r/songsofsyx 2h ago

How often does this game go on sale

2 Upvotes

Been having a blast with the demo but I'm in a position where paying $25 bucks for a game is not enticing. I know I just missed the summer sale, will I likely have to wait for the next big steam sale?


r/songsofsyx 6h ago

So i still play the demo but i Guess Is outdated with all the tutorials online

3 Upvotes

Any help for a broke demo-nubbie?


r/songsofsyx 6h ago

Glorious Chudtopia, 18.5k population asta invictii

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167 Upvotes

I'm always on the verge of plague and slave revolt even with high law and 1.2k knowledge in health. 4.3k slaves and 14k humans

Grainmaxxing is the way to go. With all of the tech for grain and bread, I get ~500k grain/yr for only 500 workers and more bread than I can transport for another 500

Otherwise I tried to be self sufficient in pretty much everything (with the notable exception of taxing a shit ton of wood, stone, coal, and leather from conquered lands)

Next game I'm going to go amevias and actually plan my city lol


r/songsofsyx 12h ago

This message is the bane of my existence

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63 Upvotes

Every five in game days I get this notification and I have to fight a raider army that is about as strong as mine if not more so, it’s insane because I have only one other settlement besides my capital and idk what to do because I will literally lose all of my soldiers to them at this rate, is there any way to make them less prevalent?


r/songsofsyx 9h ago

fulfillment keeps dropping by 995%+, on slaves and plebian garthimis. They currently work in the stone mine or as hunters.

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12 Upvotes

I can't keep my population of garthimis up. It seems that this fulfillment bar keeps fluctuating extremely. Same happens for the plebians and i can't get them up to 100% happiness to keep increasing the population (and every once in a while it drops too much and they move out of my city)

They have 100% fulfillment in the occupation screen. What exactly is going on, what am i missing?


r/songsofsyx 11h ago

Happiness around ~2.5k humans drops below 90%, help!

10 Upvotes

Starting at ~1.4k people I noticed happiness is dropping below 100%. I started a lot of endeavours: upgrading decoration, food stalls, markets, lavatories etc.

Unlocking statues and spreading them, same as torches.

Spreading services around my settlement.

Adding booze production.

I switched to stone instead of wood housing long ago so that's not it.

Stone streets + highways only.

I can certainly optimize more stuff but the effects for each action are minimal.

At first I was able to 'beat the curve' and go back to 100% but now happiness is at 85% , no more natural immigration happens.

What can I do? Are there any truly massive happiness boosts I have overlooked maybe?

If you can provide just a simple list of things to check at ~2.5k people, I will go through it.

Thanks guys!


r/songsofsyx 17h ago

Me upon learning the difference between skill and fulfillment

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276 Upvotes

r/songsofsyx 17h ago

Newish Player Questions Once agein

5 Upvotes

Hey so i am Back with some more Questions.
Just Sieged my first Town and Have some quick Questions for stuff i could not figure out.

My Main Capital is Mountainhold and i just got into "proximitie with the other cities via Capturing Halisa.
if i build Roads in Halisa to Increase the Proximitie stat does this also affect Trading from my main Capital? (since after i captured it now everything seels for way less money and i assume its because the other cities are further away).

Also what Does the Population in Halsina even do? Workforce generates Money as tax if left over and seems to have a small effect on Industries but the Only thing i found where Population seems to have any Impact is as a Requirement for Higher level Town halls, Is that it?


r/songsofsyx 23h ago

Logistics Info

26 Upvotes

Logistics can be pretty confusing. I am by no means an expert so please correct me if things are incorrect. Info is based on v71 the current paid version as some things have changed from previous versions.

Radius Slider

First off, the radius. The radius is not 100% accurate so be careful when adjusting it if you're trying to exclude some areas. It feels like the radius picks up stuff a little bit beyond what's highlighted. The radius applies to fetch and priority fetch.

Oddjobbers

Oddjobbers who aren't busy will sometimes help out with moving stuff to your warehouses. They do not seem to care about your radius, and a warehouse with 0 workers and fetch/priority fetch disabled will still receive stuff thanks to them. Other workers who are not busy with their job might also help out with carrying.

Fetch

Fetch will have your delivery workers grab what's closest to them inside the radius. They will grab from the floor, import depots, and production storage.

Priority Fetch

Priority fetch will have your delivery workers grab what's closest to them inside the radius, but this will also include non-priority storage, haulers, and unloading stations.

