ouMJFHAu
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last thread died
>>1934269 (OP)the hyper around this game died fast, guess its not a game you can play for 1000h+ like some other titles
Is it worth buying, yes or no?
>>1934342If you're undecided you can play the demo, it's the full game with no limit, just a couple versions out of date
>>1934292Nitpick: the UI is shit;
What I disliked is how travel distance translated to in-game time spent on traveling the said distance. In big cities, you can spend half a season walking across (obviously hyperbole) so you gotta have some peculiar layout considerations which rubs me the wrong way.
Another nitpick: "the empire" stage is pretty under-cook.
>>1934292It's just tourists who watched ssethe
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What is the best race and why is it the Tilapi?
How come no one ever posts snow cities?
>>1934292My main problem is every workshop being the same.
>>1934269 (OP)I'm thinking of learning how to mod SoS.
Do you like the amount of resources that are in the game? I was thinking of how I'd like there to be more intermediate and completed resources (Wood needs to be turned into planks before being used to make furniture or other things, pelts and hides need to be proccessed to be turned into functional leather of lavish furs, etc), as well as a bigger range of war equipment to choose from (more variety in tiers of equipment with different costs, less usage of weapons just to arm a single soldier, etc), and I wanted to know how you feel about this sort of higher complexity to resource-management.
I figured out how to make new maps and retextures, which is simple enough, but the real challenge is in starting to code, or at least learn how to edit other people's code to make it work for you.
>>1935378damn thats alot of squares
>>1934269 (OP)BETA V68 JUST RELEASED
(v67 is still not Stable version yet)
https://youtu.be/T3pODHjm1Us
>Will be the last patch before the game leaves Early Access.>This version marks an increased drive in difficulty that won't be so easily surpassable simply by knowing good builds orders and the old strategy guides for the game.>General>The event system is being implemented, with more random events occuring throughtout a game, allowing you to pick different solutions to an issue.>The whole tech tree has been overhauled.>Changes to the costs of utilizing Aarmy Depots. They now work like import/export depots.>Unmentioned changes to Hospitals>Lots of changes to fertility and water. Fertility is less important now. Access to water and irrigation is much more important.>Dread system is gone. Instead all monuments exude a type of aura.>Employment overhaul. You can now assign a specific group and social class to work a specific room/industry.>Administration overhaul. Doesn't work like it used to. Now in the late game industried get "overhead", which is countered by admins.>Nobles>First part of the Noble Overhaul. Nobles can now be assigned to a spcecific industry or assigned as governors to a region on the campaign map. Its an option between focusing Tall or Wide.>You get 12 nobles quickly, and then these nobles can increase in ranks, being enhanced.>Tutorial>Tutorial has been greatly enhanced. Once completed you have a self-sustaninig colony and the knowledge on how to grow from there.>More chapters tot he tutorial will be added later on.>Tutorial Cutscenes>Combat changes.>Fixed issues with combat formation pathfinding.>New stance for ranged units to prevent them from moving closer to their targets.>Trees are no longer an obstacle for ranged units, but they greatly decrease the damage of their attacks.1/?
Garthimi
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>>1934269 (OP)>Campaign Map>Campaign map road generation overhauled to prevent oddities.>Easier to contact far away factions more easily. >Campaign map bildings rebalanced and made to work alongside governors.>Max realm size is tied to nobles.>Tall is overall more potent than Wide, but certain races will have difficulty implementing this, like Garthim, who should expand Wide to be competitive. >Organization and Admin is gone, instead Distance is more potent.>Overhaul to how battles are created on the world map. You can choose to defend a city by standing on top of it, and also join a pre-existing battle to help someone.>AI Factions>Threat renamed to Rivalry and unrelated to Opinion now.>Opinion of rulers is mostly based on emmisaries now, which will have a continued cost to maintain.>Treaties require an opinion threshold. In case this is not met trying to sign a treaty will resuly in a demand to do so.>Treaties with different Trade Tariffs. packtreaty allows you to interact with factions beyond another faction's borders.>If their opinion is lesser than your rivalry you're at risk of being attacked.>Offensive wars are dangerous as your allies and vasals will eventually tire of supporting them.>Regions and vassals count towards rivalry. Vassals don't have Rivalry, but will break away from you if their opinion of you is too low.>Vasal trinutes are decreased. but their armies help you in battle now.>Tresspassing penalties for moving in non-allied territory.2/?
Krull
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>>1936300>AI Factions 2>Peace is only called when a resolution is found. No peace simply because they can't reach you.>When peace is declared it's declared with all enemy factions at war with.>Peace deals are less powerful and don't instantly allow you to exhort an AI faction. To do this you have to threaten them with powerful armies on their territory.>Raiders move through all factions territories, and can reach your territory, exhorting you for goods and cash, interacting with the other factions in the way there.>Factions that hate you will badmouth you to others in an attempt to start a joint war against you.>Factions that hate you but can reach you can lend their armies to factiosn who can reach you in order to attack you indirectly.>Graphics>New sprites for blood and dirt on portraits>>New icons for titles>On the future of the game>Next patch after this will leave Early Access (Early Access meaning that the experimentation phase of the game development will be over).>New systems/features will be added, but eill not overhaul the way previous systems worked/will not be controversial.>Some of this hypothetical Post-Early-Access systems might include: Ports, Sieges, Pets, Races, more Rooms, a Campaign and more.>These are plans, not promises.>Game will increase from 25 USD to 30 it leaves early access since sales have been going on that werre previously unplanned for.>Plans to partner with someone to help in marketing and sales for the game. Maybe a publisher.>No intentions and a promise to never release "Cash-grabbing DLCs or other shenanigans". This is merely to help promote the game.>Things planned to come in the 1.0 patch:>Water wheels to boost industry productivity.>Farmsteads to boost agriculture.>More monuments. More, prettier roads.>A 'Park' room>Police building.>Medical research facilities.>A new, compact version of pastures.>Meaningful fortifications.>Planned to come before the Summer solstice3/3
Seems like a pretty good list of changes, but I'm a dumbass and only started playing recently. I hope things like ports do come along eventually, building more coastal cities sounds fun.
>>1936339Well, supposedly the tutorial was improved, even if it's not yet completed, so that could probably get you started on learning the latest version of the game.
>>1936385Yeah, I just mean that someone more experienced might have a better idea if some of the changes suck. More tutorial is nice.
Right now I'm kinda stuck trying to balance getting new citizens and trying to keep diseases down, figuring out health care and all that.
couldn't get the new tutorial to progress past foraging
>>1936433You need to enable a slot on your storage for the apples, and eventually when you get the "You have too many commands enabled" disable the foraging command.
>>1936298The actual Steam post detailing the new content in v68:
https://store.steampowered.com/news/app/1162750/view/501688504197054518?l=english
>>1936446What step are you stuck on? hovering the mouse ove rthe Cretonian's head tells you the next step of the tutorial.
Not sure if it could've bugged out.
I will give this game a chance, once my provider delivers.
>>1936571You can always try the demo. Completely free version of the full game; just a few versions outdated.
The game is probbaly very different by now but it should give you a general idea of the gameplay.
>The old boost to knowledge from libraries is scrapped. Instead Libraries have their own separate tech point system.
Its over.
Beta v68 seems to have some crazy fast season changing/duration with the highest speed. I cant even fully harvest the wild food.
Yearly check in. Do I still need to put my entire economy (to the point of starving) into crafting chairs for my researchers to sit in so they don't forget how to craft chairs?
>>1935343>archer forest dweller race>archers are dogshit in forestsEbin
>>1937410They're better in v68
>>1934292I stopped playing because I'm waiting for the release.
>you need to research tool usage for each workshop and farm type
>each is around 20 knowledge to learn
>2 labs with total 48 workers only get around 50-60 knowledge
>theres also prerequisite research levels on the basic starter knowledge for them
What the fuck man...
Water
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Why does the water spread 13 tiles into the empty field but only 2 onto the farm?
>>1937548Archers were already disgustingly OP to the point it's a waste to use anything else, or is that fixed now?
>>1936298>>Lots of changes to fertility and water. Fertility is less important now. Access to water and irrigation is much more important.I don't really get the point of that since fertility is liked to water access.
>>1937314You have to ruin your economy to get by making everyone researchers to get anywhere.
>>1938672>Fertility is liked to water access.Not anymore. They are more or less different things now.
>Woodcutters, farms, orchards and pastures now operate on base fertility, and will instead get an additive boost from sweet water.>Fertility changes. Fertility now goes from 0.5-1.2 in bonus. Irrigation goes from 0.5-1.0. So irrigation is mandatory for all maps. You get free irrigation close to natural water places.>>1938453Looks more like a bug than anything else.
How diverse do you make your cities? Do you stay homogeneous or try to max out the racial bonuses for jobs?
My first proper game was human-only, but as early as it is I'm really enjoying my Dondorian fortress + Cretonian farmers game now.
>>1939431>first try at a city>try to make diverse city with all 6 races>end up getting constant supply issues from trying to create super diverse diets>people are mad>people start getting hurt>get annoyed and cut back on all amenities except for humans and the lizard people>stop punishing crimes against the other races>whenever one of those races commits a crime, arrest a random other one of them and execute them as collective punishment>retool the old houses turned ghettos that are now abandoned after fantasynacht into cheap housing and communal areas>eventually end up with nice city where lizardmen work by the docs and fish and humans work more inlandCoexist
>>1934292Not enough content to go over ~100 hours. Combat and diplomacy needs a lot more work, hopefully the modders don't die off because it needs mods for longevity.
>>1939431Only diversity comes from slaves. If they get uppity, they get eradicated.
>>1939431Human main race. Small amount of Dondorians who I let live wherever they want among the common citizens since Dondorians are good at crafting.
Everyone else is slaves. A small ghetto for my lizaardmen who I release a small number of so I can recruit them into my military and use as a disposable shock troop unit. The rest are in the slave pens.
I'm not the fan of new research on top of retarded maintance costs and irrigation
Dev is going to ruin the game and remove all fun before full release
>>1940332How did he change research? Irrigation is probably going to be a pain in the dick, but I can see why he'd want to move away from dry farming. Personally, I think research should be a rolling average based on population, species, education, and employment. I think it's kind of stupid you can master an industry without having anyone working on it prior.
>>1940332>Early access game goes into an autistic difficulty spiral because the dev uses the experiences of people who've played nonstop for the better part of a decade to decide game balanceMany such cases
>>1935343Tilapi and because I want a ranching Empire
>>1935474Few races like it cold
>>1940332>can't just mindlessly dump research into whatever looks convenient at the moment and have every industry super efficient by 2k popit's like i'm having to come up with long term strategies to make the best use of limited resources now. fuck strategy games i just want to click button make better go faster bigger constantly.
