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    File: songs of syx.jpg (71 KB, 460x215)
    71 KB JPG
    I've just discovered this game and I'm having a blast, how is your city faring?

    My first city got destroyed by raiders and I'm trying a multi-culti city this, going well so far at 1300 people. I'm trying to build up a military this time not to go down the same way but that shit is expensive
    >>
    I have no input cos I'm also new.
    I think I built myself into a situation, might have to restart.

    Can I assume all advice on this game is outdated as it's still in development? I read some tips on how to do the basics, but...
    They said to start with a pasture, but it barely makes any food. That's my worst performing "farm".
    They said to export products like furniture and weapons, but the profit meter on the terminal says all processed goods make minimal profit, and wood and grain makes the most. Complex goods seem to sell for less than their ingredients. They also take forever to make. So I set it to export wood, but they sold not even 1 log.
    Spent all my tech on grain, and I think I'm losing it all by all the bread spoiling.
    Bought materials to upgrade my buildings, but apparently you'd need to research that, and I'm not even close to be able to get any of them.
    >>
    >>2504509
    As you noticed it seems the economy is broken in this current version regarding exports so I try not to mess with that too much, I just export whatever I have an excess of and keep money in case I need to buy food or ressources I dont have yet to build fields or whatever.

    On grain and bread I think you're supposed to stockpile a massive amount of grain year round since it spoils slowly, and just have enough bakers and brewers to burn through your grain just before the next harvest.

    Once you get nobles you start to feel the production bonus compound
    >>
    I have only 5 hours in the game, it needs a guide to be played. The tutorials are decent but a 2-3 hour guide should be mandatory before playing. Overall, i think it's a great game and it's on a high priority on my backlog.
    >>
    Looks like everyone here came from the steam sale, and so did I.
    I'll ask anyway, maybe someone knows.
    What do these percentages mean for the resources?

