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I am new to the game and it seems that many things have changed in the game, so old guides sometimes adds to my confusion. Question is: i am trying to increase my auroch pasture efficiency before i expand.
I am talpi, 350 pop, and temperate (i think) forest.
in a 45x45 pasture my auroch only yields 21.2 meat and leather. I've seen youtuve vids with people having up to 30-35 early game. I bought some tech and innovation, so i went from 17-to 21.2.
My base rate is 0.560. Is this perhaps why my production is to terrible? if so, how to increase it
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>>2313801
Clay and Leather take way too many workers.
At least grain to bread/piva is a supper effective use of labor.
No way in fuck I am dedicated hundreds upon hundreds of workers to the clay pits or the auroach pastures. Just tax that shit
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>almost died due to not paying attention to maintenance costs
Half the city looked post apoc, I think a race riot happend too but most of my rooms broke. SOMEHOW no one starved to death and they didn't mass emigrate and I noticed in time to fix it.
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>Bunch of my subjects are unhappy
>Sire! a RACEWAR has started on mainstreet!
>Call in the levy to surpress them
>After some blood spills down mainstreet everyone is back to being happy again
Perhaps violence is the answer after all.
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How do you actually conquer other provinces?
I've got 300 guys at 90% training with full plate armour and falcata that I sent to attack the neighbouring insects. They've now been besieging the insects for 3 years and nothing has happened so far. The tooltips are very bare bones, so I find it a bit difficult to understand how this actually works.
How does the siege progress increase and is there anything I can do to make it go faster? Do I have too few men compared to the defenders? Do I need to get into machinery to build catapults? Does the defending city run out of food at some point?
I built some embassies to improve my support in the region, not sure if that matters.
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File: capture.jpg (792.3 KB)
>>2314856
>>2314858
Thank you, your support for Amevian expansion will be remembered.
I figured you'd get some sort of alert about the siege, and perhaps an "assault" button on the army display.
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File: extermination.jpg (855.1 KB)
I don't really get the empire management aspect of the game.
I've conquered 3 insect cities, each time the population has collapsed from a couple of thousand to a couple of hundred. When I conquer the towns the garthimi get absolutely nuked in terms of population, even if I shift to humidifiers, while the doors are thrown open for foreign species. Am I supposed to let everyone in and create a europeanoid utopia? Block everything but my own species for a pure-scaled lizard empire? Create insect ghettos for farming tax and tribute? Would it be a bad idea to let insects or humans live in my empire if I plan to use them as slaves in my home city?
And how do you get tribute, does it magically appear in your warehouses?
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>>2315249
it's a very weird system, and i haven't been able to figure this out completely, but i also have a lot of garthimi in the regions around me in my current game. when i mouse over their growth after conquering a region it says they're collapsing because of "species biome". seems like no matter what i do i have to let it collapse completely and then rebuild. tribute gets delivered with trade caravans just like imports
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>>2315249
The population of an AI-controlled territory is arbitrary. Is it still most likely guided by the same two things that will limit population capacity when you control the region: the size of the territory and the average moisture level of that land.
"Species Biome" is basically a proportion controller for how much of the population pie each species gets to take up when they compete for capacity. You'll notice each region has a 'terrain' display which is a mix of ocean, fresh water, mountain, forest, and open land. Under that is the population makeup (the little species face sprites). You can observe there what percentage benefit each species gets from the terrain that makes up that province. These are hard rules for your controlled regions, assuming you aren't genociding people. One funny thing about these terrain rules I have noticed is that although Garthimi like mountain terrain the best, they are never the species with the highest population modifier, every other species is more 'suited' for living on any given terrain than they are.
Anyway, the AI seems to ignore species biomes for its own regions' population makeups. Sometimes things will look proportionate, sometimes a species with 150% modifer will have thousands more pops than a species with 180% modifer, and sometimes regions will lack any members of a certain species. Perhaps these actually simulate the controls you have over your own populations, that being persecute, exile, and massacre. There are monospecies states, and states that include some species but not others.
I've found the easiest way to run regions is with a mono-species capital, as you can allow them to take up the entire region capacity. In general I would massacre every species that is not significantly represented in my capital's population. The loyalty modifiers suck to manage. People get pissed about population and noble representation, religious differences, other species in general, and taxes.
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>>2316295
if you're literally just fresh out of the tutorial then you should know that a lot of mechanics are gated behind your population, which you can see if you click on your throne.
to increase your population (via immigration, via breeding is practical much later), you need to increase their fulfillment in a billion different ways. building/populating markets/stalls/stages/speakers/hearths/wells, etc. planting cotton, turning it into cloth, and turning it into clothes is a big important one the tutorial doesn't cover. and then you can increase each citizen's rations of clothes/food/drink.
fyi, giving furniture is a noob trap; don't touch it until you run out of other ways to increase fulfillment.
so focus on exploring the different ways to increase fulfillment. the tutorial doesn't even let you build shrines, for example, but each shrine has a different effect on the people it attracts, which you can find by exploring the UI.
there are two tech currencies; innovation and knowledge. you get a flat amount of both as your population tier increases, and later can invest population into increasing them directly.
your early tech investments are gonna be (depending on race; make sure it's something that will actually give them fulfillment first); graveyards, stages, paved roads, guards and slavery/stocks/execution or maybe globdien/auruch ranches.
later on, healthcare->medicine->psychology is also incredibly important.
you can refund tech investments, so if you feel like you have an excess amount you can spend it on more food production etc. just be careful about taking it off.
for your first non-tutorial city, a good first goal is to focus on getting to the point where you produce so many foodstuffs, clothes & furniture you have to export the excess. get used to the UI for import/export depots. if you get to 650 pop, ask again about nobilities, they're super important.