>>1941562>can't just mindlessly dump research into whatever looks convenient at the moment and have every industry super efficient by 2k popyou couldn't do that in the first place
>>1941568you could if you were good at video games. but your not. don't talk to me hater.
>>1940332Hard take, I don't think the player should be able to obtain every single tech on the tech tree on every playthrough, not even in Human-Only playthrough with their tech bonus.
Cities should work to specialize themsselves depending on their geographical, demographical and geopolitical situation to make each playthough slightly different from the previous one.
New tech values need rework, but we've still got several months before release, and dev is constantly taking input from the playerbase. You just have to give your own as well.
>>1941734Tech should be based around what you're good at doing, instead of this abstract "invest tech to get bonuses in industries you've never had before." I think having workers in an industry should give discounts to tech costs for that industry and related technologies.
BTT
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>>1941825>Tech should be based around what you're good at doingThat would be quite limiting in many ways to more varied gameplay for each race, but the feature is already in game.
The Balticrawler Breeding Techs work like this, being locked behind not just tech points, but also how many Garthimis you have in the city, because Garthimi are more or less the only ones who can work on Balticrawlers Breeders efficiently.
Locking too many techs behind species limitations would railroad the player into very specific playstyles for every species, every time.
>>1941825It would be interesting if there was a backend discount over time on research based on the amount of workers you have in that industry. eg having 1000 workers in husbandry for a certain amount of seasons lowers the research point cost it takes to maintain the husbandry techs and it increases in cost over time if I lower the worker count. Otherwise I'd just put a few thousand in husbandry, research all the techs and then put however many workers I actually need.
v68
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On v68 so far.
>>1942089>if there was a backend discount over time on research based on the amount of workers you have in that industrySince citizens can actually gain experience that will make them more productive in an job after they;ve been working it for some time, I think it could be based off on that (Number of workers on a Job with a certain Skill Threshold on that Job), rather than purely time.
I think the best way to implement it could be using the new Events system. The player gets certain events that could help them decrease the costs of certain techs if they take advantage of it during the period of time the event is available.
For example.
>Event can trigger once you pass a certain amount of experienced workers in an industry.>"A talented worker of X industry believes that they can develop an advancement in X industry with enough time and money.">Make a full investment on their idea Option.>Make a partial investment Option.>Make no investment Option.>Depending on choice you'll get a large or small tech point discount on the tech. Investment cost could probably depend on the points deducted.>Event will usually end with a neutral or positive result, but there's a chance things might go wrong.>The idea was a dud.>The idea caused an accident in the workshop and the worker or other people died.>The worker has disappeared from his workplace with your money. It was a scam. You have small timeframe for finding and arresting the worker to get your money back, and then decide how to deal with them.>You can later decide for your own will to punish or rewards the worker depending on the result of the event, but that's by your own volution.Think stuff like this would make the game more engaging, like with the serial killer events.
>>1941734I just want the research cap to be visible.
>>1936310>Ports and SiegesGlad these are at least planned for. I want ships and trade.
4 guys rioting destroyed the fucking workshop walls all over my city. How do you find the rioters anyway? Cant see shit and the event alert has no info on where they are.
>>1942490The little shitheads pop up as yellow on the overmap.
>>1942490Draft your armies, set them to chase targets individually
>>1942602>yellowThanks.
>>1942741I only do that only when the "weapon stolen" pop up event, else they seem to die out by themselves but v68 made rioting pretty harmful, good thing so far its just the walls.
>>1942768I put down riots always since rioting goons are unhappy. Them being in a graveyard makes the population happier
Why is the populace too dumb to have sex without my permission?
>>1942907Because they were too stupid to stop having sex without considering the city's current carrying capacity
>>1942907Syx has no maternity leave. Both men and women need to keep working the fields before and after pregnancy because that's what the Despot commands.
Instead they raise kids communally. So your citizens know that if they have sex without a Nursery no one's gonna take care of their kids and they'll die.
>>1942490Question about shit like that and serial killers,
Do I have to micromanage all that every single time or there's some sort of automation in place? Like public security threshold where shit like that just doesn't happen?
I just want to solve my little problems one at a time and eventually scale without being lost in dealing with bullshit.
>>1943239My serial killer problem went away after I build more guard posts, not sure if related. and ignoring the killing feels like it kinda affected my immigrants rate too, had year(s?) long immigrant drought from it.
So, some races think square buildings are gay.
How should I arrange my buildings to please these...creatures?
>>1943470Phallus-shaped buildings
>>1943473Will that work or are you pulling my dick?
>>1943343No, there's no gay alternative to not breeding other than slavery.
>>1943474I tell you, it is true
Shape
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>>1943470>>1943474Go to Map Overlays and select 'Shape'.
Here you can see here how the walls of this mountain are shaped.
Depending on the shape they have the wall will exude either 'Roundness' or 'Squareness' that will affect the citizens perception of them when they get close.
Blue aura is Round. Red aura is square. You can tell 'Squareness' is exuded by lines of straight, consecutive walls, while 'Roundness' is exuded by 1-block corners of them.
This applies on the same way to any artificial walls you build.
So Phallus shaped buildings should work, as long as you don't make the shaft too straight.
round houses are gay
gay houses are round
>>1943343What kind of corrosive mindslop have you ingested that inspired you to broadcast this stupefying combination of words, my brother?
>>1943812Idk I'm ngl like I just randomly ask that about the most non-political games I play to see what people say
>>1943839Fair enough. I mean to be honest, in the modern discourse, where everyone is a Nazi and everyone who isn't a rabid nationalist is a traitor, you can basically just do whatever.
>>1942907Dondorian influence.
>>1943614some buildings dont emit roundness but will emit squareness, which is gay
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no i think i'll decline
>>1944062Pigman firewater no good for honest tribesman who embraces the worship of Crator.
>>1943343The most important part of the game is making your city attractive to immigrants and the elf species is gender neutral, so yea
>>1944087The gender neutral people are racist, slaving, people eater's though, if they lived underground they'd be chuds.
Is there a reason population of (race) hates slavery of its own race, but it hates emancipating them even more?
>>1944388Why? Flat surfaces just don't make worlds believable.
Z
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>>1944390Probably because it'd be a pain to code and figure out how to visually represent and give it a clear gameplay value.
Height on the campaign map is represented by impassable mountains.
That and access to Sweetwater determines the fertility of an area. Tundras, Deserts, and Steppes which have less fertile lands will appear on the right side of mountains (against the world's rotation), in places without sweet water), and more commonly in Hot or Cold regions in contrast with temperate regions.
Mineral resources like deposits of metal, gems and coal will be generated near these mountains.
On the city map these resources often spawn near cliffs or inside mountains and mountain caves.
For city-building, height is represented and comes into play in the form of Fortifications (castle walls) which troops can climb using stairs to give ranged troops an accuracy and range advantage.
If you wanna build "underground" this is made by digging into a mountain or building inside of the naturally ocurring caves.
Other than that houses can get cellars/basements and attic upgrades represented as 1x1 stairs and trapdoors to increase their size/pop capacity.
This is all the Z-Level simulation you need in a game like this.
It's not an isometric game like Stronghold where height can be easily represented visually.
If you just want a Top-Down city-builder with Z-Levels you can just play Dwarf Fortress, but DF can't simulate tens of thousands of citizens/soldiers in a single map like SoS does, precisecely because it also has to calculate for things like Z-Levels and how the physics of water and other entities behave on them.
Can someone tell me at what point researchers stop contributing more progress? Is it 100 researchers?
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why is it so fucking expensive
im 1000 citizens in and i cant even have one trade agreement with the civ that is right next to me
>>1944766I got mine early, just click on the barter button down there and it will auto request stuff from your stockpile.
>>1944772>>1944766From what I understand, Nations will be more ruthless in negotiations like this if they think they can extort you like this because of the power-difference between your nations (Power of your arnies).
Stronger nations will demand more from you, will weaker ones less in trying to negotiate.
>>1944766I just get one as early as possible since most factions will want one for like 25k from you
>>1944826They are more mercufully early on: it is based on a function of your wealth, so selling like 80 furniture and livestock to get trade rights may be worth it even if it hurts
>>1944087Shit, you are kind of right. I doubt it's intentional, but multiculturalism is the winning strategy in Syx.
>>1944087immigrants stop coming after 500 pop, my last games ive been playing bug men only, laying eggs and buying and releasing slaves
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that one cheevo after 1500 citizens tho
thats quite a boost at the start
>>1945149Is that the one where you don't just start with 10 citizens? I think that should just be the default start after you beat the tutorial one time.
>>1945074I have four races in my 400 pop city and I probably would've been at 500 by now it weren't for the constant race wars they've been waging against each other. Mixed districts are convenient but require substantial graveyards.
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god damn i just love the fact that i can do square buildings and be done with it, after raping my brain for
>>1945144 30 hours trying to make everything round its such a relief
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>>1945512Same, Im too impatient to build nicely.Right now at 900ish pop.
>>1945520looks like an actual city, very cool
Is it weird to have big pasturelands?
>>1945642Probably, if youre using canal for fresh water bonus, I just stop giving any fuck on size now mostly. I think the canal gives 7-13 squares water bonus on both sides, farthest from the canal will get lesser bonus.
>>1945650No bro I mean i got like a 4x4 of 20x25 pastures
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im addicted to making tumor like apartments absolutely everywhere
>>1945677>making cross-shaped buildings to get extra floor space without making the ceiling big enough to need supportsdamn that's a good idea
>>1945684i dont know if its a good idea, i just make random shapes
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dev said in one of the videos that all industries are equal as a source of export value but i think its completely wrong
>>1945074Not at all. Multiculturalism only works with heavy segregation or slavery.
>>1945693>>1945684>10 workers boosts accident chances.So question, at what point do you NEED to get libraries
>>1945822There is now 2 kind of tech resource in v68, innovation (lab) and knowledge (library). You need both to unlock stuff on the tree.
>>1945904So does knowledge unlock the library? That 9000 price tag is a lot.
>>1945677getting further each attempt
2300 dwarfs, mono race
trying to rely on importing food and exporting crafts but could never make a profit, dangling on the brink of starvation all the way through
>>1946423Always grow own food
>>1946455no i think i just need to boost mining or conquer my nearest settlement to get more trade partners. There are shit ton of gems on this map.
>>1946461the issue of conquering is that the moment i declare war on him i'll immediately starve, so maybe some alternative solution is needed
>>1946465stockpile more food?
>>1946423Your city is very pretty looking
Untitled
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is v68 still in beta?
here's my last city, amevians in v66 iirc
things were going smooth but I stopped playing at 1k pop
>>1936298will someone please tell Jake to stop worrying about the goddamn balance
Fucking delete the tech tree at this point. It adds nothing and half the time between updates is spent arbitrarily "balancing" it as if this wasn't a singleplayer game
>>1946062Price tag? Anyway, it depends on what youre going for in your city. Build a library when you need the knowledge to unlock the tech.
