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-Avoid sources of happiness with upkeeps for as long as possible
This especially includes alcohol, furniture, and clothes
You can get really far on upgrading things like lavatories, wells, food stalls, markets, and fighting arenas early on
A temple will do you wonders and pushing for it is worth after the above
-Pick one thing to produce, focus research bonuses into it, and export it
Have a source of income, a GOOD source of income. Make a plan to produce or gather something and sell it all the time. Even basic things like meat and fish can be sold in very large amounts for decent amounts.
Being able to do one off purchases of stuff like ingots or cut stones in a pinch will let you pay to progress your happiness, you'll also be able to buy anything else you want like food diversity
-Playing without slaves is possible, but essentially hard mode
Slavery is simple and easy, hire a merc army, sack a town, capture people. Or buy slaves from the slaver with saved up cash. You can also start selling slaves for HUGE chunks of cash if you need to cull your slave population.
The extra labor has outstanding value, the biggest downside is having to feed them
get administration -> admin points
conquer one or more neighbor district (rich with raw materials or raw food) with mercenaries
gain raw materials&food as tributes
I personally started a new run after reaching a population of 295 just to add more resource nodes to a my city using the terrain editor. I feel like I used to rely on the titles quite a bit in the past but my titles seem to have been reset in a recent patch so instead I am relying on those aforementioned resource nodes to make up the difference. The artisan title alone seems like it would be useful on a new run.
I have not attempted any military invasions because I have been unsure of my capacity to supply a field army and for fear of pissing off valuable trade partners. But it might be feasible now. I have definitely been using slaves and trying to utilize nobles (and spreading those appointments across races), but I typically don't assign a noble until I have a chamber for them to live in, and chambers require gems that are hard to come by for me right now.
One realization I came to on my own was that the juice isn't worth the squeeze when it comes to my mining operations...I reduced the manpower in my larger mines by about half and freed up enough bodies that it has helped to jump start some real growth. So we'll see where that gets me. Thanks again!
AFAIR, 1 librarian gives you 0.3 knowledge per scientist. So at 100 scientists you get an additional 30 something science. Not really worth it yet, instead build more labs.
Someone made some analysis when you should build libraries but I can not remember where it may have been on reddit. Just google libraries versus labs in songs of syx or something.
also keep an eye on law & order. keep some prisoners in your dungeon and manually execute one prisoner once awhile (humans like executions iirc).
also, don't use alcohol to keep your people happy. it's a massive resource sink. i think it's the ultimate luxury, and better used for endgame.
a lot of people talk about trade, particularly focusing on one product that sells well and putting your research, noble bonuses etc into that, of course this relies on having
1) good trade partners, but i have literally never had a game since V65 where i have access to more than one partner, everything else is greyed out on the map and i don't seem to be able to sign agreements with them, i don't know why
2) good prices, every single game, and this is my 7th restart since V65 i think, i have had horrid prices with trade partners, wood, stone, fish all sell for like 1-3 gold a unit and more refined goods like furniture sells for maybe 40 at best.
my current game however wood and stone sell for like 20 and fish for 45, furniture is 240, weapons such as bows are like 800, hammers are 600, shields are 500.
in short i am raking it in, i look forward to the slaver coming every year so i can go shopping with my 500k ish gold and i'm on 2k population, its been a completely different game because of the fantastic prices i have and i have no real idea why what influences the prices so much in this game to make them roughly 10 times what they normally are.
That's normal and fine, it's better to put people to work than have large numbers of unemployed oddjobbers. Idle employed workers will also sometimes help out with odd jobs like designated woodcutting, building, etc.
If you want to get a lot of odd jobs done quick though or just need an influx of fresh workers then either unassign workers from jobs that aren't really needed (like if you're producing a surplus in something), or throw on a Day Off edict, pardon 2 prisoners and execute 1 to massively boost happiness for a short moment, dozens of people will immediately migrate so it's a pretty cheesy way of boosting pop quickly in a pinch.
