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08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
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new update today
>>
Tldr on changes?
>>
>makes a thread
>kills another for it
>doesn't elaborate on anything
>leaves
Fucking annoying.
>>
>>2429124
you my sir, have my updoot for the upcoming janny elections, haha
>>
>>2427447
>perfectly balanced trade, every industry is viable even late-game
why would you ever do anything other than food then
>>
>>2429002
Natural baby making instead of industrial breeding
Law and crimes changed so now you can choose between happiness or tyranny and police state to keep loyalty up
Trade and industry changes so everything is supposed to be worth it
Tech tree rework I think?
And stuff
>>
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>>2429002
patch notes are already out
patch is out too
>>
>>2429271
>Farting sound toned down
Thank goodness. I avoided panning over the toilets due to those shitty noises
>>
>>2429279
Joyless!
>>
>>2428987
I just purchased the game a couple days ago, still trying to figure out how to buuld a functional society.

Any advice regarding food production, industrialization and immigration? It feels like my society always crumbles once I start taking in other races.
>>
>>2429271
>no more genocides in my claypits every week
Yippee!
>>2429479
Generally you only want to accept other races if they don't actively hate your main race, keep them separate and ensure they interact as little as possible. Specialize in an industry and don't try to be an autarchy if you can cheaply import resources from elsewhere
>>
>>2429479
>It feels like my society always crumbles once I start taking in other races
weird how that happen doe
>>
>>2429224
>Trade and industry changes so everything is supposed to be worth it
Frankly, I found previous arrangement pretty good for the most part and can relate to this guy: >>2429193
The only exception being mining, which was absolutely dogshit.

>>2429501
>keep them separate and ensure they interact as little as possible
It's such a hassle, honestly. Every time I decide to mix populations I always end up playing with homogeneous population after getting too annoyed.
>>
>Release date: 2020
>Still in early access
Huh?
>>
>>2429540
It's alright. He's not a nigger about & is working on it a respectable amount of the time.
Also demo is the full game (3 updates behind main branch though), so you know what you are getting into.
So it's a pretty "safe" early access, the only red flag that comes to mind is dev being a little bit too chummy with the discord, as that often tends to sour great many things.
>>
>>2429501
>>2429523
>>2429536
Which race is easier to learn to play with?
>>
>>2429562
I'd say Humans, but I think Cretonians were the default Tutorial race.
>>
>>2429562
Cretonians were the easiest to make initial bank with but who knows anymore now that "all industries are equal"
>>
Anyone actually played on the new patch? Thoughts? Impressions? Genuinely asking, wont get around playing it till weekend, so very curious.
>>
>>2429562
Amevias
Easy to please and feed, good soldiers, respect the law unlike humans
>>
>Farting sounds toned down.
Unplayable
>>
>>2429562
Cretonians are the race of the tutorial. Easy to feed and please, due to being relatively peaceful Hervibores.
>>
>>2429679
>>2429587
>>2429583
So far I tried cretonians with limited success, meaning that population grows until it outweight my food production and the pops start leaving.

How should I go about feeding them? How much farmland do I need per 100 people?
>>
how do i stop all my cities from turning into gridslop
>>
>>2429693
Try to dump research into it.
>>
>>2429693
Farmland is more productive/efficient with fertility/Irrigation.
Using canals or natural-occuring freshwater sources allow you to produce more food with less manpower.
>>
>>2429732
How close to water do I need to build? And how should I go about making irrigation canals?
>>
>>2429751
You can click on the fields/orcharts and they should display a percentage of how irrigated they are.
The minimap should have a button beside it that allows you to showcase different views, such as Land Irrigation, Sweetwater presence, and Natural Fertility of the Soil (without irrigation).

Canals are a tech you must unlock that allows you to expand the irrigated land you can sustain. It needs water pumps staffed by workers to function, and these need to be built on top of a sweetwater source, so anywhere where sweetwater could be found.
They're more useful once you've run out of naturally-irrigated soil to build farms in.
>>
>>2429780
How far from houses should I build thr farmland?
>>
>>2429925
Some races dislike noise so you shouldn't place industrial buildings right next to service/residential areas, but farms nobody cares. Just don't place it on fertile land.
>>
>>2429925
As far away as possible
You don't want your citizens to disturb the crops
>>
>>2429929
Dont place the farms on fertile land?
>>
>>2429945
Okay fair, I think I got it switched around and started talking houses from farms not farms from houses. Farms obviously on good land, houses on shit one just outside. Not that farms have that many workers.
But while I'm at it, there's also foundation. Some buildings want to be build at firm ground/bedrock or they cost more in maintenance, but houses don't. So you can keep barren soft land for housing.
>>
>>2429953
Huh, the tutorial sure leaves off a lot of important stuff.

So, build farms on hood land near river, houses on shit land somewhat near farms, and industry away from both?

How big should I make the farms? Is it worth it to make big ones, or stick to 9x9 farming plots for individual farmers?
>>
>>2429693
Don't go for exact numbers, you can make fairly large fields early on and be fine. Once the farmers finish their tilling/sowing they are effectively corvee laborers and will work on oddjobs, supplement your food with foraging and hunting once the farmers are done planting, stable food supply comes later on (especially if you use orchards, they take months to start producing)
>>
>would need to dig about a 250 tile channel to the rich soil on my map, which has 60% moisture
>the coastal soil is broken up by patches of alluvium
should have settled closer to the coast but at least i've got plenty of room to expand
>>
>>2430023
Arr orchards in aluvium worth the investment?
>>
>Forces your subjects to breed harder and faster
*click*
No migrants in my city!
>>
Why did he change the job priority UI
It's really hard to see who likes or is good at what now
>>
So now that industries are allegedly all equal when it comes to trade, is food the best industry or is there anything else to consider?
>>
>>2430126
I lied and let in ten lucky migrants to get 20 breeding citizens and get some basic stuff done
Now I have 20 children waiting to grow up
Half of them have the first name Slimpock, the other half Ayfara, don't ask me why

>>2430295
Probably depends on your trade partners, price seems to vary a lot between them, and some industries need less manpower maybe
>>
One of the downside of amevias is supposed to be slow breeders, but humans are actually the worst now
>>
>>2430295
auroch pastures are pretty good now, i dumped all of my innovation into them and I have an actual infinite supply of leather now
>>2430351
>look at population tab of my 1000 human city
>25% of it is kids
actually kinda insane
>>
>>2430351
Humans always took the longest to grow up I think.
>>2430295
As other anon said, probably what you can trade to your neighbours. You can easily get double per unit depending on what is in demand.
>>
Humans don't get fulfillment from farming. Is that a change or has that always been the case? It feels like Cretonians are, generally, more useful now, but I'm struggling to figure out what niche humans have now.
>>
>>2430454
Humans were always the researcher race, with the farming as a bit of an additional bonus. They are also better in education and while that doesn't give the all round crafting bonus anymore you can get even more research. So while they aren't great at anything in particular you are going to be ahead on tech and can spec into anything or they don't mind other races so you can double down and build multi racial.
>>
newfag here, got a couple of questions
1. is playing as only 1 race (humans) viable?
2. is specializing in one thing viable? can I set up woodcutters, spam furniture production, research all efficiency bonuses for that and trade?
3. relevant to the previous question, if i produce a lot of furniture and sell it to another faction will the price eventually drop down to it no longer being profitable?

love the game so far
>>
>>2430476
>education and while that doesn't give the all round crafting bonus
Wait, what does education do now?
>>
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>>2430695
More tech points. Administration is now a third point type next to innovation and knowledge too, mostly for techs related to world map and global buffs. The limiting factor to how much you can build world map provinces is now "government points" you get by assigning nobles to be administrators. Noble buffs are hideously powerful but now you have to trade off between boosting your capital production or getting more in taxes.
Indoctrination doesn't make them better at dumb labour anymore either, it's just loyalty. Also max education/indoctrination level is capped by tech. Also also apparently time in school is added on top of normal grow up timeso they take longer to join the workforce if you educate them. Speakers no longer have the secondary effect of rising your education a bit either, so while you get children for "free" now it's probably an overall nerf.
>>
Thoughts on breeding garthimi slaves and making them my main export?
>>
>>2430693
>1. is playing as only 1 race (humans) viable?
Yes. There are just some jobs for every race they are bad at or don't like doing, but that's what slaves and trading are for
>2 and 3
The economy, trade and the tech tree were just changed so hard to say, but specialising was always best and the changes are supposed to make every industry worth investing into
>>
>>2430725
Seems viable, can you breed them directly into slaves or is that something that needs micromanaging?
>>
I've never been this happy about an announcement that a reign of terror is coming.
>>
>>2430818
I tried to get it started, but apparently slaves aren't allowed to breed
So you'd need some bug citizens dedicating their lives to breeding
>>
What race for full dystopia maxxxing with maximised population density and a fetish for straight lines?
>>
>>2430782
>The economy, trade and the tech tree were just changed so hard to say
damn, that's actually pretty important. Thanks nontheless anon
>>
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>a fucking Songs of Syx thread
checking out /vst/ was a good idea.
>>
New to the game, started a game as cretonians and got my pop up to 700 before they started leaving because "their expectations were not being met".

I had every available service near their homes, plenty of food, plenty of longhouses...