    The AI says these directly scale peoduction yields, which is scary as hell, then I need 100% on clay, stone and ore.
    But ingame, I only ever see a -10% or +10% modifier on deposits. That's not bad at all, then I wouldn't care at all.
    And if the % means the size, even small deposits employ so many workers, they are enough. Then I don't care either.
    >>
    not playing this til you can get twerkin pig ladies
    >>
    >>2505079
    I think it is related to the amount of deposit tiles. It can be a problem if the only spot for a ressource is located at the other side of the map compared to other ressources, but you can always reroll the starting map
    >>
    Wish I picked this up last steam sale, looks cool. Oh well I'll wait until winter.
    >>
    >>2504491
    >My first city got destroyed by raiders
    Just pay them? Why would you try a fight you can't win? Letting them take your wealth so you look like a poor shitsack means noone has interest in fucking with you.
    >They said to start with a pasture
    I'd only recommend this so your livestock supplies don't decay. Pastures are kind of bad until you dump innovation into them.
    >They said to export products like furniture and weapons, but the profit meter on the terminal says all processed goods make minimal profit, and wood and grain makes the most. Complex goods seem to sell for less than their ingredients. They also take forever to make. So I set it to export wood, but they sold not even 1 log.
    There's alot of bad generalizations about how the market works. Alot of this depends on which neighbors you have trade agreements with and their capacity to trade. You can go to the Factions -> (Faction) -> Goods tab to see how much a faction is buying and selling of a specific resource, and how much of that is coming to or from you.
    Other potential bottlenecks for trade is the one guy employed at the export depot being unable to move the goods to the depot in a timely manner.
    But yeah, sometimes selling raw goods is simply more profitable, it all depends on the local market conditions.
    >Spent all my tech on grain, and I think I'm losing it all by all the bread spoiling.
    Bread generally does spoil, it's one of the shortest lived products in the game. It also has a terrible market value, generally. Turn it into Rations as soon as possible to feed your future army.
    >Bought materials to upgrade my buildings
    Bad idea. You want domestic production or ideally taxes from your empire, as you need constant maintenance resources for anything you build with.
    >>
    >>2505079
    >What do these percentages mean for the resources?
    Nothing really, in my experience. Every map has every resource. I think rich maps have larger deposits but as you pieced out yourself, even a tiny deposit employs a stupid amount of workers.
    Deposits as of right now come in -10% and +10% modifiers and that's about it.
    Now the real secret is your local resources are irrelevant, because you should just tax raw resources from your empire anyway.
    >>
    What actually matters in your map selection is water access, possible forest area and how much mountains you have depending on what species you are playing and how you wanna build your city.
    >>
    >>2505159
    >Why would you try a fight you can't win?
    You can't know if you can win a fight once you get asked to pay, yo ucan't even leave the window to check which raider is trying to extort you
    >>
    >>2505164
    >yo ucan't even leave the window to check which raider is trying to extort you
    ??????????????????
    Yes, you can? You have one day to decide accept or decline. Click the X in the top right and go visit the raider menu. Then you can judge if the fight is winnable or not.
    To reopen the menu and make your decision click the Messages tab in the top right (the scroll) and reopen the raider message.
    >>
    >>2505079
    Higher the number the more of that resource on the map. I don't think it's known what specifically those numbers mean and how it impacts resource placement.
    >>
    Wars are a complete shitshow.
    >need to get specific army supply warehouses that are not your regular warehouses
    >can't stock those war warehouses until you deploy your troops away from your city
    >your troops will never join full strenght even though they are all trained and will never have their full equipment despite having 3 times the required amount of equipment stocked in your warehouses from which the army warehouses are supposed to get their stock from
    >>
    >>2505792
    >will never have their full equipment despite having 3 times the required amount of equipment stocked in your warehouses
    You go to war with the army you have, not the army you want
    >>
    >>2505792
    >need to get specific army supply warehouses that are not your regular warehouses
    >can't stock those war warehouses until you deploy your troops away from your city
    It's literally a loading station, not a warehouse. Stockpile military supplies in a normal warehouse and put the army supply depot next to it.
    >your troops will never join at full strength
    Correct, but missing 5-10 guys in a 100 or 200 man division hardly matters in the grand scheme of things.
    >will never have their full equipment
    Literal skill issue. You either don't have enough army supply depots to send everything they need at the pace they need it, or you don't have enough gear.
    >>
    >>2504491
    I am this anon >>2504796
    I am writing this post because i reconsidered
    It's best to go in blind and find things out on your own, it's really fun that way, i played for 5 hours straight yesterday and am playing right now
    >>
    >>2505845
    I have 50 man divisions that are missing 30+ soldiers even though 47 are full trained.
    I also have 1000 bows and they come empty handed despite only needing 500
    >>
    >>2504509
    IMO pastures do not make that big a difference besides producing hides or eggs. Pastures are not a priority for me until my starting village is already self-sustaining (the livestock resource takes a while to degrade)

    Priorities should be:
    > Large wheat farm (harvest in fall, needs baker to process into food)
    > Medium vegetable farm (harvest in summer, bumper crop)
    > Furniture maker
    > Warehouse
    > Food stall

    Don't start building mines or wood cutters right away because they employ a shitload of pops and your town will starve to death because only 3 people are harvesting food.

    Once you are self-sustaining and can bring in migrants, start to build:
    > Textile industry (cotton farm, weaver, tailor)
    > Other food sources (orchards, fishermen, pastures, hunters)
    > market stalls
    > Mines & ironworking industry

