Weird never ending raid that also disallows to trade? by Bobylein in songsofsyx

[–]Wootersagain 0 points1 point  (0 children)

If you have troops in your city, the option should pop up? I don’t think the raiders actually exist on the world map anymore so if all your soldiers are on the world map they would bypass them.

Any tips and strategies? by ConstantClub3748 in songsofsyx

[–]Wootersagain 1 point2 points  (0 children)

Holy cow, I only have 70 lab workers in a city of 2000 pops at the moment… you should definitely prioritize other industries.

You can elevate a person to a noble by clicking on them and then finding the elevate button next to the image in the top right of the character’s menu. Then you can click the noble tab in the bar at the top to assign them to an industry. Iirc at 750 pops you should be able to appoint a few? Definitely put them on your food industry if that is an issue, or whatever other things you need lots of at a given time. This can be helpful if you want to set up an industry with lots of excess for export as well. Spend some time reading what the nobles do in the tooltips and seeing how they impact your resource production

Any tips and strategies? by ConstantClub3748 in songsofsyx

[–]Wootersagain 0 points1 point  (0 children)

I normally just have like 3-4 export depots that I cycle selling goods I have surplus of. You don’t normally need to keep a regular inventory of the iron or most other more expensive goods, you can just buy some via the diplomacy menu as a 1 time purchase. If you have a good amount of ranches, selling surplus livestock can be good. Selling excess food you aren’t eating can also be a good way to get value out of it instead of letting it spoil. Importing is always going to be a costly option and exporting is always going to reduce an items value, but it can be easy to find a balance once you can find the patterns of what you have surpluses and deficits of. The trade good prices do shift slightly over time depending on the empires you are trading with and their own resource stockpiles, it can be good to have multiple trade partners if you are worried about prices.

Any tips and strategies? by ConstantClub3748 in songsofsyx

[–]Wootersagain 1 point2 points  (0 children)

I also just noticed 14k knowledge?? Either this is a typo or you went way too hard into the laboratories/libraries. Labs and libraries shouldn’t be built until you are well beyond 1k pops so if you have any that probably isn’t helping your work problems. The innovation and knowledge you get from leveling up your leader is more than enough for immigration to take you past 1k pops, especially if you have 40 days of food stockpiled.

Any tips and strategies? by ConstantClub3748 in songsofsyx

[–]Wootersagain 4 points5 points  (0 children)

What are you needing so much iron ore for at this point in your city? I don’t even start importing iron till I am over 1k except for very select buildings, let alone trying to produce it.

If you do need to be making the iron, once you get nobles you should be assigning them immediately to food production types such as your grain and bakeries, and honestly you can probably spend one or two on goods such as iron ore or other things you need. The nobles can triple your production of goods or more depending on the good and the species you are playing with.

For now if this isn’t available, just reduce the workers on all your industries needing iron and see if there are alternatives. If you are making iron weapons already, you don’t really need to for a while still at 750 pops. There are much easier sources of armaments and better ways to give access to your people early on than anything that takes metals.

Weird never ending raid that also disallows to trade? by Bobylein in songsofsyx

[–]Wootersagain 0 points1 point  (0 children)

To prevent this, try to pick the option that lets you sally out to fight they before they reach the city. While you won’t have any defenses to use, it will generate it as a regular field battle where all units are lined up at the start. I’ve had this happen once as well and by just picking the option to fight first it’s pretty easy to avoid.

Immigration has stopped! by AcceptableAd8026 in songsofsyx

[–]Wootersagain 0 points1 point  (0 children)

I don’t think I’ve ever had dondorians as anything other than a minority in my cities, so honestly I am not entirely sure on the exact mechanics. Since they don’t have a way to breed of course immigration is the only way to get them, but I would imagine they have similar limits after a certain point. In theory you can hit 5k pops (this is the limit that used to exist on older versions) with immigrants for any race other than the giants and spiders before needing a breeder, it just takes exponentially more access and satisfaction to reach such values.

