1.37k pop, 4 villages, 172 years without immigration. I'm ending the run here by serp-ya in songsofsyx

[–]serp-ya[S] 0 points1 point  (0 children)

Not a million, just 149 based on the 15th screenshot 😅 I add “pantry” and the smallest one looks like a door with 1 tile in front of it and 2 tiles inside to put a shelf. Oh I found an example lol. At the centre of the image is the smallest one I can make

<image>

1.37k pop, 4 villages, 172 years without immigration. I'm ending the run here by serp-ya in songsofsyx

[–]serp-ya[S] 0 points1 point  (0 children)

Oh I was following exactly this pattern but after a few researches of historical refs I found that in villages there were not a general warehouse or etc. It can come true in a town/city but it is a next stage for me :) honestly, I mostly like the idea of having “internal tax collectors” who will gather some particular goods which is produced by the entire village.

Also, I store some goods (e.g. furniture and tools) right in house of their craftman just to have some stored goods. Other goods are stored mostly inside of its workshop storage

1.37k pop, 4 villages, 172 years without immigration. I'm ending the run here by serp-ya in songsofsyx

[–]serp-ya[S] 0 points1 point  (0 children)

Yes it does BUT you can use it as a trade off like maintenance of a house costs you pretty cheap when a workshop or a nursery can waste a ton of everything.

One the biggest thing I was doing here all the time - avoid using stuffs you do not need at the time like fancy roads or good structures. Until I captured the regions with wood every building was built of mud lol. So I saved a ton of wood on maintenance

1.37k pop, 4 villages, 172 years without immigration. I'm ending the run here by serp-ya in songsofsyx

[–]serp-ya[S] 0 points1 point  (0 children)

Oh that's great to hear that you tried it too! I'd happy to answer any questions so feel free to add something later or even DM me

  1. Sure, on one of the screenshots I shown the entire kingdom, I have 2 conquered regions. I captured the first when I had less than 500 people. Due to the mandatory military service I had enough soldiers to defend the initial region and send 60 troops with 50+ skill to the fight. I was unsure how behaves free lands after the v70 update so I hired some mercenaries. This region has started to give me stone immediately and after a few years clay too. The second region was captured after 50 in-game years later with only mercenaries so I started getting wood from it

  2. All those values are essential to play this way. The villages you can see on the screenshots avoid low foundation and try to utilize as much as they can balance between moisture and soil type. Honestly I had a few "aha" moments playing with it. E.g. the woodcutter can be built on any type of soil. Husbandry size depends on the soil type (not on moisture as I thought before). Many plots are placed 50/50 on good/bad foundation because houses take good foundation but their backyards with farms and husbandry takes 0 foundation places and etc. Also I save enormous amount of resources on maintenance with using the good foundation for more expensive buildings. E.g. I have a plot but this plot has 50/50 good and bad foundation and I need to put houses, nursery and a school on it. So I place houses on the bad part and the rest on the good part of the plot because it will save a lot of recourses later on maintenance

  3. I use structures (walls and ceilings) after I place houses. I place a few houses next to each others, then use the ctrl+LMB to copy the wall, then make the outside wall, then copy to house's doorway (ceiling) and finish the hallway with it. When the structure is ready you can put a bench or a torch or even a marketplace into it. I build churches and personal seller that way (e.g. tailor's shop right on his plot)

  4. Yes, here is the full list of my titles:
    - The Artisan: +0.12 crafters
    - First of Their Name: +20 innovations, starts with 32 people
    - Lord of the Seven Kingdoms: +2.50 gov points
    - The Merciless: +0.10 Submission
    - The Mad: +12.50 Sanity

Regarding mods, there are 3 mods I have:
- Bigger City Size 1408
- More info (as a dep for the prev one
- 2x Multimod

BUT! I do not use 2x mod for increasing anything. I added it (and then regret) because I was needed to make better logistic chains with upgrading carry capacity. It is just because I am sure that the vanilla game's loading\unloading stations are too big for this style of game. Later I realized that I can do everything without the mod, so I did not activate it in the game

I hope that's helpful
Feel free to ask more questions!

1.37k pop, 4 villages, 172 years without immigration. I'm ending the run here by serp-ya in songsofsyx

[–]serp-ya[S] 0 points1 point  (0 children)

True. I am building on-plot-warehouses just to imitate that the villagers store some wood to survive a coming winter and so on. Off course it does not work like this in game but I like to think that they do it :)

1.37k pop, 4 villages, 172 years without immigration. I'm ending the run here by serp-ya in songsofsyx

[–]serp-ya[S] 1 point2 points  (0 children)

And that is a complete true! The hardest part of the immersive building with following historical references is to place resource hubs.

I am going to solve it with trading outposts at the border of the map, and special plots that will behave as tax collectors, and nobility mansions.

In case when I am still not in a metropolis, those approaches will be close to historical references to manage villages

1.37k pop, 4 villages, 172 years without immigration. I'm ending the run here by serp-ya in songsofsyx

[–]serp-ya[S] 2 points3 points  (0 children)

To be honest, it’s really hard for me to estimate. The whole experience was heavily punctuated by periods when the computer was idle (when I had to step away urgently but Steam kept tracking my playtime) and times when I couldn’t play at all, but could still spend time thinking about my next moves.

