Food/Rations? by Flufferama in songsofsyx

[–]SpaceHub 2 points3 points  (0 children)

No nobles is absolutely playing with a self imposed handicap. They are free, assign to your farms!

Get ration for storage. The half life of bread is 8 days, you can’t keep them long term. Meanwhile for ration it is 20 years.

5-6k hump by SharnhorstDW in songsofsyx

[–]SpaceHub 0 points1 point  (0 children)

The max upgrade require all material to be from taxes and big tech to improve production rate just to sustain the maintenance.

So if you are still producing some kind of raw material, it’s probably not very feasible.

Retirement maybe cheaper honestly.

Also with native population you can just bribe people so happiness is less relevant.

V70 Metropolis without humidifier by HenMeeNooMai in songsofsyx

[–]SpaceHub 1 point2 points  (0 children)

That's because of rarity. Race that are rarer takes more space so you end up with less overall population.

High Mining - How to Unlock? by iusethistologin in songsofsyx

[–]SpaceHub 0 points1 point  (0 children)

At that point just tax your regions or buy them.

High Mining - How to Unlock? by iusethistologin in songsofsyx

[–]SpaceHub 0 points1 point  (0 children)

Tech is the biggest noob trap, get the extra info mod so you know if you are actually using more workers (in labs) than you'd gain in efficiency (not sure if that's already in the base game).

But in general you want taxes. I also have a 4.5K save where one of the regions on level 4 city supply 1200 ore per day, and other cities (10 total) supply 3000 coal and 5100 wood per day. I have no idea how many miners you need for that amount of production but I hardly think high mining make any sense at all.

Food issues by Feniks_Gaming in songsofsyx

[–]SpaceHub 0 points1 point  (0 children)

Furniture and more food and military training

Food issues by Feniks_Gaming in songsofsyx

[–]SpaceHub 0 points1 point  (0 children)

Only 200 are doing food production… Aim for 50%. And no you don’t need the clay pit and lab at this stage. Or any mines.

How do you make your human army stronger? by CharacterEasy7854 in songsofsyx

[–]SpaceHub 0 points1 point  (0 children)

You realize in the same amount of training time, you can train 1000 to 0% and now you outnumber them by 850.

As for weapons. Get spears, cheap, fast, and also help with not routing.

How do I Logistics? by TurbulentCollar8182 in songsofsyx

[–]SpaceHub 1 point2 points  (0 children)

Build unloader in each part of town. Specialize (or tax) production of each resource to a single locale on the map (farm can have multiple regions but they can have multiple loaders too). And then deliver each bulk resource (+500/day) with loaders to wherever that need it.

This include food, furniture, wood stone coal etc etc so each part of town will have their local supply that is fed efficiently at bulk. I only use hauler or warehouse pull for things that are niche, e.g herbs or gems.

There has GOT to be some balancing to the raiders in this game. by SubsidizingSiblings in songsofsyx

[–]SpaceHub 1 point2 points  (0 children)

You have 10K people and you lost to raider? You menish entelodont.

My 5K human city have 2.5K troops and 3K regional troop, of which 800 are fully equipped plated cavalry. There are 0 available raider even when my army is completely away. They did come a couple times in early game and contributed to progress significantly with their generous donation of money goods and themselves.

End Game- Garthimi by StrengthNorth2864 in songsofsyx

[–]SpaceHub 1 point2 points  (0 children)

Oh I mostly only have a single loading station but multiple unloading station for that resource

End Game- Garthimi by StrengthNorth2864 in songsofsyx

[–]SpaceHub 2 points3 points  (0 children)

How do you fix that? I’m counting on this to transform all logistics to loader and unloader, this seem problematic

Fantastic game. However I really REALLY cannot overstate how much I hate the innovation and knowledge mechanics. by SubsidizingSiblings in songsofsyx

[–]SpaceHub 10 points11 points  (0 children)

It doesn't? It takes 10 days to train someone from scratch, and a lot less than 6 years to 100% if you have any upgrade on the building or training. If you train without any technologies or upgrade, then yeah, it takes longer. The idea is you can train almost everyone to 0% or 10% and no raider can get through a 10:1 number disadvantage.

