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File: amevians.png (695 KB, 702x597)
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Amevian edition

0.70 is live
>>
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>he has the import depot unlocked
>still produces his own food
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>>2313692
>he's not running an autarky
thought trump ran all you guys out
>>
Amevian slaves were a mistake
The only thing these fucks are good for is fighting in the arena
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>>2313692
Everyone stopped trading with me because I raided one person for slaves and he convinced everyone around me to break all agreements
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>>2313692
>importing any good that is consumed by pops
good way to bankrupt yourself
importing food/clay/leather is a net negative on your economy without any returns
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>>2313801
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>>2313719
You use Tilapi slaves and have them never wear clothes.
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>>2313881
Fucking milk drinkers...
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>>2313881
>syx doesn't have cheese
Big sad.
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>>2313944
it has forbidden cheese
>>
I am new to the game and it seems that many things have changed in the game, so old guides sometimes adds to my confusion. Question is: i am trying to increase my auroch pasture efficiency before i expand.
I am talpi, 350 pop, and temperate (i think) forest.

in a 45x45 pasture my auroch only yields 21.2 meat and leather. I've seen youtuve vids with people having up to 30-35 early game. I bought some tech and innovation, so i went from 17-to 21.2.

My base rate is 0.560. Is this perhaps why my production is to terrible? if so, how to increase it
>>
>>2314033
you unlock nobles at 500(?) population, nobles literally triples the efficiency for 50 workers for zero cost since nobles don't actually need chambers/servants and are fine with being homeless.
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>>2314037
>nobles don't actually need chambers/servants and are fine with being homeless.
What the hell I could of had them ages ago...
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>>2314105
me in the upper center left
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>>2313801
Clay and Leather take way too many workers.
At least grain to bread/piva is a supper effective use of labor.
No way in fuck I am dedicated hundreds upon hundreds of workers to the clay pits or the auroach pastures. Just tax that shit
>>
>>2314188
I still don't get how to empire before like 3k population. there's nowhere near enough manpower for any meaningful amount of tax.
>>
Tree Specialist requires 940(!!) employees to unlock. That would be basically the entire map with nothing but Orchards.
>>
>almost died due to not paying attention to maintenance costs
Half the city looked post apoc, I think a race riot happend too but most of my rooms broke. SOMEHOW no one starved to death and they didn't mass emigrate and I noticed in time to fix it.
>>
>>2314190
it was much easier in previous versions
>>
>Bunch of my subjects are unhappy
>Sire! a RACEWAR has started on mainstreet!
>Call in the levy to surpress them
>After some blood spills down mainstreet everyone is back to being happy again
Perhaps violence is the answer after all.
>>
>>2314298
Multi race cities are not the answer tho
>>
>>2314298
Slavery is the answer
>>
>>2314219
yeah these requirements are absolutely fucked. first tool tech for pastures is 330
>>
why exactly does an amevian egg require fish?
>>
>play the lizardmen
>spam fish
>never have any issues
I'm either unfathomably bad at the other races or these cunts got it good.
>>
>>2314438
Fish sucks late game, it scales up badly compared to wheat, fruit or even meat.
>>
>>2314302
>>2314305
Boring, my subjects must learn about the glories of a multiracial society through the faustian struggle of race war.
>>
Did I break my fresh water display? There's this abrupt dark area even though the culvert has access to water. There is fresh water again further downstream..
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>>2314586
Quick, find the Reynold's number to see if it's turbulent or laminar
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>>2314586
Put a canal next to the culvert or try stuff like that, there's a bug and you have to force it to update or smth like that
>>
How do you actually conquer other provinces?
I've got 300 guys at 90% training with full plate armour and falcata that I sent to attack the neighbouring insects. They've now been besieging the insects for 3 years and nothing has happened so far. The tooltips are very bare bones, so I find it a bit difficult to understand how this actually works.

How does the siege progress increase and is there anything I can do to make it go faster? Do I have too few men compared to the defenders? Do I need to get into machinery to build catapults? Does the defending city run out of food at some point?

I built some embassies to improve my support in the region, not sure if that matters.
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>>2314818
I made some (12) catapults for my army.
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>>2314844
Local support is at 100, the defending garrison reads as 0 strength, defenses reads as 0.00, have been sieging 4 years. How long do I have to wait?
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>>2314846
what does it say when you select the army and then click on the city
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>>2314846
im pretty sure at some point you have to actually attack the city with your army
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>>2314856
>>2314858
Thank you, your support for Amevian expansion will be remembered.
I figured you'd get some sort of alert about the siege, and perhaps an "assault" button on the army display.
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>>2314862
after 4 years of siege there probably isnt much left
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>>2314862
Iirc the shield icon for sieges turns blue when defenses reach 0
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>>2314491
Sure, but you can facilitate getting to the late game easier with fish as a back bone for a primarily lizard town
>>
What are the most efficient industries per worker and per gold price of output?
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>>2314188
>bread/piva is a supper effective
lol
>>
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I don't really get the empire management aspect of the game.

I've conquered 3 insect cities, each time the population has collapsed from a couple of thousand to a couple of hundred. When I conquer the towns the garthimi get absolutely nuked in terms of population, even if I shift to humidifiers, while the doors are thrown open for foreign species. Am I supposed to let everyone in and create a europeanoid utopia? Block everything but my own species for a pure-scaled lizard empire? Create insect ghettos for farming tax and tribute? Would it be a bad idea to let insects or humans live in my empire if I plan to use them as slaves in my home city?

And how do you get tribute, does it magically appear in your warehouses?
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>>2315249
it's a very weird system, and i haven't been able to figure this out completely, but i also have a lot of garthimi in the regions around me in my current game. when i mouse over their growth after conquering a region it says they're collapsing because of "species biome". seems like no matter what i do i have to let it collapse completely and then rebuild. tribute gets delivered with trade caravans just like imports
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>>2315271
forgot to add that unlike trade, tributes do just get delivered to any storage, not just trade depots
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>>2313881
Incredibly white coded behaviour.
>>
What do I need to look out for when picking a location to settle?
>>
>>2313801
good thing theres enough clay on my map. oh wait.
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>>2315641
shit you can sell
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>>2315249
The population of an AI-controlled territory is arbitrary. Is it still most likely guided by the same two things that will limit population capacity when you control the region: the size of the territory and the average moisture level of that land.

