What's the verdict? It has a demo on steam and goes for $24.99 in early access. It looks like a more modern version of Dwarf Fortress. It seems very promising in the state that it is.
CRIME Shirt $21.68 |
CRIME Shirt $21.68 |
What's the verdict? It has a demo on steam and goes for $24.99 in early access. It looks like a more modern version of Dwarf Fortress. It seems very promising in the state that it is.
CRIME Shirt $21.68 |
CRIME Shirt $21.68 |
its not really like dorf
dorf is more about the stories of individual dwarves in your control, whereas this is more like a city builder in a fantasy setting
its very good, just try the demo if you arent sure, its a version or two behind.
also .65 UPDATE TIME
WORLD
>Overall the world has been overhauled to 1.0 status. Lots of smaller adjustments.
>Armies are now reinforced by garrisons and other armies nearby in an intelligent way.
>Better auto resolve based on damage types.
>Better army composition for the AI.
>Most UI reworked. Made sure it fits on a 1200x720 screen.
>Improvements to FOW and minimap FOW and highlighting.
>Lots of new functionality around trade.
>Improved world buildings on the map. Each race have specific ones.
.Improved neighbour factions spawning
>Mineral deposits rework. All deposits available in any region and in any city. The amount of deposits dictate the efficiency of the mines. Settlement will be generated with the same quantity of ores. The ore nodes will increase quality of the nodes.
>Epidemic events on the world map.
>NPC factions communication events.
>All UI and mechanics concerning army management and recruitment polished.
>The world construction has been completely revamped with new mechanics and buildings to choose from.
CITY
>Generating initial roads according to the world roads.
>Generating small rivers according to the world map.
>Equally large mineral patches will be generated (about 1500 workers each) on every city. The richness of the spots is determined by what world location you pick.
>new Main UI
>Historic data for equipment wear and initial equip.
>Full control over house assignments.
>Brawls still happen now and then (prevented by segregation of hateful species with the new home settings). Big brawls are now an event that happens with low fulfilment.
>Army recruitment UI redone. Bulk edit of divisions, and reordering. More info on whats going on.
>Strangeness regarding training of different battle types fixed. A recruit can train at any facility for basic training, and will then start specialising.
>Warehouses are now upgradable for more space and less degrade. Visually a bit more exciting.
>Overtime command now gives flat bonuses. The actual work hours are not affected, they just work more efficiently.
>Work time is now "elastic" in order to let the peeps travel farther away services without affecting production. When a peep has been away in the arena, he will work extra shifts afterwards to compensate.
>Arenas now have workers istead of using prisoners. Death in the arena is an optional punishment form.
>Arenas are now renamed "fighting pits" and are available early. The size option does not affect quality.
>A new Grand arena building is available late game.
>Eatery renamed food stall, and look much prettier. Canteens -> restaurants, and I've increased coal consumption and work time for it! The idea here is that while it's theoretically possible to give everyone restaurant access, you shouldn't, you should use in conjunction with food stalls.
>Roundness and squareness now replaced with only roundness, and it's not tied to rooms, it's tied to the walls of your whole city, including mountains. Added roundness liking to Garthimi.
>Hearths no longer require wood to be brought to them. Instead they cost a lot of wood to contruct and maintain.
>Added some terrain decorations.
>Made the mineral deposits a bit more visually appealing.
>Shrines to all gods added. Shrines is your everyday religious fix. Shrine have a tiny radius. Temples can serve more people and have a much wider radius.
>All services are now a bit more tolerable for being full. A subject will try to find a vacant service several times before they mark it as unavailable.
>Made some changes to the workload calculator, hopefully giving you more accurate results.
>Entry points to your city is now fixed and mirror how your city is connected to roads on the world map. You must keep these points open, or receive negative consequences.
>Invasions can happen even if the entry points are closed. Invasions will find a suitable area to spawn on. They will not spawn on places that can't be reached from the world map, like in a mountain, but they are not tied to entry points, so you can't just fortify those. More will be done, I plan on keeping track of where enemies attack, and your fortifications in the area, so that they don't walk into kill boxes. If you go all in on fortifications and artillery, I plan to have them simply besiege you until you die.