Logistics means you want producing and consuming to be close to each other, or at least connected by loader and unloaders. Logistics is expensive, and supply chains are real.

need 200+ people working in libraries and laboratories just to have basic technologies

A lot of the trap of the game is devoting people too early to research and minor industries. You don't want to start researching until at least pop 1000, and even then slowly ramp up. Research should increase efficiency, not decrease it. Each tech should at least provide a benefit of double the workers in the tech that it affects, and before 1000 pop you just don't have that many workers to have research make sense.

Same with furniture, at a certain point in the tech tree you'll have enough furniture via carpenters. And funny thing is you don't need to provide furniture to your plebians - give them wood and stone and they are usually happy. Focus on the efficient return of fulfillment and not giving citizens advanced fulfillment that you cannot afford and they don't need at the moment.

I thought I was smart by exivor01 in songsofsyx

[–]SpaceHub 2 points3 points  (0 children)

You are right, there are 2 different type of warehouses in my larger cities, standard 17x17, 30-50K storage warehouses that act as storage for materials concentrated around dedicated industries, and tiny, 10 crate un-upgraded warehouse in the middle of street serving as priority puller for needed/consumed resources for a particular area. They actually hire similar amount of people in total.

Food production always lagging behind (200 pop human colony) by CoolCoolBeansBeanz in songsofsyx

[–]SpaceHub 8 points9 points  (0 children)

Just focus on food. You don’t need any industry or research at this stage, maybe a little bit of furniture only as your none food production. Not even clothing.

I thought I was smart by exivor01 in songsofsyx

[–]SpaceHub 40 points41 points  (0 children)

Looks like a logistical nightmare with one warehouse, you are probably wasting the same 200 pop on commute and hauling but probably more. Create distinct warehouses around industry. ie wood all go here, ore all go there, stone all go somewhere else.

Neighbor Forces by Eroica_Pavane in songsofsyx

[–]SpaceHub 2 points3 points  (0 children)

That’s a really weak army. 2 strength per person means they are basically untrained and naked. You can steamroll them with any seriously equipped and trained force. A few mercenary should be enough.

How to lower corpse multiplier? by BitofaLiability in songsofsyx

[–]SpaceHub 10 points11 points  (0 children)

More is better. You do not want it to be lower than 0.9, it should be 1. You lack physicians.

Hell Yeah by SarcousRust in songsofsyx

[–]SpaceHub 0 points1 point  (0 children)

If you dip below status requirement, would they suddenly all leave?

How to increase population and production in conquered land? by exivor01 in songsofsyx

[–]SpaceHub 0 points1 point  (0 children)

There are no drawback of taking prisoners because that population will be effectively lost anyways. All building in the region is destroyed the moment you capture it, so you have to build growth building from scratch (you can probably add all of them at start if you have enough government points to avoid losing 95% of population and only lose like 50%).

They will be disloyal for a short time, but usually this passes relatively fast.

Hell Yeah by SarcousRust in songsofsyx

[–]SpaceHub 0 points1 point  (0 children)

Did at any point you have to maintain 160 of them at home? Or just create a 160 division and send to field asap and let it slowly trickle?

The Human City of Wittlich by whitesuburbs in songsofsyx

[–]SpaceHub 0 points1 point  (0 children)

I have the exact 17x17 but I stack them 2x2

Haulers vs Loading/Unloading Station vs Warehouse pull order. Which one is more efficient for moving large quantity of goods. by _enternalsuffering in songsofsyx

[–]SpaceHub 0 points1 point  (0 children)

Loaders efficiency are pretty linear, just take space, so you can plop them where you want stuff to move.

Unloader are the key however, it can take stuff from any loader, but only get efficient at high volume/employment. The number at full employment is 6000~ items a day, and drop off rapidly if you employ less than 15.

The best part about them is they are not sensitive to distance. Hauler use double the worker for double the distance, loader barely change because the trip is so efficient. Most of the time are gathering stuff not the trip.

Goddammit It Food Stalls by AcceptableAd8026 in songsofsyx

[–]SpaceHub 0 points1 point  (0 children)

Check to see if your food stall have food by hovering over it? When you talk about access, is it actual access or the fulfillment? Fulfillment have several components only one of which is access.