"Species Biome" is basically a proportion controller for how much of the population pie each species gets to take up when they compete for capacity. You'll notice each region has a 'terrain' display which is a mix of ocean, fresh water, mountain, forest, and open land. Under that is the population makeup (the little species face sprites). You can observe there what percentage benefit each species gets from the terrain that makes up that province. These are hard rules for your controlled regions, assuming you aren't genociding people. One funny thing about these terrain rules I have noticed is that although Garthimi like mountain terrain the best, they are never the species with the highest population modifier, every other species is more 'suited' for living on any given terrain than they are.
Anyway, the AI seems to ignore species biomes for its own regions' population makeups. Sometimes things will look proportionate, sometimes a species with 150% modifer will have thousands more pops than a species with 180% modifer, and sometimes regions will lack any members of a certain species. Perhaps these actually simulate the controls you have over your own populations, that being persecute, exile, and massacre. There are monospecies states, and states that include some species but not others.

I've found the easiest way to run regions is with a mono-species capital, as you can allow them to take up the entire region capacity. In general I would massacre every species that is not significantly represented in my capital's population. The loyalty modifiers suck to manage. People get pissed about population and noble representation, religious differences, other species in general, and taxes.
>>
been eyeing this game, how are the battles? looks like total war from the few clips ive seen.
>>
Are there any sources of government points besides nobles?
>>
any other good tutorials outside of what's ingame? i'm having the issue of i don't really know what else to do outside of what i learned in the tutorial
>>
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>>2316295
if you're literally just fresh out of the tutorial then you should know that a lot of mechanics are gated behind your population, which you can see if you click on your throne.
to increase your population (via immigration, via breeding is practical much later), you need to increase their fulfillment in a billion different ways. building/populating markets/stalls/stages/speakers/hearths/wells, etc. planting cotton, turning it into cloth, and turning it into clothes is a big important one the tutorial doesn't cover. and then you can increase each citizen's rations of clothes/food/drink.
fyi, giving furniture is a noob trap; don't touch it until you run out of other ways to increase fulfillment.
so focus on exploring the different ways to increase fulfillment. the tutorial doesn't even let you build shrines, for example, but each shrine has a different effect on the people it attracts, which you can find by exploring the UI.
there are two tech currencies; innovation and knowledge. you get a flat amount of both as your population tier increases, and later can invest population into increasing them directly.
your early tech investments are gonna be (depending on race; make sure it's something that will actually give them fulfillment first); graveyards, stages, paved roads, guards and slavery/stocks/execution or maybe globdien/auruch ranches.
later on, healthcare->medicine->psychology is also incredibly important.
you can refund tech investments, so if you feel like you have an excess amount you can spend it on more food production etc. just be careful about taking it off.
for your first non-tutorial city, a good first goal is to focus on getting to the point where you produce so many foodstuffs, clothes & furniture you have to export the excess. get used to the UI for import/export depots. if you get to 650 pop, ask again about nobilities, they're super important.
>>
Vegetarian tilapis who capture humans and milk them.
>>
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shit's like "oh, my people would like it if i had a bunch of rations stored away, but don't really give a shit about excess vegetables/fruit. i'll make a rationmaker. oh, the rationmaker is way more efficient if i import a tiny amount of herbs (or forage). that also boots their food days metric if i remember to disallow them from eating rations (which is fine, because it's not one of their preferred meals. wait, what the fuck is 'roundness'? okay, they want a stage, but don't give a shit about fighting pits, so i can skip that one. my food stalls are only at 35%? oh, i need to upgrade them with a tech, and make sure there are enough food stall employees."

fyi; the resources janitors need are the resources used to make buildings. so if you upgrade a building with pottery, you now need a steady stream of pottery to keep it operational. not having stocked janitors is a great way to look away for one minute and come back to a completely destroyed city.