>Mountains are now "soft" around the edges, so that you can initially tunnel quicker, however tunnelling will be slower the farther into the mountain you dig.
>Clearing other terrain stuff can be a bit slower, but yields more resources.
>Fixed so that you can always get 1 of each race through immigration, unless you're prosecuting them.
>Added more hate and racism :). This will make sure the world map is less diverse, with more regions oppressing other races. I also increased the importance of the "other" fulfilment thing, as well as gave x2 expectancy to your non-starting race.
>The liking of other species is now an absolute value 0-1. If A likes B with 0.5, they will only tolerate having 0.5 of that species relative to their own population.
Workshops and refiners now have fixed amount of workers that are guaranteed to have something to do if raw materials exist.
>Daily production/consumption UI for rooms.
>Tools are now tied to the rooms they are used in, and not equipped.
>Pastures have an efficiency item, and get a small boost from sweet water access.
>Consumption of resources when producing also apply to bonuses, meaning when you boost something by x2, its consumption is also boosted by x2.
>Lowered all raw material production rates. (It's not harder, just more balanced).
>Animals on the map are now hunted manually.
>Hunter rooms are now a perpetual source of meat, though limited to very few employees.
>New building type added. The "hut". What's special about this is that it's free, but take a long time to build. Amevias like it.
>A new food panel, that gives you daily production and detailed info about food.
>Smallest housing option removed. The other houses have had their capacity increased by 125%
>Nurseries now unlock with you population. Maximum children is based on the population of the race in question.
WATER
>Water table scrapped
>Instead there is ground water in both sweet and salty variants. You can terraform these areas as you're used to. >These areas cover the generated natural water on the map + 8 tiles surrounding it.
>New water pumping system. You now need to build water pumps to generate water pressure that you can channel into canals. The pumps stack their pressure. these are manned by workers, although you'll need less as you upgrade them. You get the best result by placing the pumps close to sweet ground water.
>Every map is generated with at least 1 small body of water.
To channel water through as structure you can use a drain.
>The canals emit sweet water, and increases fertility.
>Where there is sweet water access you can place different kinds of pools. These are moddable, I've added moats, ponds and pools to vanilla.
>Wells no longer emit sweet water, but can be placed anywhere.
>Bathhouses need access to sweet water to function optimally. Their pools look a bit better.
>Deep water can now not be completely removed. you can create a pathway through it, and place roads on that, and it will mimic a bridge. You can also remove the pathway.
>Skinny dipping access gets you a small fulfillment bonus.
>Fish amounts on the map is scrapped.
Instead, you get a fixed, 1 worker/64 tiles in your fisheries.
>But, you get a lot of fish from new "deep water fishing spots" that will litter the edge of the sweet water tiles that's adjacent to deep water. These will send out boats to sea to fish.
>Salt water gets more of these tiles, since it has crap fertility.
>Just wood needed for fishery, they now have an upgrade.
>Indoor farms get a small boost to fertility from sweet water access.
BUGS
>All bugs reported fixed. Noteworthy:
>The Cannibal now produces resources as it should.
>Fixed broken camps (Cantor, Argonosh).
If it was multi-z I would be all over this game, but for now I'm stuck on Dwarf Fortress.
IMO, Z-levels are unnecessary and detrimental to the game.
A big part of it revolves around battles with thousands of soldiers, so small underground passageways would be detrimental to gameplay.
The one way the the game seems to be Implying z-Levels is with the use of upgrades for buildings allowing them to have basements and attics, as well as ranged bonuses on walls.
That's probably as much as we'll get.
Damn, that's an old build. What version is the Demo on?
It says 0.51.42 in the launcher. Thanks for letting me know it's old
Okay the steam demo is 0.63.48, I downloaded the itch.io demo
We're on v65 Beta right now. A lot has changed since then, lots of new content and quality improvements.