What exactly was I supposed to be doing?
>>
>>2431192
If you click on your citizens they'll often tell you what they're looking for you to give them or to build next.
You can also check their Species satisfaction to see what bars you can switch from red to green.
>>
>>2431192
You're supposed to look at the tabs on the top left and see what you can do to keep them happy
You probably didn't unlock new services and when your population grows they expect more stuff
>>
>>2431208
What should I prioritize?
>>
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>buy hundreds of garthimi slaves to work in my diamond mines
>they never show up
Where are the FOOKIN PRAWNS, I got scammed by these assholes
>>
>>2431234
Whatever seems easy to add without taking too much ressources and manpower, health services are good for obvious reasons, if you have tons of food you can double food rations etc
You can forget techs if it doesn't work or you change your mind

>>2431305
I got scammed too... You need either a stockade, or in the law tab set garthimi captives to auto enslave, they send them as captives
>>
How do I git gud? Every time my settlements tend to stall out around 2k population and than 1 bad event I fall into a hunger death spiral.
>>
>>2429224
>Natural baby making
thank god, i'll be honest, i wouldn't mind a mix between the 2. Nurseries and shit just pump out more babies or maybe the Garthimi are the only ones that have hatcheries.
>>
>>2431436
Oh wait nvmnd i just read the patch notes lol
>>
>>2431371
there seem to be a bunch of these random pointless changes in this update. read on the 'cord that you can only cannibalize as a form of punishment now but people dying from anything else can't be eaten
>>
>>2431371
>they send them as captives
Ah, good to know. I was used to the old system where they just sent them directly, thanks.
>>2431422
Overproduce food and have sufficient storage for it, then gradually upgrade and add services your citizens like. Food stalls, hearths, and wells are the three things they interact with most and upgrading those will provide significant bonuses. Lastly, don't go heavy into an industry that gives no fulfillment to your citizens, import that good or have slaves work it for you
>>
Bug slaves don't seem to work with their special breeding building, but other normal race slaves reproduce just fine through conventional means
Just fyi if you wanted to play tilapis or something
>>
starting year 5 with 122 humans. Never made it past 5-7 hundred pops on previous patches so I'm looking to go big this time around.
>>
>>2431739
screen with some stats
>>
>import cretonian slaves to work my veggie farms and stone quarry
>they're happier than the citizens
maybe it's morally correct to do this
>>
>>2431475
Yeah, it would appear so. I don't like it either. You can no longer run a town with no graveyards because everyone gets eaten or eat the invaders, though I guess you can still order captives eaten so there's that, just not those killed.
It appears there's also a cannibalism preference stat on top of it that, for tilapi the only race that has it, you don't gain anything for eating other tilapi so you can't just eat all your criminals. You have to eat humans specifically.
>>
>>2432158
No all races have cannibal preferences, and humans seem to be the most valued meat overall
>>
>>2432175
I mean, yeah, all have it set, but tilapi are the only one who actually gain fulfilment from it. Garthimi are okay with cannibalism but don't benefit from preference. All other races actively dislike cannibalism and gain nothing from preference either.
Also they seem like placeholder values because they are weird numbers like 98%, they don't do anything anyway.
>>
>finally enough money to buy cheapest mercs
>conquer my useless neighbor for free stones
>while I can still pay them use the mercs to take over nearby free land
>remember I need nobles to administer more than one region while it's depopulating
>whatever, release them as vassal
>first tribute arrives, 1.35M denarius
>what
>every year, I get the same tribute that vastly dwarfs my trade income
>I can now hire more mercs to get more vassals and bully everyone around
Yep. I fully expected the vassal to break free after one year like I experienced in past versions, but nope, he's bankrolling me
>>
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>>2432217
I don't even know what to do with all that cash
>>
>>2432114
>a relatively easy way to maximize happiness is to dom your people
>>2432217
>"rivals" might turn out to be hard bottoms
>despite having more money than god, they may wait until being conquered, then cheer for their daddy

I just wanted to conquer the world as a tyrant, but everyone's getting a boner from it, so I'm not sure anymore.
>>
Heading into year 10 nearing 500 pops. ~350 of those are actual workers and the rest are kids and parents. I assume it will balance out to a normal replacement level cause when I cap my citizens fucking level to 500 they got pissed
>>
>>2432611
>>
>>2432617
Why are you so poor anon
You could sell these herbs for a nice sum
>>
How many soldiers should I be training at a time? My last city died because people kept being conscripted and there was not enough to do actual work.
>>
>>2432695
concerned about getting too rich too fast and being raided before enough troops can finish training. I had one raid event already go kind of bad. Asking for 90% of my grain and money. I opted to ask my neighbor to attack them and they did but I guess lost troops and got mad. Then the neighbor asks me to give them 1 million denarii for raid event they got and ofc I couldn't oblige. bit worried now as they are the stronger of the two neighbors I have and broke off our trade agreement.
>>
>>2432720
I make the first one for 50 recruits and copy paste it later
You know you can adjust the number like any room right? You can just stop training if you're out of workers
>>
>>2432720
I have an initial force with no training to be the city guard and then train actual soldiers when I hit around the 500 pop count, delete the initial divisions and make them when you have workforce to use
>>2432748
Those herbs contribute to wealth, you're better off trading them for other goods instead of sitting in your warehouse
>>
Got raped (but manageable) by some lung disease in the previous big update, this one seems a lot of base changes, how it feels?
>>
>>2433040
your subjects end up making a LOT of kids, law is generally unimportant as long as people are happy (or if you need it for fulfillment), food is fucking expensive to import, and services function much better with autofetch (they still don't hire enough with auto hire, so you need to staff them more than recommended if you want meals prepped)
>>
>>2432617
UGLY
>>
>>2433045
>your subjects end up making a LOT of kids
>, food is fucking expensive to import
Seems like a nice challenge this time, last time with the breeder you can guess how much food you gonna need.
>>
>>2432617
Guys you don't need to build all the shrines.
You can just build one and your population will slowly shift to 100% that religion over time. Especially if you build the proper temple for it.
>>
Maintenance costs are crazy in this patch wtf
>>
>>2433049
Yeah, now you need 10% of your workforce to be caretakers if you want to satisfy the nursery need, humans especially are bad because of how long it takes for them to join the workforce
>>2433063
They are, I don't know how anyone survives without a furniture industry now given how much you need for maintenance
>>
>>2433050
but dont they all have unique bonuses for each god/shrine? eg crator for farming bonus
>>2433048
post town
>>
How does innovation work exactly? I had 60 researcher in the lab and for whatever reason my points started decreassing into negatives over time.

Just how many researchers do I need? Why do the points go negative and how to avoid it?

My human civ just went through a major pop decline from 800+ to 500+, am struggling to fill in job slots.
>>
>>2434511
You're either low on clay or on researchers and can't sustain your points anymore
>>
>>2428987
>songs of syx
The next one in the series after songs of fyve?
>>
>>2434534
What is even up with this need for clay? Do they use clay tablets to write on instead of paper?
>>
Is there any way to save your town once the population starts declining? Once the humans were no longer satisfied or something the pop started dropping from 800 to 500 to 300, at which time I no longer could sustain my food supplies or industry and the city died.
>>
>>2435065
Never had a population decline but your expectations should go down as well so you should just focus on food and grow again
>>
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>Family trees
>Natural Breeding
Pregbros.... we fucking won.
>>
>>2435094
Did not work so far, went below 300 pop after having been 800+.

Like, I figured the expectations would go down and the pop would rise again, but it just got worse.
>>
>>2435065
>the pop started dropping from 800 to 500 to 300, at which time I no longer could sustain my food supplies or industry and the city died.
That makes no sense. To get to 800, you necessarily had to be able to sustain your town when it was at 300, so why wouldn't you be able to now? You just need to reprioritize the things that matter.
>>
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Early game is comfy.
>>
>>2435108
Nice banner art
>>
>>2435027
Yes, and libraries use parchment, so leather, instead. It's a design choice so you don't have all of research and education entirely reliant on your paper industry and it being primary industries makes it more accessible.

>>2435181
In my experience you can have a shitload of people die to a plague or something and the population will pretty quickly bounce back. Fulfilment is sort of a soft cap on your population and immigrants will bring you back to it quickly. Like other anon said you might have to fiddle with job priorities and employment a bunch to bootstrap it back up and that can be a pain but it shouldn't be that hard.
Put them all on food and feed them a shitload of rations for a bit to attract people you need to fill the rest of the slots. For 800 pop you don't even really need that complex economy yet.
>>
>>2435216
I started a new game, will try to use what I learned to do better this time.
>>
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Slowly growing our population and developing cottage industry for the future. The Phallus shape was unintended.
>>
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Village has grown to 100 naturally bred Syxan's. Food is becoming a bit more scarce so I'll need to build some new hamlets so commutes don't get too long. Introduced fish and bread into the Syxan diet as well as regular non seasonal mushrooms with plans for eggs too. People are finally clothed with textiles being up and with imported pottery they live fairly comfy lives. Pay no mind to the extra mass grave a beast attacked the village and slayed ten of us.
>>
Do expectations grow with time, or only with pop growth?

If I stagnate my pop size, will the expectations remain the same until I allow my pop to grow?
>>
>>2435638
Pop growth only. Fulfilment is effectively just a softcap on how many pops you can have.
>>
>>2435652
Huh, this is good to know, i probrably have been screwing myself up by growing my pop too fast, I will try to go slower and build more infrastructure than I need BEFORE welcoming in new migrants.
>>
>have to make a settlement of 1.5k pop just to support like 50 fully armed men
Why does Vanman think having weapons be produced in 0.1 increments good. Even autistic games like Ymir don't do that.
>>
>>2435723
Why don't you just buy them?
>>
>>2435723
i don`t have to do that.
>>
>>2435730
A gay consumer economy based on modern concepts of trade - miss me with that shit, Rome couldn't buy weapons since they were guarded fiercely as highly controlled strategic resources in each city state. Such bulk purchases are unrealistic.

>>2435735
Venetian scum
>>
>>2435741
Rome didn't fall out of a coconut tree buddy, they had to trade to get to where they were.
>>
>>2435749
Agrarian, slave-based, and pre-industrial system that shipped grain from Egypt and other conquered regions, the only real "trade" they engaged in with external sources was silk, spices, incense, ivory, amber, gems for their upper class. And back when they were just a citystate, they were just a landlocked shithole based on local subsistence farming & livestock which was closer to barter economy than whatever "trade" is.