Pull Source

Pull source let's you designate a storage to pull from, and then the icon will change to a triangle. CLICK THE TRIANGLE ICON and you will get a new slider just for that warehouse, along with options to adjust what you want to pull and how much to leave. Pull source ignores your radius slider.

Export Depot (pull source)

The most common use of an export depot is to sell surplus goods from your warehouse. You probably do not want your export depot to grab stuff off the ground before it hits your warehouse. You probably do not want your export depot to grab items hot off the production line before it hits your warehouse. Disable fetch and priority fetch. Use pull source only and adjust the new slider to accurately control how much you want to keep for just that warehouse. Items in an export depot seem to decay faster than haulers, though not as fast as floor decay speed.

Export Depot (fetch)

If you import a lot from taxing other regions, you will find that stuff often overflows your import depots and spills onto your throne. You can set a warehouse to store the overflow (which will overflow eventually) or you can skip that step and set up an export depot nearby with small radius fetch to sweep the throne and sell off the overflow.

Hauler

A hauler is essentially a 1 item warehouse. You place the hauler where you want items delivered. For example, a bread hauler can be placed right next to your food stall. You can have the hauler "fetch" bread out of the baker's oven, or "pull source" from the bread warehouse. Haulers are convenient for moving one item type and take up little space. Items in a hauler have 75% decay compared to 50% for warehouses. Hauler size starts at 80 and can be scaled up to 3520. Hauler workers have the same carry capacity as warehouse delivery workers.

1 Item Warehouse

Just like a hauler, only with better decay rates and potential capacity. Warehouse crates have size 80 but can be upgraded (research not required) to 300, and then 500 per crate. The first upgrade will cost furniture. The second upgrade will cost furniture, cut stone, and pottery. Going from 80>300 is pretty significant, but 300>500 is not for the added maintenance costs. Consider building your warehouses larger so you can hold off on upgrading them.

Multi-item Warehouse

One thing to keep in mind with warehouse delivery workers is that they will grab whatever is closest first. If you have grain and coal in the same warehouse, and your coal source is far away, your delivery workers will only be grabbing the grain nearby during harvest. It is convenient to have lots of items in the same warehouse, but it is bad for items with high throughput.

Janitor Warehouse

A janitor needs a lot of different items but not in huge quantity. A janitor's fetch radius is slightly larger than their servicing radius, but any materials beyond that will not be grabbed by the janitor. It is therefore handy to have a janitor warehouse nearby that contains all the items a janitor will need, and stocked by warehouse delivery workers who can reach across the entire map for stocking. Priority fetch is handy in this case as items are often warehoused like cut stone, pottery, etc. If you do use priority fetch, then make sure your other janitor warehouses are also on priority fetch, else they will be snatched from. If you didn't know, you can click the down arrow next to a warehouse item if you wanted to adjust the size of 1 crate down to 10 or 20 for limited stocking.

Loading/Unloading Station

Loading and unloading stations are used when you need to move a lot of 1 item in batches of 400 and ideally multiple batches a day. They require a lot of workers to maintain good efficiency and will not be very good if understaffed, at which point you might as well use haulers. You build the loading station at the source material and it can only load 1 item type. The unloading station is built at the destination like a market or production facility and can receive multiple different items. An unloading station at the default size can hold 8 deliveries (of 400) and 32 deliveries at max size. Upon building an unloading station, you will need to click on the "Resources" word at the top as clicking on the blank spot beneath it no longer works. Here you can decide how many different 400 item slots you want your unloading station to hold. You could for example build an unloading station next to your food stall, and have multiple different foods shipped to it. Items in an unloading station decay at 50% like a warehouse.

Import Depot Logistics

Finally the most powerful of all logistics. An import depot will receive goods through auto trade, manual trades, shipments from taxed cities, or caravans of loot from battles/conquest. Import depots have 2.4k capacity up to 22.8k capacity. Items in an import depot decay at 75%. When goods are imported, a red hat courier will spawn at one of the road entrances on the map and head to the nearest import depot of that good. They will then unload their goods. If the import depot is full, they will move to the next import depot for that good, and so on until all import depots are full. If they still have items left to deliver then the excess will be dumped on the throne.

