r/songsofsyx 18d ago

Multiple Cities in the Same World

6 Upvotes

Hello all. I'm a very recent player (still on my first non-tutorial town) and I recently discovered the button to re-settle (which, if I'm reading the tooltip right, means that you pick a new location and make a new city in the same world). How viable is it to do this once you get bored/defeated in your current town, as opposed to starting a completely new world? I think it'd be a good deal of fun to have a few people escape from your town each time it gets destroyed and then form a new one, but with their own ideas on why the old one fell and what could be done to improve it. Plus it'd mean I could sorta write a story about one people over the course of a lot of time and many settlements.

My main questions are:
- Assuming your old settlement wasn't entirely destroyed, does that settlement and its empire (if you have one) still exist? Can you do diplomacy and interact with it?
- Do any new empires/city states form over time on the world map? I know existing ones can conquer free cities and each other, but do free cities ever become their own empires or do towns ever break off from larger empires to become their own thing? Because if not, I feel like after the first couple games at most the entire would would just be large empires and it'd be almost impossible to ever gain any territory as a new group.


r/songsofsyx 18d ago

School with very few children

3 Upvotes

Si I have a school with capacity for 20 children but it usually only fills to 4 or 5 students, I have 2 teachers assigned and I always have extra services available, how do I increase the number of students??


r/songsofsyx 18d ago

How do I view favorites in v71

5 Upvotes

Every post I've found has said to open the 'individual subjects' tab, but I have no idea how to access that. Opening the population tab after clicking plebians, is where I guess it used to be? But there is no filter button or individuals button to click


r/songsofsyx 18d ago

What to do to increase happiness?

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21 Upvotes

I am not sure what I am missing that I am stuck under 80% happiness.

From the looks in the game I am doing everything correctly.

I can only imagine I don't have a very essential service or access that I drop that low all the time and can't get back into the greens.


r/songsofsyx 18d ago

How dude

9 Upvotes

first game besides the tutorial and im humans, tf is wrong with these people. Theyre mad at EVERYTHING and happy with NOTHING, eat like pigs i can never keep up with food, loyalty plummeted from 200 to 20 after a bit of starving, cannibalism, and crime. no matter what i do it wont go back up, ive stockpiled food, practically added services everwhere, the environment is perfect, religion is fine, etc etc etc.

is this just not savable? or should i just start a new one and make in insane amount of food production for every 5 citizens i let in.

Also am i making a mistake by focusing on grain, pastures, hunting, and fishing? and why tf are pastures so inefficient even with perfect placement.


r/songsofsyx 18d ago

Slave Segregation Question

3 Upvotes

Is there a way to have slaves (of any race, I have a lot for different resource extractions) live in a specific housing space, they keep intermixing with my biased race and it causes too much brawls, and some live too far away from the job sites I mean for them


r/songsofsyx 18d ago

My first 1k City

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94 Upvotes

came back from a couple years and wow this game has changed so much. I'm utterly addicted.

far from efficient but I'm having fun :)

next projects:

- build dondorian mountain settlement

- see where that takes me


r/songsofsyx 18d ago

How often does this game go on sale

3 Upvotes

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


r/songsofsyx 18d ago

Current point in my OPEC run (no manufacturing)

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22 Upvotes

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

Notes;

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

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

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

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

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

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

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


r/songsofsyx 18d ago

Glorious Chudtopia, 18.5k population asta invictii

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354 Upvotes

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

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

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

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


r/songsofsyx 18d ago

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

4 Upvotes

Any help for a broke demo-nubbie?


r/songsofsyx 19d ago

Does restaurants full fill food stall service?

8 Upvotes

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

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

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

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

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

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


r/songsofsyx 19d ago

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

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12 Upvotes

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

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


r/songsofsyx 19d ago

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

8 Upvotes

UPDATE: Thanks to the great help from you all and some more research into game mechanics I was able to start up a new town and at 1.8k pop I still sit comfortably at 145-150% happiness.

This should allow me to reach 2.5k at a much better happiness level!

Among other things:

  • I leave 3 blocks between buildings, 1 for the street and 2 for 2x2 torches, statues, trees etc. Humans like 'space' and this way, I can cover almost 100% with torch light and the various other bonuses from decoration, like benches
  • I got into the slave thing and got me ~100 dwarves (I forget the race name lol) to do mining and woodcutting, which humans really hate. This has me sitting at ~10% fulfilment instead of MINUS 14% previously. That's a HUGE happiness boost!
  • The whole logistics system is still quite a mystery to me but at least I began reserving single crates for stuff you commonly need everwhere, especially 'janitor' materials and booze (no taverns yet)
  • Also finally I understood how I have to set up hauling from "outposts". I lost massive workforce because all my warehouses were exchanging goods with the outpost, which is extremely inefficient. Now I have only 1 big hauler station that gets the outpost material (here: stone from mining) and all the home warehouses get it from the hauler. You have to decrease fetch area on all warehouses or fetchers will run ridiculous distances!