and no, you don't have enough food.
>>
is there really just no source for government points besides nobles?
>>
>>2316259
I've played for 250 hours and haven't fought a single battle yet - raiders piss off when I give them stuff, foreign states never follow up on their threats, and all the cities I've conquered starve to death without fighting back
>>
>>2316304
why is furniture a noob trap? just doesn't do much? wood>furniture is an easier pipeline than cotton>cloth>clothes
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>>2316424
Furniture as a pop need is a noob trap, many intermediate buildings need furniture and you're better off building a needs building with furniture instead of providing it for houses
>>
>>2316259
i enjoy the battles, and yes, they work essentially like total war.
i do not enjoy my "colleagues" with pacifist trait making insane demands i literally can't meet, then hating me for refusing, then making more demands because they hate me, then declaring war and attacking me with a 5k army while calling in 3 other factions, all within a day
>>
>economy based on importing raw material then exporting heavily refined goods
>majority of economy is focused on military dominance
>diverse specialized workforce but 2nd class citizens are into ghettos
this game is just USA simulator, the only reason I still have slaves is because income tax isn't a thing
>>
>>2316506
>you're better off building a needs building with furniture instead of providing it for houses
housing looks better when plebs have furniture though
>>
>>2316844
max furniture looks best, so it's in the fashionable anon's best interest to develop a city that functions well before prioritizing a minimum amount of drip.
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>>2316844
I wouldn't know, all I do is give my lizardmen fish and fancy stone
>>
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I hate the retarded storage system so much and having to manage each crate, just make warehouses give you a total storage capacity for everything instead of this dumb shit.
>>
>>2315641
literally nothing you can import everything easily, trade is so busted here
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>>2317366
eww, no
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>>2317366
Make it an option but it gives -50 happiness because everything smells like fish. Amevias don't care obviously.
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>>2317366
In all all colony builder games first thing you do with a new warehouse is forbid all and then manually pick what you want stored there and limits so it doesn't get clogged by one resource anyway. The only drawback is you can't easily have an overflow for the 2 spare mechanisms 13 cotton and an egg you got as gift.
>>
>>2317366
>my 31k capacity warehouse becomes filled with wood while my vegetables and fish rot on the ground and everyone has to commute to the farm just for food, let alone all the other basic essentials scattered around the map. i go bankrupt because my exporters can't work, so i lose access to the essential coal that is necessary for maintaining my industries.
>>
Am I crazy or are ranches just complete dogshit? They seem horribly space inefficient and don't compare to farms or fisheries, even with climate and racial bonuses
>>
>>2315641
trade routes to multiple factions, proximity towards settlements that have good prospect in useful goods (coal, herbs, opium, etc). ocean & river travel is generally much faster than land, which has big implications for supplying an army later. insofar as the actual capital city map goes; it depends on your race. although most of them shouldn't mine shit themselves so it comes down to fresh water availability, balance of alluvium/rich soil, and the presence of trees.
>>2317638
bugs with their bug cows are OP, lizards do good with their lesser lizards too. don't forget to use rich soil.
>>
>>2317638
yeah they used to be way better in the v66
>>
>>2317638
think now you have to get bonuses from the research tree for better ranching, and it still sucks after that
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>>2317638
and troughs and research?
>>
Who are the bigger chuds, garthimi or tilapi?
>>
>>2317826
tilapi
>>
how much does preferred food actually matter? im playing tilapi but pastures and fruit orchards are complete dogshit, can i just feed them fish?
>>
>>2317826
Well tilapi are a matriarchy but they are violent racists who love slavery and cannibalism. Amevians are actually even more racist but they are more isolationist.
>>
>>2318135
>Well tilapi are a matriarchy
I thought they were all female?
>>
>>2318183
>I thought they were all female?
Consult the guide.
>>
>>2318183
Portraits and names appear to all be female and I'm not sure if tilapi males are ever explicitly mentioned but neither are Cretonian females (though those are actually confirmed to exist by word of dev). On the other hand there's no particular reason to believe they have some mono gender race thing going on or that they don't reproduce sexually. Dondorians don't and are all male because they spawn from rocks but that is mentioned in their description.
>>
>import raw resources for literally nothing
>export finished products for tons of profit
this shit is too op and makes the game way too easy and boring
>>
>>2318552
It only works until supply and demand take a toll and all of a sudden your raw material costs as much as the product you export.
>>
>>2318595
that doesn't happen though
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>>2318595
literally never happens you can export weapons the entire game and the prices for things rarely change
>>
>humans for admin/research
>dwarves for crafting
>import/tax raw materials
whats the actual point of all the other races when those two are all that you need to fuel your military industrial complex?
>>
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>>2318620
>whats the actual point of all the other races when those two are all that you need to fuel your military industrial complex?
>>
>>2318620
Humans are also good Farmers, while Dondorians are also good Fighters. They compliment each other pretty well.
>>
Humans = Western Euros
Cretonian = Yanks
Garthimis = Africans
Dondorina = Nords
Tilapis = North American Natives
Amevias = Japs
>>
>thought this game was about building a city
>instead its just trade and imperialism simulator
>>
>>2318124
>tilapi
>fruit orchards are complete dogshit
you're definitely fucking them up somehow
>>
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imagine committing workers to jobs that yield less than 40 gold per product
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>>2319265
What if one worker produces 100 items worth 1 gold?
>>
>>2313644
This game became a lot less interesting to me when I realized research and knowledge are measures of space, then realized the point of the game is to find the ideal percentage of land to allot to each building type.
>>
>>2319324
>then realized the point of the game is to find the ideal percentage of land to allot to each building type.
then you realize you dont even need 90% of buildings can just import everything while your pops work in smithies to crank out weapons and tools for you to sell
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>>2319496
Just like in real life, specializing in military exports trivializes the economy.
>>
>>2319496
>sell so many weapons the price goes down
>decide you will use taxes instead of paying for imports
>do anything aggresive
>nobody on your side of the planet will trade with you now
>>
>>2319265
>he doesn't have a garthimi mining ghetto so you only lose prawns when mining accidents happen
>>
>>2319564
well why would you need to trade when you can just get shit for free?
>>
>>2319656
After you take one city, another nearby one is going to convince EVERYONE to declare war on you in a few years. But they will stop trading with you first. So you will have 1 city, and 0 trade partners.
>>
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>cobblestone road
>costs 1 stone
>50% durability 20% speed

>paved road
>costs 1 stone
>50% durability 10% speed
>>
>>2319884
The road logic is purposefully dumb for the sake of 'balance' and I'd rather install a mod to make it less annoying if it existed.

I already use 'Pretty Cobble' because the original Cobblestone looks so bad.
>>
>>2319884
is that not a more advanced tech?
>>
>>2319884
It's for racial preferences, humans like the paved road over cobblestone so you want paved road for areas they work in and cobble everywhere else for faster movespeed (and therefore faster commutes/transport)
>>
>>2319889
what changes would you want for the mod? happy to give it a look myself in my free time
>>
>>2319892
no literally the same tech

>>2319896
but why make something that costs the exact same objectively worse? you could give paved roads more durability for some variance instead of just being worse
>>
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Should I make only large building or I can freely mix match sizes?
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>>2320533
Because humans are a race of low IQ criminals. You shouldn't try to understand their preferences.
>>
>>2319863
just break off the trade agreement and wait a bit for the penalty to wear off before you declare war
>>
I need more Race mods. Tard wrangling multicultural fantasy city is the most fun to be had here. Too bad that so many race mods are a blatant furshit
>>
Newfag here. I'm on my first game right now. How do I deal with mines on the other side of the map? Right now I've got a small 'mining dorm' thing going on near my gem mine so my subjects don't need to commute. I added a couple service buildings and a small warehouse for rations. How would I deal with transporting the gems efficiently back to my main city? I currently just have a hauler thing next to my gem vault in the main city.
>>
>>2321514
Are haulers better than regular warehouse workers? I just use warehouse custom orders to bring stuff from mining outposts
>>
>>2321528
They have more carrying capacity than ware house workers
>>
>>2313644
Is it good yet?
>>
>>2321535
nope, haulers and warehouse workers have the same capacity
>>
>>2321540
yeah.
>>
Are there any mods or options to disable latrine noises? I hate building those damn things because all I hear is my subjects taking shits
>>
>>2322126
>actually playing with the game audio and not just listening to music or watching some video while you play
yikes
>>
I tried to play the green elves but they kept seething about not having round buildings so i just switched to the dwarfchads so i can build my autistic square grid city
>>
>>2322126
https://steamcommunity.com/sharedfiles/filedetails/?id=3310835869
>>
>>2322172
I like the sounds of industry, sue me.
>>2322193
thanks anon, now my subjects will mo longer be streetshitters
>>
>play in a cold map
>all people keep dying if i send them a tiny bit away from the hearth
ebin
>>
>>2321514
first of all, don't. unless you're garthimi, there's always going to be a better use for labor than mining. haulers are equivalent to regular warehouse workers. if you're moving hundreds a day, get loaders/unloaders.
>>
>>2322247
Do your people have clothing?
>>
>>2322269
I still don't get mining much desu. Did they remove the density value for mining resources? All the info online says to only put mines on dense deposits, but I can't find that value anywhere.
>>
>>2322540
yeah that is long gone
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>>2321514
Slave labor.
>>
>>2322556
Usually how it goes.
>time for a new start I’m going to be a multi-ethnic hub like Rome and being Roman is what everyone wants to be
Time passes
>they LIKE farming/mining/whatever and it’s just economical to enslave them anyway
>as long as it’s not MY people who are slaves it’ll be fine
>they’re getting uppity, better publicly crucify a bunch of them
>>
>>2322567
>it’s just economical to enslave them anyway
>they’re getting uppity, better publicly crucify a bunch of them
Truly Roman
>>
I can't get my food stores above the single digits, no one is starving and I somehow managed to sustain this to a population of 500.