>>1946647yes its updated every other day
I'm playing this game for the first time. I have some questions:
- I have a population of around 150 orcs or so. But I see some of you reached the thousands, how do I scale my civ to that point?
- How does science work? Is it based simply in the number of researchers or do science points regenerate when I spent them? It looks right now that, if I want more points, I need to hire more dudes.
- I can train guards and build bows, will they automatically grab the weapons when the right time arises (for example, uprisings)?
- Is this all the game can offer? So far satisfying my people wasn't that hard, and the only thing I'm doing is recruiting more immigrants and farming more food. But it is getting old.
>>1946868>- I have a population of around 150 orcs or so. But I see some of you reached the thousands, how do I scale my civ to that point?Capitalism.
>>1946868cretonians are shit at everything except farming so they fall off a cliff as soon as you start industrially developing your town
>>1946868at 150 they dont have any demands but houses and food, thats nothing. Further you play harder it gets, the ultimate goal is to reach 10k, each attempt you will realize that your planning sucked ass from the start and you need to restart. Variety comes from different races and conditions you play at, prioritizing different things.
>>1946868Ensure happiness stays high, you'll get more immigrants. Also Nurseries and slaves.
You need to slowly add additional people into labs to acquire more, which comes back to attracting immigrants or buying/getting slaves.
In your city view, you'll need to muster your troops to fight hostiles as a formed unit, they will grab weapons when you muster. In the world view, you need to organize armies and supply it appropriately.
Have you:
engaged in diplomacy?
Started trading for shekels or products you cannot make?
Fought raiders, mercs and other cities?
Managed your kingdom's vassal cities?
Modified your town to be as kino and comfy as possible?
Sounds like you've barely scratched the surface.
damn I really want to play v68
not at the risk of more game-breaking bugs like the last time I played a beta thoughverbeit
>>1945677tumors are soulful, Keep going
>>1947191>In your city view, you'll need to muster your troops to fight hostiles as a formed unit, they will grab weapons when you muster. In the world view, you need to organize armies and supply it appropriately.How do I do that?
>engaged in diplomacy?>Started trading for shekels or products you cannot make?Every now and then I trade to get seeds of food I want to grow, otherwise my relations stay unchanged so I don't bother with my neighbors.
>Fought raiders, mercs and other cities?Yes, once, outside my city, and I won.
>Managed your kingdom's vassal cities?huh
>Modified your town to be as kino and comfy as possible?I do that from time to time.
Thanks for the hints.
Can you make money buying a low level product and selling the industrial output
Eg gemstones to jewelry or clay to pots
>>1947561Yes, but it depends on your local market.
>>1947585How do I gauge the market's needs?
>>1945736I'm currently on 5K people in an extremely multicultural city with 84% happiness and no brawls or any other issues
>>1947664Lucky. I can only do enclaves where people I import live near the job I brought them in for
>>1947620Look at the prices.
>>1947667Tbf I also have a giant empire and am obscenely wealthy, that probably helps
>>1947780I'm just regular wealthy (floating hundreds of thousands at sub 2K pops)
>>1947828IT WHOT AND BELONGS TO DA ORCS!
>>1934342Its a great city builder with hidden depth. Gets sloggish at expand and empire stage but yes, great buy
>>1939431Human main pop, no slaves. Dondorians co exist no probz but are needy fucks. Lizards generally keep to themselves, don't keep them as slaves either. Pigman are 50/50. They don't really rebel or cause shit
Very, very, very few free elves, bugmen okay small numbers but generally, elves and bugman and pig slaves.
>>1939431I usually do Tilapi and the LIzards or the Cretonians.
After I play the tutorial I should just start a fresh random map right?
Can you stick multiple pumps together to extend the canal range further? For example, four pumps to reach a range of 4000 tiles?
>>1948045Yeah.
>>1948051Yes, so long they are connected by the same canal system.
my new city in ea68, sitting at around 2000 amevians, i need more sources of income atm
>love interior decorating like in the sims and this game sort of
>cities always look awful
>>1948070I like it, but why is it so spread out?
>>1948188Maybe you should play something else. Modded Rimworld, perhaps?
>>1948197Related to Amevian man:
He probably built 'oblasts' around resources.
Like stone town, claytown, gem town, etc.
I got some questions for y'all fuckers.
How do I future proof so when my citizens are like, "I want a cock sucking machine on every fifth corner!" my grid design won't have fucked that up.
>>1948197>I like it, but why is it so spread out?yeah its this
>>1948219i usually start with a central city for the more important goods (food, furniture making, wood and stone) and then as i get more pops i slowly set up little outposts around the map that i expand as time goes on, usually having each of them focus on certain types of industry related to the resources gathered
by the time i get up to 5-6k pops itll be all merged together
>>1948265I love this idea but whenever I try my cities sputter out because of sparse ammenitirs
>>1948356The trick is to centralize amenities as much as possible. For example, if stone town and ore town are within 200 of each other, try to slap a stage in the middle.
>>1948370But like doesn't that mean that the little resource outposts bits will be kind of like little ghettos because if how the housing system works with having to live where you work?
>>1948408Yes, but citizens will walk a certain distance to amenities to get them.
If the oblasts are close enough you can make housing between them
If we have to 'research' something, how do citizens know it exists to complain about it not being here? If you know shit ain't right, why don't you drop the plans off at the city office, bitch?
Tilapi really are one of the easiest races to please. If you hang a guy every time you notice happiness is dropping, they thank you and go back to being good subjects.
>>1948070Bro that looks like india
>>1948422I will try a bit more of this then next time
Thank you
>>1948424jake knows how to code, that's it
doesn't know anything about game design and keeps getting stuck in a cycle of balancing an unnecessary tech tree because uh...............difficulty is good
>>1948968So I don't even really care about that. I just dislike that research arbitrarily stops working at a certain number of researchers, and this information is not readily available to the player.
>>1948968Isn't he coding this in Java or something? How the fuck do you learn Java? Don't most people start with C++ or Python?
>>1948968>a cycle of balancingThis shit has ruined countless indie games for me.
I reckon it's deliberate, because it creates an illusion of work being done.
I want to just ask someone for their save file of a really big city to watch the city run itself like an ant colony or like the Sims
I dont actually like building the city most of the time in these types of games, I like the breaks between where I can just fantasize about and watch the game go
>>1950084Previous versions of the game usually came with dev-made cities that allowed you to see how a city of several thousands should be structured in most cases.
This isn't the case for current versions though, since just loading those cities allowed you to easily obtain the game's Achievements and Titles early without having to work for them.
>>1950547How hard would it even be to flag the saves to not unlock titles or achievements on a load? Devs do it all the time.
>>1950939Probably just not something the dev wants to work on right now, since they do want to work on custom scenarios and campaigns eventually.
>>1950939If you didn't make the framework for that to be a thing...
https://docs.google.com/document/d/1JvMM4HBG23QJuhL_MTwSKxbuLg3FoZLTQ8S8jJJmBCU/edit?tab=t.0#heading=h.d4pxd5blza1k
pretty good writeup hidden in the discord
check the songs of numbers thread in the suggestions-feedback
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>>1952157i think i gonna restart and try to have two races for the first time, dwarven elites and pig slum people for farming, separate districts
>>1949244>How the fuck do you learn Java?The same way you learn any other language? What is this question?
>>1934342Yes. I bought it today after 20 hours of playing the demo.
>>1952769Uhhh...... There's a mod that gives gender dimorphism to Tilapis, and... uh... another that gives Nurseries to Dondorians, and.... a custom arachne race with big boobs.
Thats about it.
I guess it wouldn't be impossible to make a Room that doubles as a brothel.
>Can designate certain race or only slaves to work in it.>Provides satisfaction for the people sating their needs there at the expense of the happiness of the workers.>Ocassionally results in an injury or death of the workers.>Can serve alcohols, opiates and similar goods for extended recreation.>Side effect that it increases the population boost of Nurseries or something of that sort.
I like this game but around 2k population shit really slows down and i get bored and just start a new one, what am i doing wrong?
>>1953042Isn't the massage parlour already supposed to represent a brothel?
>>1952436What country speaks Java?
>>1948070now im up to 3100 amevians, i currently have enough through taxes to buy out my needs as they arise
>>1934269 (OP)how is this different from rimworld?
someone shill it to me
>>1953925Rimworld is a colony manager with a world map, in which in most colonies you'll have 12 guys and sometimes a minimum of 3 or a max of 50 all with highly simulated preferences and needs, and you more or less can give individual orders to each of them to do stuff.
Song of Syx is a city-builder with a grand strategy campaign layer where random factions all doing their own grand strategy thing,. and the size of the cities you build can hypoethetically reach around 20,000 citizens. Their simulation isn't as complex as those of Rimworld Pawns, but it does track individual needs and preferences on a smaller scale, with some shortcuts.
You cannot control any citizen/slave directly, but you do are able to 'draft' them into formations very similarily to Total War, and use these armies both for defense and offensive campaigns against other factions and raiders as well as conquering more territories you can tax for resources for your expanding empire.
It's a distinction of Micro (Rimworld) vs Macro (Song of Syx)
>There are multiple kinds of fantasy races, all which their own general dietary, architectural, professional, and societal needs. Racism is a thing you might have to deal with eventually in certain ways depending on how you build your city and its demographics, unhappinesss riots and pogroms can occur.>There are four different religions dedicated to 4 fantasy deities, and races have their specifc preferences to some of these and some religions will clash with others.>Justice systems allows you to punish criminals in different ways, from corporal punishment, jail, enslavement, gladiator arenas, sacrifices (to the religions that like it), and exile or mercy. It also allows you to prosecute certain individuals or even whole races of people in your city unjustifiedly so, for reasons.>Nobles are appointed officials who can boost your industries or serve as governors, and eventually will be able to do their own intrigues against each other and yourself.
>>1953925>>1953949>Very moddable with quite a few mods on Steam Workshop.>Free Demo is an unrestricted, outdated version of the full game.https://store.steampowered.com/app/1162750/Songs_of_Syx/
https://steamcommunity.com/app/1162750/workshop/
Test it out, and if you like it you'll probbaly like the newest versions even more.
You can check the patch notes to see what has been added so far since the current version of the Demo, and what's on the Dev's pipeline on the next updates.
>>1953925>>1953951>Seeth's vid, if you care:https://www.youtube.com/watch?v=oucHl9NM97g
That's all I got on me. There's more videos of the game on Youtube than you'd expect, but I guess Sseth's vid it did attract more people, even if most of them are not consistent players.
>>1953954PS: Quite a few stuff has been addedd since Seeth made his video, and quite a few of the exploits got fixed already.
actual question, im right now grinding out the usurper achievement, and the only other one i have besides that is protector of the realm. are invasions when enemy bandits actively come into your home region and try and besiege your capital? if so doesnt the new update make that stupidly difficult to get as its not all time stats like usurper?