Does your version have combat already? I think it was included later on, in like v54 or something.
>IMO, Z-levels are unnecessary and detrimental to the game.
Z levels are what opened the door for water physics autism to get to the glorious heights it achieved.
>A big part of it revolves around battles with thousands of soldiers, so small underground passageways would be detrimental to gameplay.
Oh so this is nothing like dwarf fortress. Damn.
Letting dwarftards into /vst/ was a mistake.
table scrapped
that's the fourth removed mechanic this update. What's the plan here?
of resources when producing also apply to bonuses, meaning when you boost something by x2, its consumption is also boosted by x2.
shieet, doesn't this drastically change the viability of all crafting/refining? i hope he tweaked the base prices of goods at least
housing option removed. The other houses have had their capacity increased by 125%
One of my favorite changes from the update. The rows of commie blocks didn't really add to the medieval atmosphere.
>Added more hate and racism :). This will make sure the world map is less diverse, with more regions oppressing other races.
That's it, I'm getting a copy. I can't keep pirating a game like that.
it's the ugliest game i've ever seen
I read the dev slowed down the early game, which might be a good thing, I'm not sure. I have a game going but it's tedious securing your food security and making sure you have base resources being extracted until I find my 'cash crop'. Maybe I still need to get to the meat and bones.
I'm playing the demo which is an outdated but full game, so that's nice.
I did not intend to reply to anyone
BATTLE
>Military Training and Training rooms now moddable. Each room has its own training stat and bonus. Each stat has its own set of bonuses. Divisions will be populated in a smart manner, best candidate first.
>Added new damage and armour types. Blunt, Pierce, slash
>New division power calculations + advanced auto resolve calculations.
>Added new battle equipment: short sword, long sword, warhammer, plate armour, leather armour and shields.
>I've rebuilt and rebalanced everything regarding battles. It is now much better, but far from perfect. It is important that you give me test cases where the AI is acting weirdly. Save before a battle, and if possible before the oddities occur.
MISC
>4 new sound tracks
new day-night cycle, kinder to the eyes.
>New lock and unlock mechanics for everything, which makes the possibilities of the tech tree much more interesting and increases modability. For modders, full syntax examples should be in the tech files. Also works on titles and player levels and world buildings.
>Improved fonts, especially for non-latin languages.
>Visually improved main menu.
>New icons for everything. Improved icon rendering.
>Increased maximum resource types from 64 to 128. It can be increased further without hassle, but I think 128 will be enough for modders.
>New and improved titles, totalling 20. Titles have a 1:1 relationship to steam achievements.
>Steam achievements are now automatically updated when starting and exiting the game.
>Timed super screenshots
>Launcher is now translatable, with a new look, and a live language select.
>Quarter speed added by double tapping 1x speed
>Fixed the "non shading" option.
MODDING
>First off, I've ruined a lot for current mods, and I apologise for this. I will most probably not do such a big change as this again, it is close to 1.0.
>The biggest thing is the new bonus system and unlock. It is much more versatile and broader, but has a different syntax.
>Added optional flag "AI_BUILDS" to world buildings.
>Made world generation heightmaps able to have any size (256px is the current world size) for better precision.
>Added default liking for other species.
>Better moddability for ranged weapons.
>Moddable damage and armour types
>All projectiles are now moddable, one can mod the damage done, velocity, etc. Added max arch angle as well (for muskets and cannons).
>Services are now tied to needs, and needs are moddable. This means that you can add a service and tie it any existing or new need you come up with. A physician can be reskinned and repurposed to deal with some other need for instance, very similar to industries, where you can change input/output.
>Water pool buildings available to be modded.
>Moddable city map size
NOTES
>Brawls can not be a crime in the game. A crime needs an intent, while brawls are a sporadic thing, and will not work in the current law system. We will have to live with them going unpunished.
>Fishing boats can indeed bump around in an ugly fashion in your fisheries if you build these in weird shapes. Please let me know.
