemies a boulevard-width at a time rather than letting them zerg rush stronger troops, not for buttoning up for a siege dorf-style.
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# ? Jan 20, 2023 20:54 |
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I ended up opting to shelve this for now. Death spiral after it turned out everything I could possibly export was worth 0-2 currency (mostly 0s) and everything I needed to recover was 20+ a piece. Couldn't get odd jobbers to go harvest wild opium that was (as far as I could tell) in range for emergency funds, food supply kept running out because I relied too hard on wood for bakeries. Only metal was in the opposite corner of the map with a tiny deposit, too, so even if I recovered (not feasible) I was still going to be stuck for a long time. Four or five rerolls later and I finally get a map with "wild animals", coal, metal, and vegetables all on the same side of the map, immediately plan out a farm for my starting fruit & for the vegetables I was harvesting... wild animals were smilodons (I still don't know all the icons yet), population ate too many fruit and vegetables before eating the rations so my farms couldn't be finished until they were too small and too late. Another immediate collapse. I know how to avoid at least the "eating farm crops" now, but I'm sufficiently frustrated with how opaque the game is in a lot of placea that I'm just gonna let it cook a little longer before I dive in more. Got enough else I need to work through anyway.
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# ? Jan 24, 2023 16:40 |
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Unless it's changed in the last couple versions you don't need farms at all until midgame unless you're playing the vegetarians. Foraging and hunting will bury you in food early in most sane embark sites.
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# ? Jan 24, 2023 17:04 |
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Yeah that was my experience as well, farming is not the baseline solution. It is in a lot of games like this. My last and most successful colony. My primary concern was getting a site with lots of metal, so ended up doing something on the edge of the mountains. You can make do with a lot of other stuff, but not having a decent source of metal is pretty crippling
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# ? Jan 24, 2023 17:47 |
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I forget how many steps you need to do in the new tech tree to get there but your first tech priority is the trading tech or nothing sells for anything. Just everyone sleeping on the ground eating things off the ground so 20 humans you lured here with the promise of their own ground to sleep on can discover the secret trading incantations that let you sell something. E. Ok I need to be fair. They aren't eating off the ground they are eating out of a grunge buffet closet because it's one of the easier satisfiers.
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# ? Jan 24, 2023 23:11 |
A new update. Pictures in the link. https://store.steampowered.com/app/1162750/Songs_of_Syx/ More 4X stuff, diplomacy with different factions and characters. quote:A new era dawns. The greatest gaming event of 1999 is here. Song of Syx has a new patch.
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# ? Jun 27, 2023 21:28 |
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i enjoy this game, and also v65 is out in beta branch which is cool.
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# ? Jan 4, 2024 05:20 |
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don’t suppose there’s a great control scheme out there to play this on the Deck?
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# ? Jan 4, 2024 05:30 |
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Loving v65, especially loving how my neighbor/trade partners are randomly giving me hundreds of thousands of denarii and hundreds of resources? I mean, they all like me and I've been trading with them so I guess it's foreign aid - only two of them means it's easy to keep them happy, though expansion isn't really in the offing unless one of them collapses (they do keep fragmenting in civil wars, though unfortunately not the one I want to collapse). Doing a whole "hermit elf kingdom" vibe for my first serious game anyway, and found a great site with mountain on two sides and a huge freshwater lake on a third (complete with a crescent of islands that screamed "future home of Gorgeous Palace District"). Mining resources could be better I guess but it's enough to get by, and fertility is Not A Problem so far, but I'm a bit perplexed by the whole plumbing system - do I actually need to build access to it for the whole city, or is it mostly an irrigation thing? Also, are there any guidelines on how much of your pop to keep trained? I have about 100 soldiers that can be called up for defense out of 300 pop, and we murdered the first bandit raid with 0 casualties, so huzzah, but I still don't really know much about the army/4X side of this game except that it is what I have always wanted from one of these games and I can't wait to see how it gets polished for 1.0.
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# ? Jan 27, 2024 17:50 |
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# ? Apr 30, 2024 04:20 |
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Dallan Invictus posted:Loving v65, especially loving how my neighbor/trade partners are randomly giving me hundreds of thousands of denarii and hundreds of resources? It's a bug.
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# ? Jan 27, 2024 18:00 |