So Mono-Tilapi Ethnostate makes me happy.
So if I set the radius to 1%, they will go no further than 1% of the map away...right?
Can a mono-race town do good or is multi-culturalism the fate of every good town?
I love Songs of Syx as a concept. I'm not sure I love it as an execution.
OKAY, can soemone tell me if serial killers can be detected practically or of it's just a guess?
>>1959022Mono-race can do good, but you're gonna have to specialize in that Race's proficiency.
Multi-culturalism can also be present in the form of one, free race, and having slaves of every other race you might need to do something else.
>>1959048Kind of a guess, but you can eventually identify them through events I think,
>>1959022for me, it's Cretonian slaves doing the farming and human citizens doing everything else
>Human citizens
>cretonian farm slaves
>mass breed garthimi to sell to slave trader, use excess as janitors/warehouse workers
>Small Amevian "slave" quarter where I raise them as slaves and just make 100 of them citizens in a shitty ghetto so I can use them as shock troops (SLAVE ARMIES FUCKING WHEN)
That is the extent of my multiculturalism. I think in my last city I let in a couple of Dondorians but not enough to matter
But slavery is bad, anons.
Anyway how do I get enough alcohol to actually feed a tavern?
>Librarians can use tools
>>1953954Okay I downloaded the demo and I nolife'd it during the weekend. This is based. I will buy the full game.
One question though, what's the relationship between your settlement and your state? on the world map? Especially the population. What does 25k mean when there's like 10 people in the town. Is your settlement the capital of the world map state? In which case is the population of the state assumed to be people living outside the capital? I don't really get it cos that's such an extreme difference
Can I still take over the entire world with an army of mercs funded by spoils of conquest?
>>1960269I think they made it harder since Sseth exploits usually get fixed by the devs of a game he covers. But you can use money to cover up for shortfalls in economic or military development.
>>1960269mercs got nerfed hard
I'm mono culture guy, I made the Tilapi mono city into a cretonian and Amevian city, with human slaves.
>>1934292It has pretty low replay ability. Only difference is between the races and the only difference is what makes them happy, unless you want to be giga autistic/roleplay and make circles for tilaps. It would be cool if there was more variability in how the races played like access to different types of workshops or techs.
A lot of stuff still doesn't work (alcohol, restaurants) and the UI is a pain in the ass to navigate.
>>1940332>retarded maintance costsThanks for reminding me why I put this game down.
>>1961053Alcohol and restaurants work. Alcohol is very expensive, and not worth doing until you've done pretty much everything else, but restaurants are actually super good, far more than eateries.
>>1961053>unless you want to be giga autistic/roleplay and make circles for tilaps.Isn't this the entire point of citybuilders?
>>1961060>but restaurants are actually super goodHave they been changed recently? I've never found the benefit they provide to be worth the hassle. Food stalls seem way more efficient.
>>1961292There's no real hassle. They're exactly the same as food stalls, except you also need a fuel source but they give significantly more happiness and they can entirely replace eateries. Try making a few giant restaurants and you'll see what I mean.
>>1959556I'm almost the same. The bulk of the population are Humans as citizens, a small number of Dondorian citizens for crafting and refining, a small number of Tilapi slaves for ranching and orchards, Garithimi slaves for mining.
>>1959556What IS the best master race?
>>1963676Unironically humans since they're good at admin and research AND also okay at everything else.
>>1963676Amevia because love me fish ate
foreigners, simple as
Question. Is it possible to make enough money to just buy people out without fighting them? Alternative question, at what population number should I consider keeping a large body of unemployed people to serve as replacements for casualties of war?
I haven't playes since .66 when they changed warehouse ranges.
Can anyone give me a tldr about the main changes in the last main updates? Any thing I should know?
>>1964269I gave up and just decided to make the Garthimi into a bizarre underclass/overclass that exists to be happy, raise their own meat, and march off to war to die.
>Finally got 'The Mad' title, so now I can finally treat the schizos.
>>1935378>we want to attract the Factorio audience
>>1935378HOw do you get this view? I want to give people on this website some tism.
>>1967607Look for super screenshot in-game.
>>1966955>just decided to make the Garthimi into a bizarre underclass/overclass that exists to be happy, raise their own meat, and march off to war to die.Janissaries
>>1967688I didn't find it.
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>>1967851Found it. So mine has the icons instead of just showing the buildings.
Quite impressed with the pace of development by just one guy who even has a family
>>1968248To be fair, passion is a powerful balm for most ills. I mean the troons developing Caves of Qud managed to dodge the 41% chance of self-deletion to get to 1.0.
>>1934269 (OP)Just bought this game, it's really great, why does /v/ never talk about it
>>1969568/v/ only remembers things for a short period of time, anon.
>>1969861Well I love that the game reminds me of Caesar III but way more deep and complex, I was searching for a successor for a long time
>>1968260>I mean the troons developing Caves of Qud managed to dodge the 41% chance of self-deletion to get to 1.0.Quite sure is just one boomer who has nothing going on in his life except devving.
>>1973671Nah the team has pronouns.
>>1974311Everyone has pronouns anon.
>>1974329>Everyone has pronouns anon.Yes. He/Him.
I fucking love monoracing lizards
It might be autism but watching dozens of lizardmen fishing by the shore is just so comfy
>>1974420Monorace Amevia is very comfy.
>>1975602only good resource on this map is gems and turns out they are middling price on the market. Going to furniture max, might bring in Dondorians to squeeze everything out of the carpenters and might bring into Cretonians to sell food/rations
Is it worth it to go join the beta branch.
>>1976031Early game seems a bit easier but later unlocking research and the tech tree is harder because there is 2 type of resources for unlocking stuff.Go for it if you feel like current version feels meh.You can always revert to stable.
>>1976034Makes sense to me. I'll give it a try. Thanks.
Research in this game fucking sucks.
what's the point of trading using import/export depots rather than just doing it manually in the diplomacy screen? It seems very slow
>>1976554It's much, much less work than doing things manually.
>>1976554Lets you set a limit on what value you spend or get for each product: ensures market stability.
how hard it is to mod an entire new race in to the game?
>>1976912It's more annoying than anything. I learned within a few days and some research to update and improve outdated race mods. The games' file structure is logical but obnoxious, as is fiddlefucking with all the text files. Fortunately the debug mode is great for catching errors.
The easiest way would be to copy a racemod that works on the latest version as a foundation. You can unzip the game's data files to reference other parts not within the mod (like vanilla sprites, or room/resource files)
After that, it's a matter of the quality of spriting you're willing to accept.
>>1976912I mean, you have to use Java.
why do archers randomly kill themselves while firing? It happens literally every time I use them. I thought it was some kind of friendly fire but even if I put them in a single line some of them will still just randomly explode. A unit of 50 archers will legit get reduced to ~35 by end of a battle purely from this
>>1961262according to the dev, the game isn't mean to be fun
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Man I am having a rough time, around 900 population with mostly dwarves and 100 or so humans for my lab, finding the tech system a bit all over the place but so far invested in some new services and tools for the important industries I have.
My idea was to go all in on metal production and I am getting the hang of that (Throw manpower at mines, research better refining and use tools on smithies) to make swords and tools to use for my army, industries and exports.
Food is an issue, I have two huge fisheries and that's it. I was buying in bread/meat/veggies/fruit to cover my needs but meat is too expensive so I cut that out, people are sad but I need to make money for my next big problem:
My city seems to be within in another region and I could only trade with that one city there so I assumed I was locked in, so I conquered him and gave him autonomy and that suddenly let me see the huge empire to my right but they won't trade agreement me until I have 1 million denarri
Further to the west there's more factions with a rebel faction between us, all are marked too distant for trade so I conquered the rebel faction and granted them autonomy, I can trade with them now which is good but I can't trade with people further afield.
Is my map generation just fucking bugged? I can't reliably sell anything without flooding the market instantly
Did I make a mistake by not trying to be self-sufficient? I can keep going the way things are but without increasing revenue I can't get more food stockpiled so I don't see how I will grow much passed 1k.
Thinking of just hitting 1k and restarting for the title bonuses I unlocked.
Very fun game, my favourite bit of Gaelic song is in there too
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Unsure how good my layout is but I really liked how I'd naturally place a little village for my coal mine, fisheries etc.
Don't think I want to play under the mountain again, it takes forever and it doesn't give me as much stone as I hoped
>>1987665No tax? I think last time you can tax your vassals food stuff.No idea empire control works now really.
>>1987665you can normally only trade with factions you share a border with, although in v68 you can become colleagues with distant factions if they like you enough which will allow you to trade. It's not unusual for your city to be encircled by another faction's borders at the start; they're sort of the easy target you're supposed to capture to put yourself on the map. That being said, your map does look kind of fucked. I'm guessing you put those long straight valleys through the mountain there yourself. Putting your city in a narrow enclosed space like that is going to limit your trading options early on. You should probably try to take some territory with the goal of getting borders with as many other factions as possible
>>1988014I actually only extended the straight line a little, I thought it looked very kino for a mostly dwarf city
Did I fuck up then by giving them autonomy? I guess I can betray them now but I was really just hoping to not have to worry about empire control stuff quite yet
>>1988059yeah you really have to expand if you want to do a lot of trading
if you're playing v68 you could use emissaries to make deals with distant factions but it's probably easier to just conquer a few shitters
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>>1988167Alright well it turns out I can have that city in my region as a colleague and I can could conceivably trade with the East faction of Gut Rapers The Grim if I can pay them 1 million denaro
Maybe I should have just conquered these guys though, unsure if tax outweighs a reliable trade partner
I conquered this rebel town and it fucking sucks but at least I can now trade with the western faction, if I conquer or buy him out it will open up trade with three more factions so I guess that's my next play?
Thanks for the help Anons, I love /vst/
What does the whispers of democracy event actually do anyway? I keep disappearing people but that makes people unhappy
holy fuck the way supply depots work now is so ball crushingly slow
and why do even tiny settlements with NO WALLS built still require a siege now? This dude literally looked at all the least fun aspects of the military side of the game and decided to multiply them by 10
>>1989037I wouldn't mind the siege stuff so much if I could actually manually play it out
The autoresolve in this game is really not fair, it tells me I'll lose 60 men and lose then I play it and I win with minimal losses
Things are going pretty well, had a bit of a disease and made a third hospital although I really should just make one mega hospital or perhaps just another inside the mountain hold.
Beginning to realize that the absurd tech requirements are going to mean that my outside human town is going to be 90% labs and I haven't even made a library yet, paper import looks to be very expensive and I am saving up for a trade deal or perhaps buying out a neighbor entirely.
