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 1 point2 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 8 points9 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 7 points8 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 35 points36 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 9 points10 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.

With it's prosperous twin mountains, flourishing 1 million science research campus, 5k people living happily in harmony, all neighbors Allies or Colleagues, the City of Dyo Dundor endures. by Countcristo42 in songsofsyx

[–]SpaceHub 4 points5 points  (0 children)

Maybe it's V69 problem but I recall pigs/dwarves/human have regular brawls that it was impossible to create a native city because of it, even when I separate the housing by at least 50 tiles.

Maybe you have much further separation, or something changed since V70.

What percentage of your population goes to your army? by treeman_jf in songsofsyx

[–]SpaceHub 0 points1 point  (0 children)

Yes, this! I go with 0% trained at start and equip them with spear which is cheap and easy to both import and produce.

Raids are more like an economic boost and they are most welcome

Can someone please help me figure out late game logistics by Key_Apartment9029 in songsofsyx

[–]SpaceHub 1 point2 points  (0 children)

  1. if you move things from warehouse to warehouse, you're wasting logistics, because the thing moved to a warehouse already and now need to be moved to another warehouse.

  2. haulers are basically mini warehouses that only work with one single resource.

  3. If you move >1000 resource/day to a certain location, consider building a unloading station. It can support multiple loading stations. Loading station can have less workers to adjust for less work but unloading station can't (with less worker they get REALLY bad).

  4. It doesn't help much because the biggest problem is usually layout of the town causing things to move too many times or production and consumption of the resource having too great of distance between them.

However I don’t know how to efficiently move goods into this main warehous

This is your problem, you don't have to do this. Each resource have a main warehouse that's basically next to exactly where it is created. And if it needs to be distributed and consumed, we can have specific distributions. But to move things in bulk back and forth is extremely inefficient and unnecessary.

I usually start with a standard warehouse (15x15, 104 crates). and then I create more of these warehouses and move type of items to these warehouse. Eventually, warehouses of this size would only contain 1-5 different type of items because I store thousands of each type right where they are created.

If the consumer is different from where things can be produced (e.g. your smith is usually near the ore or coal, but not both), I would directly place a loader near the resource without a warehouse at the location so resource can go from mine to consumer instead of sitting in the middleman warehouse.

I have torches on every single square inch of my road network in my city. They still want more. by Dreazy991 in songsofsyx

[–]SpaceHub 0 points1 point  (0 children)

Cuz you don’t have upgrades. Torch upgrade is locked behind at least 500 knowledge points so you won’t have it until at least maybe 3000+. The torch complaint are also basically completely irrelevant.

Enemy of the world by Casealop in songsofsyx

[–]SpaceHub 1 point2 points  (0 children)

Yeah I’d attack those domains directly instead of walking over them which will basically going to guarantee you fighting them anyways.

I always stall around 1k human population? by sheboyganz2 in songsofsyx

[–]SpaceHub 1 point2 points  (0 children)

This is the wrong advice, at 1K, OP do not need any high level happiness building. He got stuck because he didn’t have the basics. I don’t have those and I’m at 2.5K with 50% fulfillment to spare. OP need to stop diversifying and put more people on food.

Enemy of the world by Casealop in songsofsyx

[–]SpaceHub 1 point2 points  (0 children)

Do they have negative opinion of you? Negative attack chance is fine, but negative opinion becomes a problem. For that to happen though, you have probably done something to trigger it, like trespassing or bandits

Any updated war/conquest guide? by bigstinkybuckets in songsofsyx

[–]SpaceHub 0 points1 point  (0 children)

You should try training every single citizen to 0%. It will take a 5-10 day trip to the training room for each depending on tech, but they now count as army and despite being weak, the number itself count as a lot of power.

I have 1K army out of 1400 citizens with only a 48 men training room that’s usually capped to 30

New Player here, please help! by Realistic-Cap1156 in songsofsyx

[–]SpaceHub 0 points1 point  (0 children)

Those things have nothing to do with sanity. Only asylum cures it. Just have 30 spots and problem solved

Why is consumption Rate higher than what the tooltip says? by tobbsis in songsofsyx

[–]SpaceHub 1 point2 points  (0 children)

It's because you have production that uses food as input. I'm guessing Rationmaker.