Face it tradeboy, trade is just a cope and convenient cheat in this game.
>>
>>2435757
Then simply get good because it's very much doable and at better numbers than you've assumed.
>>
>>2431739
>Never made it past 5-7 hundred pops
How? This is my first time playing I'm at 800 pops and I'm now just starting to feel like the game is starting.
>>
For all the autarky chads out there, any tips?
>>
>>2435723
You can equip a small militia with just a carpenter and materials lying around, better equipment comes when you have more workers
>>2435979
Save nobles for the most labor intensive industries. Metal smelting is a big one i can think of, masonry too if you have the quarries to support it
>>
>>2435979
Just gotta do retarded shit digging at low % for minerals, kek. At some point chasing everything in your map will get you smaller villages doing their own industry. But youre going to at least import the raw minerals in the end or from tribute.
>>
>>2435741
I'm not having to trade for it either.
>>
What tech are you going for first?
>>
>>2436212
Roads
>>
>>2436212
With roads locked behind knowledge now I end up going for a few levels in my food industry (hunting benefits a LOT from a couple levels), primitive spears or hammers, library, and then a tech-locked industry.
>>
>keep running out of clay
>keep assigning more and more people to clay mine
>turns out I didn't have enough haulers and clay miners just were digging out clay too fast so storage got full
Since you can't have more than 1 storage per "building" is it just way better to build a couple of smaller mines instead of one big?
>>
>>2436313
Build a warehouse near the mine and give it dedicated haulers, use loading and unloading stations to cart shit around en masse if you need to.
>>
>>2436315
Even then at some point you're just gonna need so much clay the storage will fill up too fast and there doesn't seem to be any benefit of having one mine with 100 workers compared to 10 mines with 10 worker each.
>>
>>2436316
One mine = one output storage so you can drop your warehouse/station right next to it, ten mines is ten storages and lots of time wasted walking
>>
>>2436313
Only if your clay pits are close to their associated industries, otherwise you're better off just making one big mine and using loading/unloading stations to transport it
>>
>>2436340
>>2436376
Ignore me I'm a retard and didn't realize you can just increase the size of storage.
>>
>>2436390
Yea, up to the max size of storage.
>>
>opiate price ~900
>start opiate farming
>sell like 30
>price crashes to ~400
Was I just scammed?
>>
>>2436524
Supply and demand, anon... hope you have a large garthimi empire to sell opium to.
>>
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>>2436524
>>2436526
One would think that opium demand would grow with the supply.
>>
>>2436526
is 1.5k pops huge?
>>
How do I go about making channels to irrigate my crops? Seems like a single pump house is not nearly enough to pressure the water all the way to my fields...
>>
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>>2436545
works for my fields
>>
>>2436544
Not in the slightest. My current world has a double digit amount of kingdoms with 100k+ population
>>2436545
Canals irrigate up to 15 tiles away and a single pump supports 150 canal tiles, if your fields are further than that you need multiple pumps
>>
>>2436547
The water stops halfway, guess the field is too far for a single pump?
>>
>>2436554
>need multiple pumps
How do I set that up?
>>
>>2436526
Unfortunately elasticity isn't modeled.
>>
>>2436558
Simple: connect the two pumps via canals and the total capacity of the system gets added together. Ideally you build the second pump along the existing canals or close to the other pump to reduce the wasted canal pressure
>>
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>just give me 21 mil
wtf is this bitches problem?
>>
>only big kingdom nearby won't buy my livestock or eggs
>entire income is from tourism and selling pottery made with clay dug by slaves instead
Sometimes it works out in the end.
>>2436663
This is why you invest in an embassy
>>
did he add the Tilapi rape facilities yet
>>
>>2436584
Is there any way to build pumps where the water pressure ends to extend the pressure? Or do I need to set the pumps at the river and push the water further that way?
>>
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>As the village grows into a town the sovl is slowly sucked out of it
Hopefully when I expand my fields I can find a nice middleground betweem aesthetic country side and efficient farming.
>>
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>>2436930
oh yeah 800 population all naturally bred. Some emmigrated when I had food shortages but vast majority stayed. There are five Surnames in the town, one of which is slowly declining overtime compared to the other surnames. I'm going to need to start planning the 'new city' at some point on the westbank since the current town is very congested. Maybe settle some more tertiary villages to fill the map so I don't need to worry aboute commutes being too long.
>>
Niggers here are too scared of straight lines
>>
>>2436989
Yes, it's pretty silly.
>>
>>2436989
>>>>>>2379335
>>
>>2436734
No but like this seems to be a theme with ai requests.
>oh you forgot my birthday just give me 10mil denars
Bitch I have 100 people how the fuck do you expect me to have 10 mil?
>>
>>2435979
>autarky chads
How do you people even get gold? Hell, what do you use it for?
>>
>opiate price crashes down
>sithilion price crashes down
My city is ruined my economy is dead my pops are poor, all I have left is 20k bread.
>>
>>2436989
trvke
>>
Can my industry use goods from "haulers" or just from warehouses?
>>
>>2436989
Some of the races hate straight lines. It's not a big effect and nowadays "roundness" works a bit simpler than the "organic" room shape of older versions but I think a lot of people are used to making weird shapes because there was an explicit benefit to it.
>>
>>2437107
You have bread and opiates. At the very least you'll have a fed and very entertained populace.
>>
>>2436989
shit looks ugly and fake, the world isnt america, roads should evolve naturally
>>
>>2437143
That's nice and all but i'm too low iq to not make squares and straight lines.
>>
>>2437143
you know what else is ugly and fake and doesn't evolve naturally?

a building
>>
>>2437147
retard
>>
>>2436989
Dondorians are the only race I go full utilitymaxxing on, squares ONLY.
>>2437084
>How do you people even get gold?
Tourism and tribute.
>what do you use it for?
Mercenaries.
>>
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So asking for a friend how many woodcutters would I need to sustain that?
>>
>>2437152
Too many
Time to import or tax, unless you want to clearcut your map every couple month
>>
Holy fuck this game is so fucking cool I just conquered my first city.
>>
Cretonian Lives Matter
>>
>>2437241
Garithimi lives don't
>>
I like the game but fuck me, if you dont minmax everything your population crashes then spend the next few hours waiting for it to grow back again while getting spammed by popups about bad teachings being spread! and taking a loyality hit so a few more pops leave then when you finaly get back to your population target another thing causes your pops to leave also training troops is dumb its going to take its going to take 4 years to learn to shoot a bow or swing a sword?
>>
>>2437143
Every city in the world is filed with straight lines.
>>
>>2437320
There are straight lines, but usually no right angles.
>>
>>2437341
that picture is filled with right angles
>>
How long do children of different races take to grow up?
It seems like my pop grows a lot, but only to have a shitload of useless children and an ever growing lack of workers.
How am I supposed to keep my civ from going stagnant and eventually dying from lack of workers causing total production failure of my industries?
>>2437341
>>
>>2437391
It's written in their properties or help tab, probably where you can set birth limit as well
>>
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I'm gonna do it I'm gonna press this button and collapse this city faster than ursula collapsed EU
>>
What is the correct playstyle of garthinis? It says they dislike temperate and cold climate, should I play on a desert? How much water/mountain/openspace and forest do I need to thrive?
>>
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lil bro talks mad shit for someone who has less pops than my smallest village
>>
Does Ai ever declare war on you or do they just send threats every other day?
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>>2437720
They do declare war.
>>
Is there any advantage to having mass graves and graveyards near your town, or can I place them in a far corner of the map?
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>>2437763
pops like it
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>>2437763
Hauling time
>>
There's around 20k wood in my throne room
>>
>>2437688
>cretonian realm
easiest conquest of your life
>>2437818
>build a temple of crator to get rid of excess wood
>end up chopping down enough trees that I ended with more wood than I started (the temple took 5000 wood to build)
>>
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>>2437862
oh no trust me I'm using all of that wood I just had a lil logistics issues.
>>
Is there any reason not to train literally every last man for the army?
>>
Thoughts on the new patch so far?
>>
>>2437763
Citizens will visit graves.
>>
>>2437870
I'm still confused to how this works, does this make all of them full time soldiers or is it possible to have a "militia schedule" like england did where i can just train EVERYONE on a certain day?
>>
>>2437870
>>2437986
You can train everyone as militia. Pops will train up to the desired training level and rejoin the workforce. Training them to a high level just takes a long time. I think there is some decay though and you also need to account for turnover of people just dying of old age and shit so a 100% squad are pretty much full time soldiers as it will take up most of their lifetime. Everyone should be in a squad trained up to 10% just so you can mobilise them at least though. Depending on your surplus, tech and training rooms you can possibly afford more.
>>
Is there some trick to tech? I feel like I have ~500 people working in labs/libraries/admin and I barely have any technology unlocked. Don't get me started on every lab using like ~300clay per day so you need another 100 people mining clay.
>>
>>2438089
The secret is you don't need any tech until you actually do
How big is your city and what are you using all the tech points for?
>>
Like 3.5k, mainly to unlock better services.
>>
>>2438089
You don't need to use clay on your labs.
>>
>>2438089
You get tech only when it's more efficient to get tech than it is to throw more workers at a problem. It is sort of lame but you are kinda meant to get the more advanced services fairly "late game" and trade for goods until you get to the point it's efficient to make it yourself. Don't unlock stonecuters to have 3 people working in it.
>>
>>2438128
That's nice and all but unless you have a big empire next to you, importing anything in numbers greater than 10 just makes the price skyrocket so hard it's not sustainable.
>>
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>>2437320
Retardkun, do you see what that is? It's a curve, something that is not easily achieved in a tile based game. By "staggering" the squares you achieve a "curve-like" look as is most possible due to the limitations of the sandbox. Furthermore, that looks to be Victorian city planning which was a lot more organised than the medieval cities were.
>>2437131
This casualization was a mistake but it filtered people so it got way toned down for no good reason.
>>
>>2437149
Yeah full utility fits the Dondorians honestly, I've never played them though because I don't want to rely on i*mmigrants and I enjoy breeding quite thoroughly.
>>
>>2438132
That's a diagonal line lel.
anyway the point is, shit like this >>2436936
is retarded, trying too hard and not even organic or realistic looking.
>>
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>>2438133
>I don't want to rely on i*mmigrants
I'M GONNA DO IT
>>
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>>2438134
That's literally an unplanned city though it's fully organic. The "realistic" organised chaos isn't possible since it's a tile based game.
>>
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>>2438134
Another example, what you posted might as well be modern city planning. Which is perfectly fine but looks very boring in a tile based sandbox.
>>
>>2438138
>isn't possible since it's a tile based game
It is.
And making every building into a random retarded shape isnt the way to do it.
>>
>>2438132
>>2438143
Post it than, show me your city.
>>
How much does it matter to have your city on the preffered climate for your race? Will it make too much of a difference to have my city on temperate or cold climates as a garthimi or amevia?

Also, what should I look for in a map? What ratio of mountain/river/forest/openland is ideal for each race?
>>
So what's stops me from giving some small nation one of my regions for millions of denars and then conquering it back?
>>
>>2438183
Why would you do that when you can just get some vassals and get your millions from tribute?
>>
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I understand this is not europa universalis but AI diplomacy needs some honest work
>>
>>2438226
Would you believe me if I told you it's been seriously improved?
>>
>>2429279
Reign of terror indeed
>>
Tried to play garthimi, noticed they like warm climate, so I picked a mountainon the south.

They all died of heatstroke before I even got started.

What the hell is up with that? Should they not be resistant to heat?
>>
>>2438250
Did you build wells?
>>
>>2438251
They died before I even built the initial longhouse.
>>
>>2438253
Weird, didn't have this happen in the previous patch. If you want to try again, maybe put the throne room near the water patch in the map.
>>
>>2438256
Started again and they did not die when placed near the water.

Guess they cant survive dry locations?

