Songs of Syx

Songs of Syx

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D-Tritus Sep 13, 2023 @ 9:08am
Question about radius
Hi guys trying to find out something about the mechanics and have some questions.

How big is the radius of the people to found services
f.e.
-to find something to eat out of the storage
-to find a toilett ect.

So is it nessecary to build in every quarter of ur town the same service building sor is it possible to make fun quarter in the city and a industry quarter in another corner of the town and the workers going after work to the fun district.

or i have to build lot of mini cities inside my city so all districts have nearly same buildings so people become happy?

how that works correctly?
Last edited by D-Tritus; Sep 13, 2023 @ 9:19am
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Showing 1-15 of 15 comments
Micromanicment Sep 13, 2023 @ 1:09pm 
As far as I know, the distance is 150 tiles. (There is a tooltip when hovering over the green/red icon in service buildings).

150 tiles is not really that much, so you'll indeed need to build several copies of each service room eventually. Since fulfillment often (always?) increases with shorter distance to the respective service building, I aim for 100 tiles.

In your words, it's more like having several mini-cities, each with all/most service buildings.
Ethonal Sep 13, 2023 @ 3:37pm 
Its is kinda possible to quarter cities a bit like this, as mentioned the radius for most service buildings is 150 walked tiles, however its 150 tiles from any tile of the buildings influence (so a door or outright missing a wall), so a thin long eatery (max length 60) covers a extreme range. now if its worth doing this is another question (im not sure how it will effect the proximity bonus).

Eaterys/canteens and lav's show you there radius when you click on them, the others dont, but you can use these buildings for a feeling of distance.

Originally posted by Micromanicment:
Since fulfillment often (always?) increases with shorter distance to the respective service building
fulfilment is a combination of 3 stats (so 33.3% each) access, proximity, quality. Anything under a certain amount of tiles is 100% (i feel like its at least 75+)
Jimib4158 Sep 13, 2023 @ 3:55pm 
So thats for warehouse 200......means tiles?
Ethonal Sep 13, 2023 @ 4:20pm 
A warehouse can control its radius with a slider, its default is 100%, which is the whole map
D-Tritus Sep 14, 2023 @ 11:41am 
Ok Ty guys. I will find out.

Another question. Lot of my peopel are under the age of 18. why they are not kids in the citizen sreen und how is it possible that a 4 years old kid working on the fileds ect?

And whats the differences between the living houses. A single house seems to be useless vs a longhouse with more people living inside?

And there are "family"houses does it mean jsut couples and families living there togehter or does a couple system not exist in this game?
Ethonal Sep 14, 2023 @ 12:26pm 
1) Each race is different and become adults at different times, some dont live much past 25 before old age gets them. but its worth noting 4-5 years old in real life can work (chimney sweep was ideal for this age group).

2) Without a wall each house group holds about the same density (once upgraded), i typically keep with a longhouse, but ive built smaller houses due to bad planning ect, or just not needed many people in that area (near map edges ect)

3)At the moment there just random people living together, the next beta is meant to add children ect to houses, so i assume this may introduce family homes, or coupling

Just wanted to add the housing in
appt 9space 3 people = 3 squares per person (this line has not been edited honest)
house 15s 5p = 3 squares per person
longhouse 30s 10p = 3 squares per person

Last edited by Ethonal; Sep 14, 2023 @ 7:17pm
Chrisme Sep 14, 2023 @ 1:27pm 
Originally posted by Ethonal:
Just wanted to add the housing in
appt 6space 3 people = 2 squares per person
house 15s 5p = 3 squares per person
longhouse 30s 10p = 3 squares per person

Ok im surprised apartments give a better ratio

Appartments are 3 x 3 tiles though?
(=> 9 spaces => also 3 squares per person)
D-Tritus Sep 17, 2023 @ 12:52am 
Ok guys ty i have some other questions now (i´m at 220 people in a small town)

1. At the moment its seems my Sciencebuilding dont produce any research points anymore? before it was a constant flow now it lacks... (workers are there)

2. About radius: the radius a service building providing, the people have to work in this radius or they have to live in this one?

Why im asking far from my town their is a minig spot for iron ect. i have some small houses there. it seems that they go sometimes the far way to the towncenter to listen the "news guy"
but it seems they dont use restaurants or toiletts. how could i fix this? (have to build a small village with all the services too at the minig spot?

3. i forbid my people to eat mushrooms but htey are eating them (try to harvest wild mushrooms to make a field with them

4. how i have to use a hauler to bring all the food to the small village i want to build for the miners (want to build a restaurant and i have to deliver the food from town to the restaurant

5. Question about radius no2:

the miners dont sleep in the town maybe cause its to far away so also the living houses have radius?

6. Crimes reached my small town.

i just need a Jail? or i need guarding posts too to catch to litte bad fingers :)

Ty so far guys and greetings
HeathenSW Sep 17, 2023 @ 1:13am 
1. Science buildings have a max amount of points they can produce - it depends on the number of active workers. When workers are inactive - you will slowly loose already acquired points, until they become active again. So in your situation you need to increase the amount of workers, by either building a new lab or expanding current one.

2. To my knowledge - it's the radius they need to be in when they decide that their need has to be fulfilled. Then they will choose the closest building in which range they are at that time.

