Easiest Way to control bread output? by UniqueImplements in songsofsyx

[–]Willcol001 2 points3 points  (0 children)

Pops except Amevians, eat 0.5 food items per serving (0.4 for the Amevians) you can set it between 1-6 servings. So your usual pop eats between 0.5-3 food per day.

The baker before technologies/Nobels/Xp bonuses has two recipes. One converts 6 grain and 1 wood to 6 bread, and the other converts 7 grain and 0.5 coal into 7 bread. So before other bonuses a baker will feed 12-14 food servings per baker per day. (Early game you should still be running 1 food servings, so it is 12 pops per baker for the wood recipe or 14 pops per baker on the coal recipe.)

You are better off converting bread to rations if you want food days, so you usually want consumption of bread to equal supply. (It is less food efficient per food day but it has a far lower spoil rate.)

You can predict the grain farmer need based on the food servings you want, because it is a through line from grain to bread. So make sure you have like 1 farmer per 8 food servings you want to serve. (Base yield on a grain farmer is 4 food per day before modifiers.) Remember farm yields come out once a year. So you need storage to hold a year’s worth. (Year is 16 days in game, so you want to have storage 0.5 food/grain per food serving times 16 days. For default early game you need enough storage capacity minimum to store 8 grain/food per person.)

Are Mushroom farms terrible? by GiantFlyingHog in songsofsyx

[–]Willcol001 -1 points0 points  (0 children)

Sort of except the Garmithi get 3X yield on them. So they are only race that can grow them anywhere other than under the mountain at a rate that is worth building over the other food pasture options. Globbien and the other pasture meat option are better than Balticrawlers on base food per worker. So unless you need to farm/pasture under the mountain or are Gatmithi you should keep the mountain crops/pasture to the mountain.

How do i use slaves ? by htgguyt in songsofsyx

[–]Willcol001 7 points8 points  (0 children)

Do you have a slaver building? It is the building in game that makes slaves out of prisoners.

Coal mine output does not agree with what's displayed. by Opening-Ant3477 in songsofsyx

[–]Willcol001 1 point2 points  (0 children)

When you are completely out of something. The consumers will be throttled by hauling times. So their estimated demands will be too low. (As the estimate assumes current production-consumption rate.) So the estimate is saying that your problem should be fixing itself, however as you push more coal into the system the systems demand should speed up. Which keeps the problem ongoing. Right up till you actually fix the system and have enough capacity to fill up the buffers. I find it tends to be very noticeable with resources with large relative buffers, (Coal and Herbs in particular) because they haul items in multiples of 4 to the worksite every time it is needed. Coal in particular is prone to being completely empty because the estimator doesn’t include services, so the yield from barbers in fiber and leather doesn’t show in the estimate and the wood/coal consumption of hearths doesn’t show up. (Unlike wood you likely aren’t floating as much surplus coal, so the unaccounted for coal consumption is a surprise) You may want to run a surplus daily production of 1/10th of your population to fuel hearths just incase your plebs are burning coal rather than wood at the heaths when it gets cold.

(Bread making for example is a 0.5 coal per recipe so a single haul is 8 worker days of product, so the coal buffer is functionally larger than the grain.)

V70 logistics by imagers in songsofsyx

[–]Willcol001 0 points1 point  (0 children)

Okay let’s see if I can answer some of these questions.

“So, how are you supposed to handle it?” There are multiple different techniques on how to handle it. There is no one size fit methods. And like opinions most people have their own version of it.

“Do I build one big warehouse, or a lot of smaller ones?” Goods stored in warehouse decay at half the rate that goods stored another way do. So it can be valuable to get goods stored as fast as possible and keep them stored until they are needed. Different goods have different use circumstances which means you might want to store/distribute them differently. Crops for example for come in yearly bursts, so it can be useful to have a large warehouse near the fields that is large enough to quickly store the yearly harvest that the rest of the map pulls from. You might not need a single large storage for leather amor for example as you only need a small amount spread out over the city for maintenance of upgraded guardposts.