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File: 1760397918507995.png (156.3 KB)
shit's like "oh, my people would like it if i had a bunch of rations stored away, but don't really give a shit about excess vegetables/fruit. i'll make a rationmaker. oh, the rationmaker is way more efficient if i import a tiny amount of herbs (or forage). that also boots their food days metric if i remember to disallow them from eating rations (which is fine, because it's not one of their preferred meals. wait, what the fuck is 'roundness'? okay, they want a stage, but don't give a shit about fighting pits, so i can skip that one. my food stalls are only at 35%? oh, i need to upgrade them with a tech, and make sure there are enough food stall employees."
fyi; the resources janitors need are the resources used to make buildings. so if you upgrade a building with pottery, you now need a steady stream of pottery to keep it operational. not having stocked janitors is a great way to look away for one minute and come back to a completely destroyed city.
and no, you don't have enough food.
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>>2316259
I've played for 250 hours and haven't fought a single battle yet - raiders piss off when I give them stuff, foreign states never follow up on their threats, and all the cities I've conquered starve to death without fighting back
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>>2316259
i enjoy the battles, and yes, they work essentially like total war.
i do not enjoy my "colleagues" with pacifist trait making insane demands i literally can't meet, then hating me for refusing, then making more demands because they hate me, then declaring war and attacking me with a 5k army while calling in 3 other factions, all within a day
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>economy based on importing raw material then exporting heavily refined goods
>majority of economy is focused on military dominance
>diverse specialized workforce but 2nd class citizens are into ghettos
this game is just USA simulator, the only reason I still have slaves is because income tax isn't a thing
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>>2317366
In all all colony builder games first thing you do with a new warehouse is forbid all and then manually pick what you want stored there and limits so it doesn't get clogged by one resource anyway. The only drawback is you can't easily have an overflow for the 2 spare mechanisms 13 cotton and an egg you got as gift.
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>>2317366
>my 31k capacity warehouse becomes filled with wood while my vegetables and fish rot on the ground and everyone has to commute to the farm just for food, let alone all the other basic essentials scattered around the map. i go bankrupt because my exporters can't work, so i lose access to the essential coal that is necessary for maintaining my industries.
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>>2315641
trade routes to multiple factions, proximity towards settlements that have good prospect in useful goods (coal, herbs, opium, etc). ocean & river travel is generally much faster than land, which has big implications for supplying an army later. insofar as the actual capital city map goes; it depends on your race. although most of them shouldn't mine shit themselves so it comes down to fresh water availability, balance of alluvium/rich soil, and the presence of trees.
>>2317638
bugs with their bug cows are OP, lizards do good with their lesser lizards too. don't forget to use rich soil.
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>>2318183
Portraits and names appear to all be female and I'm not sure if tilapi males are ever explicitly mentioned but neither are Cretonian females (though those are actually confirmed to exist by word of dev). On the other hand there's no particular reason to believe they have some mono gender race thing going on or that they don't reproduce sexually. Dondorians don't and are all male because they spawn from rocks but that is mentioned in their description.
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>>2313644
This game became a lot less interesting to me when I realized research and knowledge are measures of space, then realized the point of the game is to find the ideal percentage of land to allot to each building type.
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>>2319324
>then realized the point of the game is to find the ideal percentage of land to allot to each building type.
then you realize you dont even need 90% of buildings can just import everything while your pops work in smithies to crank out weapons and tools for you to sell
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>>2319656
After you take one city, another nearby one is going to convince EVERYONE to declare war on you in a few years. But they will stop trading with you first. So you will have 1 city, and 0 trade partners.
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>>2319884
The road logic is purposefully dumb for the sake of 'balance' and I'd rather install a mod to make it less annoying if it existed.
I already use 'Pretty Cobble' because the original Cobblestone looks so bad.
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>>2319884
It's for racial preferences, humans like the paved road over cobblestone so you want paved road for areas they work in and cobble everywhere else for faster movespeed (and therefore faster commutes/transport)
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Newfag here. I'm on my first game right now. How do I deal with mines on the other side of the map? Right now I've got a small 'mining dorm' thing going on near my gem mine so my subjects don't need to commute. I added a couple service buildings and a small warehouse for rations. How would I deal with transporting the gems efficiently back to my main city? I currently just have a hauler thing next to my gem vault in the main city.
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>>2321514
first of all, don't. unless you're garthimi, there's always going to be a better use for labor than mining. haulers are equivalent to regular warehouse workers. if you're moving hundreds a day, get loaders/unloaders.
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>>2322556
Usually how it goes.
>time for a new start I’m going to be a multi-ethnic hub like Rome and being Roman is what everyone wants to be
Time passes
>they LIKE farming/mining/whatever and it’s just economical to enslave them anyway
>as long as it’s not MY people who are slaves it’ll be fine
>they’re getting uppity, better publicly crucify a bunch of them
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>>2323123
You don't. Well if you genuinely have just barely enough food just build more farms and bakeries, but all ready to eat foodstuffs are 100% spoil rate so you can't really build it up. You can store grain since it doesn't spoil as much and make rations if you want those days of food.
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You get blocked by distribution way more than supply when trying to max out daily food servings. This is also how I find out that the transporter's daily load is way smaller than what the efficiency report tells you. You effectively get half or less, this is with all my unloaders ready to receive (since the food stalls and warehouses are consuming everything quickly).
The distribution side almost matches the supply side's laborers.
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>>2323179
Depends on racial proficiencies and nobility, dondorian farmers will need far more grain farms than bakeries compared to humans for example
>>2323349
You have to account for travel time as well. Ideally you have warehouses on the edge of town that connect to highways and pull only from neighboring warehouses to minimize travel time
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I reached a population of 490, I made a lot of denari trading furniture. Around 40k, surprised at how easy that was.
I am kinda lost on what to do now though.
I build a laboratory, unsure about what to research.
Immigration sort of died down, I am starting to lack workforce.