Don't sleep on breeding facilities either, setting some up early is good and for some races this is really cheap to maintain. They essentially guarantee X amount of fresh workers every Y days passively. These facilities don't have to be massive or anything, and you generally want to avoid going overboard with them anyway.
Citizen happiness is like 80% based purely on services.
Other stuff have small bonus, but it's heavily weighted in favor of access and quality of services in general, so make sure you offer as much access to every type of service as you can and to unlock and build these as soon as possible. Always make sure that the services are staffed too, so that other jobs don't pull workers from your food stands, markets, restaurants, etc.
Common mistake is to underestimate how many speakers and food stands you need, so make sure to sprinkle these all over the place and keep an eye on WHERE services with 100% load/no services are.
Early on you'll want shrines, food stands, markets, speakers, wells, hearths, lavatories and bathhouses set up quickly. Minor things like benches, trees and lights are also useful early on.
Livestock is an overpowered trading good.
Set up an export trader to sell surplus livestock and you'll have a passive income just from that. As you go along you can have export traders for every type of goods so that you always sell surplus.
There's no particular reason to sit on a ton of money anyway though, if you need something you don't have you can easily just chuck a bunch of furniture or gems or whatever in exchange. You're best off using any money you have to buy slaves, and only bother with saving money once you have conquered settlements.
Science gain has diminishing rate the closer it gets to max cap, so if your scientists in one lab have a cap of 1.2k science, the rate of science generation is gonna slow down significantly past 800 or so until it slowly reaches 1.2k.
Good size for a lab though is maybe 25 or so scientists, and then you just build a new lab from time to time. Make sure to prioritize lab upgrades early, and don't bother with libraries until you have over 50k science total.
Human citizens/slaves are also useful here, boosts your science even more.
Don't bother with more expensive levels of % gain type researches until the very late game, focus on unlocking everything first.
Diversify food income and make sure you overproduce food.
Check food income vs food expenditure frequently, income should always be at least 30% higher than expenditure.
In terms of best foods to produce uhhhh...
Fish: Vital in the early game, scales very poorly in the late game though.
Guaranteed easy source of food especially on maps with oceans, lakes and large rivers.
Meat: Easy depending on what races you have. With Garthimi's you'll basically have unlimited meat, insect farms produce hysterical amounts for low workforce. Pig farms are good in general too. Hunters are good early on, but you get MASSIVE penalties for having more than a few hunters so it's not a viable method late game even with full upgrades + noble. Auroch farms give a modest amount of meat, not good as a main source though.
Grain: God tier, even just a few grain farms is enough to produce such enormous amounts that you struggle to use it all in your bakeries. This should be your first crop and you start with grain to plant at start.
Eggs: Completely useless, requires lizards and huge amounts of farms to produce these in any meaningful amounts. Can be ignored for the most part since almost no one cares about eggs.
Fruit: Awful in general. Ignore fruit farms and focus on fruit ORCHARDS.
Orchards are good, but take a while to set up, require massive amounts of manpower and produce harvests in big amounts with long gaps instead of a more consistent trickle like other crops.
Vegetables: Average-Good depending on what races you have. Yields big harvests but needs a lot of space.
Mushrooms: Either borderline impossible to grow in meaningful amounts, or is produced in such ridiculous amounts you don't know what to do with them all with no in between.
Has to be grown indoors so it's a very good way of making use of fertile patches inside mountains.
Make sure efficiency on your farms is 100%, or you get reduced yields.
The game assigns the number of workers required for 100% efficiency when you first build the farms, but doesn't display the required number anywhere after it's built, so good advice is to name your farm to include how many workers it needs, in case you pull workers from it. "Grain Farm#1 (11)" for example, so you know it needs 11 workers to work at optimal yield.
Woodcutters help a lot with this, but you can't really set them up in meaningful amounts until late game when you have enough workers and can upgrade them.