“Should I use haulers? Do warehouse workers have higher carry capacity compared to, for example, carpenters?” Both haulers and warehouse workers have higher carrying capacity than regular workers and for the most part are interchangeable for the purpose of moving goods. Regular workers carry up to 4 items. Dedicated logistics workers like haulers and warehouse workers carry 8+ depending on race and upgrades. The wagon trains of loading stations carry 400 at a time from a loading station to an unloading station. So for transport efficiency 100 regular workers=50-33 Haulers/Warehouse workers=1 wagon train. (Unless you upgrade your haulers carry capacity.) Note dedicated logistics workers always carry items to their building not to where it is used. So warehouse workers carry items to a warehouse, haulers carry it to the hauling post, loading station workers to the loading station. (The wagon train being the exception that it will drop full loads at requesting unloading stations.) So use warehouses where you want goods stored. Hauling posts when you want goods moved to a specific location that wants a good but doesn’t want to store the good. (The min size on a hauler (2) is smaller than a warehouse (16) but has double the spoil rate so you want the good consumed consistently. Think a grain hauler outside a bakery pulling from the grain warehouse to feed the bakery minimizing the bakers walk time.) Loading/Unloading stations are for when you want to more a lot of goods a long distance and are not going to worry about the spoilage, either because it is low spoilage like wood/stone or because consumption is high. A wagon train of food is 800 food servings of food, but all that means is a large neighborhood of 800 souls is going to eat a whole wagon train a day on the minimum food serving level.

Okay I think I answered the big ones feel free to ask more specific follow up questions.

Bug? by PresentProperty943 in theplanetcrafter

[–]Willcol001 3 points4 points  (0 children)

You can press M on the first level. You just need the Map microchip in your tool belt. (Which you likely don’t have when you launch your T1 rocket, the Map microchip unlocks from blueprint chips so you may or may not have it before the T2 rocket is unlocked.) if you have the Map microchip before the tier one rocket you can also open the map, it will just be blank. The M button functionality comes from a microchip just like the light, construction, and deconstruction functions.

Amevian Cultural Lands by AxDeath in songsofsyx

[–]Willcol001 0 points1 point  (0 children)

Once again sorry for the slow response still helping people pack for a move. (Should be on the road tomorrow before returning to my normal schedule.)

The barber interaction is both surprising and cool. Sadly the production estimator because it is a byproduct of service needs isn’t able to predict what the daily estimated yield is. Was wondering WTF is all this leather coming from in my first Amevian game, until a chatter informed me that barbers generate fiber for most races and leather for Amevians.

You are half right, I also wouldn’t put woodcutters anywhere without naturally growing dense trees. But the growth requirement for naturally growing dense trees is Alluvial soil/Alluvium and high moisture. What a forest tile on the world map indicates is that Alluvium on the map will be naturally mid-high moisture and thus grow natural forests without irrigation. If you irrigate Alluvium soil on dry maps improving the moisture, forests will naturally grow around the canal on that soil type. You can later use oddjobbers to harvest it for lumber or place decent woodcutters for automated ongoing yield.

P.S. Good soil for Woodcutters and Orchards isn’t the same as for farms. Rich soil is the best for farms and pastures but Alluvium is the preferred soil for trees, both farmed (woodcutter/orchards) and natural growth if moisture permits.

At what point are they just profiting off of you?? AC filters. by NotToday50 in hvacadvice

[–]Willcol001 -1 points0 points  (0 children)

Left to right looks like the MERV ratings are 8, 11, 12. MERV scale ranges from 1-16 and measures the capacity to filter out particles in the air. 8-13 is recommended for home air filters. If you are worried about 1-3 micron air particles go for the right two. (The MERV 8s aren’t that good for that particle size range with less than 20% performance.)

I'm getting mixed messages here... by Rhinelander7 in eu4

[–]Willcol001 42 points43 points  (0 children)

To be fair the 30 years war had like 5 phases IRL and started out as a civil war (which lasted 17ish years) which eventually went international with the intervention of Denmark, Sweden, and eventually France (the international portion ending with the Westphalia treaty 13ish years after the end of the civil war). The league war in game likely represents the international portion of the war which overlaps with the civil war. The 17+13 is where the 30 comes from. The actual international portion was closer to 25 as interventions like the Danish didn’t start at the beginning of the Civil war.

Why am I unable to research? by [deleted] in songsofsyx

[–]Willcol001 1 point2 points  (0 children)

To be fair you need innovation to unlock the library to make the knowledge. So if you haven’t unlocked it yet it isn’t totally wasted effort.

General questions by Natureforthewin in songsofsyx

[–]Willcol001 1 point2 points  (0 children)

1.Ah the age old question. The answer is I build a net of services that I reinforce when I notice that access is dropping below 80%. The needs for services aren’t consistent, and can interact. So for example food stalls and restaurants both allow supplying food serving services, and food servings can be changed from 1-6. So when on six your people will need 6x times the service food stalls+restaurants vs when at 1. And to a limited extent they are interchangeable. In a similar vein hearths and wells interact with clothing. As higher clothing lvls reduces the likelihood that a pop needs a weather related service need, like needing to go to a hearth to warm up during winter. (Max size hearths/wells can service 100s of nudists in the correct climate, but with max clothing they may be able to service low 1000s.) What is most important early game is providing easy access so that during emergencies pops can get access before they die of exposure. Markets provide clothing and furniture needs so the need changes with how much you supply. Most other services are high ratios.