I am building a tunnel to the east to secure sithilon ore, I think I will just let my dwarves use that as furnishing for a while before making a stockpile to sell some of, another tunnel to the east for a small stone deposit as I'm finding that the mountain doesn't really produce as much stone as I imagined coming from DF/Rimworld.
I'm training up another regiment of 100 dwarves to bring my armies to 200 total, I think I might recruit a hundred or so humans to serve as archers for defense as otherwise my walls are kind of just pretty obstacles
Please r8, give me some pointers or tips I'm not very good at this game at all
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Placing a bunch of torches down sucks, I kind of wish it displayed the light trajectory before it was built even.
Also beginning to realize that maintenance is what is eating so much of everything so I'll never really be able to move on from some industries or otherwise always be importing.
I guess once I conquer I can start taxing
>>1989423I found that selling silphium drops the market price of it so fast you can't trade more than one or two a year, which makes these huge patches of ore basically useless since a tiny ten people mine is usually enough
>>1989474Fair, I am making decent money off of selling tools and 2 handers so far, at least enough to buy in basically all my food, clothing, pottery and fabric needs I imagine I can soon diversify into selling plate and 1 handed swords to keep the market a little more friendly
I'll probably just hoard the sithilon for the happiness
Man I wish this game had more modders I geuss the game's base is too good so no one feels the need to mess with things.
>>1991040That's exactly the reason for me, as soon as I had the base mod setup and only needed balance and textures the madman patched the building into the base game
Did they every reduce the maintenance costs or are they still insanely high?
Holy shit I will go with insane with this game. Riots keep starting over and over again and now some nigger destroyed like one box in a warehouse. This disabled entire building until it can be fixed with 3 pieces of wood. Some randoms enter it sometimes to clean up mess up to like ~60%. Wood is fucking everywhere, laying outside, gathered in other warehouse (next to it), "destroyed" warehouse was full of wood to begin with. Jannies have building on the other side of a road. And yet nobody can fix it for 2 years already. I click, drag and spam "Activate Job", "Repair" and "Enable Maintenance" again and again and nothing fucking happens. Nothing seems to work
How do you fucking fix buildings here? That building next to it is destroyed for years already too. Other buildings sometimes get fixed. This is so utterly retarded. I'm seething and malding right now. 3 pieces of fucking Wood. Out of all things, random shit like this repeatably soft-locking me...
>>1993545Could try turning the Janny radius down so it only covers the warehouse?
I had the same problem with a workshop just never being touched I just had to up my jannies by 20
Not really a fan of maintenance at all to be honest
Does anyone know how to permanently remove inflation from the game? I don't know if there's a way to modify the game files to make it possible. God knows, I tried to play correctly, but it's frustrating to progress so much and lose so many hours only to lose everything because of the damn inflation.
>>1993545TrY remodeling the whole thing too and build a new temporary warehouse, getting "soft locked" on this is retarded, and 2 years of waiting? Fucking lole.
>>1994201Bullshit. It's impossible to "lose everything" to inflation, because the less money you have, the less inflation. Stop making excuses for your shit economy and learn to actually play the game.
>>1993545>How do you fucking fix buildings here?Janitors with access to the necesary materials.
>>1993545>>1994890PS: If you already have jannies, they might be too busy giving maintenance to their shit ina big-enough city, and you might actually need more of them closer by to where the issue is.
>>1993561>>1994205>>1994890I tried refurbishing, but it still didn't work. However scrapping building and then making it from scratch did work. I found that sometimes it's easier to just rebuilt whole thing. And I reworked it to be a normal square instead of trying to fit it into the shape of a mountain, maybe this was fucking with rebuilding efforts. I feel like I should put more care into this distribution system, making smaller warehouses and then sending resources from them to other bigger warehouses. Maybe getting warehouse damaged wouldn't be so scary then.
Also that overworld grand strategy map, war and mercs feel weird when paired with this city building. I had decentish challenge until I started properly interacting with it I feel. I hired some mercenary elvish archers and sent them to conquer nearby Rebel settlement, but they fucking steamrolled it. So I sent them further, plundering and conquering nearby settlements. I ended up hiring more mercs and starting my own army and then went on ravaging world, making puppet states etc. I got so many slaves, war spoils, money and few vassal states that I feel it kinda destroyed challenge of making my city work natural way. I spent like last 4 hours mostly on world map and I feel like could easily conquer more, but just stopped for roleplaying reasons. I quickly went from having like ~100k money to 2.34M cash for free and now I'm overflowing with resources. Kinda felt like cheating, but then again most factions fucking hate me now and if it wasn't so profitable it wouldn't be worth it.
I had one really cool bigger battle but somehow forgot to make a screenshot.
>>1994905I have a simple rectangular shape bowyer with 2 walls ruined from riot next to a bakery, never got it fixed because the furniture is in the way,the bowyer is still working for some reason but there are many other requiring remodeling or full removal (this is usually when I try to get creative with the shapes). Sounds like youre already done all you can with the game, I've only ever done the world map conquest thing a couple of patch long ago and only on 1 city.
Beautifying all you could in the city and learning more on minmaxing the distribution system might be your play now, you have the money for an emergency import in case your logistic somehow fucked while renovating the whole thing.
>>1994905Is there a chance that what happened was that the spot that needed fixing was physically unreachable for your jannies?
I'm new to this, I harvested a bunch of wild fruit on the other side of the map and they left it there on the ground, and now nobody is hauling the fruit into my warehouse even though they're idle. How do I make them haul it?
>>1995362Did you enable space in your warehouse for the wild fruit?
Are there any oddjobbers free to haul the fruit, or did you forget to assign someone to work at the warehouse to haul stuff?
Are the warehouse workers busy with other stuff of higher priority to them?
Is the warehouse search range limit smaller than the distance to reacht he fruit?
Is the way to the fruit blocked somehow?
Latest versions of the game have a tutorial that show you the basics on how to assign and manage stuff like this. At least the Tutorial was restored and updated a bit in Beta v68.
>>1995381everything in your list was good except I guess the fruit is outside the warehouse radius? not really sure since they stored mushrooms there from outside the visible radius. the fruit is quite a bit further away. i'll try building a hauler thing and see if that works. they did haul the fruit for constructing a fruit farm but not to put it in storage.
>>1995384You can increase the individual warehouse's collection radius somewhere in the UI, and I think you should be able to make it so that it cover the whole map. It should be like that by default I think, not sure why it's changed for you, if so.
>>1995394oh thanks I didn't notice that setting, will give it a try
>>1995420yep that did the trick
>>1995896>>1995362Glad I could be of help, Anon. How are you enjoying SoS?
>>1996228So far so good. I'm playing it to chill out and watch citizens go about their work and slowly expand the settlement and it's scratching that itch for me.
I'm trying to understand how to handle logistics without ending up with 1/4th of my city employed as warehouse workers. I've noticed that workers of nearby workshops will sometimes drop their own produced goods off at very close warehouses or haulers (due to having zero warehouse workers as I made it the minimum priority job so I could have actual production going) and that the biggest issue with not having warehouse workers seems to be not being able to stockpile goods for trade or events.
Does it make the most sense to station workerless hauling posts outside each workshop, then use transporters both to transport the inputs to input hauling posts and a transporter at the workshop to transport the goods from the hauling post/workshop to warehouses around the city? Should I even have hauler or workshop employees at all?
Do workers automatically reshuffle themselves to jobs they like or are naturally good at when those jobs become available? Or is that something I have to micromanage? eg Cretonians as farmers.
>>1998363By default yes, they will do the jobs most suited to their race.
If you start building more farms cretonians will be the first pick for workers.
If you have a load of farms already being worked on by another race, and then get a load of cretonian immigrants, the cretonians will take over on the farm jobs.
>>1998511>If you have a load of farms already being worked on by another race, and then get a load of cretonian immigrants, the cretonians will take over on the farm jobs.I hate mexicans.
>>1999105Look at mister "I want to work a backbreaking 10-hour workshift on the blazing sun for less than minimum wage" over here.
>spend most of the game in fast forward while stockpiling enough gear to fully equip my army of 200 bugs
>attack my weakest neighbor
>auto resolve says i lose horribly
>fight the battle manually
>all he has is shitty rabble against my numerically superior, fully trained and fully armed army
>destroy him utterly without a single casualty
autoresolve is truly shit. i think my military is way better than it needs to be at this point in the game
why are my citzens faces always covered in mud
I have a well and a lavatory, why won't they keep clean?
>>2003367add more, expand your coverage. someone will always be dirty no matter what you do, though
>>2003367Gotta make sure that services are available in enough areas and quantity to satisfy your citizens.
Focus on making small rooms and see how their needs are satiated in an area before building another.
>>1994914>>1995189Jesus Christ I've been nolifeing this game like a madman ever since I got it. 137 hours so far, admittedly I like to go afk and leave games open, so steam hours might be slightly off, but still. I'm not into city builders that much, but this merge of a city building, battles and empire building here is fucking GREAT. I didn't even bother lurk 4chin lately, game absorbed me completely.
I got better at logistics ever since and have less issues with shit like repairing and building in far off locations. Especially since riots subdued long time ago and I have guards everywhere. However connections between warehouses are still lacking, I should have invested in Transports ages ago. Only now things started to move around properly. Which was a huge problem, because for a long time I had two cities here.
I started tinkering with canals, but this water pumping autism doesn't feel worth it so I abandoned them lel. I don't need to farm all this stuff on my own anyway, I'm taxing my empire. Honestly I'm tempted to get rid off those farmlands entirely and switch population to refining resources properly, because I can't keep up with reworking those base resources. I've been thinking of playing as Amevias next, maybe that will force me to learn how to use waterworking.
Story of my realm developed nicely so far. After my rampaging all over the world everyone started to hate me. Quickly even two of my vassals rebelled and dragged into war neighbors and 2 big empires. My overconfidence almost costed me game then. I wanted to end warring already and develop my city and empire and not fight anymore, but others wouldn't let me. I defeated one of the traitorous vassals and absorbed two more mini empires. Two large Empires remained which I was in no position to fight relying on those expensive mercs only. I defeated army of one of them in a really Pyrrhic victory which devastated my army meanwhile like 1.5k army of another Empire was marching onto me.
Neither of those two Empires wanted peace and I had to figure out something. I realized that I can surrender myself to other, neutral, not so strong empire and become it's vassal and so I did. This bailed me out of all wars, saved my lands and even earned me money. Before that big war, I created two big vassals from my previous conquests, but one of them broke off since I didn't have a direct connection to it. The other I had to free by becoming a vassal of some Pigman. It was annoying as hell to give up some percentage of my total money yearly, but it did save my ass. I just had to make sure to spend everything before time for a tithe came. Ultimately though, entire play paid off a lot. After some time I got an event that my Master's realm collapsed which turned half of it into rebels. I immediately conquered those lands and soon later rebelled and took all lands of my Master save for his capital, as I planned anyway. He paid more in exchange for peace than he ever took and I got his lands as well. And I could build up in peace while being under his rule and fix my relations. I'm such a slimy, ungrateful kike...