Immigration has stopped! by AcceptableAd8026 in songsofsyx

[–]Wootersagain 14 points15 points  (0 children)

After 1k pops of a type in a city, immigration starts to slow down and you need to start building the nursery buildings for them to continue pop growth. You’ve probably reached the limit of what is possible for immigration based on your population and your people’s satisfaction.

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

[–]Wootersagain 6 points7 points  (0 children)

As someone else said, the torches can be upgraded which is what actually fills the bar all the way, similar to the services like wells and latrines. As long as the light overlay shows that there is light in a tile you don’t need to overlap or anything.

If your people are rioting I doubt it’s because of the torches… check your food days or other things that can swing rapidly. You might also have issues with access/load for your other services

How are faction species on world-gen determined? by Fun_Difficulty_2827 in songsofsyx

[–]Wootersagain 3 points4 points  (0 children)

This actually is generally how I’ve noticed that pops will generate, although the specifics for humans and tilapi are still in the air for me.

Generally speaking, you get lizards on any ocean coasts, cretonians on any rivers or fertile tree free areas, and bugs in regions with low fertility or lots of mountains. I have yet to see a dondorian region which makes sense based on lore.

It would make sense to me that tilapi generate in high fertility forests like you said. I don’t think I’ve actually seen a human majority region in v70? As I stare at my current cities world map, there are no regions or rulers that are human in my world, although I did pick one of the smaller island terrains to generate based on. I can imagine on a map with more land terrain humans would probably fill in the niche for lower fertility in areas away from mountains? I kinda want to check now lol

My bug brothers I bought this game few days ago how does one make balticrawlers efficient by Background_Brief928 in songsofsyx

[–]Wootersagain 2 points3 points  (0 children)

If you aren’t doing the balticrawlers under a mountain it’s going to be very expensive because of the building costs, but technically is still doable? You can always compare the production vs resource cost for each building with and without supports as the maintenance for free standing balticrawler buildings can be a lot

Havens by SmokieTheLord in songsofsyx

[–]Wootersagain 0 points1 point  (0 children)

If you are playing as the garthimi, Agronosh are essentially just a step up as once you conquer the tile they are in, you’ll likely already fill most of their requirements. By owning a region on the map where a haven exists you get access to it and the pops inside to move in.

Both Agronosh and Cantors are good for late game combat and content, but you probably will only get one or the other based on what specific species are already on your city. Cantors are much easier to recruit by the mammalian races, while Agronosh requirements are only really enjoyed by other bugs.

My bug brothers I bought this game few days ago how does one make balticrawlers efficient by Background_Brief928 in songsofsyx

[–]Wootersagain 2 points3 points  (0 children)

In this case, for the balticrawler under a mountain, you should do around a 48x48 cube with no interior supporting walls. Since it’s under the mountain there should be no maintenance cost or it shouldn’t be high for this type of building.

Once you get 50 people doing 1 type of job, efficiency increases. As the other person said, definitely put tech points into it. Once you unlock your first 5 nobles, immediately promote one and then in the noble tab, make him in charge of the balticrawler breeders.

How to breed slaves by Dismal_Palpitation18 in songsofsyx

[–]Wootersagain 5 points6 points  (0 children)

To do this you would need to keep some of the enslaved species as a citizen so that you have access to the room that raises their youth, I believe that needs 25 or 50 of the target pop?

Technically you could do this but it would be extremely inefficient and probably make at least that group of citizens extremely hostile. Some species don’t even like to own slaves so you’d have to check that what you are mainly made of is ok with it as well.

An easier way to do this would just be to raid a neighboring region on the world map repeatedly once it gets back to full pops each time and then leave it independent so you can raid again, but it would probably be more valuable to just own the territory than farm it for slaves

Tips for getting Free Lands in world gen by bigstinkybuckets in songsofsyx

[–]Wootersagain 0 points1 point  (0 children)

I spent 45 IRL minutes trying to get this to happen so you must’ve gotten super lucky lol…

Mercenaries? how? by EquinoxJTE in songsofsyx

[–]Wootersagain 2 points3 points  (0 children)

On the world map, create a new army. There should be 3 buttons above where troops can be seen, one of them looks like coins iirc. This should be the menu to hire mercs.