The choice is either to expand south, and start mining and build up a military.
Or to remain for now, and focus on meeting the needs of the current population.
My population consists primarily of Cretonians, with the other races only being in the single digits.
Any advice on how to expand safely?
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>>2323971
Put your people to more profitable work. Study the market and figure out what would be good to sell. You might need to unlock said profitable work with research.
Make up for workforce shortages by importing all the necessary shit that costs less than your exports. After 500 population the need for law and health increases exponentially, so you'll need to free up people (and research) for that. Unlock more services and their upgrades and get them set up too.
And obviously you always want as much military and research as you can get away with. They're an eternal sink. Go conquer shit when you get nobles, the stuff you get is insane.
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>>2323971
You should ideally have innovation for stage, upgraded lavatory, food stall, and market. Upgraded services give a substantial fulfillment boost that will start up your immigration again. Hearths and wells can also be built in abundance as they don't need workers and higher access = more fulfillment
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>>2324314
>Do I need an import dock for every resource I import
Trade imports only deliver to import depots.
Tribute from colonies will first deliver to import depots, then deliver to all available storage, then dump shit onto your throne room if it can't find any more storage.
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>>2324693
If you are extremely import/tribute dependent and you're out of treasury, it's kind of hard to bounce back. In either case, you'll need to adjust your priorities so critical jobs get filled first. Then you just watch your city slowly bounce back without much additional intervention.
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>>2325243
NTA but nobles are a force multiplier on industries, they give a 2.00 production bonus per employee of the industry (diminishing returns over 50 but you can later promote them to cover more) and make small production industries like masonries much more labor efficient. They also function for food production industries like farms, pastures, and orchards
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holy shit this game is good. I picked up the demo about a week ago and i've become a crackhead
I kind of get how logistics work for industry, farming, etc. But I don't really get how logistics works for janitors, markets, food stalls. In an efficient city how do you supply these?
General purpose warehouses scattered across the city with tons of workers fetching everything sounds very inefficient. Is there another way?
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Was taking a look at this game and I'm curious, can you get invested in and 'raise up' individual units in this game or is it pretty much purely a macro level game? I like it when you build up an 'A team' of giga units that can handle shit.
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>>2327029
I use sub warehouses that only pull from main ones, once they're stocked you usually only need deliverymen to cover the daily food consumption. There are techs for carrying capacity if you want to make them more efficient
>>2327299
There aren't hero units like in some total wars but you can have elite squads with max training and full equipment allotment
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>>2327029
Janitors don't need that many supplies daily. You can supply multiple janitor buildings with a single auxiliary maintenance warehouse. It's food that needs hundreds of transporters, counting the stall workers.
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>>2328616
What race and food type?
If you're growing grain, don't bake all of it into bread, only bake as needed because bread rots a lot faster.
Don't trust food days as a metric because having a lot of food is wasteful for your workforce. You're doing fine as long as you aren't outright starving.
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>>2337588
You can but if you have to break the treaty first and wait for a while before attacking, or everyone will hate you
You could vassalize them, but unless something changed it's broken and they will break free in no time, so it's just wasted money
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>>2337689
It's not very labor efficient but fisheries get a 10% bonus in cold climates and operate year round, you can definitely use it to feed your pops initially until you have sufficient imports or agriculture set up
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>>2338798
Pastures are not great unless you are garthimi raising worms or in a warm climate raiding globodiens, nobles and innovation techs can improve yields but you'll be using a ton of space and workers for those pastures for worse yields than fishing
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>>2339181
This is much more manageable than DF, but it's different.
DF is a Micromanagement Colony Sim, much like Rimworld.
Total War is a Macromanagementgrand-stratwith RTS features.
Song of Syx sits somewhere in the middle as a City Builder with features from both.
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Bros i experienced something really weird.
My knowledge suddenly jumped from like 50 to +-9100.
And a few days later back to -80 knowledge.
There was this multi stage sky event happening where you could choose a perk.
And also got a lot more mad people suddenly.
But it seemed it fucked with my knowledge/innovation value.
No idea if this is a bug or something.
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>>2350601
I am on v70 and checked, Cretonians and Tilapis are the two races that enjoy the outsides the most, but they also like wooden buildings with the same amount of arrows pointing up, so you can probably just give them wooden buildings and they will be as happy as with no walls.
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>>2351043
If you're on the ocean then fishing is extremely viable, it's mainly just labor intensive and has very high spoilage. I usually have my dondorians fish before I set up other food production because it's instant and only needs lumber for the initial setup
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>>2351407
I haven't passed the 3k pop mark, so I'm not sure about late game, but I can tell you my experiences:
>Meat is your most important resource, always keep an eye on it
>Balticrawlers are very weak at start and you should use hunters. They get really strong specially once you unlock nobles and research
>Mining exports are your bread and butter
>Very easy to please, they're the "evil" counterpart to Cretonians
>Mining/building inside mountains takes a long time and sometimes they get stuck inside the walls
>Industrial output is substandard and you'll be dependent on imports. On the upside, they only require rocks and clay to furnish their homes. Clothes are optional for warm climates, but cold snaps can kill fast
>They dislike immigrants but breed quickly. Don't feel bad if some die because of incompetence (your's or their's)
>Not bad soldiers once trained but generally low morale. I suppose you should rely on professional ones rather than just a milita
>I dread at their research output
Basically, embrace the bugmen mentality and you'll have fun
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>>2351962
Sounds like a fun challenge but propably something I should avoid first once I'm better at the game. I was curious about them because there's also these really rare other bugs apperently and they're the only ones they like but from the tiny informations I'm reading they're not even *that* special outside of being big boys.
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I tried the warhammer mod but I don't know how to feel about it.
Tomb kings are a bore to play especially with how ass the Awakener system works and Vampires feel like you're meant to create a caste-system with humans but that just seems tedious to do.