Trees grow super fast though and will grow on any fertile ground (so if you're on a desert map having pumps with canals is a good way to "seed" an area for more trees to appear), so best advice until you can automate wood production is to just have a bunch of people chop a lot of wood whenever supply runs low, and keep this stocked up in the thousands.
Carpenters use an absolutely overkill amount of wood, and bakeries can go a bit out of control too (you can switch bakeries to use coal instead). A lot of wood also gets used up in maintenance work.
Don't bother, access as a feature is a trap, I'm 100% sure the dev must have eaten too many of our suspicious swedish wild mushrooms when he balanced this.
Ignore access if they want jewelry, furniture, gems and other things that require mass production. Never grant extra rations or drinks, reduce clothes to 1 and no more.
Wood, clay, stone and pottery is perfectly acceptable to max out since these are so easy to produce but don't bother with the rest at all, the happiness bonus is so marginal it doesn't matter.
Brewing industry is so resource intensive that you actually can't supply enough of this until way later on when you can chuck like 150 brewers on the job. You can honestly ignore this until late game, if you absolutely must do military expansion early then you either have to suck it up and over invest into breweries, or buy enough drinks to get your army to the nearest towns.
Taverns don't function at all without drinks which sucks, but you can live without these until you have drinks access.
Honestly? Just ignore military entirely until way later.
The only consequence for paying off raiders is that you lose 10% of every resource and all your money. Money doesn't matter unless you're trying to buy slaves asap, the rest you can trade directly from resources you have.
Investing in military is a cycle, because raiders tend to perpetually increase in numbers and quality whenever you murder them, which means you have to invest in more troops and repeat. If you ignore them entirely you'll straight up get raided by 10 0% equipment/0% training raiders forever and given however long you want to set up weapons and armor production late game and start mass training local soldiers.
The entire military aspect is very half baked and tacked on, so it really is this optional I kid you not.
Administration is only used to generate Admin points, which you use to build things in your borderline completely useless conquered settlements.
Settlement conquering and managing is something you should only do if you're effectively "done" building your city and/or are getting bored. There is some merit to using settlements to provide bonus food, which is good if you're running out of space for food production or want to allocate more people towards other industries or military, but that's honestly kinda it.
Good stuff; lots to think about...thanks for taking the time to respond.
nice
I'm in OP's camp regarding food management which has been my crux just trying to get past 600 pop. I get so caught up with the food income, logistics, etc. that I've got 8 grain farms that are barely producing enough to sustain my population, not enough services distributing to all these stretched out, smaller villages around the map. What mistake I made now, reading some of the advice here, was trying to get taverns in my city because my pop's happiness was stagnant. This is where I struggle and I think a lot of newer players do too;
Slaves? Noted, will try that on my next run. Edicts? Didn't even know that was a thing. What if you play Cretorians? What's the approach here? Because it seems like after 150 pop, unless you start adding entertainment or whatever, your pop just stagnates.
One format that seemed to work better for me recently was smaller form-factor crafting buildings (i.e.: 5 x 5, 2-4 bakers per building @ 100% efficiency). It especially helps with not having to micromanage the auto-employment when you have large-staffed buildings. That helped manage my working population a lot, but by around 500 pop I was micro managing far too much.
I even dialed back the difficulties to easy+ and everything just spiraled out of control around 650 pop because I didn't realize public executions would piss off my Plebs when I had a crime spreed and riots going on!
Meat's another issue for me.
A 20 x 20 pasture of pigs (approx. 33 pigs) with 4 works pumps out about 6ish meat per.
A 20 x 20 pasture of auroch (approx. 15 auroch) pumps out even less.
The lizard things I thought would be cool since you get both eggs and meat, but that industry just crippled for me around 500 pop.
Ultimately, (this is for the OP), it's just trail and error man. Each and every game I'm improving and noticing new problems to learn from. One thing I'm so impressed by is the amount of new and complex issues you run into as your city grows. v65 has definitely impressed me, but it's certainly way more difficult for us casuals, I feel.