    Remember to keep expanding farmland whenever you also expand your city. If you bring in 70 pops to start mining and don't build the requisite farm plots to feed them, your city will starve to death or emigrate en masse. Even when you start building tertiary industry (brewers, jewelers, masons etc) food production will always remain your number one priority.
    >>
    >>2506003
    I also plan my initial settlement as a town square in a way that can be copypasted using the "copy area" blueprint function. A row of 4-5 houses & latrine across from a warehouse and furniture maker with town square in the middle featuring a food stall & market stall, fireplace, well and speaker. At either end of this square you can build industry buildings, a temple or resource producing ones. Any time I expand my town to focus on producing a certain resource or industry, I copy this blueprint and place some farm plots next to it. Each "neighborhood" is self-sustaining.
    >>
    >>2504509
    Start with pasture is mostly because you are given some livestock at start and it will spoil quickly so best just to put it to use right away. Pastures aren't very space efficient when it comes to how much food they produce, realistic I suppose.
    Foraging and hunting the on-map animals will provide decent food at the very start. Then you plant some fruit and vegetables. Hunters hut is quite efficient in bringing food from off-map but it's hard capped at 15 hunters.
    Grain is the most efficient, but that also needs baking and not everyone likes bread. I wouldn't worry too much about only producing food that fits the food preference though. You don't really need to worry until you are really squeezing the last bits of satisfaction.
    >>
    >>2505980
    >I have 50 man divisions that are missing 30+ soldiers even though 47 are full trained.
    I'm not sure i believe you. Post screenshots or skill issue.
    >I also have 1000 bows and they come empty handed despite only needing 500
    Troops always leave empty handed for the world map other than some clothing and food. You need to supply them with army depots once they go there before they have any gear. You want to keep troops deployed for extended periods.
    >>
    >militarizing as hard as possible is the most effective strategy by far
    >it is also the most tedious strategy because of all the weird autism surrounding the military parts of the game
    Think I might have reached my peak as far as game knowledge is concerned. Hopefully later updates will army supply and shit it a little bit.
    >>
    First game, experienced a death spiral because I ran out of bread because I ran out of wood because my pops wouldn't just build a woodcutter camp because idk. First half starved because of that, the other half starved because the vegetable farmers went on strike (nice one retards). Now I'm left with a ghost town with only 230 pops.
    >>
    How do I enslave all my garthini population? They're like 200 now and starting to get uppity
    >>
    >>2506587
    You don't need 1 tile walls for housing laid out back to back and side by side like that. Homes can touch eachother.
    >death spiral
    Honestly a self correcting issue. People will riot and strike and race war until there's so few people left in the city that the expectations drop and loyalty subsequently increases. You can probably rebuild if you micromanage which jobs are enabled for a while.
    >>
    >>2506762
    Ok I figured it out but why is the submission stuck at 70%? I have 50 decked out guards watching 300 slaves and it's not even making a dent
    >>
    realistically how close is this to 1.0? I don't normally buy EA titles but I'm considering it.
    >>
    >>2506976
    >1.0 work starts for real
    >My plans never work out the way I think they will. You've probably figured that out by now...
    >But like I said, once the polish patch is out and the game is in a better state, work on the final features for 1.0 begins. The aim is to have 1.0 done in the first half of next year.

    From the Steam News page. Frankly, the game is already fully playable. There aren't any gaping holes that makes it feel like it's still early access.
    >>
    >>2506955
    Guards and army are just a *1.XX modifier to the submission level I think, the biggest thing is increase happiness
    >>
    How do I cross a river? I don't see any bridges.
    >>
    File: 1789667681041705.jpg (190 KB, 1280x720)
    190 KB JPG
    What do you usually do about you're neighbors?
    I'd have to march through them to reach and take the free cities. I tried marching through them, and they hated me and calcelled my trade. Looks like this will lead to war too.
    Then I save scummed an embassy, got collegue with another neighbor, but I still got the trespass penalty.

    Looks I will have fall out with one of my neighbors. I'm thinking of marching through the pigs' lands, I could probably take them if my army comes back home. But my trade...
    Can I just convince the to let me through? I'm not paying them.

    >>2508247
    They do it automatically. Just tell them to hunt or build on the other side, and they'll cross where thwy want to. You can also build a road through.