How do I manage to produce an actual surplus?
>>
>>2323123
More grain and more bakeries
>>
>>2323123
Food surplus is a bit of a meme imo. So much of it rots away before use.
>>
>>2323123
You don't. Well if you genuinely have just barely enough food just build more farms and bakeries, but all ready to eat foodstuffs are 100% spoil rate so you can't really build it up. You can store grain since it doesn't spoil as much and make rations if you want those days of food.
>>
>>2323129
>>2323130
>>2323150
Thanks

Is there a rule of thumb for grain fields x bakeries.

Something like: Grain field size x by y, needs bakery with x workers to efficiently produce bread.
>>
>>2323179
You can see the daily inputs/outputs for both.
>>
How does this game get the vibe totally perfect, the things you are doing fit the feeling of this game perfectly. It's rare you see a product with such a strong vision between the gameplay and the style.
>>
>unlock first of their name title
>start with way more people and base innovation
damn, this is powerful
>>
You get blocked by distribution way more than supply when trying to max out daily food servings. This is also how I find out that the transporter's daily load is way smaller than what the efficiency report tells you. You effectively get half or less, this is with all my unloaders ready to receive (since the food stalls and warehouses are consuming everything quickly).

The distribution side almost matches the supply side's laborers.
>>
How do I build bridges?
>>
>>2323396
You build roads over water
>>
>>2323179
Depends on racial proficiencies and nobility, dondorian farmers will need far more grain farms than bakeries compared to humans for example
>>2323349
You have to account for travel time as well. Ideally you have warehouses on the edge of town that connect to highways and pull only from neighboring warehouses to minimize travel time
>>
I reached a population of 490, I made a lot of denari trading furniture. Around 40k, surprised at how easy that was.

I am kinda lost on what to do now though.
I build a laboratory, unsure about what to research.

Immigration sort of died down, I am starting to lack workforce.

The choice is either to expand south, and start mining and build up a military.
Or to remain for now, and focus on meeting the needs of the current population.

My population consists primarily of Cretonians, with the other races only being in the single digits.

Any advice on how to expand safely?
>>
>>2323971
Put your people to more profitable work. Study the market and figure out what would be good to sell. You might need to unlock said profitable work with research.

Make up for workforce shortages by importing all the necessary shit that costs less than your exports. After 500 population the need for law and health increases exponentially, so you'll need to free up people (and research) for that. Unlock more services and their upgrades and get them set up too.

And obviously you always want as much military and research as you can get away with. They're an eternal sink. Go conquer shit when you get nobles, the stuff you get is insane.
>>
>>2323971
You should ideally have innovation for stage, upgraded lavatory, food stall, and market. Upgraded services give a substantial fulfillment boost that will start up your immigration again. Hearths and wells can also be built in abundance as they don't need workers and higher access = more fulfillment
>>
>>2323998
Do I need an import dock for every resource I import? I didn't see an option to import multiple goods with one stall.

>>2324236
Thanks, the research tree is quite overwhelming. I could not figure out what to focus on
>>
>>2324314
>Do I need an import dock for every resource I import
Trade imports only deliver to import depots.
Tribute from colonies will first deliver to import depots, then deliver to all available storage, then dump shit onto your throne room if it can't find any more storage.
>>
>>2324346
Not quite the answer I am looking for. When I look at the import dock, I can only select on resource to import automatically. Am I overlooking something? Is it better to order in bulk?
>>
>>2324314
>Do I need an import dock for every resource I import?
Yes.
>>
>>2323998
>>2324236
Well, I reached a population of 750 before things started collapsing. Starvation took place, I could not get my storage of food above 1.

Then they started beating each other, not sure if I can come back from this.
>>
>>2324693
If you are extremely import/tribute dependent and you're out of treasury, it's kind of hard to bounce back. In either case, you'll need to adjust your priorities so critical jobs get filled first. Then you just watch your city slowly bounce back without much additional intervention.
>>
>>2324693
Did you not use nobles?
>>
tihs game ever on sale? looks fun
>>
>>2325231
Only when a big youtuber promotes it.

The demo for this game is actually the full game, just a version or two earlier.
>>
>>2325173
I was trying to fix my food situation didn't even get to looking at what they do
>>
>>2325243
NTA but nobles are a force multiplier on industries, they give a 2.00 production bonus per employee of the industry (diminishing returns over 50 but you can later promote them to cover more) and make small production industries like masonries much more labor efficient. They also function for food production industries like farms, pastures, and orchards
>>
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holy shit this game is good. I picked up the demo about a week ago and i've become a crackhead