Wonder if they will die when I expand away from the water hole.
>>
>was wondering why my haulers don't work
>turns out for some reason they refused to enter throne room where all my taxes were getting dropped off
>destroy the initial walls around throne
>everything gets hauled in seconds
Weird bug can I report it somewhere?
>>
>>2438266
Pops use water locations to cool down (preferably pools or natural water) but I think they'll use wells to cool down as well. Remember to also build heaths as there's cold snaps even in hot locations.
>>
>making your vassals stronger makes them more loyal
wtf?
>>
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>>2438266
>>2438322
Trying to manage my city, but I keep getting distracted by the pixelated glutes Tilapi are dragging through the river.
>>
The way Laboratories unlock so early on seems to imply that you're supposed to be using them but what the fuck could you possibly do with them before late game, especially now that knowledge types are triple layered?

I feel like I'm missing something fundamental.
>>
What determines how many slaves you can keep without them rebelling?
>>
>>2438591
How many slaves vs citizens, and what race they are, pigs and bugs are wired to be slaves
You're supposed to be able to use law to keep them in check now but the numbers are way off unless they already changed it in the beta, so it mostly depends on their happiness to keep submission high
>>
>>2438581
They were useful early, but tech was changed like 2 or 3 times
>>
Is it worth conquering shit before you get access to more gov points? What do you do with the settlements?
>>
>>2438581
It's really only if you want one of the niche industries immediately. I could also see putting some inno into hunting to make it last a little longer since the tech bonuses are fairly substantial
>>2438591
Submission, happiness is really the only way to increase it. Emancipation is dogshit now since submission will rapidly climb back down to the target value
>>
>>2438621
You keep one of your neighboring provinces for some free stones or whatever, everything else turn into vassals to exploit tributes and become rich
>>
Are pastures meant to suck?
>>
>>2438694
Yes, they are very space inefficient.
>>
I regret letting piggers into my city
>>
>>2438774
Same, years ago I used to to multi race nations but nowadays it feels like ethnic states are the way to go.
>>
>game says net +110 furniture
>somehow keep running out of furniture
>>
>>2438694
Outside of tilapi, amevian globodiens, or garthimi balticrawlers, yeah. It's not even worth going pastures as tilapi because of how ridiculous orchards are
>>2438774
They're built for slave life, they're almost as easy to please as garthimi and have built-in submissiveness. Make 'em work your plantations.
>>
>armies sitting in your city are fully equipped
>you send them out and all of sudden they lose all of their equipment and have to wait 10 years to be supplied
???
Not even gonna mention why the fuck 1 soldier needs like 5 pieces of plate armour or 5 fucking horses.
>>
>>2438842
It's like you keep giving it all away for housing.
>>
>>2438854
Yeah army supply needs changes, I get multiple armour since that could be different amounts of coverage but five hammers? Makes zero sense.
>>
>>2438854
Can't you just do one piece? You don't have to fill out the bar.
>>
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>>2438877
Doesn't provide full benefits, also it's still dumb because those are my city guards which are fully equipped and trained already why do I have to equip them again?

Also does this mean I need slaves to unlock the next level? That's so fucking dumb. How do slaves even work I bought one from other nation but they didn't appear in my city.
>>
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Bring back the flags, this looks terrible.
>>
>>2438750
How are we supposed to get enough meat to feed meat loving races?
>>
>>2438896
You're not supposed to have any food production inhouse outside of the early game bro...
>>
>>2438908
Then how am I supposed to feed my city?
>>
>>2438908
Food production is the best part of the game. Those fields and orchards look beautiful.
>>
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>>2438896
taxes are good for you
>>
>>2438927
I am very new, how do I get taxes? Am I taxing my own pops or do I need to conquer another city to get it as tribute? And if the latter, jow do I go about it?
>>
>>2438932
"Taxes" are resources you get from your owned cities on the map. You need to build them up and once you do that they will regularly send you resources. You can also vassalize them instead and they will just send you cash once a year instead.

If it says "free land" that means it's unowned city and you can just send a few soldiers and after a few days the garrison will die out and you can get it. If it's owned by another nation you need to declare war.
>>
>>2438955
Huh, all of that is news to me, they really should add a few new missions to the tutorial campaign, those 2 left a LOT of important info out.
>>
>>2438896
Taxes, once you get regions they produce way more raw resources than your capital reasonably could and you transition more into manufacturing and trade.
>>
>>2438959
The tutorial is almost as barebones as it gets
>>
How much of a difference will it make to Tilapi if I build the rooms in an elipse instead of a retangle? Is it worth the hassle?
>>
>my biggest trade partner just randomly died
Dunno how I feel about entire faction dying when you siege their capitol. Just won the war against some other empire by basically winning one battle and sieging their captiol which was on my border. Not even sure what to do about all that free lands now. Don't even wanna bother with vassalizing them since vasalls are disloyal all the time for some fucking reason.
>>
>>2438873
It does make sense. High volumes of equipment stand in for higher quality equipment.
>>
>>2438908
The ai and trading is too fucked up to do this anymore.
>>
>>2439023
Still doesn't explain why my army spawns with no equipment.
>>2439028
Just get food from taxes no?
>>
>>2437391
>How am I supposed to keep my civ from going stagnant and eventually dying from lack of workers causing total production failure of my industries?
Produce children over time instead of making one huge cohort like a fucking moron?
>>
Are bows still terrible in the new patch?
>>
>>2439069
Seems the need for workers outmatched the speed at which children grow up.
>>
>>2439083
If you haven't done anything to increase efficiency but your pops demands have increased from a larger population then yes, you need more man hours to upkeep each person.
>>
>>2439083
Haven't had that issue even at ~9k pops. If anything I've run into not having stuff to do anymore and having close to 1k unemployed pops.
>>
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>conquer sassy neighbor
>other tiny neighbors get pissed off and start hitting me with loyalty and opinion events while demanding the town I just grabbed
>eventually one declares war
>conquer sassy neighbor
>>
>>2439099
>eventually one declares war
That's not too bad it's worse when they just spam you with events.
>>
>>2439023
Shitposting contrarian robot
>>
I'm starting to hate how much I need to spam services to the point it looks retarded
>>
>fabric and leather are more expensive to sell than clothes
Economy in this game is cooked. It's unironically better to just sell fabric and import clothes.
>>2439243
Some services are absolutely retarded, like a tavern.
>>
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>back to back swamp lung outbreaks
>>
Am I retarded? I'm in a death spiral of unhappiness where my pops are pissed off, but giving them any more commodities means I need to dedicate way more people to commodity production

And everyone fucking despises working so I'm stuck at a whopping -50% job fulfillment
>>
>>2439243
God forbid you ever choose a cold location as non dondorians, you'll have hearths everywhere and 5 layers of clothing and people will still die constantly
>>2439325
>-50% job fulfillment
You're not having your plebs work woodcutting or mines, are you? Unless you're tilapi or garthimi those jobs should ALWAYS be staffed by slaves. Save the cushy jobs for your plebs like embassy work or lab work.
>what about the fulfillment penalties from lawful races for owning slaves?
It's insignificant. The fulfillment unhappiness will far outweigh the small percentage of slaves.
>>
>>2439327
Where the fuck am I gonna get hundreds of slaves?
>>
>>2439041
They get supplied by a baggage train
>>
>>2439328
Buy them. Your neighbors will have them for sale and surely you're producing something for export to barter with. Barring that, sell them stone/wood and leather from wildlife. Cretonians and garthimi are cheap and easy to please and slaves don't have satisfaction for building types or occupation, so you can shove them in mud huts and have them mine for you
>>
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>>2439330
Oh well thats good to know

I was nearing 2k human pops and was struggling with being poor for ages

It feels like everything sells for peanuts but everything costs fuckloads
>>
>>2439332
No offense, but I think this is my least favorite SoS city ever.
>>
>>2439333
Yeah I dont like it either, made everything on the fly
>>
>>2439328
Slaves are free you can literally just take them.
>>
Dont humans get butthurt over slavery
>>
>>2439338
Only if it's other humans.
>>
>lizard description says they need to live near fresh water
>think thats odd given theyre expert fishermen and ocean is better for fish
>actually they have equal preference for salt and ocean water

thats so troll
>>
>>2439338
I think every race dislikes their own being enslaved, but not necessarily others.
Slaves Vs Other slaves fulfillment
Lizards dislike slavery on principle, but I think they are an exception.
>>
>>2439330
>Your neighbors will have them for sale and surely you're producing something for export to barter with.
Where do I go to find these slaves for sale? It is not using import depot right? Do I u
Find it under diplomacy options?
>>
I like this natural walkway mod but it sure creates some mega highways
>>
>>
>>
I dropped Songs of Syx because it's just infinitely more fun to build in squares and copy buildings you've already built, but then it's so god awfully ugly.
So either you get tedium or ugliness. I can't take it anymore.
>>
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Are these Lizardbrains really meant to be this happy all the time?
>>
>>2439476
They are easy to keep happy but this much at 1k pop seems like a bug
>>
>>2439484
I checked and I have a 10x happiness multiplier for some reason
>>
>>2439497
10x fulfillment*
>>
>>2439332
This looks like hell, do you hae the starting save at least? It's a nice map and I think it's worth another go if you decide to restart.
>>
>>2439435
female models when? no tilapi do not count, I want actual sexual dimorphism.
>>
>>2439415
Yes, you'll find them at the bottom of the resource list. Make sure you have a garrison to house them initially, have clothes on hand since they come naked, and enslave in batches to ensure their fulfillment doesn't crater
>>2439501
Can you show the tooltip info for fulfillment? Might be able to diagnose it
>>
When it comes to improving your bread production, is it better to spend science on wheat farms or bakeries?
>>
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>>2435741
>Rome couldn't buy weapons since they were guarded fiercely as highly controlled strategic resources in each city state
>>
>>2439325
How many pops do you have? I haven't had any issues until like 10k and by that point you should have all services and commodities.
>>
>>2439577
It's better to make one grain producing province that sends you tens of thousands of grain.
>>
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>>2439333
You're gonna love mine then
>>
>>2439832
Yours is a lot better. It's just generic and utilitarian, nothing offensive about it.
>>
>>2439836
It was my first city ever. (not counting that one time I played like 2 years ago for ~5 hours)
>>
>>2439333
It looks fine to me
>>
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>>2439574
>>
>>2439876
Maybe you picked one of the special modes? I forgot what they do exactly but could be one of these
>>
>>2439881
I thought so too but I double checked and I'm on despot

No clue whats going on
>>
>>2439883
Turns out its the extended boostables mod

modder moment I guess
>>
>selling a single brick is twice as profitable as selling pottery
the economy of this game makes no sense
>>
Alright, I haven't played this in a while. So I gotta ask...have they fixed zoning and such? Or at least, is there a mod to allow me to change it updated to the latest version?