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File: cropped.jpg (3.3 MB)
This is my ongoing game, 2.5k tilapi with bugmen slaves. I'm sort of going for a spartan society where everyone gets warrior training while the bugmen helots do all of the work. I had to install a mod to get the possible slave cap above the usual, and even then I haven't reached the real spartan ratio yet.
I was intending to go for a army/combat heavy game, but it seems that because my city has a much larger army and weapons stocks than probably expected for its size, raiders have largely stayed away from me. So I had to install a mod to reverse that too. I initially tried to go for the empire building subgame, but let alone battles, it's just been ages of waiting outside of towns and then having them surrender. By this time I've concluded that side of the game is still far too undercooked so I released all of my regions as vassals and retreated to my capital once more.
I guess my current project is getting birthrates up by constructing nurseries in my main city and however much I can fit in the outlying villages. It seems I've hit a wall in fulfillment so I can't get immigrants anymore - though I sort of like the idea of a fully native population, in any case.
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These uncollectable corpses of dead old people are piling up in my homes and it's a real pain the ass manually collecting them by dismantling the home and rebuilding it again. Do uncollected corpses disappear on their own over time? My health is above max anyway, and if it means I can just leave them to turn into ash on their own, I'd happily tank a little hit.
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File: Square and Round.png (786.4 KB)
>>2359575
Diagonals. Three walls in a diagonal pattern make a building round. You can make clearly square buildings (red aura) "round" (blue aura) by attaching walls at the corners.
It's quite silly, and a little exploity. If you want naturally round buildings, try making rooms using the freeform tool.
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>>2360777
In the export depot, it shows you a slider of how much you want to export.
The tool tip for the slider should show you how many units of the exported item can be exported.
You might have to adjust the slider or produce more food so that it stacks up in your warehouse.
There are also two buttons next to the radius slider, "Fetch" make the employees of the export depot fetch from the resources that are laying on the ground so they don't wait for the product to be put in a warehouse.
Lastly, if you selected a warehouse to pull from, there is another menu/slider when you click on the little triangle that represents the warehouse that is being pulled from.
There you have to set the percentage of stock that the warehouse has to have stored before the export depot is allowed to fetch from the warehouse.
Since it's the tutorial, you probably don't have to assign a warehouse to fetch from, this becomes more important later on when you have a larger city and don't want the employees to track halfway across your city to fetch items.
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>>2361671
What Anon said. It's a tool that applies a visual effect to corner walls to make them diagonal.
It also works with roads I think, unless I'm thinking of Rimworld.
There's also a tool that prevents certain walls/roofs from changing the type of floor that it has underneath, so you can make them look as you see fit.
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File: not my pic.jpg (3.6 MB)
>>2363484
I like this game but sadly I'm not a creative person and can only build square grid cities.
https://files.catbox.moe/3wb34q.jpeg
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>>2363754
I usually have a breadbasket area that ships food around and houses the industry. Things like far-off mines are populated by just the miners and service workers. The mines ship the goods back to the food and industry area to be processed.
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>>2363754
Centralize with a main production/warehouse and use haulers to distribute to smaller ones. How many haulers you need will depend on the daily consumption rate, transit time between warehouses, and carry rate of your haulers. If you increase furniture/clothing/food allotments be prepared for extra strain on your haulers until most of your population has a sufficient level
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File: SUPER_CITY03-18-2026-20-01-13-243.jpg (3.7 MB)
Desert Tilapi! We're at 300 population now with 1.5 food servings. Rules are no trading and at 400 population I turn off immigration permanently to only rely on native births.
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File: SUPER_CITY.jpg (3.6 MB)
Finally, a good map!
Any idea on how should I build a town?
https://files.catbox.moe/ldkvoq.jpg
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First time playing Syx and it's pretty addictive but I have no idea what I'm supposed to do at 200 pops. I get enough food, clothing, everyone is happy, mining isn't worth it because I can buy and smelt ore. What is there to do now?
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>>2365362
200 population isn't enough to unlock mechanics like law & punishments, war, raids, education, research & knowledge, disease epidemics, race riots. Also play without trading. Trading makes the game too easy.
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>>2366350
You don't have any military? You're roleplaying cretonians too hard
What are you exporting? Looks like you're trying to be self sufficient, I wonder how many of your citizens are wasting their time in the mines instead of doing something they're good at
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>>2366350
In no particular order:
Defense, the larger you grow the more raiders you attract.
Healthcare will soon become an issue and you'll have epidemics (that branch should be your focus of your free innovation points).
Lawfare, once crime becomes a problem.
Expanding your empire, but it isn't a requiriment.
Also, remember to make use of nobles, they're a very big production bonus.
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>>2366350
You have no military, law enforcement or healthcare. Any one of those can end a city and I would fix them in that order. 10% of your population as well-trained and equipped soldiers is a good benchmark. I do approve of making everything yourself instead of trading but those mines need little towns around them to provide the needs of the miners. Your services fulfillment needs improvement in general too. Overall good but will have major issues if these things aren't addressed.
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>>2366590
Just unlock it if you want cows? I'm just nitpicking btw it doesn't really matters
>especially the first few moves
It's not chess anon, and there's no timer, you just get food positive and start accepting migrants
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>>2368169
Breeding slowly is good. It means they get more education out of schools. Amevia do not like murder. They're the most racist but also don't like killing. Everyone is OK with Amevia but the Amevia hate them which is funny.
Tilapi are the violent killers and cannibals. Tilapi are more likely to commit murders against their own species and be serial killers.
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>>2370167
NTA
Depends on what bonuses you want, brown for animal and farm output, green for production and university output and the blue stone man race, spider mommy for the big ant race and in v70 slave submission and the sword one for raid deterrence I think (?)