So in your example - you need to build a small village, yes. At least news, hearth, stage, eatery/lavatory. It it's small enough it'll be cheap. Everything else is more pricy to construct.

3. Are you sure that you forbid it to everyone? Like every race that you may have? Or you may need to forbid it in your eateries/canteens. For me they behave this way only when they have completely nothing to eat, if I recall.

4. Haulers can only haul a single resourse and there's no way to change how many they will collect, except with the size of the hauler. So you can set ~3 or more smallest haulers nearby your restaurant and tell them each to bring one food - they will collect at max 64 of it. And your restaurant workers will gladly take the food from their spots and bring it to the restaurant.

Other way to tackle this is actually building a small warehouse with fetch order on those foods that you may want. But 255 storage is minimum for warehouse. So with haulers you will use more people than resources and with warehouses more resources than people to deal with the problem.

5. I think that the houses need to be at max 150 tiles away from the workplace. Otherwise people will not travel that far.

6. Yeah, you need that jail. And them posts and them stocks :D

With no jail there's not much in terms of control over what happens with criminals. Posts will catch criminals (the closer the posts physically are placed the better the chances), place them into jail and then sentence will be served (you can change the ratio of sentences in your law setting) - some will be imprisoned for a time (stocks can cut this time), some will be enslaved (if you have a slaver building), some will be executed (if you have a scaffolds building). None will be exiled by default and for proper judgement you need a rather pricy Court building.

Plus when you will be taking prisoners after war - they need a jail to even appear in your city. Otherwise they are lost instantly and you can't do anything with them.
Last edited by HeathenSW; Sep 17, 2023 @ 1:28am
Ethonal Sep 17, 2023 @ 6:44am 
Remember if you need services there you also need other goods, Clothes being a important one and any goods you have given there house's via "access" this makes a warehouse with fetch alot more viable (and make sure it has a few spare places, beer ect will be added as you grow).

"Why im asking far from my town their is a minig spot for iron ect."
I will say unless its a large deposit (or serveral different ones close by), its not really worth gunning for, youd be better of putting them in a industry you have researched into and buying the ore (or better yet bars)from another nation.
Last edited by Ethonal; Sep 17, 2023 @ 6:44am
D-Tritus Sep 18, 2023 @ 8:31am 
ok ty guys so far.

About Food and Clothes. Is there a good overview how much 1 worker need per year or day?

Want to know cause i have to calculate needing of scuh things. What means 2 rations (food) instead of 1. They eat 2 peaces of food?

Yeah guys and if u like Piu Piu profil pic just say Yepp Yepp :D
Ethonal Sep 18, 2023 @ 8:43am 
Clothes wear rate is .50 per year (so 50%), dont forget you might choose to give some of your workers multiple cloths, boosts happiness and elements resistance. all house access goods decay at this rate aswell. the game however does not track when they picked it up, instead it smooths it out, so it just uses something along the line of (total/days)
so say 1200/16days means you will consume 75 cloths each day.

Food and drink ratios is as you mentioned its how many portions they will eat per meal, each race needs food at a different rate, humans/don/crea are all .50 per day but others like tila are .40.
Last edited by Ethonal; Sep 18, 2023 @ 8:53am
D-Tritus Sep 18, 2023 @ 11:07am 
Originally posted by Ethonal:
the game however does not track when they picked it up, instead it smooths it out, so it just uses something along the line of (total/days)
so say 1200/16days means you will consume 75 cloths each day.
Sry dont understand what u are talking about at this point. Can u plz try to explain in a different way
Ethonal Sep 18, 2023 @ 12:03pm 
decay rate for clothes, and access goods (house goods) decay at .50 per year, but needless to say adding say 1 extra set of cloths to 5k population would mean that on the same day every other year youd lose 5k clothes at once, this would be annoying, so its smoothed out over the 2 years, so in this case it would be 5000/32 (32 is how many days are in 2 years) = 156.25., over the 2 years its still 5k clothes consumed but it just doesnt happen all at once.

(sorry i used 1 year before by mistake (16 days))

spoilage works the same way (but over 16 days), but i dont like that, as it means fresh food spoils on day 1 after a havest that wouldnt have actually lasted the year.

Overall its convenient but makes a slight loss for everything, but the amount of processing power this method saves is likly the main reason its used.

its somewhat relevant to your question if you was say buying the cloths as youd use that to work out how many you need to order in, but its not relevant if you was making them in a tailor as the clothes made would be made over the 2 year period.
Last edited by Ethonal; Sep 18, 2023 @ 12:21pm
PhearedPhantom Apr 26, 2024 @ 12:53pm 
Originally posted by Ethonal:
1) Each race is different and become adults at different times, some dont live much past 25 before old age gets them. but its worth noting 4-5 years old in real life can work (chimney sweep was ideal for this age group).

2) Without a wall each house group holds about the same density (once upgraded), i typically keep with a longhouse, but ive built smaller houses due to bad planning ect, or just not needed many people in that area (near map edges ect)

3)At the moment there just random people living together, the next beta is meant to add children ect to houses, so i assume this may introduce family homes, or coupling

Just wanted to add the housing in
appt 9space 3 people = 3 squares per person (this line has not been edited honest)
house 15s 5p = 3 squares per person
longhouse 30s 10p = 3 squares per person
Some species likes smaller homes
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Date Posted: Sep 13, 2023 @ 9:08am
Posts: 15