Songs of Syx

Songs of Syx

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Jatsi Aug 16, 2021 @ 11:21pm
Questions regarding knowledge, exposure and clothes
Good morning/day/evening despots & developer(s)!

Been trying out the demo and picking out pointers from Steam discussions, and so far I'm feeling that I'm on track with the basics. I'd like to ask a few questions, though.

1. Knowledge degrades, and can lead to forgetting technologies. Haven't had that experience yet, but would techs be forgotten in reverse order in which one would have unlocked them or the "cheapest" one first? And does it have any affect on an unlocked room that has been constructed? Will it only become unbuildable, or will the existing room become unusable, or get destroyed?

2. Heat exposures have countermeasures (hearths and bodies of water [and well in full game]), and also clothes. Warming up and skinnydipping doesn't prevent death completely, but I'm wondering could it even be possible?

Haven't taken closer notice, but is it correct that building/rooms do not retain heat, meaning that peeps can freeze indoors and die of heat inside mountains? If this is the case, then I would like to suggest that mountain areas would have the ability to take the edge off heat peaks. Would also like to suggest that sleeping service buildings could alleviate cold for those who sleep in those rooms.

3. And lastly about clothing. In current demo version max amount is 8 (full game that's 5, right?), both seem like a whole lot with each item having a durability of 10 days. Tried a run with clothing and was aiming for 4/8 clothes (as it seemed to keep everyone alive year round), had around 200 peeps. Game year has 16 days, which means a scantly clad pawn wears through 1.6 clothing items in a year, meaning a population of 200 needs 320 clothes. So for sufficient clothing that pop would need 1280 clothes/game year. Production should be at the very least 80/day, without considering spoilage.

Regarding this I'd really hope that Syxians would become much better tailors.


The game's awesome, by the way. Also super neat with an unlimited demo, it really hooks one into a deep game like this!
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Showing 1-7 of 7 comments
Gamatron  [developer] Aug 17, 2021 @ 3:31am 
Hi!

1. A random tech will be re-locked. Doesn't affect current rooms.
2. There's always a chance of people dying from exposure, you can just decrease this chance drastically.
2b. I'm uncertain, but in the next version, being indoors decreases the chance by 50%
3. Most boosts have diminishing returns. So while 1 clothing gives you 50% boost, 2 clothing will give you 25% more, then 12, 6, etc. So While you could equip them with 5/8 each, you should probably stay at 2 at first. Only when you're swimming in wealth and manpower can you reconsider equipping them even more.
OKOK Aug 17, 2021 @ 4:43am 
1.6 clothes per year. Where u get this number.

Clothes are usually loss as they go to join army. 2 clothes that is on each pawn and 2 more to deploy.
I am not too worried about clothes if no raides are incoming. They can be naked all the want.

Jatsi Aug 17, 2021 @ 10:37am 
Thanks for the replies and clarifications. And apologies regarding bad maths, ended up utterly failing when trying before morning coffee :|
McAwesome Aug 17, 2021 @ 11:22am 
Wait what? Do clothes deteriorate? Do other items like tools too?!
Vaxia Aug 17, 2021 @ 11:41am 
Clothes expire after 10 days per unit, which is why you should have a nice little workshop that can maintain it. Also as far as I know, heat exposure can be curved with providing said clothes. 2 levels of clothes gives you 0.32 of Resistance to heat and Cold.
Gamatron  [developer] Aug 18, 2021 @ 2:43am 
I'm not so sure about the "wear-rate" currently. I've remade it, and showing up in the equip screen in the next version. The numbers doesn't add up in the current version. They do wear out though.
Jatsi Aug 18, 2021 @ 3:49am 
Much obliged, I greatly appreciate more detailed info like that in a game like this :steamthumbsup:
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Date Posted: Aug 16, 2021 @ 11:21pm
Posts: 7