On the world map it's almost the same, brown for animals and farms, green for mines, sword for more recruits and spider mommy currently doesn't do anything, but if you have majority spider mommy in your capital then provinces that belong to you won't hate you if they also have majority spider mommy.
If they have another religion from the one you have in your capital it adds religious differences to the loyalty calculation, reducing loyalty.
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First time playing, had a few close calls where my food production and innovation/knowledge crashed, but managed to recover both times. Currently sitting at 3.5/4k population and I want to expand on the world map, but I'm walled by enemies with 7k-10k strong armies. Do I:
>use conscripts on the world map? If so, how do I go about feeding them without going bankrupt? Do armies consume rations when stationed in cities/training?
>strike an agreement with them and try to go for easy picking beyond their borders?
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>>2370813
>how do I go about feeding them without going bankrupt?
i've never done it, but apparently people really just produce thousands of rations a day to support conscript armies
>Do armies consume rations when stationed in cities/training?
yes
can't really comment on what the best course of action is but make sure to check if they have any regions that you could reasonably buy from them, although if it's your first time playing you probably don't have 10 million denari lying around
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>>2370813
World map standing armies are kinda shit. Conscripts also have lower training cap. For a long time the meta has been just mercenaries because trying to provide enough food, drink and uniforms for a standing army is insane. Mercs got nerfed but I think they are still mostly superior than concripts or trying to send out troops from your capital.
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>>2370947
The races are very much not balanced around viability as a late game primary race. Garthimi have low needs and breed fast but they are shit at everything and cowardly so they only really make for good miners and menials.
Races that are better at finished goods have also more demand for them, but they are just a much better basis to build the capital of your empire on since you will get raw goods in taxes.
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>>2370980
I based my choice on this. Saw that they were an easy race, with many upsides and seemingly few downsides, so I thought it'd be fun to try them before starting a 'proper' playthrough with humans or Dondorians/Tilapi
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>>2374610
I thought about making slaves do that, but apparently it takes very little to make them chimp out
Speaking of chimpouts, am I retarded or do archers kind of suck? I thought I'd save a bit on research by getting them instead of melee tards to start with
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I havent played in like two years or so, is the economy still fucking impossible to balance? I remember bouncing off around a couple thousand pop, just couldn't get everything they wanted without going bankrupt, and there was no way in fuck to produce it all.
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>>2378274
I wonder if efficiency bonuses and tribute are teh keys here. Getting bulk materials as tribute, and using nobles to boost refinement into finished goods. I haven't played for so long I have no idea if it'll work tho
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>>2318620
The point is turning them into slaves and meat as you zerg rush your way into other regions
>fast breed
>almost no fulfillment need
>100% of garthimi pop are trained soldiers
>this allows stupidly high numbers of slaves
>on worldmap give 25% increased workforce
>combine with titles for extra govpoints/workforce so more can be conquered
>on worldmap only need is humidifier building
>this means almost any region can reach 4th lvl city hall if exterminated other races
>every region occupied tithes food and cotton for army supplies
>massive raider army pops in
>oneshots one region
>destabilizes whole production chain
>other nations gang up and tear my empire to pieces while I'm weakened because I keep genociding any non-garthimi
>capital collapses under its own weight
>"what a good run"
I love this game and I love my evil insect people
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File: humantown1.jpg (2.5 MB)
>previous attempt
>reach 1k pop, always have 10+ days worth of food
>send unarmed recruits to fight well armed bandits
>can't recover after that somehow
>this attempt
>constantly sitting at 0 days of food, can't climb out of there for some reason
>had probaly 5+ riots already, always have to rebuild everything
>shit gets done and pop climbs back up to 1k without issue every time
>beat some bandit ass with hammers
I'm guessing I should just focus on food now because even with my bad decisions it somehow works.
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>>2338637
>I originally composed it for two sopranos and piano... :)
>A short story about how this piece made its way from the walls of the Academy of Music into a strategy game.
>For an exam, we needed a contemporary piece and a duet. Since I find late 20th-century music—what we call “contemporary” in classical music—particularly hard to digest, the idea came up to write my own piece, namely a duet. Taking it a step further, partly out of curiosity, I decided to use this composition more broadly in a completely different style. It turned out to be a perfect choice, and today the main parts are performed by the nyckelharpa, alternating with vocals and flute, and the piece “Forgotten Dance” has become part of the soundtrack for the game “Songs of Syx”
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>>2382412
Make sure that your food production and services have high priority so in times of workforce shortage they get workers and keep your plebs happy and fed.
Don't forget Janitors are needed to keep services and food production (bakery) maintained for fulfillment, so give them a high priority too.
When you satisfy food and services your population will start to bounce back again if you have automatic immigration set to your previous pop amount.
You should also go by what another anon said and train 10% of your population to be full time soldiers, you can use the hunter to get some easy leather for leather armors and consider unlocking makeshift weapons for either spear wall or war hammers.
The makeshift weapons only cost wood and stone and are the same like metal weapons, so better than just sending your army in to a fight with only their bare fists.
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>>2389953
hovering over the room politely informs you that you are a faggot who didn't research the appropriate tech and that janitors won't do jack shit despite being in range and well stocked
it's almost like the game thinks I researched the tech, upgraded the room, and then disabled the tech
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>have 80 soldiers all trained, armed with swords, shields and leather armor vs an enemy army of 60
>battle starts
>they just start humping each other
>no one dies
>until suddenly my soldiers start dying and i lose
>there isnt a single indicator anywhere in the UI that tells me what the fuck is going on
Im 100 hours in and i feel like i have no idea how 60% of this game works. This game runs on some esoteric autism i cant comprehend. Sometimes my oddjob workers start disappearing. I dont know why or where they went. The game doesnt tell me. Sometimes the happiness bar starts going down and i dont know why. Then after a while it goes back up again. I have no idea why.