Overall, a very sizeable update, I've yet to try it, I just saw the patchnotes when I opened steam this morning
I wonder if better mods will come out once the game actually releases. There's only really been race mods so far.
The demo's pretty good, but nothing is explained in-game so I had to resort to the internet for help. The in-game wiki sucks ass. The menus seem unnecessarily convulted. The community doesn't seem to be that welcoming either, leaving 98% of negative reviews a clown award and a provoking comment. 25 dollars is way too much in my opinion, considering the amount of fun I was able to extract. Everything rots... An "accident" happening in a random 7x7 square causing everyone in the vicinity to bleed to death (no hospital researched). The game encourages the player to play as a race with 0.5x modifier to anything with a substantial effect on the development of your city.
At least the demo is free, it's worth a try. I'm not sure what the community is smoking but I want none of that.
sounds like you should lower the difficulty. No shame in it. My first run that went well I was on slightly lower spoilage and higher happiness which allowed me to learn the game and progress past the beginning. You can really screw yourself for mid game by making a few poor choices in the first hour.
I'm pretty sure I got it for cheaper before. Maybe on a sale or before a price increase?
I think it was worth the price then and now. Specially with all of the updates it has had since then.
I'm still waiting for more opportunities for combat. The lore speaks of monsters and magic but we've yet to see any of this implemented.
Lots of games are increasing in price on steam these days. Sekiro for example just hiked their price.
Don't like to build a bunch of rooms
it's great with some flaws, great simulation, mechanics and scale, the controls are clunky because you have to setup all the hotkeys yourself if you don't want to click through menus for anything you want to build, but overall pretty good
garbage. It tried to be DF but it ended up being shallow, boring trash.
>shallow, boring trash.
So like DF but without shit performance?
Literally nothing like DF.
Do brainlets really just see a game with lo-fi graphics and think "POGGERS ITS JUST LIKE DF"
>Literally nothing like DF.
Dunno who you think you're fooling, moron. I have played the game.
Every "colony sim" type game is like DF to people who don't play a lot of these types of games. And they are ultimately all inspired by DF if you go far back enough. It's kind of a bullshit comparison to make, but way less so than the kind of shit that gets compared to Rogue.
>Every "colony sim" type game is like DF to people who don't play a lot of these types of games.
I have played a lot of these types of games. There are only a few that I compare to DF and this is one of them. It's just 2D DF scaled up with less content. Trash.
>DF if you go far back enough
Which in itself was inspired by Dungeon Keeper.
No, it's more like Minecraft.
>erm erm erm why do people compare battlefield to call of duty? T-they're nothing alike...
I don't get why people always compare this to DF. They're nothing alike.
It's like a more autistic and less shit version of Rimworld, and that also describes DF.
Sure, but they're autistic and less shit in completely opposite directions.
While Dwarf Fortress focuses on micromanagement, Song of Syx focuses on Micromanagement.
DF will take into account the color and elasticity of a character's anus during combat, while Syx allows you to have tens of thousands of anus-havers in combat at the same time.
>Song of Syx focuses on Micromanagement.
Macro. Macromanagement.
Damned Autocorrect.
*I'm* an anus-haver. Maybe SoS is for me?
Maybe.
SoS is more of a City-Builder similar to the old Sierra games (Zeus, Pharaoh, etc.), with a Total War-like Combat System, and a Campaign Map overlay with 4X features. If you like what that sounds like you will probably like it.
its because these are completely brain dead zoomies/normies. they never played it but pretend to because they think it makes them cool
that must be you in the picture
frick all of you brain dead pretenders and homosexuals. on anonymous image board of all place. wow i rly fricked your mothers hard in the pussy
hehe, songs of sEx
Bought it because the dev posted here and tried to get other anons to buy it too. Less than 1hr played although i do like to watch the devlog
OP here. Exactly the reason I made this thread because I saw the dev was posting about it.
The game was hard for me, until I experimented enough and discovered the cattle farming meta. Don't know if it is still as strong, as I haven't played the latest version, but many of the adjustments sound good such as increasing room density and making workshops more compact.