And later one of those strong Empires to the North which warred against me collapsed as well, which I took advantage of quickly. One of my former vassals developed into a strong allied kingdom and I blobbed a lot since then and created new vassals of my own. Even my former enemies like me now
In my capital, I used to have Pigman/Human farm next to the river and Dwarf/Human city in the mountains for minerals and industry, with my Keep between them. Eventually it all merged into one big city. I learned a lot. I had no idea that traffic existed so I had to rebuild some streets. Not all fortunately, since I made them wider previously so they looked cool. For whatever reason I ignored increasing tool so design of some of my buildings is still shit. I wanted Elf district to the North, but I should have placed it next to Pigmen I think. Stuff like this
>>2003690Fucking Raiders keep attacking me constantly. I keep turning them into slaves, but they keep getting stronger. In last raid they had those giant spiders even. I captured and enslaved all of them. Should I just sell them, since they are so expensive? They seemingly suck at everything, including working at warehouse. But they are so fast. Are they worth it to keep as haulers? I need bigger prisons, stockades and slavers for future anyway.
I have 3 Cantor Havens in my lands so I now work towards getting them to like me. I need to convert my populace to Athurism. I barely paid notice to Religion before. I initially even put Shrine to Aminion next to a Shrine to Athuri
Also I wish maps were larger. I think I will use that mod for larger map next time, performance be damned. Traders will have to walk more to reach map borders too I guess. Would be nice if there was some way in games like this for a map to generate farther once you reach the borders, like in Minecraft or something. I'm naturally drawn to the river, so I'd rather expand South, but I can't and placing your location on map at the start of the game is picky with where you are allowed to spawn.
A few years into my first city just muddling through. Now I understand a lot of the mechanics and races I've got a real urge to start again. Going for strict racial control might be fun, maybe just Tilapi and Garthimi and settling next to a mountain.
If I research a building upgrade, the install that upgrade onto a building, then forget the research, do I lose the upgrade effects too?
>>2003704i do not think i have ever had the issue with raiders that you have.
>>2005834just tested this and the upgrade seems to work fine after losing the research
>>2008369But can maintenance maintain it or does it decay?
>>2010296still being fully maintained by the janny
can also resize the room to make it bigger later
>make a big research lab>upgrade it for 50% more research points>refund>profit
The research system still gives me conniptions. It's absurd to have a third of your population be scientists- moreso when the game is so heavily themed around the Classical Period.
What if research points were generated by population? Specifically, population that isn't tagged as "recent immigrant." Example:
>Humans generate 15 points each
>Garthimi generate 5
>Tilapi, Dondos, and Lizards generate 10
>Piggers generate 7
>Slaves half that number, rounded down
>Education and Indoctrination multiply that number by a scaling modifier for the entire population
>Game checks population numbers once a season and the floating value slowly rises or falls to reach it
>Libraries work like pastures, consuming paper and requiring maintenance to permanently house knowledge
Effectively, this means that a slaver, warmongering culture will naturally generate a lot less science. They can't just enslave a bunch of humans and put them in the knowledge mines, either- to develop institutional expertise, you need to spend resources on libraries instead. A well educated free people, by contrast, will have a well governed and productive society. This also penalizes players who don't prepare for plague or engage in disastrous wars that kill off the population... and incentivizes you to raise children instead of immigrants.
>>2015599Yeah it should hybridize so you have to have workers getting practical experience (i.e doing similar functions to what is being researched) for scientists to be effect thus if you have 100 farmers and 10 researchers you'd be researching farm related stuff much faster than if you had 20 farmers and 50 researchers. Something to that effect.
>>2015599>>2015994I like it as a mechanic, but aesthetically it should be framed not as research/learning but as maintenance/upkeep for that specific unlock. Would be easier to swallow than the current way it looks.
>>1969568>why does /v/ never talk about it/v/ is a marketing board
I HATE PAPER MANUFACTURING
Late game I can never get a positive amount to offset administration and libraries even with thousands of dondorian slaves.
dorf
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>>1969568It isn't a bad game
>>2015599>>2015994>>2020992Researchers generate research to unlock new techs, workers maintain general knowledge of said techs. Ideally researcher wouldn't be a job and you would get new discoveries passively with higher tier stuff locked behind having educated population.
>>2022356>>2015599I would like it if new Tech was discovered through dynamic events like those related to crime or other situations, which would beging occuring after having a certain population size/worker amount in a specific industry, and Researchers would more than anything boost the chance of these events appearing while librarians and other workers simply ensure the discoveries aren't forgotten.
>town has been running for years with no accidents
>finally build a hospital
>now there's an accident every few seasons
huh
>>2022607Where are the accidents occuring, Anon? What else did you build?
>>2022618so far the claypit and woodcutter, both of which have remained the same for years
Who's eating half my rations every year? Are off-duty troops still consuming them? I've never sent any armies out.
>>1934342Yes it's quite incredible. It's a lot harder now but just play and have fun before you look up strategies because you will make your own unique fucked up city.
It scratches that bigger rimworld, global conquest itch with the still colony management
>>2031413Do items in depot storage spoil the same rate as items in warehouses? Might be that.
Just came back and man I love this game so much bros
>>2031976I don't even have a depot. The only documented use is the asylum but that's a tiny amount per day. Maybe it is just the trained civilians using them or holding onto them or something.
>>2032860OK I figured it out. Apparently I had enabled ration access in each race's menu during a drought several years ago, and forgot to turn it off. I had only remembered to turn it off at the food stalls, so people were sneaking into the warehouses and eating rations directly. Whoops.
is it better to focus on raw produce or to buy it from elsewhere and make shit with it
>>2033971Depends on your location. Produce what you have an abundance of, else import it.
>>2034005doesn't answer the question considering you can choose your location freely
Making a Coastal City, starting with a small coast village composed of Humans and Thryxarii (crab people), and will get some Dondorians and Turtle people later, probably.
Also testing that Region Rework mod. Economy seems weird, but kingdoms seem far more engaging I think?
>>2033971Depdends entirely on the abundance of the resources that you have as well as the capacity of your population to produce them/craft them.
There's no point on trying to mine coal in a map where there's no abundant coal veins. Better to import it or make it from wood as charcoal.
Similarily, no point in trying to make a race that sucks at making things into craftmen when they are much better warriors and can raid for those same reources.
I got to 600-700 hundred pop, built a nursery and then was promptly tech-locked into a a spiral of death and rebirth by disease, no immigration etc. People just kept dying off in cycles and then getting replaced.
Also all my buildings had begun to decay to the point of rotten walls. I've had janitors, but they didint fix it at all.
Tips?
>>2036846>600-700 hundredI meant to say 6-7 hundred
>>2036846also got stuck around 700 pop for a while, what got me out of stagnation was giving my citizens some clothes/furniture, the fulfillment bonus from clothes alone goes up to +7 which is pretty damn good. Unless you're already mass producing fabric you're probably better off buying the clothes directly, though it'll be quite expensive regardless
As for the building decay, the reasons are(usually) lack of materials, the building being out of the janitor building range, not enough jannies, or you losing the tech necessary to keep that building running
>>2035125you can choose your starting area and your race so this doesn't help
>>1934269 (OP)not letting this one die
Any world conquest speedruns yet?
Dev some years ago:many citybuilders I like have the optimal way to play and I don't want that in SoS
The game: minmaxing or eat shit
Everything rots, half of population slaving In libraries, inflation lmao
Shit game
>>2043502>inflationWho's printing?
Does selling your forest still work as a way to kickstart your economy?
>>2043502nobody bothers to optimize shit in this game which is a shame because I can't find any discussions about it
>>2042226The previous update, v67 or v66 there were qutie a few. In those versions you could abuse an economic bug where at some point it was more profitable to conauer raid and release nations than it was to hire mercenaries, and so the game became a rush to see how quickly you could hire your first mercenary company, conquer your first neighbour, and start the infinite money cheese that allowed you to hire even more mercenary companies.
>>2043502I don't mind the rotting- though raw stone is a bit much- but the science is absolutely fucking killing me. It makes the game unplayable. Not only is it counter-intuitive and immersion breaking, it's a massive labor sink. Knowledge should be tied to citizens and generated holistically to fit the feeling of the game.
So far my chief complaints are: research caps and getting soft locked, maintenance and spoilage, and autoresolve and sieges.
Research requires a retarded amount of people slaving in your labs and libraries to get anywhere meaningful. 260 points down and all I have are basic services (year 20 still no fight pits), industry unlocks, a handful of levels into basic refining and farming, and the obligatory investment into research itself. And this is with the extra 40 points from the title too. Libraries require billions of paper to function and a similar amount of workers, but at least it seems that paper consumption drops as they fill up. Still, this is over 25% of my population locked into research.
Maintenance isn't "so bad" with 4 janitor stations around my 700 pop city, it's mainly a big drain of stone and wood. Spoilage on the otherhand is an annoying arbitrary resource vacuum for half your goods. Stone, gems, metal, clay, coal, and ore vanish from your stockpile because they spoil. First mod I made was to tune it way down.
Military gameplay needs work. Autoresolve doesn't know its ass from a hole in the ground because issuing no orders wins a battle that would've autoresolved in a 100% loss. Sieges go hand in hand with it since 5 guys can hold back a few hundred according to autoresolve, and it seems like every damn city has at least tier 3 walls. I have to wait a year and a day to wear down my only neighbor while he gets to throw free regional armies at me over and over, and when it's finally done the city has no buildings and makes you build it all back up from scratch.
Food isn't as painful at least. Nobles are also pretty boring in this update, no narcocrats or slavemasters, and instead acting more like shift supervisors.
>>2043687Yes, but spare areas for woodcutters later since they're good with their upgrade.
>>2044344You could also tie it to industry experience. If you have 100 carpenters, at least one of them should have an idea on how to improve it.
>>1934269 (OP)>research and maintenance still being the biggest retard filter of the gameBased dev.
Seriously though, in this game if you can't maintain something then you shouldn't be building it. If you can't research something without committing 30% of your workforce that you need in other things just to keep afloat into being scientists then you shouldn't be going for it. This isn't Stellaris where you're constantly researching shit. You need to be maximizing population happiness for population growth and expanding your empire out. You "could" have 200 of your people toiling in coal mines, or you can just conquer a town and get more coal than you could ever use for free. You diversify your exports and have a constant stream of income that you use to import higher tier items like paper that you aren't producing. This game scales extremely well but it doesn't tell you this. It will let you fail until you can feel it out. The higher sciences are "locked" behind certain pop caps but it won't stop you from trying. At the start, you won't be able to research everything and you shouldn't be trying to. At 13k+ pop my biggest problem is employment. I use laboratories to funnel NEETs into when it starts getting out of hand, and that gives me more science than I have applications for.
