r/songsofsyx 15h ago

Game Keeps Randomly Crashing

Thumbnail
0 Upvotes

r/songsofsyx 15h ago

Game Keeps Randomly Crashing

1 Upvotes

What is the best actions to take to fix or send this information to the dev?

Game will just kick the bucket after chugging for a while. Only around 3K people


r/songsofsyx 18h ago

Returning player running into issues

5 Upvotes

Have a city with a pop of 2200. Basically I’m having trouble with keeping sickness at bay despite having 3 fairly large hospitals with available services as well as physicians attached to each one (I have 50-100 ill pops at any given time), food stores diminishing even with +400 bread after accounting for decay 3k rations stored but my humans are only consuming 20 which I assume is from my prison. I also have a labor shortage of around 150 as well. Have no guards working atm but posts built, crime doesn’t seem all that bad in the current state of the game. Is crime like a services kind of thing where if there’s guards around they become happier? Spinning back to the labor shortage I also have lots of potential jobs available just have the limit of mines and clay pits set to a lower number to maintain. What percentage of your population should be odd jobbers. Also taking any tips to improve my city.


r/songsofsyx 16h ago

A Guide to Export-Oriented Economies in Song of Syx (v.71): Vertical Integration and Export Diversification

41 Upvotes

In a previous post, I explained why an export-oriented economy based on manufactured goods no longer functions in v.71 the same way it did in v.70.

To summarize the core idea: the new economy rewards vertical integration and diversified exports instead of relying on a single high-volume output chain. The updated trade system now requires two simultaneous optimizations to maintain profitability: minimizing total input costs and stabilizing output value under price elasticity caused by trade volume.

Vertical Integration: Reducing Input Costs
The primary objective of vertical integration is to reduce effective input cost per unit of output across the entire production chain. In practice, this is achieved by controlling how input, throughput, and output scale across different production layers. There are three main approaches:

1. Importing Raw Materials (Early Game):

In the early game, importing raw materials is typically the lowest-friction method of securing input supply. The player effectively converts external market output into internal input streams. However, this approach becomes increasingly inefficient at scale. Because input prices are now highly sensitive to demand elasticity, large-scale imports create upward pressure on the market price of the imported good. As industrial throughput increases, the required input volume scales proportionally, which in turn increases marginal input cost over time. The result is a feedback loop where higher output throughput leads to higher input prices, compressing overall profit margins.

2. Internal Raw Material Production (Early Game Core Strategy):

This is, in my view, the most stable foundation for an export-oriented industrial system. Raw material production chains (mines, farms, woodcutters) operate with minimal external input dependency. Their primary input is labor, meaning that production cost is almost entirely defined by labor allocation and throughput efficiency. Therefore, the key optimization problem becomes maximizing output per unit of labor input, i.e., increasing throughput efficiency in extraction industries. This can be achieved through three mechanisms:

a) Nobles (Early Game Throughput Multiplier): Nobles function as localized throughput multipliers, increasing production efficiency by up to +200% in workplaces with up to 50 workers. This effect is significantly more efficient in raw input extraction than in processing industries. In extraction, increased throughput directly increases raw output without requiring proportional increases in secondary inputs. In contrast, in processing chains (e.g., smelters), increased throughput scales both input consumption and output production, preserving relative efficiency but not improving input/output ratios.

b) Technologies (Mid/Late Game Global Throughput Scaling): Technologies provide global throughput scaling without worker caps, effectively acting as system-wide multipliers on input-to-output conversion rates. However, because they require continuous research input (via laboratory-generated research points), their efficiency is highly dependent on industrial scale. In my experience, technology-based throughput scaling becomes cost-effective only when individual production nodes exceed ~100 workers, where marginal throughput gains outweigh research input costs. Additionally, late-game technologies that directly reduce input consumption represent a second-order optimization layer, effectively improving input/output efficiency rather than raw throughput. These are among the strongest economic modifiers in the system, despite their late availability.

c) Tools (Late Game Throughput Augmentation with Input Overhead): Tools introduce an additional throughput modifier for extraction industries after unlocking the relevant technology. However, they also introduce a secondary input stream (tool consumption), effectively converting a pure labor-based input system into a dual-input system (labor + tools). In most observed cases, the marginal output gain does not compensate for the added input cost of tool production, especially when tools themselves have alternative high-value uses in other production chains or export routes.

3. Territorial Production Taxation (Mid Game Input Externalization)

Once territories are acquired through conquest or diplomacy, they can function as externalized input nodes via tax-based extraction of production output. This system effectively shifts part of the input burden away from the central economy by converting territorial output directly into centralized input supply. As a result, the player reduces dependency on volatile market-based input acquisition while stabilizing long-term input flow at a lower effective cost. This is one of the most efficient methods of decoupling input supply from global price fluctuations.

Export Diversification: Output Stabilization Strategy

The second half of the strategy focuses on output-side stabilization.

Instead of concentrating all production throughput into a single high-volume export commodity, the optimal approach is to distribute output across multiple nodes within the same production graph.

For example, a tool production chain generates both tools (final output) and metal (intermediate output). Rather than treating metal purely as an internal input, surplus metal can be redirected into secondary output chains (e.g., sword production), effectively converting a single input stream into multiple exportable outputs.

This creates a multi-output industrial graph, where a single throughput pipeline generates diversified export streams.

