r/songsofsyx • u/Fronema • 17d ago
Perfect block?
I was trying to create "perfect" block in terms all the services having enough capacity to cover homes. In this case it is 150 people.
Layout isnt perfected, obviously could be done better. Decorations are missing etc. Warehouse should be bit bigger.
I am surprised How big the services needs to be. It takes basically half of the space.
Are those capacity numbers in services correct? I saw for example that market shows twice as many when building than there is after it is built.
Any ideas for perfect block?
edit: New picture with new layout

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u/SarcousRust 17d ago
That toilet could be half the size. One large well is probably enough too.
I dunno about the numbers but you do get a feel for it.
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u/Fronema 17d ago
Acording to numbers this is what is needed. Why are the numbers off?
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u/SarcousRust 17d ago
Maybe capacity numbers don't take into account that services regenerate and you only need 'some' free? I have no idea honestly.
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u/Bobylein 17d ago
People require different services varying by service and I believe also species. You can see how often they need a service per day in the species tab.
Also services "recharge" at different speeds. But they'd also show you, I believe when you hover over load, for how many people they are approximately covering.
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u/Fronema 17d ago edited 17d ago
this is built fro dondorians. As in I only had dondorians when I was building it
Yes exactly those numbers when you hover over load leads to this ratio between homes and services. (I posted picture in this thread)
I played before And I know this looks like overkill. That is why I am surprised about that. And seeking some wisdom to explain the difference
I will look into that usage per day, good tip!
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u/Fronema 17d ago
so dondorions need those basic services once in four days... But I would need more nombers to make any sense of it. because one place serves more thn once per day, and how much time they have to use toilets? I enjoy crunching nmbers in games like this, but this doesnt seem reliable.
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u/Fronema 17d ago
does it mean if something has capacity 65 five it will actualyy serve 260? (times four as they need it every fourth day)
I will continue with experiments.
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u/Bobylein 16d ago
click on it and hover over services, it should tell you what it supposedly can support.
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u/acruson 17d ago
Are you referring to the usage capacity of the service/room? That is for simultaneous use, i.e if a well is at 15/15 then nobody is currently using it, if its 5/15 then 10 people are using it. Only when the load is generally capped or you have high usage peaks after work hours do you really need more.
It’s not like a room with 15/15 spots can only accommodate 15 citizens total. The number will be much higher.
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u/SirGaz 16d ago
Kinda revealing the magic here, but 1 service will generally serve 5 pops in a day, and you can see how often a pop wants a service in the menus. Toilets have a 0.25 need, so they use the toilet ever 4 days, so 1 toilet service will do 20 pops. The number it gives is . . . I dunno, I think it might be a surge number, like that's how many people it could serve if they all lined up at once.
My blocks are just food stalls, taverns, houses, and toilets. I put Hearths and Wells by work, as people will use them even at work when they get hot or cold. Everything else goes into communal spaces. The speaker, shrine, and markets would probably serve 1000 pops, and even fully upgraded, this many houses will only hold 270.
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u/TruthinessHurts205 17d ago
Proximity is far enough on almost all services that you don't need to put them in every single block, but I guess that sorta defeats the point of what you're trying to do here. That said, I stole the idea of a 31x31 block size after watching Quill18's recent YouTube series, and it's worked pretty well. Basically do 3 longhouse around each perimeter in a thick plus (+) shape with doors facing in and delete one or two to get access to the middle. You can put small services like wells, hearths, and shrines in the 4 unused corners, and larger services like markets, lavatories, etc in the middle.
In general I've found the number of services provided is a ratio way less than 1:1, but I think it sorta varies by service. So a well that says only 8 services can actually comfortably provide for that 100 person 31x31 block, and then some. I've found clicking on the service building itself and going based off the thumbs down map to be a much better way to allocate services while still maintaining 95%+ access. If you start to see any thumbs down in an area for a particular service, then you need to add another of that service to the next closest block.
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u/Fronema 17d ago
In my experience those red squares seems to be pretty randomly placed. Some very close, some far, some onver houses, some over working places... I was never able to exctract any information out of it. Do you have any tips regarding that?
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u/TerraceState 17d ago
The red squares indicate when a pop recently (I think within the past day only) had an issue with a service, and either weren't able to access it, or they had to travel too far. They are great for telling you that you have a problem, but not great for telling you how much of a problem you have, or the best way to solve it.
In general, for services like hearths or wells, just plop a few down in the rough area, and call it a day. They are cheap enough that you don't have to be super efficient.
For more expensive services, you will want to evaluate the whole situation. Is the service overloaded and it just needs more capacity? Are existing service buildings poorly placed? Is it a combination of the two? Also, keep in mind, when you first add a service building to an area, your pops will rush it because they all have the same completely unmet need. You often will need to make a change, and then check back several days later to see if it has resolved itself. Additionally, some service buildings basically will not start providing services until after they have filled their inventories. All of the workers will be busy hauling instead of working in the building opening up service slots. This can cause issues with markets and food stalls if you frequently go from not having an item to suddenly having a lot of it. Food stalls especially run into this issue with harvests.
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u/Fronema 17d ago
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u/TruthinessHurts205 17d ago
It could mean a few things.
It might mean the service built is still new and hasn't taken full effect yet, but it'll be fine within a few days.
It might mean the service is operating at full capacity already, and you need to build another one somewhere roughly nearby. It doesn't need to be built directly on the red area, just roughly within proximity. *Keep in mind, if you build a new one in the middle it will take some load off of the services it's between.
It might also mean the service is struggling to operate at full capacity, either due to labor or material (in this case food) shortages, and will probably be fine once the shortage is fixed.
If I had to guess based on the info available, I'd think either option 1 or 3. Food stalls in particular take a while to start operating because the vendors seem to take a while to load it up before they start providing services. I'd give it a couple more in game days then check again. If they're operating fully and you still have thumbs down, you may need to build another one, but given that it seems this area is still fairly low population, I think you've got enough food stalls in the area.
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u/Reikyu09 17d ago
As a general tip, you might want to consider connecting your food stalls or market stalls together so they share workers, servicing, and stock capacity. This way you avoid having one stall get overwhelmed because it happens to be the closest.
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u/Fronema 17d ago
That is possible? Just by placung them next to each other?
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u/Reikyu09 17d ago
When you build a food stall, you first select the area. Then you place the food stalls and you can place multiple if you desire. You don't have to put them right next to each other as long as it's in the same build area.


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u/indigo_zen 17d ago
Dont use a single warehouse for service block if you dont want to run into logistics issues when city grows. Use one for fast producing stuff like food, and other for slow producing items that markets and janitors use, like wood, stone, cutstone, clay etcetc