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>>2390062
It might have changed in the latest version, but last I played, there was a morale(?) bar at the bottom of the unit card that shows how close they are to routing. As a rule, your soldiers will tend not to die as long as their unit is in good shape and in formation. But as soon as their morale breaks, they start running in random directions and die off all at once.
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>>2390062
I've won a few battles and my tactic is
>spears and shields dudes aggro enemies, shields up
>everyone else flanks starting with shields up and then I disable shieds when I feel like it
>move my troops every now and then away from the enemy so formation doesn't get broken and enemies always have surrounded status effects
and then a raider with 600 soldiers comes and I just have to give them all of my armor
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>>2390062
the entire battle system is extremely janky
the fact that you need to give every one 5 armours, 5 weapons (and 5 horses) for the items to be 100% effective is retarded
it makes some sense with the city building and crafting stuff where you make thousands of stuff all the time but it still feels retarded
anyway, battles in this game people barely die (like less than 10%, unless they are using no armour at all) and its all about morale and people routing
most scenic violence you will get is when catapults hit huge groups of people, everything else is a bunch of bodies grouping up with sword sound effects, it looks shit
even big dick charges with horses and flanxs look like shit
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>>2390062
While the battles do look like temu total war the dev in his autism, bless his soul, went with a somewhat more true to history depiction where not that many people died directly in battle. Both sides just push at each other until one gets exhausted and routs. It's expected that you'd take like 10% losses before morale break happens, you have to adjust your expectations. I'll say though that even taking the above into account the combat just isn't all that good.
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>>2313644
>lust provoking image
I'm surrounded by a huge bug empire who parked a 2400 army stack on top of me, can i destabilize it somehow or can i bait the army into attacking my city to try and defeat them on my terms?
every time i declare war they just besiege me and offer peace a few months after with 100k sum of cash
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how do you even get out of a death spiral? I'm currently down to 2.6k workers, importing/taxing raw materials that aren't agricultural goods, had to deal with another seasonal chain of riots-uprising-riots and it's been years of non stop crisis
however I'm always short on workforce, so I just ditched every single lab/library and my tech is slowly getting re-locked
the only thing that kept me alive is a couple of million in the bank that I use to buy slaves and mercs to raid a weak neighbor, and all of that is possible only because exporting machinery, weapons and excess goods is so profitable
I'm ~70y in and almost every run in previous versions ended like this house of cards. is this normal? how does one git gud?
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>>2393579
what the fuck are you doing to have constant riots and slave uprisings?
dude is completely ignoring hapiness levels of plebs while having 10 slaves for 1 soldier/pleb or what?
show your pleb status and slaves
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>>2393853
>>2393967
that's the thing, *I am not entirely sure*
I am convinced I'm in some kind of loop where I lack workforce>acquire workforce> build up services and production to support workforce> lack workforce to fulfill all that>mass death and destruction>repeat
I've had mostly equal slave-soldier ratios but now it's a bit above because some soldiers died and new slaves are coming in from raids
the only services I can build that are below 90% access are the fighting pit (67%), physician(27%) because most of them are destroyed, and market which sits at about seventy percent access but I'm not sure if they're undermanned or need to be spammed as much as food stalls
wanted to get bathhouses next but tragic events happened and now everybody's illiterate
as for demographics, the only issue I can think of is most of my pops being humans, most of which are liberated slaves and migrants (not sure why'd that be a problem but okay game)
and speaking of slavery, I've only started to employ it at scale because tilapis and bugs threw bitchfit after bitchfit and I'm not going to build them round buildings
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>>2394149
do you have enough janitors?
i've seen enough people forgetting to build more janitors thinking only 2 or 3 is enough for big cities suffering from degradation and declining production
click on one janitor and see on the map if theres any areas highlighted with yellow squares
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File: jannies.png (34.6 KB)
>>2394173
I thought I had too many desu
but yes, there are a couple of yellow areas, a fishery, two mines, woodcutters, and some labs, neither of which is in use (see the workforce deficit)
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>>2394230
well, my current situation is the result of aforementioned riots and picrel
as for employment, I think you might have led me to the culprit
warehouses employ over 400 people, more than any other industry
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>>2395121
I am terrible at math so I mostly just eyeball how much needs to be moved and what isn't getting moved fast enough. In my experience agricultural product is the most egregious offender because there's a whole shitload of it all at once, but then when it's collected the game doesn't reduce warehouse workers to compensate.
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What's the point of having more than one industry at a time? The bonuses for specializing are enormous.
I don't think even wheat+bread can keep with an edible crop with research + experience behind it.
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>>2394586
>>2394598
you see, I thought I was being smart when I copy-pasted an entire residential micro-block of about ~100 residents dozens of times
however the block also included a hearth, a speaker, and a food stall
now most hearths are removed and replaced with shrines or something of similar size, decorations, janitors etc but I left the other two
I think I accidentally recreated the fall of the soviet economy with the amount of unproductive jobs I created in this run lmao
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>>2394309
>>2394316
a little update on this, so that /vst/rategists can have a laugh
after fixing the workforce and employment ratios, things started looking up. a year passed with zero incidents, profits were up and I got to improving the surrounding regions, when an actual disaster struck: swamp lung.
did I have enough hospitals and material? sure did. enough food and money for a days long curfew? you bet. the number of infected and incubated was declining rapidly, and health didn't even drop below 1.
what I did not anticipate was a 500 strong force of rioters that didn't care about generous handouts and days off work that had to be squashed using the military (although half the regiments just stood there and refused to do anything for some reason).
