Songs of Syx

Songs of Syx

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Meadows Feb 18, 2023 @ 7:00pm
Good advice?
I've been doing human pure settlements since I've started the game. The learning curve has been tough. I do not intend to do anything other than single race pure games so I could use advice regarding that playstyle. So far I've gotten to 1800 humans in a settlement until I hit a wall and realize I'm going wrong somewhere.

What I've learned so far as humans,
Stay under 100 population until you have a fighting force and weapons or it will punish your import/export line later when you go bankrupt from paying extortion fees.
Fighting is always better than debt late game.
Never put ration packs in the eatery.
Don't build massive ration factories. Build small ones based around different ingredients.
Buy the supplies you need for doctors, psychward, rest home, eatery, early.
Wells are just as good as canals for crops.
No weapons vs +1 weapons is suicide. Makeshift weapons are not terrible!
Don't forget to train your archers or theyre useless.
Get graveyard tech first. Huge debuff for mass graveyards.
Make sure to set work priorities for civic things such as speakers, lavatories, eateries, ect as MAX. Set grain and bakeries to second most important to always stay alive.

Features I don't understand or have not touched,
Tools, drinks, smithing, fabric, clothing, courts, large scale battle, babies.
The amount of population I need to maintain food production is so harsh that I can't even get people to start the in depth crafting for better ways of life. Once you break that first 1000 population it gets very hard to feed everyone. Food is a huge issue...
The best strategy is to bank up ration packs and only allow standard foods in the eateries. I need so many farms that I end up covering the entire map and have to build houses in far away locations to house the workers.. meaning I also need all the other civic needs over there to accommodate them. So basically start new towns all over the map just for farming.

Am I doing something wrong?? I feel like my production is way behind what it should be. I can get a large population. But then I get stuck struggling to feed everyone for hours that I give up.
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Showing 1-15 of 23 comments
Ultimoos Feb 18, 2023 @ 11:47pm 
Tools! You need tools. Depending on type of industry or work tools boost output by 25, 50 or 100%. Every piece of tools equiped increases persons work output by 12,5%. You need blacksmiths with full set of 8 tools so they can make even more tools for everyone else. Even if your map does not have any veins make your own tools from imported materials. Clothes and drinks make your people happier.
Important notice about tools and conscripts.
Every time someone is pulled in to training he will return all his tools to warehouse. This is very bad when your smith does that, because people tend to take a lot of days to fully equip back.
Thaumazein Feb 19, 2023 @ 3:06am 
I'm pretty new and around 1000, and food is the least of my worries. Takes around 100-150 people and the warehouses are overflowing.

One big difference: I have Crets farming, fishing etc... But that's not too huge; it means I'd need say 100 humans instead of the 70 Crets.

Giant farms on most fertile areas, horse and cart to transport, houses nearby with key amenities. All seems to work nicely. Bakeries etc. upgraded max. No double rations.

But I suggest finding what you can specialise in exporting, and then try importing bread. It may be more efficient per capita than growing/baking your own.

Finally, it's possible you grew too fast, if you're now farming lower-fertility areas. Might be better to grow carefully, specialise in some exports early, and see if that can help you avoid sinking everyone into food.
binxmuldoon123 Feb 19, 2023 @ 4:33am 
I'm still playing V62 but my pure dondorion plus a handful of cantors settlement is up to nearly 6.5k population. I have the raids set to only 10% and my economy allows me to make infinite money so far if I feel the desire, not sure I will ever topple.
Meadows Feb 19, 2023 @ 7:28am 
Originally posted by Ultimoos:
Tools! You need tools. Depending on type of industry or work tools boost output by 25, 50 or 100%. Every piece of tools equiped increases persons work output by 12,5%. You need blacksmiths with full set of 8 tools so they can make even more tools for everyone else. Even if your map does not have any veins make your own tools from imported materials. Clothes and drinks make your people happier.
Important notice about tools and conscripts.
Every time someone is pulled in to training he will return all his tools to warehouse. This is very bad when your smith does that, because people tend to take a lot of days to fully equip back.
I'm trying to get tools set up in my current settlement. Hopefully it makes a significant difference. What can I do about my smith returning tools? sounds unavoidable.
Meadows Feb 19, 2023 @ 7:29am 
Originally posted by Thaumazein:
I'm pretty new and around 1000, and food is the least of my worries. Takes around 100-150 people and the warehouses are overflowing.

One big difference: I have Crets farming, fishing etc... But that's not too huge; it means I'd need say 100 humans instead of the 70 Crets.

Giant farms on most fertile areas, horse and cart to transport, houses nearby with key amenities. All seems to work nicely. Bakeries etc. upgraded max. No double rations.

But I suggest finding what you can specialise in exporting, and then try importing bread. It may be more efficient per capita than growing/baking your own.