It's just really annoying, having to keep everything really really close all the time, having to build fifty different shrines because of the range...just alll around annoying.
>>
Learning to play, got pretty far this time playing tilapi, got to 1.8k pop before I had a massive pop crash due to several outbreaks of swamp lung.

How do I prevent it? My hospitals were not nearly enough to deal with it, how big do hospitals need to be? And what measures can I take to prevent it next game?
>>
>>2439905
Wait til you realize selling metal is like 3x the price of selling tools.
>>2439898
modding the game is so easy you can do it yourself.
>>
>>2439930
spam physicians

need a clinic on every street corner to boost health
>>
>>2439930
Look at your health stat always keep it above 1, physicians give you huge boost to health. You can also use fabrics/opium in hospitals to fasten recovery. When I got my first outbreak I had about ~120 sick people and maybe 30 deaths also around 2k pops. (pretty sure first outbreak is scripted to appear around that population) So as long as you have space for around 100 people you should be fine.
>>
>>2439937
How far from each other are we talking? And how big? What about wells? I have no concept of what the villagers consider for proximity to the services.
>>2439939
100 people per hospital? How many in total for a 2k pop?

Also, are there more than one disease? There was this big one that got over 500 infected, it was transmitted pretty fast.
>>
>>2439949
no 100 people all together I had like 3 hospitals
>>
How much harder is it to play as dondorians?
>>
>>2439949
If you click on a service building it will show you the range
And in the health tab you can see the various diseases, fun fact there's one that's exclusive to rivers
>>
Are there optimized building blueprints anywhere?
>>
>>2440069
I think having to play tetris with workbenches/storage/auxiliary stations is the most annoying part of this game
>>
>>2439907
Services have a decently far range and have free fetch now, no more 3 billion warehouses to hold goods. Very good change
>>2439930
You need wells/lavatories/physicians to maintain health above a certain population size, cold and warm areas have health bonuses too. As your city gets bigger you want to move your agriculture and outdoor work to your surrounding regions to reduce the health penalty
>>2439967
Not very, it's mostly annoying to deal with mountains but aside from that they are quite easy to please.
>>
>>2440070
Yeah, it would be nice to be able to just make buildings and then have an optional button to just fill it up automatically.
>>
>>2440074
Yeah I'd love that

Its not even a good feature desu because you cant design it to look all pretty because often its super restrictive on whats considered blocking a work station, so I just end up having to shove shit in at random wherever it fits
>>
>>2439905
>>2439935
>Wait til you realize selling metal is like 3x the price of selling tools.
It was the same case in the previous version. Pretty much all the refining industries looked good on the markets, however I haven't tested how well the market holds up to getting flooded with them.

But also I've noticed that refining industries get less boosts all around (technology, education, etc).
>>
I wish the game had more long-term statistical tools. I got my city to about 4.5k pops (this was a year or two ago) but it got to the point where everything was occuring on long-term cycles of plague-events and recovery that made the ~1 year the stats menus show not very useful.
>>
>>2440074
>>2440079
Just design it once and save the blueprint?
>>
>>2440071
>You need wells/lavatories/physicians to maintain health above a certain population size, cold and warm areas have health bonuses too.
Do I need to have those on my farming and industrial districts, or only near the houses?
>>
>>2440231
The bonuses are based on access and upgrades, ideally you have them in-between so your citizens can use them at any time but barring that I'd prioritize having them by the houses. Service load can be deceptive as any new service will get swamped until residents have it satisfied
>>
>>2440238
Should I build other services by industries as well? Like hearths and childcare?
>>
>>2440071
>free fetch
free what now
>>
>want to search for good mods for v71
>the new workshop ui is absolute dogshit
any reccomendations
>>
>>2440250
Other services are primarily for fulfillment and reducing mortality. Hearths are cheap to make and prevent freezing deaths, which can happen even in warm places with cold snaps. Nurseries reduce child mortality and are usually a fulfilling job for the caretakers but they take up a decent amount of space and workers so it's not something I immediately build
>>2440261
From my understanding of free fetch: the time it takes for the worker to commute and grab the resource reduces the time they need to actually complete the work, meaning your food stalls prepare meals at the same pace even if they're decently far from the warehouse
>>
I got some questions as returning player that I swear I knew before but don't remember..
>how to see current seed after clicking regenerate
>how to edit the name of features
>>
>>2440511
>the new workshop ui is absolute dogshit
>moved search bar and filters to the left
>resized for 16:9
>AIEEEE SAVE ME GARTHIMI MAN I CAN'T TAKE IT
>>
>>2440603
also, by "edit feature", i mean change the names of oceans and mountains stuff
>>
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>>2440511
I like races of this guy https://steamcommunity.com/id/Orangebluehue/myworkshopfiles/?appid=1162750 Interesting trivia I realized is that this guy is .stl maker making auxiliaries for Tau for tabletop as well
Used this https://steamcommunity.com/sharedfiles/filedetails/?id=3714216749 so I can actually pick any location I want for a city. I want to make true scale Squin
https://steamcommunity.com/sharedfiles/filedetails/?id=3434918193 used this to make city map bigger. It really annoys me when I reach borders of the map. I wish games like this had some features to extend playable map if you get close to a border
I like this for more homes, especially useful for Tilapii https://steamcommunity.com/sharedfiles/filedetails/?id=3590576292
>>
>>2440640
I do like the house mod, but I think I'll probably be making a human city. I always wanted to get one, but never really managed since my city would enter a doom spiral at some point due to unhappiness and food production.

Hopefully this time, I'll do better, though I fear i may have forgotten how to actually play the game.
>>
Learning the game, have played at least once with each race and got the artisan title on all 6.

I keep hitting walls where I cannot sustain my pop with the food production I have, and cant scale up food production without increasing pop, which leads to even more food consumption.

I read above that people usually get taxes and import food. How do I go about making a proper military to take over neighbooring cities?
>>
>>2440715
Try it like this
>>2417485
>>2417493

Put all research and population into your food production to max out the production bonuses, sell the excess and buy everything you need.
>>
>>2440725
Broken link.
>>
hmm, does anyone else have issues being able to take screenshots in this game

i mean actual screenshots, not steam screenshots.
>>
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So I was thinking do you just build something like this and copy paste it every time you want to expand or make new industry?
>>
>>2440746
It is often a good strategy, yeah.
>>
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This one building alone is 80% of my income.
>>
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My multirace city was a crime ridden Detroit like shithole where everyone killed each other constantly. I legit thought something got bugged because my tech went down for a while and it said some technologies and associated buildings will be disabled. I fixed it and still couldn't recruit guards.
Turns out you now have to train people before they can become Guards. Is it a new update feature?
>>
>>2440883
gotta how homogenous societies are nearly utopian and the second you drop a single different race in they start slaughtering eachother
>>
I just bought this shit on sale. Should I just dive in blind or are there any good beginner tutorials I should watch first?
>>
>>2440883
>Is it a new update feature
Yeah. Alex stated so in the v71 Dev Diary.
>>
>>2440891
The game has a little tutorial that covers the basics, after that you might want play a regular Random game and see how it feels from there, consulting a Steam Guide or asking here every once in a while.
>>
>>2440891
Just play the shitty tutorial campaign to learn the bare minimum, and then go play, learn from your mistakes to improve for the next city.

Also, you can get titles by achieving goals durinh gameplay, these will give you bonuses for future playthroughs and the bonus increases for every race you obtain the title with.

The first you will get is likely the artisan title, which you get after your industries reach enough production, it will give you a bonus % for industrial productivity, which will make your industries much better. Get it with all 6 races and you will see a significant boost.
>>
>>2440915
nudist is also easy to get on all races and boosts walk speed across your pops
>>
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what is this red stuff
>>
>>2440180
I had no issues with plagues even on 10k population on this patch.
>>
>>2440946
>barely landed
>no home
>no food
>Lord tells us to build a shrine first thing in the morning
>I hate being plebeian
>>
>>2440946
Unfulfilled needs, since you just built it don't worry about it it'll become blue when they get to pray
>>
>>2441027
It's been a long time since I last played so I was just making some tests to see how things work again. I'll be starting from zero with an actual city and a throne room out of the way.
>>
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>winter
>+50
God have mercy on my poor plebs
>>
>Raiders request like 2m denaris
>it's cheaper to just hire mercenaries and beat them and you also get their loot and half a mil denari for destroying raiders
Some mechanics are too easily abusable it's unironically better to not have any army in your city so you just bait raiders and beat them for free money.
>>
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Alright, it took me some time, but I think this is...a pretty decent townplan, right? Lavatories with exactly 200 capacity, the amount of each block. What I'm not sure about, is whether I have too many guardposts, or too little...
>>
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so this just doesn't work? I can't pick any resources to unload.
>>
>>2441141
The problem might be at your loading station?
>>
>>2441186
No loading station works fine, set to load wood loaded wood fine then it says there's no unloading station to unload to and unloading station is like pic related can't pick any resources.
>>
>>2441141
It was just patched today, check the patch notes to see if you have to do anything to reset it
>>
>>2441189
I built it today for the first time
>>
Did they remove the carpenter noises in the latest update? I can't seem to get anything from them. I also don't see the fertility range of the canals when i'm placing them, when I previously could.
>>
>>2441264
Canals show irrigation range, already planned don't. Disable overlays, it doesn't work with overlays on (moisture overlay too)
>>
>>2441330
I see, it doesn't work with overlays. That doesn't explain the lack of carpenter noises, however. It's completely silent. And it's not a setting thing, I checked.
>>
I think I got the gist on food and industry, and believe it is time to try being aggressive with neighboors in a new random game.

Playing as humans, will get food production going first, then focus on military as much as possible.

My question is, what kind of numbers will I have to bring to conquer another city? And what weapons and armors should I focus on? I have very little knowledge about battles, only fought like 2 times.
>>
>>2441340
mercenaries no point in having standing army for the first few conquests. Chances are they will only have basic units with close to no equipment so a stack or two of mercs will destroy them.
>>
>>2441350
How do I recruit mercs? And how much money are we talking about? Do they charge you a lump sum once or do they get paid daily or per battle?
>>
>>2441362
You need to create an empty army on the world map and then you can recruit mercs (or send your capital troops) to it. Mercs get paid 3x up front and then daily upkeep. How much they cost is going to vary wildly because will go from 15 random dudes to 100 heavily armed troops. My merc pool right now is like 100k-500k up front depending if you want good troops.
>>
>>2441363
Got it, will focus on setting up my food production and get selling goods, will raise a little war chest and attack my neighboor.