300 plebs, ~1.5M gold, and about a third of the city later, I thought I could breathe a sigh of relief... but no. a raider rolls in, demanding spare change and the entire stock of weapons and armor. tell him to fuck off, without realizing I can no longer afford mercenaries, or supply troops in the field (someone burned down the warehouses along with their own homes), I begin preparing for a siege.
then my 1 province neighbor declares war.
alt+f4, shift delete, glad I pirated this shite
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I've got 25 hours in the game and have reached 500 pop. My entire gameplay loop has slowed to a crawl. No oddjobbers because all my industries are at equilibrium. I feel like there's something extremely basic about the game I'm not doing because it feels suffocating. I just realised I need more janitors because my buildings had degraded so it's not that.
How do I git gud
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Thanks for the advice kings.
I'm playing Tilapis, is it viable to import all my digging resources which I'm shit at doing myself, stone, ore, clay etc. by paying for it with my fruit and furniture exports or whatever?
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File: 117c44a7a919266d43b3f696ed204d14a04ae6d2.jpg (1.4 MB)
>>2313644
AW YEAH
>V71 - Reign of Terror - Coming June 15
https://store.steampowered.com/news/app/1162750/view/68863291171012671 3
https://youtu.be/c3F8YlAvAv8
>The update will introduce changes to how populations grow, how laws work, slavery and more. This will mean lots of changes and additions to systems.
Also, from the last dev diary in March. Mentions the game will have another Midweek Deal at 25% discount when v71 releases.
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Managed to get pretty well ahead of the curve (for now) with good old fashioned honest auroch ranching. 630 human pops and 66 tilapi slaves, almost 1 mil in the bank. All research points spent on pastures and nothing else.
Now that I have nobles I'm going to stock up for a military campaign.
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>>2417485
Why are humans obsessed with squares?
My autism doesn't allow me to put pastures or farms on non optimal soil
And looks like your guys must walk a lot to deliver the products, I like to make circles of max size pastures with a small warehouse and export depot in the middle, or even a small village with the workers houses too
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>>2417517
I just made them as big as they would go. They're not even really squares but some fucked up shape if you really squint. Didn't know you could make them circles.
>And looks like your guys must walk a lot to deliver the products
Probably true. But since we're going to get the war economy started soon there's probably no real reason to optimize it now.
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>>2417978
There are some Races that have a preference for non-rectangular rooms, but other than not being able to get their satisfaction as high as it could be there isn't much issue with it.
Just know which Race goes in which commie block if you don't want to start some progroms.
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>>2418026
>Is there any particular reason to worry about mortality rates?
Deaths from race violence will eventually bottleneck your growth, especially if the majority of your population are born victims like the Cretonians.
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hey bros
is the lag gone? last time i played 0.58 or so there was this tiny tiny mouse lag, i find it unbearable.
also there are some old steam threads but the dev says he dont notice which fuels my frustration even more.
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>>2418317
me again, on the other hand i played it on some old ass update of windows where i stalled the updates to 21h2 and last version i played was 68. there was this fucked up miniscule mouse lag even with a dedi gpu. ive reinstalled the OS since then, maybe it was a mismatch.
tldr anyone had experience with mouse lag in this game?
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>>2418477
i had to spend some time fast forwarding a lot viewing this guys videos
its sad but its a 1 man dev so...
if u wanna learn then u will have to watch a bit
https://www.youtube.com/watch?v=_K2Rg_TR6gk&list=PLkHfUAaH9nIfN5Ax4x2J yKOCUxZZ9iXQ9
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>>2418541
Did you expect anything else from the guy that made this game. Like other anon said it was a temporary arrangement before he set up the office at his new place, but the place in question still like an old farmhouse in bumfuck nowhere so he can be a hermit in peace. He probably made good money off the game already and that's all he wanted.
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I pirated this game a couple of times and I always lose to food and can't sustain any type of population beyond about 200 people, heavily relying on hunters to even get there.
I want to buy the game now that I can afford it and try to make a human city but I fear I will fall in the same hunger loop again and again.
The last time I played to get a trade agreement I had to get like 150k funds to purchase it from nearby factions, is this still a thing? How does one even get to 150k worth of goods with a small or medium town still?
Any other tips?
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>>2418919
Establishing trade is still expensive but you can manually trade for goods you need.
Hunters are hard capped at 15 but they bring a good amount of food. They are not th first thing you build anymore though. Your first food will come from foraging and manual hunts. Plant fruit and veggies. Fishing is pretty labour inefficient nowadays. Pastures are good too but space inefficient. Grain is the most efficient, and it stores better than ready to eat foods, but you also need a bakery that will additionally use some wood for fuel and not everyone likes bread. It's unlocked at the start nowadays though.
Also I agree with >>2418938 of you can't figure that out you might be mentally subnormal. 200 is not a pop numer where you really have to start thinking about what you are doing. That comes much later
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>>2418936
>>2418938
>>2418950
I was probably exaggerating a little, I'm sitting somewhat comfortably at 300+ population with about 10 days worth of food storage, primarily exporting opium, stone and wood while importing grain for my bakeries.
My biggest issue is that I prioritized in the past going straight to stone roads and buildings and lots of research attempting to make a somewhat decent-looking and good town from the get-go instead of going for initial resources and making sure my pops were fed.
What I also noticed is that a trade agreement cost me only 7k in this version, whereas the last time I played it was well above 150k, so I'm creating several trade routes from very early on that are much more efficient than increasing my population to double what I have just to cover the map in farms and fields.
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>>2419078
Tech can be a trap because dev is being a bit retarded about it being a constant upkeep thing. I get what he's going for but it ties up a lot of pops working in labs so you should only unlock it when you need the services to get the fulfilment to grow your population or when you have enough workers in an industry that it's more labour efficient to get the tech instead of just putting more people to work.
There's no point in spending 10 guys worth of lab labour to get a 10% furniture crafting bonus when you have 10 carpenters. Just build more workstations.