Finally, it's possible you grew too fast, if you're now farming lower-fertility areas. Might be better to grow carefully, specialise in some exports early, and see if that can help you avoid sinking everyone into food.
thank you
Ultimoos Feb 19, 2023 @ 10:33am 
Originally posted by Meadows:
Originally posted by Ultimoos:
Tools! You need tools. Depending on type of industry or work tools boost output by 25, 50 or 100%. Every piece of tools equiped increases persons work output by 12,5%. You need blacksmiths with full set of 8 tools so they can make even more tools for everyone else. Even if your map does not have any veins make your own tools from imported materials. Clothes and drinks make your people happier.
Important notice about tools and conscripts.
Every time someone is pulled in to training he will return all his tools to warehouse. This is very bad when your smith does that, because people tend to take a lot of days to fully equip back.
I'm trying to get tools set up in my current settlement. Hopefully it makes a significant difference. What can I do about my smith returning tools? sounds unavoidable.
Problem lies with training grounds pulling people from jobs when no oddjobbers are available. I do not think there is any mechanism a player can use to stop that from happening. I try to avoid having a large militia and instead aim for regular army.
Meadows Feb 19, 2023 @ 11:00am 
Originally posted by Ultimoos:
Originally posted by Meadows:
I'm trying to get tools set up in my current settlement. Hopefully it makes a significant difference. What can I do about my smith returning tools? sounds unavoidable.
Problem lies with training grounds pulling people from jobs when no oddjobbers are available. I do not think there is any mechanism a player can use to stop that from happening. I try to avoid having a large militia and instead aim for regular army.
I must not have noticed the part where I can limit army size. I have just been building a small training ground and eventually everyone is training
Ultimoos Feb 19, 2023 @ 11:01am 
Btw. How many people do you put on farms? Game by default asigns two times more people then is actually needed.
Meadows Feb 19, 2023 @ 12:47pm 
Originally posted by Ultimoos:
Btw. How many people do you put on farms? Game by default asigns two times more people then is actually needed.
I try to get them maxed out. I could be wrong but it did seem to dramatically raise the crop yeild but would take an entire year to take effect. I know its true for herders.
Ultimoos Feb 19, 2023 @ 1:25pm 
Originally posted by Meadows:
Originally posted by Ultimoos:
Btw. How many people do you put on farms? Game by default asigns two times more people then is actually needed.
I try to get them maxed out. I could be wrong but it did seem to dramatically raise the crop yeild but would take an entire year to take effect. I know its true for herders.
I think we just found free labor :)
For farms and pastures you want to stay just below 100% workload. 80-85% is a very safe place. If you are seeing anything below, you should reduce workers.
Herders have a certain amount of work to do every day, same goes for farmers. Putting more people to work just makes them finish earlier. I assure you, you can reduce herders to 50% capacity and still have them have some free time.
When you create a pasture and it says 15 workers, you can leave it at that.
For farms, you can assign half of what game sugests (1 farmer per 128 farm tiles). Just keep services relatively clouse.
Hero Feb 20, 2023 @ 12:01am 
Nice. Here is my Tilapis guide.

1. Settle in temperate tile
2. Build Auroch pastures
3. ??????
4. You won!


Also make buildings round.
Meadows Feb 20, 2023 @ 10:54am 
Originally posted by Ultimoos:
Originally posted by Meadows:
I try to get them maxed out. I could be wrong but it did seem to dramatically raise the crop yeild but would take an entire year to take effect. I know its true for herders.
I think we just found free labor :)
For farms and pastures you want to stay just below 100% workload. 80-85% is a very safe place. If you are seeing anything below, you should reduce workers.
Herders have a certain amount of work to do every day, same goes for farmers. Putting more people to work just makes them finish earlier. I assure you, you can reduce herders to 50% capacity and still have them have some free time.
When you create a pasture and it says 15 workers, you can leave it at that.
For farms, you can assign half of what game sugests (1 farmer per 128 farm tiles). Just keep services relatively clouse.
This is solid advice man. Helps a ton. I didnt understand workload until now.
kslate45 Feb 21, 2023 @ 11:01am 
export a bunch of wood
Meadows Feb 21, 2023 @ 4:07pm 
Originally posted by kslate45:
export a bunch of wood
I have trouble keeping up with wood production to make up for the wood I grant to the people, the wood used in carpentry, and the wood used by bakers. I settle in flat lands because thats what humans favor. So i'm forced to turn every oasis of trees into woodcutting camps. I do export stone tho. Stone mines are great. Wood is not always a problem. It stabilizes after I get all the wood camps set up. But its not a good export. I build every building out of stone from the start because its just easier to get.
Last edited by Meadows; Feb 21, 2023 @ 4:07pm
Zangi Feb 22, 2023 @ 12:48pm 
Livestock(and to a lesser extent, fur) is actually a great export item if you go into herding enough.

For the army size, under the sword icon, you can assign less people to the military. (Size of raids scale based on number of soldiers you have. Scaling of training/gear is based on victories versus raiders. So there is no reason for a large army unless it is to entirely scare off raiders.)
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Date Posted: Feb 18, 2023 @ 7:00pm
Posts: 23