Anyone have the beta files? The usual places either don't upload beta releases or all out don't give a shit.
Mega? Thanks in advance
https://we DOT tl SLASH t-VnY01X2YIb
You're getting a wetransfer link and you're going to like it
thanks for the upload, Anon, however extracting it gives pic related without changing the game version
Shieeeet, no clue what's causing it. Did your internet cut out mid-download or something, I just tried unzipping it and it worked. Try redownloading it and if it fails again I'll, idk, reupload it on mega this time.
I've tried 3 times as of now without any success. Extracting the files into the latest gog and steam version still gives me their original version.
https://mega DOT nz/file/5OkT0Yib#KGEATv6d60Fiv5-5m-sZxDkustJ7l4PSsOH1MdZqzMA
That's v64
Wow, guess steam didn't update it automatically. Piece of shit. Hold on a bit.
After seven hours in development, hopefully it will have been worth the wait.
https://mega.nz/file/ZHkTDAwa#3ws2A8V9r-dmlaVlUVTNgDsahXLyKP7CULLk_j2AThg
Thx, imma post some screenshots.
where tho
I like the look of the game and I've known about it for a while but it just has that feel of "permanent EA" when I look at it. Does it already have enough content? Is a full release still far away?
I played a few days until I had "seen most content" – which is to say I didn’t even do the "go out with your army into the world" stage yet and who knows what else I missed. Just tried to unlock all buildings and get them running etc.
Imho it’s a very nice city builder. I love how the city design is very low on constraints, very unleashed, for the first 10-20 hours I constantly felt like I was discovering ever new ways to abuse even more and grow even faster. On the other hand the process of growing itself must be managed very consciously, one cannot just blop down buildings all over the map, but needs to take small steps that make sense individually. Or at least that was what I figured. (Didn’t look at any online resources.)
The dev stated that he is content with the amount of features and will spend the rest of his time on fleshing things out. It will probably release next year
40 Human pops so far. Will probably add some Tilapis, and Dondorians later. Wanna test how developed the 4X systems are with this update.
Dev has stated this last update Beta v65 is one of the last updates before getting ready to launch the complete game. I doubt many of the already existing features will receive any more overhauls, as they've had before.
The release will probably be around next year, or early 2025 my bet, either way it's worth trying out now. The Demo is a previous version of the game, and I think that gives you an overall idea of the core gameplay.
>Indoor hearth
How do you keep under the size limit? Got a few screenshots I would like to post
>How do you keep under the size limit?
For pictures?
>Edit them in Paint.net, cropping or so.
>Change the file type from .png to .jpg.
>When saving in .jpg reduce the image quality/sampling to reduce file size. It will give jpgs that have distinctive deepfried look but will allow you to post larger size pictures with a smaller file size.
https://greasyfork.org/en/scripts/391758-Ganker-image-resizer
Does wonder most of the times. Although converting an already small jpg might increase the size somewhat.
My new, little human village in v65 Beta.
This new version had new art. I really like it, although many of the races' faces need an overhaul to not be but ugly 100% of the time.
Dev did a good thing hiring a proper artist to aid him.
if the dev shills here, that should be enough to make anyone that gives a shit about this site to not buy this game. Why do you fricking morons like ads? You make me fricking sick. have a nice day.
The dev is too autistic to post here. When do Anons say he came here?
>Discussing video games? On MY fricking board?!
Yes, Anon. This thread, and every other thread about about any video game was made by their respective devs with the whole purpose this shill their shit here.
lmao, sure Black person, have you considered applying to be a jannie lol
yes. I've been posting on this site for 15 years and this is the first time I've ever even considered it. This board needs a decent janny to clean up this shithole. I like this board more than I ever liked any other board on this shit site and I want it to stay good, which means keeping the fricking shills away.
We need 20 more threads about total war and paradox games. Get this thread out of here, there's not even any esl posting.
>buh buh buh what about?!
have a nice day. That has never and will never be a valid argument for anything, you fricking moronic sack of shit.