The whole "game" is learning certain ratios and how to get past and solve certain bottlenecks. Almost like a puzzle. It's like playing Factorio and complaining the game is shit because you keep running out of iron plates. Once you solve this, it becomes trivial without turning up the difficulty options. I dunno Timmy, maybe Civ 6 and wet nursing is more your speed if you can't figure this out. It's not particularly hard, but it will let you fail over and over and leaves it to you to figure out why. Thats the genius of the game.
>>2044855>spoilageyou set warehouse limits to auto import goods when they fall past a certain limit and auto export goods when you have to many. It is already very fair at the default settings. If you have to mod this out I'm sorry anon but you're not even trying. This one alone is the biggest indicator that you might be retarded
>MaintenanceThis is a logistics issue. You "could" build fancy wells and benches everywhere, but can you maintain them? Without it, you would just build the max tier roads and furnishings without any consequence which would make population happiness braindead to max. You balance maintenance and spoilage with the import/export system. If something is too expensive to maintain, you are just too poor to have it.
>MilitaryFortifications in towns multiply the combat power of the garrison. Yes you do have to wait a year for this number to go down. You are starving the city out. This is what happens IRL. Alternatively, you can have a strong enough economy to maintain a bigger army and overpower this number which would also fix the regional army issue that isn't really an issue because you're trying to siege cities with less than 300 guys. The autoresolve issue is present in Total War games.
>Research>>2045395>N-no anon y-youre the retarded oneYou are not even at 1000pop yet. You are complaining about overextending your city trying to do things you cannot do at 700pop and saying they are design flaws. You modded out spoilage. It is legitimately a skill issue on your end for failing to understand game mechanics and their solutions. I dunno dude, maybe mod in a "I win" button next. Maybe Dwarf Fortress is more your speed or maybe actually try to play the game without immediately calling fault upon the developer for not making a game for retards
Has anyone made a mod that turns off janitors requiring resources to make any repairs to something?
>>2045532No. Why would you do that?
Just use DegradeMinus or something.
Jake1
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>>1934269 (OP)>This is your game's main developer.
Jake2
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Is there any drawback to creating vassals out of your weak neighbors and free lands? Eventually they'll turn on you, but if you've beat them once you can beat them again, and until that point you can enjoy extremely low tariffs with a number of trade partners. The alternative of claiming the land for yourself seems like a significantly worse option until you have emissaries, gov points, research, and armies to control them without either losing all its population or they rebel.
Is it possible to do max food rations per citizen without imports?
sos1
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why is my city failing?
why are these fucking niggers so demanding?
>>2045694>>2045696What an absolute chad. In awe of this legend.
>>2045696>>2045694He lose his house in a fire or something?
Jake1.5
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>>2048923He put those Ssethbucks to good use I assume.
>>2048923It's taking longer because he forgot to change the building material so his first house was built out of mud and he had to redo it.
>>2045696Incredible comfy
>>2045694>>2045696Absolute kino.
I love this man, I wish he impregnated me instead of whoever his wife is.
https://www.youtube.com/watch?v=8FcCdA0Pvoc
V69 is out.
Patchnotes:
https://store.steampowered.com/news/app/1162750/view/547862446583317215
>>2052701Whoah, did he actually unfuck Labs? I was expecting him to die on the "60% of your population drops rocks to make Grain + 0,36%" hlll.
>>2052701>labs fixedI'm sorry I ever doubted you
me
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>>2052701>some people boolied me about my game being about labsWas that us? *sweats*
Zamn, I'm already salivating on what to do with the extra people now that you dont have to put 1/3 of them into labs.
>>2052701finally, i dont have to spec half my population into science just to function
What do I use paper for now?
>>2052740>he doesn't wipeAnon, I...
>>2052755Letting it crust is natural and healthy.
>>2052778Busting makes me feel good
>>2052701The land foundation thing sounds interesting, but it makes it sound like it'd make people build their cities like mismatched patches of buildings and fields.
I think i'd prefer it if the ground's foundation make buildings more (or less) resistant to damage (more or less HP) when attacked by rioters/raids/siege equipment, so some areas are better for construction fortifications than others, and even if you decide to cover all of your city in walls, some of it will be more vulnerable, and can be targeted by raidsers for attack.
Map
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AW NO. THERE ARE NO DEPOSITS ANYMORE
>>2045395Unironically the game is pretty easy if you understand basic macroeconomics
Does any one have a DL link to V69
>>2054905Yeah go to your steam library and hit install
>>2054919I'm not paying £20.99 for this, maybe if it goes on sale (if ever).
>>2054919I won't buy a early access game, minecraft burned me
>not supporting a based one man indie dev who puts his vision over profit (he just delayed 1.0 for months just to make sure its going to be the best version it can be)
Is there any way to set punishments for certain crimes? I know it doesn't matter much gameplay-wise, but having flashers executed and murderers imprisoned because they all adhere to an arbitrary % punishment seems ass backwards.
>>2054991I get his point, same logic in line with preorders. You are paying 25 bucks for an unfinished game with only the dev's word to back up the promise of a finished game. This is money that can be used elsewhere. However, you can see his work ethic over the entire development cycle which speaks louder than words, and if you're buying early access then you should be happy with the game in its current state. Besides, the demo is V66 I think, so you can just play the game in a solid state for free.
>>2055160I think courts take care of this, but the most control you have is setting punishment quotas in a very statistical way. Either way, the occasional execution of whatever riffraff gets thrown in the stockades serves to keep law up and prevent crime for some time. I do wish that the different races wouldn't care so much about the punishments of other races, especially since we can set those quotas by race. Why do the Dondorians have conniption fits that all the Garthimi are executed in fighting pits without trial? It would make the game easier if opinions of slavery/execution of disliked races were diminished, but it makes sense to me.
How do I git gud at armies? I always seem to hit get BTFO by raiders within 5 years of unlocking the training grounds. Do I literally need to mass stockpile arms and set aside 50 guys to be professional soldiers before I even hit 200 pop?
>>2056497How many do you get hit by? The first few raiders for me are like 5-20 guys. I train 20 up to 30% and have a handful of warhammers and leather armor in stock, but not equipped since I don't want to appear to strong and make them go into hiding. If you have oddjobbers you can spare to train a handful of them, once trained they go back to the workforce so its not a permanent investment.
>>2056532My first raid this time was 40 guys. Maybe I'm just unlucky, or hoarding too much wealth.
>>2051017How nigger, he has no leg room, he'd have to be leaning forward the whole time.
yea the game is much easier now
that is a good thing
>>2057843instead of barely surviving on trade without food production im actually making profit
thank fuck for him abandoning the idea of no wood growth in dry lands also
labs consume clay now for some reason
>>2057849>>2057843is being a trade center viable now?
surviving only or mainly on arbitrage
>>2057956I now want citizens to use tablets.
>EA NASIR YOUR COPPER IS SHIT
>>2057914Until you get sieged, and depend on your route it can take weeks for caravans to arrive.
>>2058488I've always had trouble with my trade partners slowly growing envious of me, or just the prices leveling out before I could exploit the resources to any industrial scale.
>>2058828just give them gifts
Can i build a moat for my castle walls?
Fertility and soil quality is a bit annoying desu
>>1935378founf the american
>>2059654It is, same for foundation.
it needs to be a bit less random and more attached to map features.
last patch ran in to a block at 2.3k, this at 1.5k, hmm. Self sufficiency proved worse than trade
>come back from vacation
>new patch
is this the excuse I need to finally reroll my first city?
>>2060188not yet, the balance is fucked
God damnit I have no clay on my map and it cost a fuckton to import
Dammit, the new patch was supposed to reduce the lab worker amount but the autist dev went full monkey's paw and instead made it eat absolute shitload of clay so we are back to square one.
>oh, anon but I thought you wanted fewer lab workers
Yeah, except you still have the same amount of people stuck being unproductive because you needs dozens of people working full time so your civilisation doesn't forget how to make a marble shitter or how to use a pickaxe. Pickaxe you can make because of undifferentiated mass of "tools" but you don't actually have any use for them until you unlock it separately for every industry.
I like the game but the dev's obsession with upkeep mechanics and the whole tech progression of the game is just horrible.
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wtf it was the shittiest raid possible, about 50 goobers
>275k
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>>2060621imagine that, but with garthimi
Kinda wish this game was more autistic.
>>2060782Don't worry, that's what mods are for, plus dev has yet to add the Game of Thrones features for lords to get pissy at each other and you.
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so you are just expected to go to war with everybody even your allies in this game?
eh, the longer i play the more it reminds me of rimworld, with its developer vs the player design.
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>>2061161yep, game's fault
>>2061165what else am i supposed to do with the raiders except sell them? integrate in to my society? are you insane?
fairly happy with this
bugmen are easy to satisfy and breed, all they need is a shit ton of meat.
As always ready to give up before having a proper invasion army because supplying them just takes sooo long
>>2061167>what else am i supposed to do with the raiders except sell them?
>>2061480well thats a waste
>>2061488true, but selling is more profitable
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why are these fuckers so prone to going insane compare to other races
>>2061268>3k pop>went outside total 2 times to capture a settlement that immediately rebelledbtw is university a huge fucking scam? its so incredibly slow and seemingly useless, i mean there is a huge chance the pops will die before or after that education anyway and for what, 5% bonus to production or something?
>>2060653I got 80k with just 5 Tilapi in leather raiding me. All enslaved to work on my auroch ranch.
>human only game
>birthmaxxing so hella nurseries
>forbid my people from consuming fruit so it goes towards the nurseries
>tfw 0 fruit
>check consumption
>50 towards nurseries
>120 towards eating
>check food stalls
>they fill up with food nobody will eat then let it rot
Why the fuck do the food stalls do this? Who designed this shit?
Needless to say, I refunded the game and left a bad review.
>>2062922You disable what you stock on food stalls. Just because you forbid humans from eating fruit doesn't mean nobody else could have been eating it. That's on you.
I suppose the game could have been made to figure out to not stock goods nobody will use but that has it's own problems.
>>2062922wait until you find out that by default they bring fish to the market because one of the races decorates their homes with it.
>>2061480It's crazy how we could do this back then.
For the scale of violence involved in WW2, even the most heinous war crimes weren't as personal as crucifixion (deliberately ignoring the pacific front so I can make my point).
Imagine the guy who had to listen to like 100 different men plead for their lives and scream as you drove nails into their palms. Would that not fuck him up mentally?
>>1934269 (OP)Brehs, I can only buy one.
This or Factorio?