Are there any penalties for simply invading if they were previously trading with me?
>>
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>>2441362
like 500k should be enough, if you get something like this it's pretty much gg they can beat every unit ai can throw at you.
>>
Do pops prefer to live in apartments over houses or longhouses?
>>
>>2441383
A lot of versions ago when the current housing system was introduced (before even that sleep used to just be a room service and pops didn't have a permanent home) there used to be a privacy stat and bugs and piggers liked living in large houses while others proffered smaller ones and the house sizes are sort of a leftover of that. It was a thing only for a short time though and nowadays the sizes are basically cosmetic and I think are meant to be roughly equally efficient in pop density.
>>
>>2441364
>Are there any penalties for simply invading if they were previously trading with me?
There's a betrayal penalty for doing that, if you antagonize them enough they will break treaties on their own and harass you and that lowers the penalty
>>2441391
>nowadays the sizes are basically cosmetic and I think are meant to be roughly equally efficient in pop density.
Correct, it's 3 tiles per pop (3, 5, and 10 residents respectively) and each upgrade gives an additional 40% base capacity
>>
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WTF?????
>>
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>>2441411
this might be it boys, this might be gg
>>
>>2441411
Round up your soldiers or spread those cheeks.
>>
>>2441411
what did you do
>>
>>2441415
It was some event about cretonians rebelling against me and after the even run out I got this pop up.
>>
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Elite cavalry you boys better flank the shit out of it you're my last hope
>>
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Glorious fish victory
>>
>>2441424
Total pigger death
>>
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>>2441425
4k potential pig slaves but I'm a honorable fish I do not enslave I will let them free.
>>
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How the HECK are you supposed to maintain slaves as a tyrant? I kept mass executing them for as much as disrespecting me and still got yearly uprisings
>you basically have to be a tyrant to own slaves
What a meme it feels far easier to completely ignore law and simply keep them happy but then might as well just have them as plebs
>>
>>2441424
average cretonian battle
>>2441431
The tyranny system is just bizarre, I was looking into the law updates and apparently pardoning murderers is a net positive for loyalty?? In what world does that make sense for humans
>>
Is there any way to knock out free lands in the early game in the current version?, seems like the most expensive mercs can't take the garrison of even the crappy cities and by the time I can afford a siege they are all gone.
>>
>>2441523
You can usually get the garrison to fight you if they outnumber you, I've been able to take places with a squad of highly trained soldiers because autoresolve is bad at estimating combat strength
>>
>>2441523
You want the garrison to attack you, so small mercs are better as long as they have good gear/training, the free lands and small realms have shitty soldiers
I was able to conquer my first 2 regions with 45 garthimi mercs
>>
What's the way to go for settlement management, focus all gov points on one or spread them around?
>>
Is there some way I'm not aware of to make crafting industry profitable? All my finished goods are worth way less than the raw materials
>>
>>2441695
Tax the raw materials.
>>
>>2441695
Songs of syx is colonialism/industrialization simulator. You start off as a bunch of peasants where most of your population is stuck producing food or gathering resources just so you can survive. Then you get your first colony and realize wait a second I can force them to gather resources and move on my citizens to something more productive like making plate armours to equip my troops. And then as you get more and more colonies you industrialize more and more and have all your pops just work in research and industry.
>>
How do you deal with the fact that your people keep fucking and forcing you to keep building more housing and infrastructure to deal with them fucking?
>>
>>2441728
tell them to stop fucking
>>
>>2441729
But they get mad at me :(
>>
>>2441730
learn from the jews irl

get people to stop breeding by making them happy with useless commodities
>>
Rate my Human city. Currently 3500 population. I think I can cram a lot more in however. I will be removing the farms and stuff over time and relying more on tribute.
>>
>>2441728
I either
1. build massive mines that employ hundreds of people
2. get them to train and send them out as soldiers
>>
>>2441734
square/10
Looks pretty big for only 3.5k
>>
>>2441734
soulless square grid / 10
>>
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>11k of raiders
wtf is the raider scaling in this game I spent like 10m on mercenaries and still almost lost. Like 6k was pure archers I'm sure 90% of the loses are from just archers
>>
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Okay, something HAS to be wrong

I deactivated all mods, made a new game from zero, and still, the carpenter makes NO sound. I *know* the carpenter used to make sounds. What happened to it?
>>
>>2441760
Try installing the game again.
>>
>>2441365
Why do those elf portraits make my pp hard
>>
>>2441890
Their name is manslayer
>>
>>2441890
because you want to be defiled for several days then murdered and eaten, which is what the tilapi do to human men
>>
>>2441930
>get as many tilapi women pregnant
>don't have to pay child support
win win
>>
>>2441890
built in desire in humans to wanna rape elves
>>
Even against armies with full stacks of shield and plate, my 100% archers mow them down in seconds before they can even get close. And I'm not even playing tilapi.
>>
>>2441577
This shit is so complicated to calculate.
>>
>>2442225
Yeah, archers are OP, the only way to jave trouble with them is if the enemy vastly outnumbers you with highly trained troops.
>>
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>>2441865
Okay, well, I tried installing the game all over again, but it STILL makes NO NOISE.

Is this happening for anyone else?? Does their carpenter make zero noises???
>>
Cool game. Just built some mudhut and farms for my piggers. Let's see how far I can get without getting raped.
>>
>>2442351
Jesus, seriously?

Well, when I get home I will test it and see if it happens to me too.
>>
>>2441728
Send them off to die in foreign lands for your enrichment like any true despot.
>>2442351
>Is this happening for anyone else??
Yeah, I just checked and my carpenter makes zero noise so it's not just you
>>
>>2442490
>Yeah, I just checked and my carpenter makes zero noise so it's not just you
>>2442351
Mine makes noise, you should report it as a bug.
>>
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>every stat is above 90%
>total is somehow below 90%
???
>>
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So the secret police is bugged? Has done a whole load of nothing so far
>>
Is there an up to date list of titles and how to get them?
>>
>>2442856
yes
>>
>>2442834
Tyranny and law seem equally useless, I think the only reason I'd make law buildings right now is to fulfill a need (or hold captives for the arena/temple/slaves)
>>2442856
Click on your throne and you can browse the list, a lot of titles require specific modes now
>>
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Everyone on Syx is such a slimy, passive aggressive, smug faggot with a shit eating grin it's really fucking hard to play a peaceful ruler. I want to torture, enslave, kill, maim and ultimately genocide everyone after a while of playing.
>>
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>>2443000
You know what to do, bronze age man.
>>
shit decays too fast

it's annoying
>>
>>2443050
I genuinely can't help but wonder if it would be a net gain on food by converting literally everything into rations.
>>
13k cretonian city with a couple dondos. got 100 garthimi slaves but the new system sucks, feels like it takes more labor to control them than i get out of them
>>
>>2443074
but health and satisfaction issues?
>>2443108
>all those farms
Bro your taxes? I feel the same about slaves I literally only keep 1 slave to unlock the later levels and since it's only 1 slave they always have max out submission and then I kill them.
>>
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I have over 400 people just making furniture and it's still not enough. It's impossible to make enough furniture to satisfy all those people.
>>
been a while since I last played

is world conquest basically impossible now with the government points shit?
>>
>>2443152
You don't need gov points to own stuff it just won't produce any resources and stay at low pop. WC is extremely easy.
>>
>>2443154
what's the point of having them then

plus won't they rebel?
>>
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>>2443191
>what's the point of having them then
I dunno you asked for WC so I answered. No they won't because you have realm wide loyalty buildings
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>>2443203
>No they won't because you have realm wide loyalty buildings
with what fucking gov points
>I dunno you asked for WC so I answered.
i think you're just retarded
>>
>>2443204
You know what nvm, you do you.
Not sure why niggas ask questions if they don't want an answer.
>>
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over 15k Amevias, running out of space near water so gonna retire this city. What race should I go next I already did humans.
>>
>>2443369
Become the mountain and do the dondorians.
>>
>>2443369
>running out of space near water
Do ponds not count? You could set up pumps to make a massive man-made lake for the amevians if they do
>>
>>2443375
They probably do count but I wanted to larp building around the lake/river. might do it just for fun as a project while my units finish training and I attack my biggest neighbour with around ~20k soldiers
>>
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That took so many water pumps
>>
>>2443377
an inland canal system seems like a solid lategame goal
>>
Is there any way to force ai to merge armies? I wanna do one last final battle but they have two armies of ~8k soldiers and if I attack them one by one they just instantly surrender.
>>
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>>2443424
ok I did it, let's see if I can win this
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>>2443430
Good luck
>>
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>>2443431
Won but at what cost, pretty sure my own catapults killed half of my units never using them again.
>>
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dev bent the knee
its over
>>
>>2443478
>dev implicitly denies that their lives matter
Pottery
>>
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>>2443478
I find it funny how a computer playing mad libs can generate /pol/speak by accident.
Anyway, Reddit gotta Reddit, hopefully they don't use it as a battering ram against Jake.
>>
>literally can't sustain even 1/10th of a slave population anymore
what the fuck is this
>>
>>2443478
>but this controversy is indeed too low level, and not something I want to ride on
>will get back to you with a much bigger controversy soon
Would be funny
>>
>>2443478
>enslave 1,000 subhumans
>80% of the races are racist
>can't have racist event
>>
Can I have some advice on trade? I need some stable source of income to afford mercenaries in order to take other cities.