TWENTY
MORE
THREADS!
Funniest post on /vst/ right now
based , but life will be the janny that clean these morons don't worry
Is the new update save compatible?
No and besides the game has changed a good amount in the start to warrant a restart. Pretty sure he said hes done with altering big stuff and is moving on to polish and "late" city stuff though.
I like it because it focuses less on the colonists' special snowflakeness a la Rimworld and it doesn't slow down to a fricking crawl when you build something nice, like in DF
Nice, finally an update. Will wait until it goes into the main build though.
r8 mass grave
needs more spinning.gif
Why is the others bar not filling up? The other plebeians are all Cretonians and they like each other. They are slightly segregated but they still interact.
are the dwarves not in a mountain?
No, they are next to a forest slaving in a carpentry.
I think they would be happier underground-in a mountain
Huh, this game has multiple "species"?
Yes, an you can enslave an entire species that are in your population
Really? Now I'm more interested.
You can create a breeder of the enslaved race to ensure you have a constant supply of slaves and sell them off. Have an entire economy based on selling slaves.
There are race riots if you have a multicultural city and have diverse neighborhoods, so you have an option to separate housing by race to reduce racial tensions. If one race is acting up and you get sick of them you can just have them all imprisoned, enslaved, or killed in the streets. Or only do it to a small percentage of that race to instill fear in them and get them to calm the frick down
Ohhhh.
I cannot even imagine playing without slave labor. Once I had one decent city built on the backs on slaves I could never go back to a city with more citizens than slaves
>Keep trying to play this game
>Can never keep up with food
STOP EATING SO FAST AND FARM YA c**tS
v65 added a new 'Hunt' order similar to Forage where you're allowed to manually tag animals for hunting by Oddjobber citizens.
I've found that it's pretty useful to deal with food scarcity in the beginning.
Overall, you need to set a high portion of your population to food production> Fertility will help you produce more food with less manual labor, and techs will make this even easier later on.
Two thirds of pop should be dedicated to grain farms and bakeries.
ASAP upgrade bakeries, opens up so much labor.
Make sure farms are on very fertile ground.
Note that bread has a 100% spoilage rate per year, while grain is only 25%.
Teching spoilage is also a good idea.
Note that droughts are events that will drop food yield 75% in one year.
Maintain a healthy stock of grain, or keep everyone on double rations and drop back for a drought.
He's going to buff research soon, so it won't suck up so much labor.
>He's going to buff research soon
Where'd he say that? I remember that being annoying when I last played.
Discord
>he engages in agriculture
couldn't be me
I'm fishin', herding lizards, just being my scaly self. slaughtering the insect people. I'm at peace, really.
>going to buff research soon
ARE WE THERE YET?
bump
Just get the slaves to do it for you
they still need chairs and people making chairs so that they can research how to not forget how to make chairs
You're not going to believe who can make you those chairs
Its good. Ambitious.
Currently entering heavy Polish phase, its closing in on 1.0, late 2024 or maybe 2025?
Currently there's a pretty full game already, but def needs polishing up.
Colony simulation is impressive - 5,000 pop is common. Runs at 250x speed. Dude really nailed performance.
UI is Paradox tier complex but uglier.
Graphics are very old school.
One man Dev.
>Currently entering heavy Polish phase,
Not particularly happy that it's heading towards wrap-up already, but oh well.
He already planned for expansions and mods after his polish phase. Should see dozens more anime & furry race mods once he is locked in for 1.0.
>more
Huh? Are there already anime mods?
I got mixed feelings from it already out of early access. On one hand we can begin modding, on the other I wish more would be added to the basegame, like an Avatar and dynastic mechanics (I'm still on v65 maybe this is already in).
Anyway is my highway Ludo or a gross missuse of resources?no bully this is my first game
The game is pretty forgiving with management and space. You can get away with a lot, though food is always the killer. Make sure you upgrade your warehouses when you are able to, it really helps with storage.
He said that the end of early access wont be the end of content development.