    >>2506587
    Looks good enough to me, but I'm also new.
    Check resources, they probably didn't have enough stone or furniture (or not enough oddjobbers).
    I often find myself running out of stone before setting up a permanent stone mine.
    My wood problems came from the export trader stealing wood directly from the woodcutters.
    My furniture problems came from allowing people to use it in their homes, which built a huge backlog, and always drained everything when a batch of new immigrants were approved.
    >>
    >>2508261
    >What do you usually do about you're neighbors?
    Kill them. The timescale for this depends on their standing army. If they only have a few hundred men, defeating them is quite easy.
    >I tried marching through them
    Trespass penalties are dumb and not explained. You can walk through other peoples lands but they will despise you for it. Nvm the fact they will walk through your lands and you'll just have to deal with it.
    >Can I just convince the to let me through?
    Not without building a substantial military alliance.
    >>2508247
    If you mean on the world map, there are preset paths.
    If you mean on the city map, you can simply build a dirt road and it will construct a bridge for you. Streams are passable on foot without any infrastructure.
    >>
    Slavery is so good.
    >>
    >>2508481
    Please keep posts Songs of Syx related
    >>
    I haven't played since 0.68 or something. Did the game really improve? Anything I should know? Last time I checked the dev had messed up with science tress, again, and made a gay ass change that makes clay mandatory for research.
    >>
    >>2508562
    need clay tablets for writing, it isn't hard to figure out.
    >>
    >>2508481
    Playing any other way is too damn slow.
    >>
    So do early farms have to touch water or just on tiles with 100% moisture?
    >>
    >>2508584
    this is a videogame about talking pigs, lizard people and green murder lesbians, sir. he could have balanced it in any other way if he wanted.
    >>
    >>2508600
    The farm moisture is measured from the average. Ideally your farm's core sits in some really moist (200-300%) tiles and then extend outward, ensuring the moisture bonus remains 100%.
    >>
    this battle system is cancer, I have no idea what's going on or the various sliders do. Like is having the weapons slider to the max means every solider gets one or does one get multiple? In the actual battle itself my men are spread all over and just randomly attack when I have the button for mopping up disabled. It also says I have have 30 soldiers but the max I can deploy is 15? Should you even be fighting raiders in the first part of the game or paying them off?
    >>
    >>2505966
    >>2504796
    I am so glad you learned because I was about to shittalk you so hard.
    >>
    Haven't played in a year or two, any changes I should be aware of? I know technology got reworked.
    >>
    >>2508954
    Ok where do we start.
    First of all equipment. The way equipment work is to get full benefit of an armour/weapon you need 5x of each per 1 soldier. This is dumb system everyone hates it but it is the way it is. So if you have 20 soldiers you need 100 spears to get full benefit from spears. But you can equip less than 100 by just adding 1 bar which will just give you 1/5 of the stats.

    The max you can deploy is probably because the rest of the soldiers are not trained yet but I would need to look at the file to be sure.

    The combat itself especially early game is all about outnumbering and surrounding your enemy so you just want lots of 0% trained soldiers. Later on highly trained soldiers can win battles outnumbered 1 to 5.

    Basically the name of the game is morale and there are 3 main ways to reduce enemy morale.
    1. doing actual damage aka killing enemies (good luck with that early on without weapons and training)
    2. having more soldiers than enemies
    3. surrounding them
    As for fighting raiders yes always fight raiders because even worst case scenario you can just hire some cheap mercenaries to help you and the reward from raiders usually is more than the price for the mercenaries.
    >>
    Reminder that you can overwhelm any early game garrison with just 200 naked untrained piggers.
    >>
    >>2508964
    I second this.
    >>
    >>2508966
    guess I made a mistake to wait and build the training building until after I get the first raider message, huh? Oh well.

    Should I be importing metal to make spears or just stick to 'crude' ones? There is ore on the map but on the other side of it.
    >>
    >>2508984
    there is no difference between the spears, spear is a spear. I wouldn't bother with importing this early on.
    >>
    >>2508964
    >>2508979
    Slavery and law got reworked bigly.
    >>
    File: 1789183296175611.jpg (415 KB, 1451x2048)
    415 KB JPG
    Why don't my kids go to school?
    I built a school for them so they can have a tanoshii school life.
    But there are only 2-3 kids in the school, and all of them go to daycare to play... There are hundreds of kids total.
    Should I demolish the daycares?