How can I make a lot of money easily?
>>
>>2443615
You'll likely have to feed them more but they are very easy to control, especially cretonians and garthimi. You just need to gradually increase slave pops so aubmission doesn't crater
>>2443710
Trade is less straightforward now, you need to look at what the big empires are lacking and specialize in that. For instance metal is cheap to sell in most of the nearby nations but the big garthimi one pays a fortune for it so I ended up selling metal to them
>>
>>2443710
>How can I make a lot of money easily?
Mass clear your map of stone and wood, sell it all, use that cash to buy mercenaries, make a puppet. Boom, you're set for a long while.
>>
Are you supposed to place services closer to houses or workshops? What about nurseries and schools?
>>
>>2443799
Houses
>>
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>my starting mercenaries are piggers or 1.2m
It's so joever...
>>
I fricked up. I didn't scale my food production enough like a goddamn noob.
>>
>>2443989
>I fricked up. I didn't scale my food production enough like a goddamn noob.
based communist
>>
>>2443989
I'm having that issue as well as dwarves now.
>60% mountain
>close to no moisture
>can't plant anything for shit
>pasture are inefficient af
My best source of food right now is hunters.
>>
>>2444006
I'm learning the game so I'm doing a lot of inefficient shit. I think my downfall is not stacking enough production modifier for food building because then my maintenace/manufactory skyrocket so much. I grew fruits and vegs but my stinky humans don't like them somehow while they gorge on meat (YEEEHAW).
I didn't realized you need a lot of moistures for pastures at the beginning since I came with the very naive idea that all that was needed was flatland lel.
I'll try a new game later today. I'm gonna make myself a borger rn.
>>
>sure, i'll buy some juvenile cantor slaves for 500 a head
>look inside
>it's all pigmen
man come on
>>
>>2444070
what did you expect?
>>
>>2444085
after i posted that but before you replied and i got the "the blue paint has warn off" notif i thought it was a bug kek
i immediately exiled them anyway
>>
How do I get more mercs? There are too few available to begin conquering my neighboor!
>>
>>2444139
>There are too few available
doubt, I just went on a massive conquering spree with one merc of piggers
>>
I would kind of like to play an alternate worldgen style where you're the first civilization and thus immigration isn't a thing so you're super dependent on natural population growth
>>
>>2444170
One is 15 garthimi archers with 20% training the other is 30 tilapis archers with 30% training. Tbe smallest neighboor has 180 troops.
>>
>>2444188
lol nvm you were right this is the worst fucking mercs combo i've ever seen.
>>
>>2444139
you can conquer any starting neighbour with just 200 butt naked totally untrained citizens
>>
>>2444304
>you can conquer any starting neighbour with just 200 butt naked totally untrained citizens
The elites don’t want you to know this but it’s true
>>
>>2444006
>close to no moisture
I hope you embarked near a river or lake, irrigating your mushroom farms is the best route to growing them (assuming you're staying pure dondorian and not importing lesser races to farm for you)
>>2444007
Yeah, pastures are a bit deceptive in that you need moisture and good soil or your animal capacity per pen will be horrible
>>
>>2444337
Are they deceptive I thought the game explains them really well. Fertility affects how many animals will fit in the same area, moisture affects the productivity per animal.
>>
i pissed off my giant neighbor (to only neutral?) because i wouldnt let him trick raiders into fucking my ass instead of his and now my neighbor has 90% of my lands
:(
>>
>>2444756
In my first game I went on a rampage over the world, sacking, raping, plundering and conquering until everyone fucking hated me
Eventually I ran out of money for mercs and armies. I simply accepted vassalage from my biggest enemy I couldn't defeat. Don't remember what I did exactly, but this also fucked over my 2nd worst enemy at this same time by doing so. My overlord getting my taxes was a literal nothingburger since every time I spent my millions of money right before tithe payment kek. So he was getting like 100 denari instead of millions from me. At this same time I retained all lands I conquered and nobody bothered me anymore. I simply stabilized my empire and city in peace and then rebelled and conquered my overlord in turn
Only thing that actually hurt was losing a vassal
>>
>>2444756
I only had 1 neighbor i was completely surrounded by one massive garthimi empire so I hired all the mercs possible, killed his army, destroyed his capitol and the entire empire collapses and I just made a bunch of vassals which are similar in power to me I can trade with. Honestly this game needs way more complex macro right now I'm pretty sure I can conquer the world without even reaching 1000 pops.
How can I apply to work on it. I'm sure with thousands of hours in paradox games I could make the world and macro way better than it is now.
>>
>trying to get seer of the gods on dondorians
>hovering at 95% temple need fulfilled, which is apparently not enough for the 95% fulfillment
please... just fucking fill...
>>
I really wish you could threaten/strong-arm the other factions like they do you, especially when they're weaker than you. I'm sick of these dick-waving pop-ups that you can't even reciprocate.
>>
I haven't played in quite a while, were resource deposits changed? I notice they have +- 10% instead of being a percentage of optimal with most being 2-30%.
>>
>>2444973
yeah now its only a 0.9 or 1.10 multiplier to output so even "shitty" deposits are viable
>>
>Buy slaves
>No slaves ever appear
What am I doing wrong? Do I need a stockade or something?
>>
>>2445036
Yes, you need a stockade to hold captives then enslave them.
>>
>>2445037
Even for slaves received via diplomacy?
>>
>>2445038
Yes, since they are still technically captives. It stump me the first time I tried it too.
>>
>>2445039
stumped*
>>
>>2445039
Bizarre. Thank you.
>>
>>2445039
I guess you can buy people for cannibalism this way considering it's a punishment now rather than butchering all corpses.
>>
Been trying to make slaves work for the past couple of days but shit just genuinely seems bugged.
>>
>>2445141
I stopped trying
1. majority of races don't even like slavery
2. they don't even offer anything in return so why bother with slaves
I don't think I've ever played a game where slaves were actually benefit. Dunno if everyone is just too fucking pussy to make slaves good or what.
Actually I might try modding slaves the few things that I would change is:
Slaves have 25% higher productivity. (makes sense as they work all the time)
New house building only for slaves takes about as much space as longhouse but can hold 20 slaves (makes sense they have lower living conditions than normal people)
Add new service in their service requirements guardpost which depending on proximity will increase slaves submission. (makes sense having guards right next to slaves will make them obey)
>>
>>2445141
You need to gradually introduce them because they start out with zero fulfillment and need to use services to get started but once you have them it's easy enough to maintain submission. The main reason you use slaves is either to take advantage of racial bonuses (cretonian farmers/tilapi woodcutters/etc) or to have them work jobs that are negative fulfillment for your plebs (woodcutters, mines, plumbers). Slaves also need less furniture for full satisfaction and don't care about noise or building types so you can put them in mudhuts right next to their workplace
>>
>>2445173
I want the slaves to do all the jobs so my people can pursue martial arts and science.
>>
>>2445176
New tilapi run idea. All my tilapis just train archery 24/7, slaves do all the work.
>>
I successfully conquered de 2 neighbooring cities, but am at a loss on how to profit from it.

What exactly do I need to do now?
>>
>>2445285
Release them as vassals and each will pay you 1.2 million bucks every year. You'll need embassies to keep them happy when you become too strong tho
Or you can start developing your empire but you'll need nobles and their promotions for that
>>
>>2445368
>You'll need embassies to keep them happy when you become too strong tho
Or just conquer them again when they get uppity.
>>
>>2445368
Daam, so I shouldn't have taken the cities?
Tell me about the second option, how should I develop my empire and what do I need to do with the nobles?
>>
>>2445411
You can release the city as vassals when you select the city there should be a button at the top when hovered it says give autonomy or something like that
Developing your empire its about raising the population of the cities, upgrading to the next town hall level and tax them raw materials like food or whatever you need for your export industry
To level up town halls you need gov points which you get by appointing nobles as governors. For big cities you need more gov points so you need to promote those nobles. You need to unlock the tech for bigger town halls so you also need administration points
Bee yourself but in my opinion is easier in the early game to have vassals flooding you with more money than you know what to do with and when the vassals start getting angry and demanding to be free you should be big enough that it becomes more worthwhile to reconquer them and develop those regions
>>
>>2445458
Got it, will do that.

So, the tax money is given to me automatically every year? I do not need to do anything other than vassalize the cities?
>>
>>2445469
Yeah every year you get a popup with the money each vassals sends you just have to accept it.
>I do not need to do anything other than vassalize the cities?
Yeah mostly, just keep them happy, they take accepting their money as extortion lol and its an opinion malus. Not a big deal at the beginning but along the line it wont hurt to have a couple of ambassadors to keep their trust at least at 100%
>>
>>2445469
Yea the tax is also so fucking op, it honestly should be cut to 1/10 of what it is right now. It's insane you can have like 500 pops and get millions of denari a year. Also you can trade with them with basically no tariffs so you can have 2 big vassals (~50k pops) and they're not only your best trading partners but they also give you tribute every year
>>
>>2445510
desu the world map gameplay doesn't interest me and seems way too cheesey at the moment. Going autarky is much more of a challenge and more fun.
>>
>>2445525
I mean it's not really a challenge it just slows you down a lot, not sure how you will get the army to deal with late game ~10k raids tho.
>>
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someone had any success by focusing on a single industry? how do you prevent prices cratering? with clay i went from 100+ sell price to 5 and my other 4 trading partners wont even buy the stuff
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>>2445665
The bigger the empire the less price fluctuates. Usually at around ~100k people the prices are pretty stable unless you export literal tens of thousands.
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Do slaves need to be segregated to prevent racially motivated crimes or do only plebs cause that?
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>>2445672
the biggest empire on the map with 212k pops is one of those that wont even buy the clay tho and i was only producing 2k per day
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>>2445675
Then sell them other stuff duh...
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>>2445674
No, just don't let them take up the housing your main race prefers
>>2445675
It's because you'd pay more in toll than the clay is worth, you'll need to invest in the admin tech that reduces distance/tolls or become colleagues
>>
Should I just grow grain and make bread if my pop is all humans? I'm trying to herd oxes but the return on meat is bad and leather is kinda meh. I feel like my hunters give much more meat per people allocated with it.
I'm really struggling to keep more than 10d worth of food with 200 people and I can't fully staff my laboratory to unlock new techs.
Halp pl0x. Gimme all your noob tips.
>>
>>2445681
>200 people
way way way way way too early for labs. Yes grain into bread is very efficient especially since humans get bonus from grain farming. Pastures are very inefficient for space and workers. Oxes are also not that good, you can breed lizards for eggs and meat so you get more bang for your back as humans like both of those foods.
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>>2445677
i guess i have to sell machinery or something because pottery prices are doing as bad
>every industry is viable to sustain your empire late game
my fault for trusting jake
>>2445679
i already got 6 levels on that caravan tech and i dont think its doing anything
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>>2445696
>I wonder why amevian empire which has high skill for clay and 0 desire for pottery doesn't want to buy those things
Bro you need to look at their race.
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>>2445688
I noticed it says I've got 270 people now but 70 of those are childrens... Fuck
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>fruit farm bountiful harvest event but the winter just starting
...
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>>2445739
>dondorian day of remembrance
>physician use drops to almost nil, health stat craters
>immediately get a swamp lung pandemic
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>>2445734
I don't even bother with tech before unlocking nobles
>>
>can't declare overtime on slaves
Slaves are fucking dogshit wtf?
>>
How does the auto tool works on imigration? It seems to not be working at all for me.
>>
My vassal keeps sending leaflets of the burned preacher, spreading rumors and asking to be free, it is happening literally every couple days.