I kind of get how logistics work for industry, farming, etc. But I don't really get how logistics works for janitors, markets, food stalls. In an efficient city how do you supply these?
General purpose warehouses scattered across the city with tons of workers fetching everything sounds very inefficient. Is there another way?
>>
Was taking a look at this game and I'm curious, can you get invested in and 'raise up' individual units in this game or is it pretty much purely a macro level game? I like it when you build up an 'A team' of giga units that can handle shit.
>>
>>2327029
I use sub warehouses that only pull from main ones, once they're stocked you usually only need deliverymen to cover the daily food consumption. There are techs for carrying capacity if you want to make them more efficient
>>2327299
There aren't hero units like in some total wars but you can have elite squads with max training and full equipment allotment
>>
>>2327299
you can promote like .1% of your citizens to nobles which can give a wide array of huge bonuses
>>
>>2327029
Janitors don't need that many supplies daily. You can supply multiple janitor buildings with a single auxiliary maintenance warehouse. It's food that needs hundreds of transporters, counting the stall workers.
>>
>>2327440
>Jannies do it for free
>>
so, Tilapi are all female uh? the hatchery is a must for their civs I guess
>>
>just learned houses dont require maintenance
Amevian Chad's, we win again
>>
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>>2327029
Start using unloading stations. Place them next to your general purpose warehouses, and loading stations on your resource production/import depots.
>>
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I've been playing for a bit now, but I can never get a stable population once I reach 1k. My food situation is always on the edge of famine. How do I git gud?
>>
>>2328616
You've got nobles, innovation, and imports as ways to shore up food production, invest heavily into a single food source for the best efficiency
>>
>>2328616
What race and food type?
If you're growing grain, don't bake all of it into bread, only bake as needed because bread rots a lot faster.
Don't trust food days as a metric because having a lot of food is wasteful for your workforce. You're doing fine as long as you aren't outright starving.
>>
chud sisters......... the composer was a WÖMAN all along??
https://www.youtube.com/watch?v=7W9mTlSk5EA
>>
>>2331742
She's kinda cute in a homely way, ya know?
>>
>>2318263
Kek
>>
>>2331742
>no timestamps
aaaaa
>>
>>2331748
No, I don't know. You should stop evaluating women according to how much you want to put your dick in them.
>>
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>>2332129
>>
>>2328471
>dirt ships
hfk
>>
>>2332129
I don't understand.
>>
>>2332129
>>
What would a DF-Hack type mod for SoS include?
>>
>>2334203
Dwarfs.
>>
>>2334213
No I mean like what quality of life changes would be worth including for such a mod lol.
"DF-Hack" is a quality of life improver.
>>
>>2334203
>>2334237
So, QoL stuff? Auto gathering resources sounds nice. I would like better tools for diagonal walls or diamond-shaped buildings. And pathfinding improvements to stop labourers from getting stuck inside mountain walls, I lost dozens of garthimi on mountains because of that.
>>
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1.0 unironically when
>>
>>2334203
Z-levels and multistory buildings
>>
>>2332129
How else are you supposed to evaluate them?
>>
play as the piggers
the pig are good
>>
>produce a shitload of food
>just buy everything else
nice game you have there syxbabs
>>
Is it possible to increase my diplomatic range? I always have only one other nation to trade with.
>>
>>2337538
Become colleagues and you can then contact/trade with anyone that borders them
>>
>>2337538
When you get to colleague or better relationship, you can do diplomacy with that country's neighbors
If you have just one neighbor it might be better to just conquer them though
>>
>>2337568
>>2337569
Can I still conquer or vassalize them if I do this?
>>
>>2337588
You can but if you have to break the treaty first and wait for a while before attacking, or everyone will hate you
You could vassalize them, but unless something changed it's broken and they will break free in no time, so it's just wasted money
>>
How do I feed my people the best in cold climates? I’ve been building irrigation canals around my farms but its getting difficult to feed more than 100 people for some reason.
>>
>>2337689
It's not very labor efficient but fisheries get a 10% bonus in cold climates and operate year round, you can definitely use it to feed your pops initially until you have sufficient imports or agriculture set up
>>
>>2331742
booba
https://www.youtube.com/watch?v=0wsFnrVBxLw
>>
>>2338635
So how do I get onx farms to actually produce a good amount of meat? So far my hunters easily outproduce them.
>>
>>2338798
Pastures are not great unless you are garthimi raising worms or in a warm climate raiding globodiens, nobles and innovation techs can improve yields but you'll be using a ton of space and workers for those pastures for worse yields than fishing
>>
>>2338798
Hunters get reduced scaling past 15 workers.
>>
>>2313644
I've been playing Dwarf Fortress for a long time
Is this game similar? or better?
I downladed the demo, but it feels to complex...

Do you recomend this game if I like Dwarf fortress?
>>
>>2339181
It's on a far bigger scale
It's a city builder + total war campaign layer and battles
But yeah, similar autism required
>>
>>2339181
This is much more manageable than DF, but it's different.

DF is a Micromanagement Colony Sim, much like Rimworld.
Total War is a Macromanagement grand-strat with RTS features.
Song of Syx sits somewhere in the middle as a City Builder with features from both.
>>
>>2339181
Songs of Syx feels more like Factorio to me than Dwarf Fortress.
>>
>>2339357
Damn
Factorio and Dwarf Fortress are my 2 favorite games. I think I'm going to buy it.

>>2339333
alright, sounds pretty fun
based trips

>>2339187
Alright alright thanks
>>
>>2339181
The demo is the full game, just a version behind.
>>
where the fuck do I get leather
>>
>>2340371
Auroch (Auruch?) pastures, hunters, trade and city taxes.
>>
>>2340371
Barbers
>>
>>2340607
Wtf? Are they scalping niggas?
>>
>>2340371
I've never been able to meet the consumption needs with ranching or hunting so I just import it
>>
Bros i experienced something really weird.
My knowledge suddenly jumped from like 50 to +-9100.
And a few days later back to -80 knowledge.

There was this multi stage sky event happening where you could choose a perk.

And also got a lot more mad people suddenly.

