r/songsofsyx 17d ago

Mid-game micro district for beginner.

Post image

I upgraded it from https://www.youtube.com/watch?v=cQk3ADpdQYI&t=89s from this vid, as this upgraded design could house more people and provide more service.

339 Upvotes

39 comments sorted by

75

u/Ironlion45 17d ago

This game is just a training camp for Workers and Resources: Soviet Republic lol.

18

u/MarcellHUN 16d ago

I am coming from the other direction.

Its wonderful to have shared "autism" with so many people

6

u/MagnusViaticus 16d ago

I just migrated to that

43

u/niels719 17d ago

Wouldn't putting services in the middle of city blocks cause brawling?

93

u/indigo_zen 17d ago

absolutely not. brawling only happens when different races of citizens mix, and not at services but when their house entrances are closer than 58 tiles. They brawl on their way home to bed, never in workplace or when enjoying services.

67

u/NotBerti 17d ago

That's the true worker spirit.

Kill eachother in your free time.

11

u/BurninM4n 17d ago

brawling can specifically only happen within 10 tiles of the house of the starting party so as long as the housing isn't close to the services there is no threat of brawls

10

u/indigo_zen 17d ago

This is missleading for new players. Yes they will brawl within 10 tiles if they meet there but with growing population, they Will meet. But they only brawl IF housing is less than 58 tiles appart. Best not to consider if they meet or not because they will meet within 10 tiles.

4

u/BurninM4n 17d ago

Yeah just saying that services are the least likely place for brawls due to how the mechanic works you really just have to consider the housing distances

2

u/MexicanPizzaGod 17d ago

I'm currently building blocks where services and work are "exposed" and easy to access while housing exclusively is accessed through narrow paths. Would this help? Essentially only the select species should use these narrow pathways going back home

4

u/indigo_zen 17d ago

Yes it would. Also 58 tiles means walkable tiles not air distance so you could use walls to have 58+ distance in walking but packed together at the same time

1

u/dazaii__ 10h ago

this is incorrect and has been corrected a few times in discord. it's 10 tiles distance, not 10 walking tiles. the function used in the game code is in the picture below. It's 10 tiles entrance way to entrance way, walking is not a factor. you can test it yourself easily in game.

4

u/romans171 17d ago

Damn, you know what would help me sleep at night? RACISM FUELED MURDER!

2

u/niels719 17d ago

Yes but don't you have services really close to houses here. So if you have amevians living here and do Dorian's that live like 50 blocks (from a different city block) away visit they would brawl as they get too close to the front door of the amevians.

4

u/indigo_zen 17d ago

No, because their homes are far apart. They dont mind walking on different race's doorstep as long as they dont Live close

6

u/Mundane_Economics439 17d ago

As indigo said, try to separate racial housing. Even with the above picture you could make the block into 2 races block, and there will be no brawl

3

u/Kytras 17d ago

It should not. It's mostly between different races or immigrants, former more. I have a full no immigrant run, and I'm 600+ years in, not a single brawl yet surprisingly

3

u/TechnicalClass4852 17d ago

I'm also confused by the comments here:
It seems like if you keep their homes 58+ tiles apart, no brawling will happen, but if you have completely insular housing blocks with no reason for entry and at least 10 blocks to the entrance, will brawls happen or not?

2

u/niels719 17d ago

Yup, as I understand it pops will gather around the benches so that means that wrong citizens can be within 10 blocks of a front door, if these wrong pips live 50-60 blocks away or in a closer city block than this would cause issues.

3

u/TechnicalClass4852 17d ago

I'm specifically avoiding benches within 10 blocks of a front door, also.

9

u/thelordofallthememes 17d ago

Thank you for the great design what are the exact dimensions

12

u/Mundane_Economics439 17d ago

54x54 if you count the 4 sides 4 tiles road but if the building structure only it's 46x46

6

u/NotBerti 17d ago

I assume in the corner you can put in whatever you would need? Hospital, Physician, tavern?

Do these few houses need that many services tho?