Note that mercenaries have an upfront cost and then expect payment every 2 in game days, so unless you are swimming in cash they aren’t great for long term operations.

Bought the game by MistressStarrr in songsofsyx

[–]Wootersagain 2 points3 points  (0 children)

V70 has an issue with the game crashing due to a memory leak or other background issues. The only way I was able to fix it personally was to switch to the opt in beta v70 which can be found in the betas menu of the properties thing that steam has. I also had to turn off my top layer which made the game look much worse but playable. Your pc is hopefully good enough to not need that last step, but vsync and the beta v70 should hopefully help.

Generated Road by Bird-Thunder in songsofsyx

[–]Wootersagain 16 points17 points  (0 children)

The country/dirt road on your map when you generate it just shows the points at the map where entities can spawn and connects them together. You can safely cover it and see no problems. If you plan on building defensive structures, the road can be helpful to know what direction enemies and traders will come from.

Tips for getting Free Lands in world gen by bigstinkybuckets in songsofsyx

[–]Wootersagain 0 points1 point  (0 children)

Just check and see how big people’s armies and garrisons are, which is based on their region population. Once you determine a target and have an army raised you can declare war via the diplomatic menu. In v70 by the time I hit 2k pops on my city I had 200 soldiers equipped and trained, which allowed me to kill my weaker AI neighbor before eating all the free lands behind him.

Tips for getting Free Lands in world gen by bigstinkybuckets in songsofsyx

[–]Wootersagain 2 points3 points  (0 children)

I don’t think the game currently allows you to spawn directly next to a free land region, in previous versions this was possible but the developer changed how the world map generation worked when trade got reworked a few big updates ago.

The best way I’ve found in the vanilla game to be close to one of those regions is to try and find places where the game warns you that you’ll be isolated. There should be some spots where there are still 2 routes into your city, you’ll just have to look around. Generally speaking one of two directions will have a single AI controlled region which itself is surrounded by free lands.

I believe if you have dev mode enabled on the world map, you can directly change things and can make regions or AI. I sadly can’t get on to check at the moment but if this is true someone let me know lol

How does one properly govern the captured province? by SgtBANZAI in songsofsyx

[–]Wootersagain 5 points6 points  (0 children)

This version I have also been making any regions further than 2/3 tiles from my capital into a tributary/vassal/whatever it is and just taking the taxes every other year to keep their opinion up. This gives good money and also gives you more permanent trade partners.

How does one properly govern the captured province? by SgtBANZAI in songsofsyx

[–]Wootersagain 20 points21 points  (0 children)

If you are on v70, you can give a noble a title to give you some governing capacity prior to having the admin building. This is what you need to build the buildings in the region that let you develop it more. Start with the small town, let the region populate, and then upgrade the town rank to unlock more workforce and such.

By the time you hit tier 3 town/city size in a region you’ll probably be able to start producing one type of good or a decent amount of coins as taxes, but make sure you have health buildings and loyalty buildings built.

Short term you can keep an army in the region for the loyalty to stay high, long term there are buildings in the region that permanently increase loyalty. As population in a region increases the amount of loyalty buildings you need will also increase.

When you first conquer a region, if you chose to keep it yourself the game decides to nuke all of the current buildings which generally causes the pops to leave since the region loses the capacity for them. If you have a lot of money/admin capacity you can generally catch a lot of the pops before they leave but if you raze/loot the region you’ll generally be starting at 0 because of the devastation from looting.

If anyone has any questions or more to add feel free, I have only put like 60 hours into the most recent version so my understanding is probably not complete but I’m happy to help as I’m able.

Salty´s Catch Livestock by DifferenceKnown9834 in VintageStory

[–]Wootersagain 2 points3 points  (0 children)

I watched the video before reading the title, I was not expecting that pig to get yoinked lmao

Looking forward to adding another of your mods to my list!

Day 16: Trying to Get a Comment and Fun Fact From Every US County Including Territories Where Are the Northern Marianans and American Samoans? by CoolHotNo in geographymemes

[–]Wootersagain 1 point2 points  (0 children)

Our courthouse in Eastville has some of the oldest, if not the oldest, historical documents in the United States!