As taxed crops are delivered in bulk once a year, you can position 2.4k capacity import depots near your primary food stall gathering areas to receive them. A large shipment of 10k mushrooms can fill to capacity 4 of the 2.4k import depots with the extras spilling onto the throne. Free delivery without needing a single logistic worker or warehouse if you just leave the mushrooms in the import depot for grabbing. As for taxed items that are delivered daily like coal, you can import more than what you use, and gradually fill up multiple coal import depots scattered around your city. After a while, you will have a coal import depot filled to the brim by your smelters/smithies, your bakers, your brewers, and all of your bath houses. No logistic workers or warehouses required to store the coal. A giant shipment of 20k grain can be placed in a large import depot right next to your bakers, who no longer need to be near grain fields or a grain warehouse. 0 workers required to carry the grain across your fields because it is all delivered to giant import depots. I also like putting import depots near my army supply storage to receive the spoils of war, or when I an unequipping my armies.

Carry Capacity

On v71 the base carry capacity for warehouse workers and haulers is 10. Food stall workers, other workers who have free time, and oddjobbers have carry capacity of 6. The admin research upgrade for carry capacity will increase carry capacity by +1 per level for only warehouse workers and haulers.


r/songsofsyx 2h ago

Dondorians won't move to suburb

3 Upvotes

I gave someone advice about this exact problem just days ago and now I have the same problem and can't find the post.

I've been trying to set up a dwarf town under the mountain on the other side of the map from my main settlement. Every other race has dwarf jobs almost banned. Dwarves have dwarf jobs set to highest. The only nearby houses are dwarf only.

The dwarves stay homeless and randos do a crazy commute on foot.

What am I missing?


r/songsofsyx 5h ago

Current point in my OPEC run (no manufacturing)

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11 Upvotes

So I decided to try this for shits and giggles and it can definetly be optimized way more, too many slaves, too many guards and too harsh laws, but I kinda wanted to larp as a despot so it is what it is.

Notes;

Picked a hilariously bad spot with barely any access to trade partners so it was a LOT of micro in the trade tab to manually make deals, it be cool if we could arrange like a lasting specific trade, like 30 Ore for 25 clothes daily but we ball with what we have.

Main exports were Sithilion Ore and War Beasts at the start since they are the most expensive items, however Sithilion Ore price will crash way harder than WB and at the start you may get 1.3k per ore to only drop to 360 after 1 big trade, reccomend WB more as 1 you don't have to dig a mountain, use furniture and it doesn't have worksite mortality. Also, it's a good everybody will want and will always trade for, unlike the ore that sometimes other factions won't want to exchange

Other mvp goods, Clay; sells pretty well and Fish you can sell to Amevia factions for 50-40 a piece which can be amazing if you are running near full stockpiles as they will purchase bulk of about 2k fish minimum.

Biggest purchased goods were obviously clothing and Furniture for buildings and it had to be done through massive one time deals each; the size of the factions affect how much they have in stock and how much they are willing to purchase from you

With a 100k exchange, you can roughly purchase 550-600 clothes or 300 furniture, which can keep up with citizen use and maintenance use.

In all, I think it's a pretty viable playstyle that can be pushed even more with herb and opiate production, which is something I have not dabbled into. Still yet to finish THE PIT on the last slide, only half the mines are online and would need way more bodies to fill even one.

Anyhow, I think I'm gonna restart anyway because I learnt just now that Argonosh havensdon't spawn above the equator and I wanted a couple of them plus the Garthimi Ghetto quarter is making me puke with how ugly I made it.


r/songsofsyx 6h ago

Does restaurants full fill food stall service?

5 Upvotes

First time playing in v71 with amevias at 1.5k pop.

According to there service preference they have a small fulfillment boost when going to restaurants but have a much bigger fulfillment boost from food stalls.

Also notice how most races prefer food stalls over restaurants and only cretonians and argonosh have an increase fulfillment boost from it.

Last I played, if you have restaurants it would increase that fulfillment but decrease food stall fulfillment, because plebs prefer restaurants over food stalls, plebs start to become unhappy because food stalls which have a much bigger fulfillment boost decreases and the offset from increasing restaurant fulfillment isn't enough to balance or even go beyond it.

Is that still the case or does restaurant now contribute to food stall or does restaurant have much bigger fulfillment boost than what is shown in the services tab?

Also curious about similar situations like temples/shrines and graveyards/crypts. Last I remembered for this is that you can dismantle the lesser option and just go with the better option once you unlock them.