But it seemed it fucked with my knowledge/innovation value.
No idea if this is a bug or something.
>>
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Should I play this now or wait until full version? I heard the dev is doing a whole campaign that introduces all the gameplay mechanics for smoothbrains like me
>>
>>2341276
It's really not that complicated. Unlike dwarf fortress there aren't esoteric edge cases to every mechanic so things just make sense.
>>
>>2341015
That event chain kills a bunch of people, check your libraries if they are all fully staffed.
>>
is the nursery > school > university chain worth setting up
>>
>>2345688
if you can afford the space+materials then it can be a huge loyalty boost, especially with races that value natives like garthimi
>>
So are you supposed to hyper specialize into a single industry? The way research works makes it seem like that's the intention.
>>
>>2346265
Trading Prices are fluid and change depending on supply and demand, so overspecialization could leave you vulnerable if you flood the market with a single product and the prices drop.
>>
>>2346701
I've never seen the prices drop by much no matter how hard you flood the market.
>>
choosing a starting location for retards guide?
>>
>>2348924
Depends heavily on your primary race, but you will always want as many connections as possible for trade routes
>>
what does the 'outdoors' building preference mean? mountain and the 4 building types make sense... but wtf is outdoors?
>>
>>2350520
No walls enclosing the building.
>>
>>2350556
seriously? is it actually worth doing for the happiness to the few races that care?
>>
>>2350601
I am on v70 and checked, Cretonians and Tilapis are the two races that enjoy the outsides the most, but they also like wooden buildings with the same amount of arrows pointing up, so you can probably just give them wooden buildings and they will be as happy as with no walls.
>>
>>2339333
So Colony Sim+City builder, sounds like the ultimate crack-core game
>>
Is fishing still nerfed? I'm new and i wanted to make a full lizard only colony but i joined just as soon as fishing got nerfed hard
>>
>>2351043
No problem with fishing and lizards
My last city's economy was entirely based on fish and egg exports
>>
>>2351059
oh sweet guess Im gonna try it again
>>
Less than 24 hours to get this cracky ass game LESS GOOOOOO
>>
>>2351043
If you're on the ocean then fishing is extremely viable, it's mainly just labor intensive and has very high spoilage. I usually have my dondorians fish before I set up other food production because it's instant and only needs lumber for the initial setup
>>
are Garthimi-mono colonies fun?
>>
Holyshit... what a game....
>>
>>2351407
I haven't passed the 3k pop mark, so I'm not sure about late game, but I can tell you my experiences:
>Meat is your most important resource, always keep an eye on it
>Balticrawlers are very weak at start and you should use hunters. They get really strong specially once you unlock nobles and research
>Mining exports are your bread and butter
>Very easy to please, they're the "evil" counterpart to Cretonians
>Mining/building inside mountains takes a long time and sometimes they get stuck inside the walls
>Industrial output is substandard and you'll be dependent on imports. On the upside, they only require rocks and clay to furnish their homes. Clothes are optional for warm climates, but cold snaps can kill fast
>They dislike immigrants but breed quickly. Don't feel bad if some die because of incompetence (your's or their's)
>Not bad soldiers once trained but generally low morale. I suppose you should rely on professional ones rather than just a milita
>I dread at their research output
Basically, embrace the bugmen mentality and you'll have fun
>>
how low does moisture need to be before pumps and canals are worth it for farming?
>>
>>2351962
Sounds like a fun challenge but propably something I should avoid first once I'm better at the game. I was curious about them because there's also these really rare other bugs apperently and they're the only ones they like but from the tiny informations I'm reading they're not even *that* special outside of being big boys.
>>
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>lowest sale ever was 25%
Yeah sticking to pirating it
>>
>>2352127
>pirating a game that's free
bro?
>>
>>2352158
isn't the demo one version back?
>>
>>2352159
yeah but that's a good thing with early access titles
>>
>>2314219
>>2314331
Glad to hear that tech is still broken
>>
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I tried the warhammer mod but I don't know how to feel about it.
Tomb kings are a bore to play especially with how ass the Awakener system works and Vampires feel like you're meant to create a caste-system with humans but that just seems tedious to do.
>>
>>2351962
>>2352126
I think Balticrawlers get more animals if you build them inside mountains, could be wrong.
Also they don't need support pillars, it just increases the cost of the initial building if you have yellow tiles, no maintenance required either.
>>
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This is my ongoing game, 2.5k tilapi with bugmen slaves. I'm sort of going for a spartan society where everyone gets warrior training while the bugmen helots do all of the work. I had to install a mod to get the possible slave cap above the usual, and even then I haven't reached the real spartan ratio yet.

I was intending to go for a army/combat heavy game, but it seems that because my city has a much larger army and weapons stocks than probably expected for its size, raiders have largely stayed away from me. So I had to install a mod to reverse that too. I initially tried to go for the empire building subgame, but let alone battles, it's just been ages of waiting outside of towns and then having them surrender. By this time I've concluded that side of the game is still far too undercooked so I released all of my regions as vassals and retreated to my capital once more.

