Songs of Syx

Songs of Syx

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Goldenzim Jan 2, 2024 @ 1:09am
Managing Settlements
Once you conquer settlements you can manage the new settlements with admin points and money with the use of workforce and build points, but for some I can't seem to grow them to a significant point. Like the region caps out at a 400 pop and it need 1250 to get to the next tier. Are some settlements just going to be limited on how big they can get?
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bloodyesk Jan 2, 2024 @ 12:36pm 
i couldn't manage new (v65) dynamics for settlements. i think i need a guide.
in prev version, builder was increasing build points and so on.
now what is the main point of increasing build points and workforce?
is geographic size a limit?
PLANKS Jan 2, 2024 @ 7:01pm 
Yeah I wish there was more information about it. Its hard to know whats going on with so many factors involved.
Richard Jan 2, 2024 @ 7:18pm 
Theirs a growth building chain (forest icon) that increase region pop cap. The health building chain (well icon) also increase region pop cap and gives some health.
Humidifiers give more region pop cap but make all species other than Garthimis angry.

The builder is still in the game for build points. You also get more build points and workforce from leveling up the settlement. You can get a global boost to building points with the builders guild and schools give global workforce boost.
PLANKS Jan 3, 2024 @ 12:25am 
Originally posted by Richard:
Theirs a growth building chain (forest icon) that increase region pop cap. The health building chain (well icon) also increase region pop cap and gives some health.
Humidifiers give more region pop cap but make all species other than Garthimis angry.

The builder is still in the game for build points. You also get more build points and workforce from leveling up the settlement. You can get a global boost to building points with the builders guild and schools give global workforce boost.

How do you level up the settlements? Is it just by population? I couldn't see anything that would indicate levels.
Richard Jan 3, 2024 @ 1:51am 
It's the city hall build chain. The first level village center has no population requirement only cost 10 administration. The next level Town Hall needs 1.2K Pop and 30 administration but gives more build points and workforce.
Tier 3 City hall needs 2k Population 90 admin
Tier 4 Palace 5k Pop 90 admin
Tier 5 Royal Palace 10k Pop, 390 admin, 100k Pop in your entire realm, and a royal academy the Max tier school.
bloodyesk Jan 3, 2024 @ 12:00pm 
there are some balancing problems here imho
ZirzoR Jan 3, 2024 @ 1:15pm 
Originally posted by bloodyesk:
there are some balancing problems here imho

Yeah, the game is obviously way too easy, conquering half the map and just getting tons upon tons of free resources is just too much.

Taxation and Tributes are way too easy to get and manage.

The amount of snowballing you can do late-game is insane.

I mean just look at this guy here https://www.youtube.com/watch?v=PnYL9tAN3TM

He literally doesn't know what to do with it all.
PLANKS Jan 8, 2024 @ 10:16pm 
Just wanted to reply here with a build order I used for a region that was annoying to grow past 1k.

Town Hall 1 > Land Clearance 1 > Public Latrines 1 > Nursery 1 > Nursery 2 > Public Latrines 2

That was enough to grow it for Town Hall 2.
Judaspriester Jan 9, 2024 @ 2:03am 
First of all, like already mentioned, you need to take a closer look at the buildings, since they mainly boost your pop. Sadly workforce and build points only scale with buildings and to a lesser degree with the species mix. So if you're at 2k pop you can either a) try to reach 5k for the next city hall tier or stay at 2k. going up to like 4k just gives you a few more conscripts while having more trouble with loyalty.

Besides that, the land size and fertility also have a big influence on the population, so there are natural borders that can only pushed by placing global buildings in other provinces.


Besides that, at least for me the taxes really feel ignorable. Some peanuts that soften the inflation a little. The tributes are the big thing.
bloodyesk Jan 15, 2024 @ 10:08am 
naah, i dont get this new settlement mechanics.
i think "land size" is main limiter of population.
also, you can't increase population whatever you do, if land size is small.

can anyone make a guide for settlements?
Judaspriester Jan 15, 2024 @ 10:20am 
Originally posted by bloodyesk:
naah, i dont get this new settlement mechanics.
i think "land size" is main limiter of population.
also, you can't increase population whatever you do, if land size is small.

can anyone make a guide for settlements?

Land size and fertility are the main factors that determine how big the villages can grow. Some Buildings increase the multiplier, but with a low base, the city can't become big.

For V65 optimize the population around the highest population cap you'll need for the city center. e.g. if there is no chance to increase the pop to 5k, try to get as close as possible to 2k while staying above it. All pop between 2k and 5k just gives you some additional conscripts, while requiring more work force or building points in order to maintain the loyalty.

Btw, jake already said that he want to work on owned provinces in V66 and in terms of population, I already made a suggestion he agreed on:
halving the build/work points you get by the city center and spread those on the pop from 0 to 10k.
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Date Posted: Jan 2, 2024 @ 1:09am
Posts: 11