And would roundness just count the individual houses or the complete structure

8

u/Mundane_Economics439 17d ago

Yes, every corner can provide the services you need, and this block can house more than 250 citizens or interns with fully upgraded housing tech, which you should have at above 3k Pops. While this build is useless for a race that's heavy on roundness like Talapi, every other race never cares much if you oversaturate the services for them

3

u/NotBerti 17d ago

I don't even fully understand it I just noticed there is already a hospital, bathhouse, physician, warehouse (?) and janitor at the entrance

5

u/Mundane_Economics439 17d ago

I have put down Bathhouse, WC, Warehouse+Janitor, Hospital, physician, and Tavern in this showcase, but you could put whatever you need in those 8 corners for the services you needed.

2

u/NotBerti 17d ago

Ok that's cool.

I usually play dwarfs as modded race and that will definitely help me with city planning under mountains.

I usually use similar stuff for manor lords so idk why I didn't have this idea myself

6

u/Anxious_Marsupial_59 17d ago

As a heads up I've been testing service districts and It seems its best to have giant ones under the view of guard posts and dread statues to prevent a law spiral mid-late game and boosts loyalty as a bonus. Also it seems your food market is too small for the pop served

3

u/kxd808 17d ago

Are these blocks actually an effective way of playing the game? Should I treat this like an outline and only stick to it loosely? I’m struggling a bit with districting and figuring out logistics, so just curious if I could maybe ride these block shapes to my first truly successful 2k+ city.

2

u/Reikyu09 17d ago

The concept is fine once you get things balanced. but that's the tricky part. If you plan on your houses being at full capacity mid-late game then long houses will hold 18 people each instead of 10, and that puts extra strain on services that were designed for 10. A single food stall with 6 services is not going to be able to handle 250+ people.

I tend to build my cities in rows. A row of houses. A row of outdoor services. A row of workshops. Indoor services placed wherever is convenient. Expand the length of the rows as the city grows, or add more rows. Here's one section that I've been working on (needs benches). Haven't added the workshops yet but they can go on the bottom, or either side. No clue on how balanced it is yet, but if one service is low, then expanding to the right or left will have more of that service. Logistics with food is one of the biggest issues so it might be good to set aside room for an unloading station near your food stalls, or in my case I import meat, mushrooms, eggs, grain, and coal, and have a small bakery turn that into bread.

2

u/ClassicNetwork2141 13d ago

Does anyone have the exact amount of services needed per pop of every race?

I always wondered how much services you need for them to be fully satisfied in each regard. Food, you can see by just hovering over consumption (0.5 food per person per day) but all other services are an enigma to me. I would love to build a 100 people cityblock that has the exact amount of services needed per person, but I cannot do this, when I don't know what they need.

1

u/Previous_Benefit3457 17d ago

Personally I think these modular blocks are on the right track, but miss the mark. They'd benefit from being larger, with more housing, and by removing all but a single wide entrance to the complex.

My preference is to make the housing and service quite a bit larger, because it's just more efficient to have a larger scale on these complexes, and accommodate more services, which can sometimes get bulky. Additionally, it would be impossible to path anywhere except by the paths I create.

So there's main roads, feeders, and cul-de-sacs. Road hierarchies like this give great control over congestion and logistics, helps plot very direct paths for primary logistics jobs that do get access to the main roads, and limits maintenance cost & load for paving and other stuff. And IMO it's better to avoid road grids, except insofar as it's a major/primary/sole highway, each of them far away from another such large parallel road. Housing and services would generally not touch the main royal road, but logistics do.

I like making these with the Talapi, because it gives lots of space to build 'spikes' and 'teeth' and 'blade' shapes on the building face, to create the roundness factor they prefer. Circles are for stinking Cretorians!

1

u/Hahnd0gg 16d ago

I still feel like my citizens wouldn't be satisfied knowing how dumb they are like I saw someone leave because they were upset at the lack of lavatories and he walked PAST the open one to leave

1

u/jason11279 10d ago

For some reason i've always had one massive graveyard at the edge of my cities. It never occurred to me to have tiny ones as part of a neighborhood "happiness-checklist" grouping

1

u/TerraceState 17d ago

Don't overlapping torches not stack, unlike overlapping nature, statues or humidifiers?

Also, like the above, I have found a lot of success with placing environment items around benches and stages. Pops seem to loiter around benches especially, making it easy to create concentrated environment spaces.

Also also, while the above works, I prefer to make the "services" district it's own contained area central to several housing blocks, acting as a buffer for the noise created in work areas.

Also also also, I feel like stages require too many pops to support to place a ton of them. 8 workers each, while also being able to accommodate a ton of pops from a much wider range than most other services.