Ah good, going to be really excited for mechanics to make you more "attached" to your subjects. Imagine tracking the lineages of random peasant families, that would be exciting for me.
As i understand after 1.0 he will make an effort not to break mods with every update
Please no. I don't want to get autistic about getting right people for the right job
Welp everyone died due to famine caused by Talapi doing cannibalism during a food shortage causing masses of people to leave/riot making the famine unrecoverable Onto the full version for a new game!
i give it a FAAAAAAAAAAAAAAART out of ~poot~
You'll disappointed to know that Latrine Usage no longer makes any noise in v65.
game ruined
damn
i might actually have to buy it now
I will now buy your game.
Good. I always thought it was annoying how every other kingdom was extremely multi cultural. If I am fighting an elf kingdom led by an elf, I want to fight armies of elves. Not a mixed basket of every race in the game.
Also makes it easier to get hundreds of slaves of the race I want instead of waiting for the breeders to make them. Especially the lizard fricks. They take forever to breed, constantly caused race riots which got them killed. Would love to just go on slave raids into lizardman territory instead of waiting forever for them to hatch, and even longer for them to mature into working age.
>Would love to just go on slave raids into lizardman territory instead of waiting forever for them to hatch, and even longer for them to mature into working age.
You can already do that. Just sack cities without annexing them.
No because I need hundreds of slaves. With the old version, all kingdoms had a big mix of every race. So I ended up fighting an army of 1,000 and maybe 100 were lizardmen. And most of them died in the fighting. If I fight an army of 1,000 and most are lizardmen, it will be much easier.
All right, I bought it a few days ago and binged pretty hard. My impressions:
IS IT LIKE DF?
I would say yes. it is like a version of DF that is actually playable and has good design practices. It is a bit harder to get into than your usual citybuilder but not the ghastly BALLBUSTER that is DF.
MY OBSERVATIONS ABOUT THE EARLY GAME
I appreciate that the dev made the food situation a challenge in this game; too many of these games allow an absolutely insanely high agricultural productivity. Even this game models agriculture being drastically more productive than it actually was in pre-industrial days.
Here's what I think I've figured out:
Start as the pig people. Pick aurochs (the bulls) as your first livestock. The meat is OK but the leather is a decent export good. I think the productivity the farms show is the baseline productivity per day, obviously on average, because the farms only harvest once a year during harvest season. The pigs get a 1.4x agricultural bonus to farming. It looks like each citizen regardless of race needs .6 food per day.
So iirc the grain farm comes out to about 6 grain per day on average (harvested all at once in harvest season) if you have a pig farming it on 100% fertility. I think a single baker can process 6 loaves of bread a day. So theoretically if it's .6 per citizen per day you only need one pig grain farmer and one generic baker to feed 10 people, so you have 8 citizens to work with. Obviously, you want more so that you don't starve to death as soon as a new citizen arrives. So by my reckoning you should be able to get away with about a third of your population on food if you are only doing bread, assuming you're using the pig bonus. Use the dwarves and humans for all the stuff the pigs are bad at.
imagine if this game had the blurps of dwarf fortress, just some lore and some world building (which dev guy is actually implementing)
and some z axis shenanigans. just some. like, digging a quarry and you actually see different levels represented, but not calculated, or slowly digging through a mountain, carrying it away to make room for buildings or upgrading special houses you build instead mountains which you can upgrade essentially forever, same with workshops, to allow for a very tall build, but it takes more and more time. just some visuals to make the world deeper.
>It looks like each citizen regardless of race needs .6 food per day.
I have five hundred hrs in this game and have built empires but this is the first time I ever thought about this being a fixed thing. it makes sense, your people get two or three "rations" so it's .3 or .2 food per ratio. I just thought it was like in RW or DF where your citizens wreck your shit and you have to beat them into submission.
Beating them into submission is a late game issue.
You can adjust rations up to 4x for happiness and health boost. Also needed later in game.
can someone share the latest v65. steamdb said it got updated yesterday
Its a one man studio, buy the game.