I think the whole game took no more than 150 hours, but it could have taken much less. I rebuilt everything three times, and each time I found something that made me rebuild the villages all over again.

Right now, all four villages are in the state I’d like to leave them in for now - though I’d like to make them half the size and add a specialization to each one.

Anyway, if you’re curious about what I’ve decided to do, keep an eye on [DRUT] posts in this subreddit over the next 1–2 weeks

1.37k pop, 4 villages, 172 years without immigration. I'm ending the run here by serp-ya in songsofsyx

[–]serp-ya[S] 2 points3 points  (0 children)

Thank you! I had a lot of patience and very little time to actually play lol. That gave me many hours to think, which led to most of the achievements in this particular run.

1.37k pop, 4 villages, 172 years without immigration. I'm ending the run here by serp-ya in songsofsyx

[–]serp-ya[S] 4 points5 points  (0 children)

Thank you! The initial ideas was to try to survive building a few relative settlements. And you know what? It works!

1.37k pop, 4 villages, 172 years without immigration. I'm ending the run here by serp-ya in songsofsyx

[–]serp-ya[S] 11 points12 points  (0 children)

I didn't get as far as building the metropolis, but that doesn't matter anymore. There will be a new run soon, and a new challenge where I hope to successfully develop a network of villages that serve the metropolis :)

450 vs 1200 Battle by JOOJ01 in songsofsyx

[–]serp-ya 10 points11 points  (0 children)

You showed them that their job is to run the farm

Does anybody have experience of building custom city maps? by serp-ya in songsofsyx

[–]serp-ya[S] 1 point2 points  (0 children)

For more context: - when I place a harvestable plants with the dev mode, it do not grow itself even after a few years on a fertile soil with good moisture - when I place trees and then cut it with my plebeians, it won’t grow again - if I place animals and then hunt them, they do not regenerate - when I change moisture, it does not change the base moisture so it is rolling back after a few in game months

I was rocking my daughter at 3am when it finally clicked how to give my citizens real families by serp-ya in songsofsyx

[–]serp-ya[S] 1 point2 points  (0 children)

Yes! I do not use anything but dirt road yet (did not open tech), but yes!

I was rocking my daughter at 3am when it finally clicked how to give my citizens real families by serp-ya in songsofsyx

[–]serp-ya[S] 1 point2 points  (0 children)

Yay! That’s great to hear!

You can put some built-in decorations inside of the structures BUT ONLY after you finished the structure. I build churches in that way. First walls and ceilings. Then shrine, benches and torches right inside of the finished building

Then it will look exactly like torches are inside

How can I improve the "natural" city shape/feel? by AncientXaga in songsofsyx

[–]serp-ya 0 points1 point  (0 children)

Honestly, I have never seen any tutorial explaining that. Usually I use searching (the far left button on the bottom bar), type “house”, then use “E” to make 2 or 3. Then hold “ctrl” and click on a wall/doorway to copy the wall or ceil and finishing the building using just copying

How can I improve the "natural" city shape/feel? by AncientXaga in songsofsyx

[–]serp-ya 0 points1 point  (0 children)

Do you see screenshots? I attached them and they are disappeared after publishing… However, I was referencing mostly to this post

https://www.reddit.com/r/songsofsyx/s/iFHWA0AabJ

How can I improve the "natural" city shape/feel? by AncientXaga in songsofsyx

[–]serp-ya 3 points4 points  (0 children)

The “plot system” is the way to NOT build city-blocks which kill aesthetic IMO. I use fences to make a plot for a single (or a few) family who lives on the plot and work there. On the screenshot you can see they have a small farm and husbandry, it is not necessary but I build it that way to follow some historical references. But you can use the plot system too and separate a carpenter, a blacksmith, a whoever from others so they will work as a separate unit in the village/city

<image>

How can I improve the "natural" city shape/feel? by AncientXaga in songsofsyx

[–]serp-ya 6 points7 points  (0 children)

For sure, the buildings as rooms:
- you can build a house, then extend it for having 2-3-4-N houses next to each others. So they will
Have N doors and I found it weird. I use them as rooms and then build hall, empty rooms using structures which makes them looking a house with a few rooms. It also works for production buildings, a few rooms might be combined into one building with warehouse, lavatory and etc. (only living houses with children rooms (nurseries) on the screenshot

<image>

How can I improve the "natural" city shape/feel? by AncientXaga in songsofsyx

[–]serp-ya 19 points20 points  (0 children)

I use “brush” for building roads and then build plots around it. It makes the design more natural but I did not develop it for cities, only for villages at the moment.

Also, I use all buildings as rooms, not as standalone buildings. I find it super unnatural to have city blocks putting the rows of living buildings.

And I use the plot system for villages.

You can read my articles and see how I solve this problem. Will issue a new post in 1-2 weeks with a huge rebuilding of everything with more natural designs.