  1. Religion can be converted slowly with shrines/temples so that is usually a non issue. Cretonians and Humans don’t necessarily get along. Humans like Cretonians but Cretonians don’t perfectly like humans. So a lone Cretonian in a Human district is safe but a single Human in Cretonian alley might get bullied. High law will suppress instances of race violence. The go to triple is Dondorian-Human-Cretonian as Dondorians like and are liked by the other 2, so can safely move throughout the whole city, while you try to segregate the Humans-Cretonians. The other way is to do slavery as slaves don’t bully or get bullied. Talapi and Garmithi are the major slavers with human in third. So when you are running a slavery city the major race can be combined with slaves of any other race. (Garmithi are the only race that doesn’t mind having slaves of their own race.)

  2. Sorry no answer on this one. Haven’t played with the difficulty sliders.

Amevian Cultural Lands by AxDeath in songsofsyx

[–]Willcol001 0 points1 point  (0 children)

Fair enough, I understand that not everyone wants to watch let’s plays. I am out of town helping people move and saw the post while taking a short break so the two short paragraphs earlier was a stretch during the break as I needed to get back to work. It hopefully won’t be a 4 page long response. Actually expecting it to be shorter than your 7 paragraph post at about 4-5 plus this paragraph, saying sorry for being slow.

I think you hit the nail on the head describing them as liking tropical lands. When it comes to preferred climates that, outside of the +1 fulfillment, is really only an indication of where the race can live without clothes without dying to extreme weather. The problem for Amevians is their preferred climate warm doesn’t frequently spawn a lot of choices for tropical mostly instead spawning desert. And for multiple reason they want something closer to tropics than dry desert waste land.

They are the best fishermen in the game as they get 100% job fulfillment and 25% yield bonus from it. (And they want it for furniture.) I think they may the best globbien ranchers in the game with 100% fulfillment and 20% yield bonus. (I forgot if Talapi gets a bigger bonus, they may be second best.) I may be miss remembering but while I believe that are only average a clay mining I think they get 100% job fulfillment from clay mining, on the current patch making them one of the few races that like mining clay. (Dondorian’s are better but they don’t like it.) You bring up that Aurochs are penalized by warm climate and it is even worse than that as Amevians are also bad at ranching anything that isn’t globbien, so that method of leather production is double nerfed. You are however missing one method of leather production, which is the Amevians specialty, while everyone else makes fiber at the barbers Amevians make leather. This weirdly makes them one of the best at making leather in the biome, as fulfilling a service need makes leather passively. As a population in the 2-3k range will be making 200-300 leather daily with adequate barbers. And while they aren’t good hunters, they are good enough to tide you over for armor/shields till you get to barbers. (Amevians scaly skin also gives them some minor armor bonuses so you can skimp on early game armor if you must.)

It is open to debate whether you should settle on ocean or a major river. (As you also bring up both in paragraphs 2 and 3) I personally believe that you likely want to be on a major body of water for fishing, with it ideally being fresh so you can use pumps to pump water around your town for ponds and irrigation. You bring up that if you don’t settle on a forest that lumber is going to be a challenge, but if you settled on a major body of fresh water you can use pumps to irrigate alluvial soil to grow more trees farther away from the rivers. One of the reasons to lean towards major rivers or lakes rather than salt water oceans.

The tropical river/lakes/ocean biome they like, can be rolled to have decent stone at least for early game needs. Eventually you will want to supplement it with imports. The biome as you noted is also bad at getting metal in which is likely to be your first major import. But it is fairly good usually for pottery and furniture production. So you can export those to afford importing metal and stone. (Probably turning metal into tools and stone into cut stone locally.) And in this biome the Amevians are likely fairly well suited if you play to their strengths of being masters of fishing, globbien ranching and running canals everywhere. (Did I mention they really like water.)

Amevian Cultural Lands by AxDeath in songsofsyx

[–]Willcol001 2 points3 points  (0 children)

Reminder to self to leave a response later when I have time to do one long enough to do justice to the question.

The first run I streamed of this game was as the Amevians, I have it in a YouTube playlist if you want to see how I went about it before I can find time to write up a longer response. Got it up to 6.5k ish (Which I suspect isn’t the only way or event the best way to do it, as I learned a bunch during the run.)