    Also, are daycares doing something besides keeping kids out of harms way? Because they have a production tab, it shows they are producing +some_number of the daycare_icon. There is also the pedagogy technology that would... increase the production of daycares?
    >>
    Why do I need to feed and furnish my slave homes better than my main race to keep them even less happy even though they have the same services
    >>
    >the more my neighboors buy my shit the cheaper it becomes
    >the more I buy my neighboors shit the more expensive it gets
    Hmmm
    >>
    What's the ratio for slaves?
    >>
    I wish there was a way to mute the lavatory shidding and farding sounds. Gets old after a while.
    >>
    >>2510188
    There's a mod for that specific thing
    >>
    >>2509490
    >Should I demolish the daycares?
    No. Kids are in Daycare before they can go to school.
    >Why don't my kids go to school?
    When kids would normally become an adult, they will go to school instead if there is a slot available. Then they will go to school to reach the learning limit you've set in the occupation tab. They will remain children until they reach the limit you've set.
    >are daycares doing something besides keeping kids out of harms way?
    Daycares offset children's -75% Health malus, prevent children from trolling adults trying to work and causing accidents.
    But most importantly of all, it frees up an adult who would normally be doing full time child rearing to return to the workforce. You go from 1 parent 1 child to 1 caretaker 3 children, which is much more efficient use of labor.
    >There is also the pedagogy technology that would... increase the production of daycares?
    I haven't used this tech myself but i imagine it either gives you more children slots per worker or less workers per children slot. One of the two.
    >>2509922
    >the more my neighboors buy my shit the cheaper it becomes
    Supply and demand. Get more trade partners.
    >the more I buy my neighboors shit the more expensive it gets
    They dropship you resources from their own trade partners, who eventually also run out and then the price goes up. Get more trade partners.
    Or set a price cap, if it bothers you. But money is kinda worthless in syx anyway.
    >>2510188
    >muting the shidding and farding
    Fake fan
    >>
    >1k people
    >tons of sick
    >running low on food no matter how many farms I build (doesn't help all the moist fertile land is mostly used so I'm building new farms on alluvium)
    >loyalty is getting low

    have I fucked up somewhere or is this normal?
    >>
    >>2510378
    Conquer someone to make your food for you
    >>
    >>2510378
    >tons of sick
    Check your Health tab? More food rations is the main way to get health but spamming physicians is also pretty good.
    >running low on food no matter how many farms I build (doesn't help all the moist fertile land is mostly used so I'm building new farms on alluvium)
    Till and Rich are both fine for farming. You can use alluvium in a pinch, ideally on moist ground. As for how to not die of food shortages:
    1) Appoint nobles to your most important food output farm. Grain -> Bread is usually a good place to start.
    2) Invest Innovation into your farms. Easy returns on the same amount of workers/land
    3) Conquer neighboring regions, appoint nobles to be Govenors, and setup farms. Tons of food every day.
    >loyalty is getting low
    Complicated, it might be the food but it could be a variety of other things.
    >>
    >>2510388
    I don't have any of those unlocked. I can't make rations (no herbs and limited pottery) either. I'll try the nobles.
    >>
    >>2510378
    get some labs and give them clay, unlock some farm and bakery tech(even just like 40 technology on grain farms doubles your production), have some nobility on food and other important production, unlock hospitals and pharmacies or whatever, the latter of which gives you like a 2.25x on your health just by having a single one and doesn't require any significant resources to build or maintain
    >(doesn't help all the moist fertile land is mostly used so I'm building new farms on alluvium)
    fix that. moist fertile land makes a huge difference.
    >>
    >>2510401
    >Rations
    You can get enough herbs from just foraging. Not sure how pottery is relevant?
    >I don't have any of those unlocked
    Physicians are high priority. They provide the single highest positive health mod of any source.
    Innovation dump is simple but effective if you need more output right away
    >>
    >>2510601
    >Not sure how pottery is relevant?
    NTA, canned veggies and fruits need alcohol
    >>
    >>2510401
    >no herbs and limited pottery
    Just buy them?
    >>
    >>2510906
    >using any recipe besides herb + bread
    NGMI
    >>
    File: images.jpg (36 KB, 500x500)
    36 KB JPG
    >game made by one white guy
    >the most complicated system of any city builder thus far
    >>
    >try to be multicultural and build a city with different races instead of a homogeneous one like I normally do.
    >even races that 'get along' constantly kill each other in brawls.