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File: 2026-06-01 22_17_39-Songs of Syx.png (3.2 MB)
so im thinking of installing this warehouse mod that exists and it boosts like 5x or last time i checked was 10x actual, theres a v66 version but i changed it to v70 and it works...
but thats not a solution, im really stalled at this moment on how to deal with the "red" storage values.
should i:
build more warehouses?
increase storage for "red" items?
install 10x warehouse mod??
let it be?
wwyd?
also its me who had lag before, i dont anymore so im not completely n00b, i just have my autism stop me right cuz of this and i dont wanna play at all cuz im retarded and want his fucking farmhouse (the devs)
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>>2419189
Here's the simple answer:
is it a seasonal product that requires large storage? (Grain, fruit)
Does it have a quick deterioration outside of storage? (Meat, fish)
Are you importing it?
If any of those 3 are yes, then you need more warehouse space if it's full. Otherwise you should be either decreasing production or exporting the excess. Wood and stone don't really need significant storage, just enough to cover janny maintenance and nearby workshops
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>>2418950
>Hunters are hard capped at 15
it used to be a "hard cap" as in you get no benefits from having more than 15 workers, but now its a "soft cap" (diminishing returns)
its absoutely worth to have more than 15 hunters even with diminishing returns because their output is crazy good
but having more than 40~60 is questionable
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>>2419182
well thats up to you, do u want to keep them happy? how does your govt treat you?
is it all a bout pleasing ((((THEM)))) or being your own dictator?
will they revolt? idk
fuck them
dont be kind see how hard that is...
after all this game is so (((((balanced)))))) that any step is detrimental
unless u install easy mod v70
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>>2420523
Something that helped me level up shitty regions was to build the bug humidity building to get past the pop requirements if base fertility and region size weren't able to meet the size for the population. You do have to babysit the region if loyalty gets very low so keep an eye on it.
Place an army on the region to reduce the loyalty impact a little bit and build as much entertainment buildings as you can fit after the growth buildings.
Secret police headquarters on other regions can help with loyalty loss so you can either fully remove entertainment buildings or at least build the lower level versions with regional secret police and army being present in that region, even if the army is 10 untrained region recruits, giving you more work force.
The irrigation building also adds a little bit of region capacity but requires a lot of work force.
Consider building 4 (max amount possible) regional secret police HQ at max level for loyalty, 4 (again same max amount possible) workers guilds at max level for that little bit of extra work force and the regional health building to keep large regions that can't afford the health buildings for their population.
Do this in regions that either produce resources you already get enough of or that have lots of work force left over.
Do note that there are what I would consider hard limits on max region capacity, or at least I haven't found a way to get around them without killing every other species except garthimi and building their humidity buildings.
There is an event that can trigger on island regions where the population can be fully replaced by amevians which increases region capacity by a 1.5 multiplier, so it might be worth allowing the amevians to settle for the stronger region. It does kill all animal production besides fish and globdians as well as farming in general. Pic rel
After building regional stuff you can get schools and temples for more regional production buffs.
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>>2420523
If you are talking about tax money, then the tax building and the regional tax office are what you need and as much free work force as possible, since tax seems to be based on unused work force.
Also what I forgot to mention, always aim for 100% proximity with your regions as less than 100% impacts production amount, so build roads to keep the proximity at maximum. One road building for the start might be enough for multiple regions since it gives regional buffs besides the local one.
Also titles for more gov points, global work force and inflation will help you in your endeavors.
On a final note, regional buildings and the city upgrades cost a lot of knowledge to research which you can either gain by unlocking population milestones or getting the wise title or building and upgrading libraries, staffing humans and educating your humans in a university and choosing the green religion for more university education rate.
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>>2420575
>If you are talking about tax money, then the tax building and the regional tax office are what you need and as much free work force as possible, since tax seems to be based on unused work force.
How does actually using the work force to generate resources compare to taxes?
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>>2420858
Depends on which titles and race you took in the setup, how many big neighbors border you that you can trade with and how much you can diversify your production.
If you took the title that makes your refining and manufacturing industries produce more it might be good to have your regions produce raw materials for your industries.
Alternatively if you are short on laborers in your capital then you can look at replacing industries like mining and woodcutting with regional ones, even if they get 3 down arrows they will still produce a bunch of resources that you can comfortably use for maintenance and supplying your industry. Food works too, just make sure that you get enough so that you don't starve while waiting for the caravans to arrive.
I'd say it's a balancing act of static income vs. fluctuating income with a chance of making huge profits.
One anon mentioned being able to produce or get weapons and armor from defeating raids and armies and manually selling them rather than using trade depots.
Fluctuating income because overselling caps out the trade volume your trading partners are willing to take off your hands and negatively impacts your profits with tariffs.
Or if a neighbor collapses and you no longer have their trade volume to offload your goods.
There are world events for price increases/decreases for mining resources(garthimi hive event or quiet underground), manufactured resources(dondorians going on their voyage) and weapons(something about raiders showing up, but not the ones that raid you), so be on the lookout for those.
You will end up with excess raw resources once you have a bunch of regions with high level production buildings so you can sell off what ever ends up near your throne on the ground.
As for the potentially lower static income from taxes I haven't tried to max out that yet since I am usually struggling to produce enough to keep my plebs happy. Probably start with the regional taxes offices for general boost to taxes.
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>>2314302
I will have to play again, but last time I played I was humans and I had the Amevians as minorities in their own slums so I could use them as elite troops while all other races were slaves. It worked pretty well and I had very little race issues.
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Why don't export limits work? I have my export depot set to only priority fetch and I selected a warehouse outside its radius manually, but the exporter is not respecting the 90% limit and selling everything. I want to keep stockpiles high at all times and only sell a little.
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>>2422406
When assigning a warehouse to pull from, it gets a separate pull limit which you also have to adjust.
Click on the export depot and click on the colored triangle representing your selected warehouse.
It should show a separate slider for pull limit.
Adjust that accordingly.
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