I guess my current project is getting birthrates up by constructing nurseries in my main city and however much I can fit in the outlying villages. It seems I've hit a wall in fulfillment so I can't get immigrants anymore - though I sort of like the idea of a fully native population, in any case.
>>
These uncollectable corpses of dead old people are piling up in my homes and it's a real pain the ass manually collecting them by dismantling the home and rebuilding it again. Do uncollected corpses disappear on their own over time? My health is above max anyway, and if it means I can just leave them to turn into ash on their own, I'd happily tank a little hit.
>>
>>2352554
I hate warhammer fags for trying to make everything a warhammer mod. Combat in that one is horribly unbalanced too.
>>
do you guys bling out your throne room and build like a castle for it or do you just place it and forget about it?
>>
>>2355503
I place it in a fortified castle to play sieges in, preferably outside my main city so the battle doesn't break my rooms
>>
>>2318552
does this shit even actually work
>>
>>2357844
only if you plan to never scale up. otherwise, you overimport and overexport and your cashflow becomes negative unless you're subsidizing your operation with some sort of domestic production to export
>>
TF does building roundness even mean?
>>
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>>2359575
Diagonals. Three walls in a diagonal pattern make a building round. You can make clearly square buildings (red aura) "round" (blue aura) by attaching walls at the corners.
It's quite silly, and a little exploity. If you want naturally round buildings, try making rooms using the freeform tool.
>>
New player here, I'm stuck on the tutorial where I have to export 200 vegetables. Anyone know how to fix this?
>>
>>2360777
In the export depot, it shows you a slider of how much you want to export.
The tool tip for the slider should show you how many units of the exported item can be exported.
You might have to adjust the slider or produce more food so that it stacks up in your warehouse.
There are also two buttons next to the radius slider, "Fetch" make the employees of the export depot fetch from the resources that are laying on the ground so they don't wait for the product to be put in a warehouse.
Lastly, if you selected a warehouse to pull from, there is another menu/slider when you click on the little triangle that represents the warehouse that is being pulled from.
There you have to set the percentage of stock that the warehouse has to have stored before the export depot is allowed to fetch from the warehouse.
Since it's the tutorial, you probably don't have to assign a warehouse to fetch from, this becomes more important later on when you have a larger city and don't want the employees to track halfway across your city to fetch items.
>>
Can I stay small in this game or do I have to build a huge empire?
>>
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How do i make buildings with rounded corners like this?
>>
>>2361671
There's a tool somewhere to do this, it's just visual
>>
>>2313881
>Shepard...
>>
>>2361562
I don't think there's anything in particular forcing you to interact with the rest of the world.
>>
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what's your favorite race?
>>
>>2362208
amevia and human
>>
>>2362208
Amevia, Tilapi, and I have never tried the other races
>>
>>2361671
What Anon said. It's a tool that applies a visual effect to corner walls to make them diagonal.
It also works with roads I think, unless I'm thinking of Rimworld.
There's also a tool that prevents certain walls/roofs from changing the type of floor that it has underneath, so you can make them look as you see fit.
>>
>>2362208
Tilapi and Amevia. Cute anime race mod is mandatory.
>>
>>2362208
Human supremacy, dondorian mercs and cretonian slave farmers. If I have the military to stop coups, Garthimi slave warriors. Everyone else is executed
>>
when do you ever need to increase the size of your import or export depots?
the maximum size looks insane...
>>
>>2362905
Eventually the small one can't keep up with increased productivity, so you make it bigger or add more
>>
>>2362973
similar question is what does increasing the size of the unloading station do?
just add more crates?
>>
How big does a pool need to be?
>>
>>2363055
smaller than you think. your plebs will stack themselves in there like a sandwich to cool off
>>
>>2313644
Amevians are the best race, I think. Maybe Tilapi.
>>
>>2313692
>not growing excess food to feed the world (and make money)
Comrade, please.
>>
>>2313644
Has the economy of this game been unfucked yet?
>>
>>2363438
I think so.
I've started importing stuff for the first time and it doesn't feel like having my balls removed the hard way.
>>
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How do you decide where to found a city?
>>
>>2363442
Is there water and wood?
>>
>>2363444
What about minerals? How important are they?
>>
>>2363447
You're guaranteed to have one of each plot on your map. They're important but consider that wood turns into so many different things that you really can't escape needing it.
>>
>>2363442
0% moisture, hot or cold climate, no mountain, no river, no ocean, no lake, no forest, no neighbors of the same species. Gaming.
>>
>>2363472
Is that even playable?
>>
>>2363479
Doing it right now! Desert Tilapi.
>>
>>2363480
I want to like Tilapi because I like archer but I hate how I have to make every building rounded.
>>
>>2363483
Embrace the roundness. It makes for a fun mental exercise to figure out round buildings.
>>
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>>2363484
I like this game but sadly I'm not a creative person and can only build square grid cities.
https://files.catbox.moe/3wb34q.jpeg
>>
>>2363488
It just takes practice! People who make big fancy cities have hundreds or thousands of hours just building. They probably have been doing it in other games for years too.
>>
>>2363488
I always by making a fancy with not straight roads and all but when my population becomes high enough I inevitably end up slapping down down another commie block for the migrants
>>
How to handle distribution of goods? Produce or import meat in one place and then deliver it to several points on the map for instance?
>>
>>2363754
When your towns are smaller you can just appoint more employees to the food stalls to haul the food around.
When your city grows you're going to need haulers.
>>
>>2363754
I usually have a breadbasket area that ships food around and houses the industry. Things like far-off mines are populated by just the miners and service workers. The mines ship the goods back to the food and industry area to be processed.
>>
>>2363754
>>2363843
>>2363909
This game is so complex and there are so many things I don't understand or didn't even know they existed.
Is there any youtubs vids that explain various mechanics of this game?
>>
>>2363932
I don't watch this game so I don't know of tutorials.
>>
>>2363754
Centralize with a main production/warehouse and use haulers to distribute to smaller ones. How many haulers you need will depend on the daily consumption rate, transit time between warehouses, and carry rate of your haulers. If you increase furniture/clothing/food allotments be prepared for extra strain on your haulers until most of your population has a sufficient level
>>
>>2363843
>>2363909
>>2364005
Do goods stored on the hauler platform degrade faster than in the warehouse?
I know how to do a daisy chain of pull sources, but how do i make the hauler stop when the destination warehouse(s) are at the desired fullness?
>>
>>2364076
You have the warehouse near the hauler fetch it so it doesn't and set that warehouse to priority so no one pulls from it.
>>
Desert Tilapi! We're at 300 population now with 1.5 food servings. Rules are no trading and at 400 population I turn off immigration permanently to only rely on native births.
>>
>>2317366
>Frog
>Absolute abhorrent opinion
Name a more iconic duo
>>
>>2321540
Been good for years, only thing it's missing is natural breeding and a more robust modding scene.
>>
>>2332129
homely women are pleaseant to be around though since they aren't attractive so they value your attention more and generally have real interests instead of being shallow whores.
>>
>>2362208
Tilapi with Human slaves.
>>
>>2364589
it's also likely that they just hate you for thinking they're homely despite being overweight and balding yourself
>>
>>2362208
Amevia are my favorite but feel a bit too easy to please, I'm at 3/6 for first of their name titles and am working on dondorians who are 10x harder to deal with
>>2364328
Good look so far, I particularly like the housing complexes with the services plaza in the center
>>
>>2364609
You know that from personal experience?
>>
>>2364720
yeah my ex-wife
fuck that cunt!
>>
>>2364725
kek
>>
Next patch is months away oof
https://store.steampowered.com/news/app/1162750/view/500601285098078604
>>
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>>2364816
Oh no.
It'll take me literally months to unlock all the non-early game achievements on all races because I have a job and a college.
>>
>>2363754
What is this food/goods distribution you guys are talking about?
>>
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Finally, a good map!
Any idea on how should I build a town?
https://files.catbox.moe/ldkvoq.jpg
>>
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>>2365261
I'd build around here
>>
First time playing Syx and it's pretty addictive but I have no idea what I'm supposed to do at 200 pops. I get enough food, clothing, everyone is happy, mining isn't worth it because I can buy and smelt ore. What is there to do now?
>>
>>2365362
At 200 pop you basically finished the tutorial
You can take a look at the unlockable titles if you want an objective
>>
>>2365362
Line must go up.
>>
>>2365362
200 population isn't enough to unlock mechanics like law & punishments, war, raids, education, research & knowledge, disease epidemics, race riots. Also play without trading. Trading makes the game too easy.
>>
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>>2365261
Looks kinda sick. I especially like the outlet at the bottom
>>
I can never settle on industrial districts that don't look ugly.
>>
Is there any money in breeding horses?
>>
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Has anyone tried this yet?
>>
>>2364328
>Desert Tilapi
Too easy. Try desert Amervias.
>>
>>2365500
Amevia like the desert, mud buildings and get bonuses to Globdien pastures so it would be easier. Now arctic Amevia, that's something I want to try.
>>
>>2365504
Ah yeah, lizards hate cold.
>>
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anons, what should i be focusing on at this stage?
i feel like the economy is running fairly stable right now.
>>
>>2366350
You don't have any military? You're roleplaying cretonians too hard
What are you exporting? Looks like you're trying to be self sufficient, I wonder how many of your citizens are wasting their time in the mines instead of doing something they're good at
>>
>>2366350
In no particular order:
Defense, the larger you grow the more raiders you attract.
Healthcare will soon become an issue and you'll have epidemics (that branch should be your focus of your free innovation points).
Lawfare, once crime becomes a problem.
Expanding your empire, but it isn't a requiriment.