>>2063151different gaems
factorio is better, dlc is questionable
>>2063132>back thenmexico
>>1934269 (OP)Its too easy to get resource locked in this game. Also reassigning laborers is a pain.
>>2063151Factorio is better value
>>1935378Jesus. I can barely get half the map occupied (with haphazardly-arranged shapes only a retard mong's mother could love) before I wind up stuck under-sourced on either trees or ore and scrambling the rest of the run just trying to get production up high enough to support and train an army. It filters me again and again yet I come back for more every time.
This ... is impressive.
>>2063370with that markup?
How is this game if I want to go full globohomo melting pot trade city?
>>2063429it's the optimal way to play unless you're a brainlet
>>2063432>unless you're a brainletHaha...
Lets see how this goes.
Jolly gee I love managing health this definitely doesn't fucking suck at 2k pop
Need another giga physician I guess
>>2063429mono race is actually a hardmode
you are expected to have a melting pot that produces everything by themselves
trade is too unreliable, as every other thing it gets hindered by game mechanics such as supply and demand increasing the price of what you are importing and decreasing the price of imports.
>>2063564>produces everything by themselvesyou will never get anywhere like this
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awesome
i cant attack i just have to wait and waste supplies
>>2063568Yeah, it's becoming increasingly obvious to me why so many consider the game too hard.
>>2063429Expect constant race riots.
>>2064226because people play games to have fun?
>>2063590The lift (the siege) is an option to attack, or what actually it will do here?
>>2064479lift the siege and go away, obviously.
>>2064486Shit, no manual attack? Havent been far for a world conquest, getting all the depots full is a bitch especially the booze.
>>2064516i think there is a manual attack at the end of the siege but i dont remember. Otherwise you attack if they move out with their army to meet you, here they dont because they will obviously loose.
>>2064228Good, that's exactly what I want.
>>2063590There is no manual attack option because the game doesn't currently have the capacity to generate Non-Player Cities. They're just abstracted representation of cities on the campaign map.
>>2064537it happens only if they are unhappy, just like irl.
>>2064549Full on race riots yes, but even races that like each other will get into fatal brawls semi-regularly. If they hate each other all bets are off. Dorfs and bugmen will murder each other on sight. It's impossible to maintain 2 populations living close to each other.
>>2064328Because they're retards getting filtered by even the most basic shit.
>>206496420 punishment mechanics is not the most basic shit, its just shit
>>2064987what punishment mechanics?
>>2065480me with your ass mechanics
>take a look at race mods
>all furshit and scalyshit
I guess I'm not that surprised, but I was hoping for some anime sluts.
>>2065828There are anime mods tho? Unfortunately, the Arachne mod I think is still outdated.
>>2065935They're either outdated or reskins
>>2066112The reskins aren't particularly good either. The one at the top of the workshop is cute and all but fails to do anything interesting. Color coded more than anything. It's not creative in adapting the race, doesn't put the monster in the monster girls. It's a shame.
>>2066363Are there even any good race mods? What is the main hub for sos modding anyway, everywhere I see only limited amount and most woefully outdated and not even that interesting to begin with. In particular I'd like someone who lives in cold climate.
>pigger city cuts off trade for me putting to work the pigger slaves they sold me themselves
>entire city's economy collapses overnight
>game can take periodic screenshots so you can put together a timelapse of your city
SOVL
Research shouldn't be a human speciality, rather different research sections should be racial specialties that unlock more easily based on the population you have of that type eg Cretonians for farming research.
>>2067095he continuously changes research from one version to another already
>>2066991That's a nice map
>>2068651wait for patch :)
>>2068651Bug or are you trying to build in an area unreachable from your throne room?
if i like dwarf fortress, will i like this game?
>>2069192If you like the city building aspects of DF then probably yes, that's what led me to it. There's a demo on steam you can try first.
>>2069192It's nothing like dwarf fort.
How is the trade markoff in this patch?
>>2069192Probably, but this isn't so much like DF/Rimworld as it is a City-Builder/Logistics-Manager like ANNO.
Syx doesn't have Z-Levels, but it lets you have cities with tens of thousands of citizens, unlike DF which might make your PC explode at a few hundred cat. It's impressive how well optimized this game is, all things considered.
>>2070885>It's impressive how well optimized this game is, all things considered.Yes, and it's a Java game, too.
Anyone here ever achived a world conquest?
I did one in the last stable version, played tilapi and used broken diplo, slave trading to evade embargos and tilapies op archers to conquer everything, pump slaves to get to the 15k pop milestone and then killed everyone in the end lmao
I made a webm of the city somewhere, I don't remember where I put it sadly
>>2075566Did back in v65, it was easier back them because mercenaries were so cheap
I realy made pol pot proud that day
>>2075588yeah, also you could just force nations to region trade with you was also funny
I tried a bit to vary the building forms with the tilapi, making their housing blocks a bit rounder with an inner canibal sanctum, and shaped the fletcher and their nursery into an O form, while all the industry and the human housing blocks are, well, blocks
I copied the spider temple from a senario but the Crator temple I build myself
I even had some mini projects like the enclosed garthini getto I build in the upper left corner that I wanted to build a nursery in to harvest their larvas into my canibal stalls but for some reason the hatchery never worked(the garthimi where free at that time but I enslaved them after that failure and replaced the hatcheries with insane asylums), there also was an armevian fishing village in the east
both kinda merged with my main settlement after some time, oh the urbanisation
>>2075588Hiring mercenaries as needed being cheaper than maintaining a standing army always seemed like it made sense to me.
>>2064516The auto button he is hovering over is manual attack. It's just suicidal to do so against strong fortifications
>>2075623https://files.catbox.moe/vce8so.jpg
here is a super screen from an earlier version, looking at it now I definitely cut some aesthetic corners when rapidly expanding but I am still quite proud of it, this was my second ever city and I learned quite a lot while building
>>2076136That island in the bottom left is begging for a fancy palace
>>1935378I cant get past the early game, I might be retarded
>>2080493thats a super cool looking tilapis village
10/10 looks like an modern arts painting
>I cant get past the early gamefor this particular example?
get tools and research tool usage, they increase productivity masively
Is 1.0 adding any new mechanics that are worth waiting for?
Or can we just play it now?
>>1948070Is that a natural river, or can you dig your own river channels now?
>>2080528those are roads, the body of water on the far right is a lake
SOMEONE GET ME OUT OF THIS NIGHTMARE!!!
>no male green elf (mod is no longer working?)
>Nurseries exist, elf forming families and having kids on their own
>Nurseries are not insect - lizzard race exclusive feature
>Defending force don't take any weapons from the storage but instead use what they are wearing,/holding at the moment
>Houses are not round (except with mods)
I hope mods could fix this...
>>2080527just play it now, the last update was actualy quite nice in contrast to the two before which where ass, you probably gonna get so many hours into this, 1.0 will probably drop after you finished your second settlement
>>2080683>the last update was actualy quite niceIt ruined the game. Transports suck now and having two currencies for research sucks. The rest of the game is identical.
>>2080680>Nurseriesif pops would have children on their own the population would constantly explode and starve
>Defending force don't take any weapons from the storage but instead use what they are wearing,/holding at the momentthen they all would be in full 8cm thick platemail armed with 6 steel katanas like lorenor zorro, invading other towns would be impossible till the far lategame
>Houses are not round (except with mods)I agree, that would be a nice feature, its just would take a long time to actualy implement all the possible furniture combinations to those new room shapes
>>2080693Transports still work fine, they where just streamlined to be high volume freight trains, I do agree tho that the past transport buildings where much easier to use
The two currency research was made in mind to prevent snowballing and it accomplishes that goal, I agree that the actual research costs needs to be fine tuned and paper should be usable to boost libaries further, but else the system on its own is fine
you have normal labs that convert clay into research to use to boost production and the libaries knowledge to boost society, and if you get stuck in one tree, the other can help out. Its a system that actualy now scales with your cities size, wealth and progress.
I hated it too when it was akwardly fist introduced in v.68 but playing it now on v.69 it does nothing but encurage you to expand and finetune your city while experiencing linear growth, the is no moment anymore where you can boost your reasearch to redicoulus degrees due libaries and education and just speedrun the techtree, making 60% of your workforce obsolete.
so the system itself is fine, its just about finetuning costs to give the player more choice what to develop instead of walling 70% of the civic tree off till endgame because boosting tech gain and production is not only optimal, its legitimatly cheaper than getting fancy tiles and providing wells with actual buckets to use
>>2080698>if pops would have children on their own the population would constantly explode and starveYes, but only if they fail to make enough crops or when they get raided.
>>2080527see for yourself
https://trello.com/b/wF5RYqdF/songs-of-syx
Which race in Songs of Syx is most like the jews?
>>2081098Nonono, humans just have 140% of the capacity of other races to perform admistrative and academic positions, so it is natural that they should always man every cushy job in every city
>buy an artifact for one mil
>steep price but I realy have nothing else to speand my money on realy
>plauge hits the city
>everything goes to shit because I got no opium left
>right now at the direst time cantors start beefin
fuck off you oversized prick I got more important shit to do
fortunaly, warhammer total war taught me that any invading force can be defeated with enough ercher micro
thanks for the warm bodies
christ, 104k for a single cantor
any way to extend the length of seasons? i wish they were like 30 days or something
WIP bugmen (and friends) city
how the hell do you get a Warehouse to pull from a Hauler?
>>2082481Looks organic, very bug like, very turkish.
the nightmare continues
I played this city for 70 hours in the last week and even when slowly hitting the point where recourcess are limitless I still can't stop playing
I think I am finaly done, became sorax ray, build all the big buildings, even bought the cantors in dispite shooting their brethren for a coffin
could do a world conquest but I am so tired right now, while you arn't able to snowball as quick and as hard in 69 you will still inevitably hit a point where your empire basicaly pays for itself
while the new techsystem is a good addition, it still needs to be balanced, I was basicaly hitting a brick wall with reasearch after a while since my climate couldn't support a leather industry for the libaries so I had to go conquer a lot and after defeating all my neighbors I was waiting more on my conquered cities growing up so they can send me tribute than actualy developing my city because I couldn't progress much.
Early game techs sould become cheaper and later ones more expensive since after you get all the money from the cities and get more leather in, your population will explode due all the civic techs and since it took so long to just unlock tier one of a service building you probably have already like 10 times the reccources it needs to upgrade every single building instantly, causing a huge happiness boost.
This big spike should be flattened, otherwise the game is in a good state and even more addicting than before
also I liked lots of the random events that gave some spice too the gameplay, plagues can actualy fuck you over now if you didn't build enough hospitals for the pandemic
also the sarcophagus questline was kino but unfolded too early, also all the cantor spawned naked for some reason, not that I am complaining, I only had like 3 archer quads to fight them at that time
tl;dr
Fun
>>2083928the nightmare ends
https://files.catbox.moe/oo3qam.jpg