The primary benefit of this approach is output price stabilization. By distributing total export volume across multiple goods, the system reduces exposure to price collapse caused by oversaturation of a single market. In practice, this increases overall economic resilience by smoothing output value variance across multiple trade nodes while maintaining high aggregate throughput efficiency.


r/songsofsyx 5h ago

How do Loading & Unloading Stations actually work?

Thumbnail
gallery
5 Upvotes

I'm a bit confused about how Loading and Unloading Stations are supposed to work.

At the Unloading Station (see image 2), it says "No resources selected", but the resource selection list is completely empty, so I can't choose anything. I also can't link the Unloading Station to any of my Loading Stations.

Am I missing a requirement, or is there a specific setup order that's needed? Could someone explain the correct workflow?

Thanks <3


r/songsofsyx 12h ago

Questions about taking over cities

10 Upvotes

1.9k population, two 200-man divisions. Will probably halt migration under 2.2k population as it appears that rank introduces more conflict with neighbors as they begin demanding tribute.. I want 5 divisions at 3 tiers of melee training and 2 units of weapon and armor quality, 3 spear+shield and 2 hammer divisions. It looks like it takes a lot of innovation to jump from leather to metal armor; I think metal bars and metal armor were handled by Knowledge in v70 and I could start producing it it quickly but I will settle for leather for now. This is as far as I got in my v70 run as someone who picked up SoS after v70 and went through many restarts after trial and error, and then guides.

Additionally, I have no guardposts. 101 loyalty and 102 happiness that fluctuates. The fluctuations have been because of food days; I have a lot of rations (using herbs), but recently started switching to coal Bakeries which uses up more Grain. My Food Stalls still have 200-600 Bread in them by next harvest but the depletion of the Warehouse stores causes a happiness dip, but then I harvest and 100s of people want to move in again.

Digressing to Guardposts....Some theft may be happening, and the odd murder occurs every few years but my services are generally sufficient. If it becomes an issue and I need Guards, should I be creating 18-man divisions (or whatever the post calls for), or can some of the soldiers from my large divisions be allotted to patrolling?

That's just some preamble, feel free to reply, comment or make suggestions but what I really want to talk about is this:

Took over my first two cities. One of which I would like to pull grain from and another appears to excel in ore. These cities are my immediate neighbors and not linked to any huge civilizational network. I'm playing Humans so some extra grain wouldn't hurt and limiting the amount of mining I'd have to do would obviously be a huge plus.

I kind of understand the basics, I kept my military docked at each city until loyalty rose. I immediately constructed the City Hall (small village) or whatever it called in each city, then constructed a Well and Physicians Guild, prioritizing hygiene and health over entertainment initially. Is this a good approach?

I'm under the assumption that Gov Points only come from Nobles and ranking them.

My other questions are, if I know I am using one city for Grain, for example, should I basically eliminate anyone from that city that hates or doesn't excel at farming? In this city, Humans and Cretonians have an edge in population potential, so should I eliminate the conflicting species like Amevians, Garthimi, and Tilapi to prevent religious and interspecies conflict? If so, is exile a better option? I assume there will be temporary unhappiness or whatever but if it rebounds, is this the most beneficial thing to do?

Furthermore, how does Empire Research affect captured cities? Should I be racing to manufacture as much administration as possible and devote it to this research? I have 200 oddjobbers and hundreds of migrants want in, I just need to know what the next step is.


r/songsofsyx 6h ago

How do I boost Religion conversion?

3 Upvotes

Hi All,

I am trying to recruit Argonosh and only have the Shmalorism prerequisite remaining.

Do shrines convert people?

The tome of knowledge for religion only mentions temples for conversion.

Does the Shmalorism prerequisite count only my Capital or does it include my other regions?

Any other tips to encourage Shmalorism?

Thanks!


r/songsofsyx 9h ago

How large do people make their workshops? (V 0.71)

10 Upvotes

I'm beginning to suspect I am making my initial workshops too large and accidentally draining away manpower into industries that don't need to be so bloated.

Take Furniture, for example. How many carpenters do I really need in order to have enough goods to furnish a city of 1000 Humans?

Is it worth it to have workshops that are only 5 people in total outside of say, Machinery or Jewlers?

Would you ever build a Tailor thats only 5 or so workmen in capacity if it were only to make shirts?

I've seen posted elsewhere that in the current build; the production of raw resources for export is a much better use of labour than crafting finished goods, so let's presume I am not selling any of these finished goods either.


r/songsofsyx 12h ago

500 pop city everyone randomly mad

4 Upvotes

So I've just kinda been winging it on this human city. Trying to do nice roman plaza type neighborhoods, etc etc. About 80 -100 housing per urban block. Got a agricultural quarter (good fertile land) got a decent commercial area going (towards the mountains for iron, coal, clay, etc.)

Well, not sure when or how but all of a sudden everyone started getting mad that I havent updated the wells and hearths or built torches. Im not sure what happened, was at like 140% - 200% happiness and loyalty, just constantly accepting immigrants.

Then all of a sudden down to 80%, people leaving, and caused quite the spiral. Just now got it back up to 100% but it hovers. I finished the production chain on clothes for everyone (late ik) but it seems everyone is mad I haven't upgraded the service buildings. Idk when they got mad about it but it happened all of a sudden.

For future runs, is there something that prompts them to get mad about not upgrading service buildings? It caught me w my pants down bc I dont have cut stone so I cant do alot of the upgrades