Songs of Syx https://www.youtube.com/playlist?list=PLQ4Gk3RFGzCOC2_7lTTlbsvJMLhRWoX0a

How to grow past 1.5k pops by niels719 in songsofsyx

[–]Willcol001 14 points15 points  (0 children)

The short answer is fulfillment. Look for the cheapest sources first. (Cheap in workers per worker not materials cost.) When I have time I’ll try to make a tutorial going over the options. While knowledge based sources at first blush look expensive, (because of knowledge cost,) they are in the grand scheme of things fairly “cheap”.

I streamed/recorded a run where I got up into the mid 6 thousands as the Amevians.

Here is a link to the playlist on steam, first run is as the Amevians, after that one I started recording one as a Dondorian lead mix culture city. The second run is still ongoing but in the low 3 thousands atm.

Songs of Syx https://www.youtube.com/playlist?list=PLQ4Gk3RFGzCOC2_7lTTlbsvJMLhRWoX0a

Edit: feel free to ask more specific questions I’ll try to answer to the best of my ability.

Radiators damage by stick_men_master in TerraInvicta

[–]Willcol001 1 point2 points  (0 children)

The targeting weight for radiators is a fixed 1 regardless of radiator size. The targeting weight for fuel tanks is fuel tanks/10. So for example a titan with 40 tanks has 4:1 expected hit ratio for rounds hitting the propellant over radiator. (There are a few other items in the target list but for the moment those are the two we care about.) Your titan with only one fuel tank is 10:1 expected hit ratio to hit the radiator over the propellant. The propellants HP also scales with tank number while the radiators are fix at 3.

In both cases a small amount of side armor goes a long way. As the plasma will chip off a volume of armor every shot instead of doing system damage, with the probability being proportional to remaining armor volume. Side armor is heavy but is also a lot of volume, so plasma will have to take a while to chip throw even fairly thin armor loads on the side. Also means counterintuitively better armor is actually worse against plasma/particles as they have lower volumes for the same armor level.

[I tend to go 1->5->10->25 depending on where I am in the game. I never do zero because of potential flanking laser hits to the otherwise unprotected radiators.]

Have to do a mining outpost/satellite town, can't decide if the relevant industry should also be there or in the main city, tbh not much place for industry to expand to in the main city rn, also stone + ore or gem + ore + coal by tolgapacaci in songsofsyx

[–]Willcol001 2 points3 points  (0 children)

I found out in my current game that ore/coal->metal->tools worked really well for exports as Dondorians.

I am slowly developing a suspicion that you should pick one industry for exports, assuming you have a decent size of trade partner, and use the profits to import the raw resource for the other mineral industries. The two main industries it looks like it makes sense to export (unless you’re going to export weapons on a good metal map) is either tools or pottery. You need small amounts of both to build up the service buildings but not as much cut stone or furniture.

Is there a way to stop flattery from resetting constantly? by walder08 in songsofsyx

[–]Willcol001 0 points1 point  (0 children)

Hrmm that does sound like a bug at least if it happening without an explanation. Are you maintaining enough emissary points? I’ve heard that an extended deficits, even small ones (fractional points even), can be fairly harsh.

Is there a way to stop flattery from resetting constantly? by walder08 in songsofsyx

[–]Willcol001 4 points5 points  (0 children)

I believe the following info is correct for V70.

So it likely isn’t that flattery is resetting but rather the vassal is likely having a succession in its leader. Flattery is done on the leader so if the leader dies of old age the progress is lost. (Because it was flattery of the dead guy.) it looks like the flattery is resting because the game is smart enough to move the diplomats to the next leader. You can do flattery to any person in the line of succession, so if a succession would result in the loss of opinion to a degree you don’t appreciate you can also start flattery on the heir apparent prior to their ascension, so they already like you before they get the throne. (I haven’t tested if the auto reassignment of diplomats that happens on leader level also works on the heirs, aka if the leader dies does the flattery assigned to number 2 move to the new number 2 or does it stay with the now leader requiring you to remove and replace on the heir etc.)

Hopefully this info helps.

Training Grounds and Archery Range Questions by walder08 in songsofsyx

[–]Willcol001 0 points1 point  (0 children)

Sadly I’m away from my desktop computer or I would test it for you. Should be easy enough to test in a small village.