    wow realistic.
    >>
    >>2511196
    I just make a human ethnostate and genocide every other race off the map every time.
    >>
    File: 1792640286948557.jpg (228 KB, 1920x1080)
    228 KB JPG
    >>2509649
    Have you tried eating them?

    >>2510378
    Check your health tab, you should not allow health to go below one. One day it will do so anyway.
    1000 is about the number where it dips below if you have no physicians, and only unupgraded wells and latrines.

    Food: mouse over your food stocks to see how they move. You can also mouse over each farm to see how much it makes and why. Even if you build farms now, they are only harvested once a year. 1000 people need 500 foor per day.
    >>
    >>2511215
    the pig men supposedly make poor spoilders yet they're killing my humans. guess its time for pigmen genocide (i know you're supposed to make a ghetto for them but it always turns into a mixed neighborhood.
    >>
    >>2511266
    Everyone makes a good soldier if you give them 5 equipment and 100% training. Piggers actually get bonus force which means they hit harder than most.
    >>
    How do you guys place your torches? I don't know how I can do it without my city looking like shit.
    And how do you deal with children? I'm not sure how many I should have relative to my total population, I have 600 of them right now and 1300 working population.
    >>
    >>2511474
    >How do you guys place your torches?
    Generally i just make sure every tile of road is covered and any areas citizens might be standing around. Personally i like the not perfectly measured look of cities so it doesn't really bother me that much.
    >And how do you deal with children?
    Posts above go over it. Generally just setup Daycares and probably limit the amount of children to something reasonable, even though it will upset your populace. The current version is prone to population explosion due to high happiness into loyalty crash due to high population pipelines and simply limiting births to about replacement rate. I think approximately 100 kids per racial group is reasonable. Just be warned of the happiness loss due to restrictions.
    >>
    >>2506587
    Damn bro, your city is tightly packed.
    >>
    >>2511196
    You need to have a certain amount of tiles between the houses of the different races, just like real life
    >>
    >>2511474
    Covering my service areas where people eat and bench and whatnot gave me 90%+ torch fulfillment. So I guess that, and then a bit more.

    >>2511474
    I usually just let it roll, but yeah, that means about 1/3 of your population will be children, which is nuts.
    I build some daycares, but can't keep pu with the kids. I don't see an increase in workforce from daycares. To me it looks like if the child is very small, a parent stays with them, and when the child would go to a dayare, the parent is already free to work. The daycare improvement tech seems to do nothing, I unlearned it.
    >>
    >Song of Syx thread an no cities being posted
    >>
    >>2513734
    my city is a disorganized sprawling mess
    >>
    File: 20261031223031_1.jpg (1.65 MB, 2560x1440)
    1.65 MB JPG
    >>2513734
    I'm trying to spread out a bit
    >>
    Do labd and libraries consume twice as much clay and leather as they're supposed to?
    If you mouse over, there's a popup which shows the math, and the end result is half as much as the number written on the button.

    Administration seems to consume three times as much paper as its math dialog says
    >>
    >>2514085
    I think higher efficiency makes them consume more?
    >>
    Needs a midget race
    >>
    >>2514000
    >my city is a disorganized sprawling mess
    That only makes it better. Organic. Natural.
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