[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/vst/ - Video Games/Strategy

Name
Spoiler?[]
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File[]
  • Please read the Rules and FAQ before posting.

08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
[Hide] [Show All]


Janitor acceptance emails will be sent out over the coming weeks. Make sure to check your spam folder!


[Advertise on 4chan]


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
>>
File: file.png (506 KB, 760x3042)
506 KB PNG
>>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?
>>
File: edu.png (330 KB, 1409x660)
330 KB PNG
>>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
>>
File: 1420069386326.jpg (36 KB, 523x400)
36 KB JPG
>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?
>>
File: 1483751170293.jpg (180 KB, 780x481)
180 KB JPG
>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
>>
File: 1763254303033.png (1.83 MB, 2560x1440)
1.83 MB PNG
>>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
>>
File: file.png (393 KB, 1085x834)
393 KB PNG
>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.
>>
File: file.png (2.76 MB, 1365x806)
2.76 MB PNG
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.
>>
File: file.png (2.72 MB, 1392x829)
2.72 MB PNG
Slowly growing our population and developing cottage industry for the future. The Phallus shape was unintended.
>>
File: file.png (677 KB, 1319x1089)
677 KB PNG
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.



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.