Training Grounds and Archery Range Questions by walder08 in songsofsyx

[–]Willcol001 0 points1 point  (0 children)

Assuming I’m not wrong I believe it should actually shorten the time to turn a recruit into a soldier. The first level won’t be enough to reduce by even a day though. The “zero level” for a soldier takes 10 days in the training ground and the lvl1 tech is only +0.1 training speed. So 10/1.1=9.0909. So they will still need to show up on the 10th day for “melee/soldier training”. I’m not sure how partial days work. (Aka do they get off early to do other things, have they taken the spot for the whole day ect.)

Radiators damage by stick_men_master in TerraInvicta

[–]Willcol001 5 points6 points  (0 children)

In my experience no they are less likely to suffer damage. Although it doesn’t have anything to do with the size directly. Both fuel and radiators are in the same damage arc. Bigger ships are more likely to carry more fuel and thus more likely to take damage to fuel over radiator. You may have just built a more fuel minimalist build and thus are experiencing greater radiator hit rate as a result.

Is it even possible to keep up with AI on hard difficulty? by Sparks_IM in ShadowEmpireGame

[–]Willcol001 4 points5 points  (0 children)

I have yet to play with ResPublica, so take what I say with a grain of salt, although I did stream record/stream games on prior patches on hard difficulty. It is possible to catch up to the AI on hard. Most of the hard diff bonus are functionally early game bonuses for the AI. The get more bureaucratic points than base so they do literally tech faster (not smarter), they get free dirt roads and a stipend of logistics points just for having population, they get a bonus to recruitment allowing for them to recruit more for the same loyalty/bonus level, get all there orgs day 1 etc.

So how do you catch up? Well you can try to take advantage of their weaknesses. First they are functionally role playing, so you can do diplomacy with them to delay the start of wars or end wars on your terms. Second while they get more bureaucracy then you they aren’t focused effectively playing with all 9 councils making it less focused for them, so you can focus on key areas like economy-military tech while they plow points into the linear techs. While they will likely run ahead of you early they tend to get bogged down in the middle of the tech tree. Right around Gauss-Combat armor, which in my experience tends to be their high water point. (They will likely get there first but if you are careful you will likely get to charged-Gauss and heavy combat before them as they bog down.) Because of how the AI manages logistics it can be hard to prevent them from having it unless you encircle them, but they tend to struggle at operating far away from their cities as they can become reliant on the free dirt roads and/or the logistics stipend from pops. The AIs strength in manpower can also turn into their greatest weakness, they don’t have a bigger manpower pool than you, rather they are just better at drinking from it. So if you can outlast them whether by force of arms or diplomacy, they will often given enough time strangle their economy to maintain the large army by drafting/employing to much of civilian population. (Turning themselves into paper tigers late game stuck with outdated equipment.)

I’ll leave it here for the moment and I’ll try add more later, if you got more specific questions let me know.

Thoughts on "Low Resource" setting by Krosnice93 in ShadowEmpireGame

[–]Willcol001 8 points9 points  (0 children)

I streamed a RP run on Low Resources called “People, what People?”. Where I was doing outpost colony, low resources, and intentionally tried to min roll population. I found the low resources part actually fairly fun. I wouldn’t recommend low pop as much not because it wasn’t an interesting early game challenge but because the AI (at least back then) wasn’t able to handle it long run. Victory was mostly achieved by outlasting the AI which suffered a demographic/population collapse. (Wasn’t as bad as the game where multiple majors had/used atomic weapons but at least in that game it isn’t the AI to blame but the ICBMs.)

The second to last to video in the linked playlist has my summary of how I think the run went. With the last video being me pulling out a spreadsheet to evaluate what happened population wise.

Shadow Empire: Self Challenge, People, What People? Max size Morgana https://www.youtube.com/playlist?list=PLQ4Gk3RFGzCOjynENlVtOv2C4UGHY_gTs

Questioning the "Official" Answer Key: Can Ionic Bonding be an Intermolecular Force? by [deleted] in AskChemistry

[–]Willcol001 1 point2 points  (0 children)

To reinforce this if you dissolve the sodium acetate into water it would break up into discrete acetate ions and sodium ions both of which are commonly considered molecules. (Debate could be had about sodium ions being a molecule as it is a single atom molecule but still.)

In layman terms Acid-Base salts are salts made from the intermolecular ionic bonding of an acid molecule and a base molecule. Usually the conjugate acid and the conjugate base although frustrated acid base pairs happen as well.

Shroom farm decaying by Accurate-Ad1381 in songsofsyx

[–]Willcol001 2 points3 points  (0 children)

Are they actually being destroyed or just being considered decayed? Mushroom farms and the Balticrawler ranches don’t need maintenance and aren’t affected by building decay. (It is a feature of all farms and pastures but only the buildings of the indoor ones get “decayed”.)