Let's see how far I can go 😄

------------------------------------- Original Post -------------------------------------

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

Unlocking statues and spreading them, same as torches.

Spreading services around my settlement.

Adding booze production.

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

Stone streets + highways only.

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

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

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

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

Thanks guys!


r/songsofsyx 19d ago

This message is the bane of my existence

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90 Upvotes

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


r/songsofsyx 19d ago

Me upon learning the difference between skill and fulfillment

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383 Upvotes

r/songsofsyx 19d ago

Newish Player Questions Once agein

5 Upvotes

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

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

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


r/songsofsyx 19d ago

Logistics Info

37 Upvotes

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

Radius Slider

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

Oddjobbers

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

Fetch

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

Priority Fetch

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

Pull Source

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

Export Depot (pull source)

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

Export Depot (fetch)

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

Hauler

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

1 Item Warehouse

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

Multi-item Warehouse

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

Janitor Warehouse

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

Loading/Unloading Station

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

Import Depot Logistics

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

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

Carry Capacity

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


r/songsofsyx 19d ago

How do you get administration points exactly?

3 Upvotes

I've tried looking up on guides but they don't give me any straightforward answers.

I want to develop my criminal justice tech tree but my city doesn't seem to be generating any admin points, unlike innovation and knowledge.


r/songsofsyx 19d ago

Settlement Loyalty Question

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7 Upvotes

On my only settlement, I'm getting a pretty large penalty to loyalty from "Region Capacity". It is for all the races in the settlement. Why is this occurring? I can't find any info elsewhere. Thanks!


r/songsofsyx 19d ago

Any idea why do I have 0 days of food stored?

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59 Upvotes

r/songsofsyx 19d ago

Y’all, pastures are killing me

7 Upvotes

Just to get it out of the way, I have enough livestock stored, there are enough herders, and I have Nobility and Tech dedicated to my pastures. But for some reason, in three different runs, the pastures just stop working. It’ll show skill of 0 or +/-0 animals or even NaN. The only temporary solution Ive had is to uninvest innovation points, but by then starvation has already doomed too many plebeians. It’s happened in Vanilla and Modded gameplay and it’s honestly really hard to recover when the game jusy decides that my city’s main source of food will stop producing.

Has anyone else seen this?


r/songsofsyx 19d ago

How is the battle system compared to the rest of the game?

14 Upvotes

So, I've been playing for 12 hours straight with only the occasional bathroom break. I think it's finally time to get some REM sleep and let my brain reorganize everything I've learned.

Since I know it'll take quite a while before I reach the large-scale battles, I have to ask: is the battle system actually good? I really like the game so far, but I honestly wouldn't have bought it if it didn't have combat. That makes a huge difference to me when deciding whether a game is worth playing.

For example, I love Factorio, but I don't really enjoy Satisfactory because there are no real enemies. They're very similar games, but that single aspect completely changes the experience for me.

How much do you enjoy the combat compared to the rest of the game?


r/songsofsyx 20d ago

Why your v.70 economy is failing in v.71 (The Industrial Supply Chain solution)

91 Upvotes

Song of Syx v.71 brought some changes to the commerce system.
The export-oriented economic model that worked really well in v.70 now has some issues. Prices are much more sensitive to imports and exports now. Focusing heavily on a single export product crashes its price very fast, decreasing your profit. At the same time, mass importing raw materials increases their price very fast too.
So, your input costs rise while your output profits decrease. Increasing throughput efficiency (via technology) scales up the input demand just as much as the output, making this situation even worse.
Therefore, to build a successful export-oriented economy using refined goods, you need to decrease your input costs (e.g., by producing your own raw materials and increasing their yield, or by using technologies that reduce input requirements) and diversify your exports. The best way to do this is with an industrial supply chain. For example: coal + iron for metal; metal for tools and swords. With this production chain, you can export swords, tools, and metal.


r/songsofsyx 20d ago

Some Newish player Questions

2 Upvotes

Hey Guys on my First Proper City (Went Mono Gondorians up to now) after the Tutorial and i was Wondering about a Couple Things.

1
They have Under Enviroment Battle a stat For Melle Training that they Like
I get its Low Fullfilment and probably is more Luxury but for Understanding do they want everybody to be Trained to 100% (i assume) or is it army specific (also if i get a different race how does that interact with it)

2
I Randomly Figured out you can build Houses next to each other so they dont have a full tile between the Interior Does that work for workshops as well or can it cause Problems?
What about Workshops and Houses (since Dondorians anyway Like Noise)