Also, remember to make use of nobles, they're a very big production bonus.
>>
>>2366403
>Lawfare
Derp, meant law.
>>
>>2366409
I want to be able to muster an army of lawyers to defend my noble in court whenever he decides to strip down and walk naked in public again!
>>
>>2366350
You have no military, law enforcement or healthcare. Any one of those can end a city and I would fix them in that order. 10% of your population as well-trained and equipped soldiers is a good benchmark. I do approve of making everything yourself instead of trading but those mines need little towns around them to provide the needs of the miners. Your services fulfillment needs improvement in general too. Overall good but will have major issues if these things aren't addressed.
>>
Who'd the burned preacher?
>>
Is there any reason to build hunter?
>>
>>2366557
any reason not to?
>>
>>2366557
Isn't it crazy efficient until you hit the softcap?
>>
>>2366558
Cost furniture early?
>>2366560
I don't know, that's why I'm asking.
>>
So where do I go from here?
>>
>>2366563
>letting your livestock spoil
Just restart, it's over
>>
>>2366587
Just build a pigsty? Because I can't build a cow farm at the start.
Honestly I don't really know how to play this game, especially the first few moves.
>>
>>2366590
Just unlock it if you want cows? I'm just nitpicking btw it doesn't really matters
>especially the first few moves
It's not chess anon, and there's no timer, you just get food positive and start accepting migrants
>>
>>2366596
>Just unlock it if you want cows?
It needs to be researched first. But cows seems like the best of the bunch because leathers.
>>
>>2366610
You start with a couple of tech points that are meant for this kind of stuff
>>
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>>2366621
I didn't even know that, thanks.
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any way i can force a specific building to only hire a specific race? my apartheid is not working correctly right now
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>>2366557
They're pretty much required at the start for Garthimi.
>>2366750
Per building, no, but you can mess with the workforce tab (hammer icon) and define priority per species.
>>2366563
Food production. Grains + bakeries.
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>>2366804
so i can't segregate and force a warehouse in the tilapi quarters to be staffed by tilapi?
i don't wanna trigger race riots because a dondorian decides to take the job because he has a bonus for it
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>>2366881
As far as I know, you can't. Either you get a species that can live in multiple quarters to do those jobs or use slaves (at least I think slaves aren't affected by the dislike stat?)
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>>2366886
that kind of messes up all my plans but i will try and get it to work anyway.
it does look like jobs don't racemix, much like housing doesn't. so maybe i can make it work with a lot of effort.
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Does anyone here know the optimal spacing for canals in V70?
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>>2367694
There's no optimal spacing, you will need closer canals if base moisture is low
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>>2313707
Enjoy North Korea level poverty with your caveman economics.
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>>2362208
My favourite would be Amevians but they have their drawbacks.
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>>2367962
Drawbacks like being so god damn good every other race feels inferior
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>>2367962
The only real drawbacks I can think of are:
>hate slavery
>freeze really quickly in cold weather
>don't like hospitals
Everything else is decent or good
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>>2368157
They breed slowly iirc, and like murdering other races
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>>2368169
Breeding slowly is good. It means they get more education out of schools. Amevia do not like murder. They're the most racist but also don't like killing. Everyone is OK with Amevia but the Amevia hate them which is funny.

Tilapi are the violent killers and cannibals. Tilapi are more likely to commit murders against their own species and be serial killers.
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>>2365389
Warhammer world building was kino even if it was just phantasy earth with "what if the HRE was China sized?"
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>Spider Mommy is slowly becoming the dominate faith
An interesting development.
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>>2369446
Is there a reason for picking one religion over the other? I've usually stayed away from the "evil" religions.
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>>2370167
NTA
Depends on what bonuses you want, brown for animal and farm output, green for production and university output and the blue stone man race, spider mommy for the big ant race and in v70 slave submission and the sword one for raid deterrence I think (?)
On the world map it's almost the same, brown for animals and farms, green for mines, sword for more recruits and spider mommy currently doesn't do anything, but if you have majority spider mommy in your capital then provinces that belong to you won't hate you if they also have majority spider mommy.
If they have another religion from the one you have in your capital it adds religious differences to the loyalty calculation, reducing loyalty.
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How do I build an organic, good looking city?
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Currently 80% native, the breeding goes well. Also the religions are relatively equal now, not sure why everyone converted to Spider but now they're back to worshiping Athuri.
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How do I build round houses for Tilapi?
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>>2370381
Use the brush tool to make roads and fit the buildings after
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Things are coming along nicely, 100% native currently.
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>>2370734
Can you post a screenshot of your town?
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First time playing, had a few close calls where my food production and innovation/knowledge crashed, but managed to recover both times. Currently sitting at 3.5/4k population and I want to expand on the world map, but I'm walled by enemies with 7k-10k strong armies. Do I:
>use conscripts on the world map? If so, how do I go about feeding them without going bankrupt? Do armies consume rations when stationed in cities/training?
>strike an agreement with them and try to go for easy picking beyond their borders?
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>>2370813
>how do I go about feeding them without going bankrupt?
i've never done it, but apparently people really just produce thousands of rations a day to support conscript armies
>Do armies consume rations when stationed in cities/training?
yes
can't really comment on what the best course of action is but make sure to check if they have any regions that you could reasonably buy from them, although if it's your first time playing you probably don't have 10 million denari lying around
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>>2370848
>you probably don't have 10 million denari lying around
Try 40 million. And no, I barely have 1 mil from taxes.
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>>2370754
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>>2370754
>>2370884
Better res.
https://files.catbox.moe/ggrotg.png
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>>2370853
yeah, you can get lucky and have cheap regions to buy up sometimes, but that seems about right.
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>>2370813
World map standing armies are kinda shit. Conscripts also have lower training cap. For a long time the meta has been just mercenaries because trying to provide enough food, drink and uniforms for a standing army is insane. Mercs got nerfed but I think they are still mostly superior than concripts or trying to send out troops from your capital.
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>>2370894
>>2370896
Goddamnit. I think I'll just wait for 1.0 and start from scratch. Especially since my current city is spaghetti as fuck and now I know Garthimi are a meme.
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>>2370947
The races are very much not balanced around viability as a late game primary race. Garthimi have low needs and breed fast but they are shit at everything and cowardly so they only really make for good miners and menials.
Races that are better at finished goods have also more demand for them, but they are just a much better basis to build the capital of your empire on since you will get raw goods in taxes.
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>>2370980
I based my choice on this. Saw that they were an easy race, with many upsides and seemingly few downsides, so I thought it'd be fun to try them before starting a 'proper' playthrough with humans or Dondorians/Tilapi
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>>2370236
>>2370167
Reverse Sword Mommy and Sword religion for their effects except being able to invite the big ants and you have the right order.
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>>2370381
Real cities arent random shapes
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>>2371141
Garthimi (and probably other races) want rounded corners



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