What should I do? Keep saying no until they one day revolt and I can slap their shit, or free them and proceed to slap their shit immediately afterwards?

What
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>>2445797
Try to declare war on them and see how much the Betrayal percent is, if it's like 2 or less than(or whatever number you are comfortable with taking), just slap them now. Vassals do need correction every now and then unless you have embassies.
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>>2445800
So, just declare war, beat them up and vassalize again?

I am buildi g an embassy, but am suffering from a constant lack of manpower, most of my pop is dedicated exclusively to produce food and resources and maintaining services, and still need 700+ new workers!

Have been making up the difference by buying slaves, how many of those can I have in comparison to my normal pop before they begin rebelling due to overnumbering the population?
>>
>>2445797
>>2446019
yes vassals are dumb af, they get more loyal the stronger they are, you can keep declaring war on them and rereleasing them as vassals again and it will refresh the liberator modifier making them loyal again for a few years. Or you can have embassies and put like 500 on flattery.
>>
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>tfw missclicked and imported 10k fabric
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The random snoring and farting noises is getting to me...
>>
are human sacrifices for temples not working? i cant get the priests to get sacrificing even when it says i got 20 available prisoners for it
>>
I am currently learning to play and am playing as human, and got as further than all the previous games by conquering 2 vassals.

However, the glaring problems with my city are only growing exponentially.

I have 1.23k pop, 618 slaves, and -1.75k workers!

Not only am I unable to grow my pop, but am also noticing that my city has reached a point in which services no longer support their load, and there is no room to expand said services near the houses, as I built everything too close.

I am going to start a new game, but I really need to plan future expansion of services before I build, can I have some advice on doing so? I have also to plan for decorations, as that seems to be a big problem with my current city.

Any pro-tips I can get will be greatly appreciated.
>>
>>2446979
grids
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>>2446979
Here's a few tips:
1. Put your decorations where your benches/entertainment services/shrines are at as they are outdoors and where your plebs will loiter
2. 3/4 tile wide roads have space for decorations in the center, your main thoroughfares should be this size or bigger
3. Service usage is deceptive, services will be under heavy load initially and will start evening out over time. Different species have different consumption speeds for services, best to check the info pages for them to see.
>>
>>2447048
Got an image of what it should look like?

>>2447053
Yeah, I now realize the mistake of not taking into consideration the traffic flow of pops through the city, I always left a 1 tile wide corridor between buildings, but once I went past 1k pops there seemed to be no space to grow at all, and I would need to build an entirely new city center elsewhere and move everything there in order to demolish the old and rebuild, which would be a chore and may not even be feasible in the short run.

Any other advice on city layout?
>>
>>2446979
Is this copy pasted from reddit or discord? I've seen the cities retards on discord build no wonder you fucks can't handle over 1k pops.
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>>2447066
>this copy pasted from reddit or discord?
No, I am just new and have no idea how to play.

>>2447066
>I've seen the cities retards on discord build no wonder you fucks can't handle over 1k pops.
I literally just started playing, of course I do not know what I am doing.
>>
>>2447076
Well post your city.
I posted this a few days ago >>2440746
This is just general layout of your city which you basically just copy and paste as your population grows. Also when you start out already start planning for mid/late game so don't just build a small well or small food stall thinking it's good enough for now. Build it big enough to satisfy enough people that will potentially live in that area. Same leave enough space for later services like taverns or restaurants.
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>>2446979
shit nigga what version are you playing that you can handle so many slaves? also how do you have such a massive worker deficit? maybe at -100 you would have thought you should stop expanding so quickly
>there is no room to expand said services near the houses, as I built everything too close.
rebuild your city little by little? thats part of the fun lol at least try to push through and get a couple of useful titles like the artisan one, the pastures one or one the happiness/loyalty titles makes the next playthroughs easier
>>
>>2447086
Current version.
The deficit started as I had to quickly expand food production to support the population growth. When I had enough, the pop was pretty much all needed for the entelodont pastures and vegetable farms, the latter being the main export product I had access to with high value to my neighboors, so I had to go that route to gather the money for mercs in order to vassalize 2 of my neighboors.
I got both those titles, and yeah, I could do that, but it does seem like a clusterfuck right now with my current situation.

Might as well start again with another race to get the entelodont title to make it stronger, already got all 6 races on the artisan one.

As for the slaves, why wouldn't I be able to have that many? They all love me and are more loyal than my citizens, I feed them well at first so they quickly gain loyalty, I just do not buy more than 50 at a time so they do not rebel.

What other titles should I go after? Only have those 2.
>>
how the fuck do you expect to plan out a decent city layout unless you know the ranges of all the services and how much a citizen walks per day
>>
>>2447096
>already got all 6 races on the artisan one.
Bro you're not a new fucking player if you already got a bunch of titles.
>>2447100
They literally tell you the ranges of the services
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>>2447102
>They literally tell you the ranges of the services
except that shit is complete bogus
>>
>skill affects the orchard tree growth rate
Either that or I have no idea wtf happened because my newly built orchard grew to full maturity in like 5 days since I added a noble.
>>
>>2447096
>They all love me and are more loyal than my citizens
then youre already doing better than i am lol
also its hard to believe you have to dedicate your entire population to food production i havent played humans but at least with the bugmen 350 bugs on pastures can not only sustain a 3.5k population but also have 24 days of food stockpiled despite meat decaying so quickly, with only 20 of those free innovation points on balticrawler tech. so i imagine something must be going wrong with your food production, are you pastures fully irrigated? are you dedicating nobles to those pastures? are your pastures the entire map away from your houses/services? how many rations are you feeding your people/slaves? you should stay at 1 ration for as long as possible that should be at least until 3-4k population. also might as well change those vegetables for grain/bread and money shouldnt be a problem with 2 vassals
as for titles if you still got those mercs and have plenty of free cities nearby you could try for the merciful and the nudist since its very easy to get
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>>2447102
>Bro you're not a new fucking player if you already got a bunch of titles.
I only have the artisan one, I played exactly once with each race as I was learning the basics, the entelodont one I got during current game.

>>2447120
I am feeding them too much I guess. Also not sure how I am with that big of a demand for workforce, guess I built a lot of industries and services that are currently inactive due to lack of employees?
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>>2447170
>I played exactly once with each race as I was learning the basics
You played more than I, as I only played with humans and amevians.
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>>2447179
I enjoyed playing amevians, but am unsure about how to feed my pop beyond the limits of the river, I guess I would need to rely on imports at that point?

And why have you not played other races? Brand new as well?
>>
>>2447224
I mean I'm kinda getting bored, It's all the same once you figure it out once. Got my human city to ~16k pops same with amevians.
>>
Is there any advantage to preserving the roads that come with the map?
>>
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The tilapi mercenaries name is something
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>>2447224
>I guess I would need to rely on imports at that point?
You'll need to rely on water pumps and ponds for any expansion past the riverside, if you have centralized warehouse storage for food you can go pretty far and have food stalls still fetch from it
>>2447314
It's a dirt road with no upkeep required, I replace it with cobblestone for the direction my hunters go but aside from that leave it alone
>>
>>2447912
I can fish from ponds? How is the productivity on them?
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>>2447979
Ah, you can't. What you have to do instead is invest in innovation and nobles to make your fisheries productive enough to feed everyone and then have the fish hauled close enough for food stalls to use it. The pond is to satisfy the amevian need for water, otherwise your land bound amevians get very cranky
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>>2448010
>The pond is to satisfy the amevian need for water, otherwise your land bound amevians get very cranky
Does it need to be freshwater? Do they dislike oceans?
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>>2448158
Despite the description alleging they need fresh water, salt water works just fine. However, for ponds you can only pump water from natural freshwater sources
>>
Can someone please explain to me a bit about mountain dwellers like garthimi and dondorians gameplay style?

I understand that they would rather live inside a mountain, but do they want their buildings to have natural mountain for walls, or should I dig out a large area and build using stone walls?

Currently trying to play garthimi, am building outside currently as I set up the basics of the city while digging a 5 grid wide tunnel deep into the mountain.
>>
>>2448381
Building inside mountains use their own mountain walls tiles, the same as natural generated. They can be excavated or filled as needed. So it doesn't matter if you dig a large are just to build your city or you excavate the buildings as needed.
Do note that pops are dumb and WILL get stuck and WILL die of exposure.
>>
>>2448495
>die of exposure
To what? Mountains?
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>>2448518
Heat stroke or freeze to death.
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>>2448495
Do balticrawler breeders need to be built with walls when under a mountain? And if so, should I place irrigarion canals directly next to the walls?
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>>2448997
NTA but balticrawlers don't need mountains for full production, the only tradeoff is construction time. To irrigate them you should have a hole in the wall that you route the canal into, you can also have the canal go past the pastures into your city proper so your garthimi have a moat to soak in
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>>2449027
Just a single hole? Do I not need to have it run by the pasture in order to cover the whole area with irrigation?
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>>2449027
>balticrawlers don't need mountains for full production
So, they get no benefit from being under the mountain? What about the garthimi working there, do they not get fulfilment from living and working under the mountain? I was under the impression they were cave dwellers like dondorians?
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>>2449032
Canals show the radius that they provide moisture, if your pastures aren't super wide you can run canals on both sides and fully cover them
>>2449038
You don't need everything to be under mountains, just most of it. The most important thing to have under mountains is housing, everything else can be partially or fully outside
>>
So I just got this game, and after a few failed attempts I've discovered that apparently the solution to my food production issues is to just eat the guys over the hill.
Am I misunderstanding something or do the computer empires just not respond to raiding except to seethe at you?
>>
>>2449589
They attack you if they think they can take you, but even just their verbal seething tanks your relations with other empires and hits your settlement's happiness.
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>>2449589
Choose 1 or 2 neighboors to have trade relations with, and leave at least 1 neighboor out of trade.
Gather at least 500k in cash and hire mercenaries to attack the 1 neighboor that you do not trade with.
After you defeat him, vassalize him to get a huge amount of cash yearly as taxes.
Proceed conquering more cities to increase your taxes.
Use the huge amount of cash to import food, drink, clothes and whatever else you need.
>>
I wonder when he'll nerf vassals, it really feels like an exploit atm
>>
I'm addicted to restarting. Haven't made it past 400 pops yet.



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