Its on the cs.rin.ru thread
>buy the game
No
sad thing is he even updated more bugs since the 24th some being critical to progress
It takes a long time to wrap your head around it, but once you've mostly got it it's insanely fun
700 insect fricks and they still overeat the meat.
How do I tell them to split the food between meat and fish since I need the meat for the hatcheries?
Also is this even a good set up?
>I feel like I'm overdoing it with the food.png
Trust me, you aren't. You never are in this game.
Make more meat
I really enjoyed this and bought it for Christmas. The maker is a machine, he released an update every day since 0.65 is out, even an update on Christmas day. Today's update seems to have changed the human portraits as they don't look ridiculously butt ugly anymore.
>humans are actual chuds
that's it, buying this game now
>most psychically unstable out of all the races
yup, checks out
Got the lips too...
I was quite amazed at the scope of the game. It made me wonder how much time he spends on it every day. How the heck can a single person make something that shits all over anything multi-million dollar studios can produce? This game and Starsector are incredibly good. I need to look into more JRE made games.
>How the heck can a single person make something that shits all over anything multi-million dollar studios can produce?
From the background sounds of the latest update dev diary, the guy has kids. I've no idea how he juggles having a family and making the game.
He taught his kids at a early age how to code and now has them in a basement slaving away at developing this game. The enslavement mechanics are based on this.
>maker is a machine
In a few years, he has made
>an excellent colony Sim
>with a world campaign
>and RTS battles
He puts so many other studios to shame, even if the graphics are very basic. Glad to see portraits are getting a fresh pass. I think guys in discord are donating dalle portraits.
Any major issues will come long into a play through. You get ample time to prepare, its not DF or Rimworld even, for early game at least.
A lot is gated for tech because its really counterproductive early game.
Tech bakery upgrades early. You don't need a lot of tech upgrades before 100 pop.
Labs with people working them produce tech, but realize that tech is perishable in this game, it's more like management points. You get 100 tech per worker as an equilibrium. So if you want to spend 1000 tech points on upgrades you need 10 PERMANENT workers. Its weird like that, but literally everything in the game spoils over time. He's actively rebalancing it, but right now tech is quite expensive. You need to do the math to see if an upgrade is worthwhile (most aren't early)
Can I take this game in at my own pace or am inevitably I gonna get raided or hit by bad events I can't handle?
Just started playing and I really have no clue how to play properly. A lot of stuff needs tech, I read somewhere that libraries and administration are what generate tech points, but they're also gated behind tech.
>A lot of stuff needs tech, I read somewhere that libraries and administration are what generate tech points, but they're also gated behind tech.
Make an effort and actually look at the buildings.
I think I'm gonna restart and start soullessmaxxing by making 13x13 squares and putting everything on a grid. My current headache of a city is too much to handle for my feeble brain with covering for services and lighting. It really is great and making you experience what city development is like IRL, where everything is done ad-hoc for like 50 years before an actual designer is able to look at the city and cry out in pain.
Any better structure than 13x13s? Maybe long and thin so I don't have to put two walls to prevent the extra costs?
Own pace, I got to year 70 and only got "raided" where there was always the option to pay off my enemies. They only ever wanted like 10% of my goods, and some money. Money is no object unless you're relying on it for food imports, you can always make more.
Oh right, one more thing, is it just me or are the insect pastures just really bad? I was never able to rely on them for my food, always had to build hunters instead. They just seem incredibly inefficient and slow, I've only been keeping them around for the animal boxes.
the dev intentionally made all food bad execpt for bread.
but its intended to trade metal for food. he just likes to add noobtraps to punish those who dont pirate it
Meat is very good though, as are rations. What does piracy have to do with this? Also are you sure metal -> food is a good trade? I've been basing my shit on selling gems and israeliteelry instead.
What race are you using to raise the Balticrawlers?
Different races have different proficiencies for jobs, so if you put Tilapis working on the bug farm they're are gonna suck and get nothing out of it, but if you put Garthimis working there they'll be productive.
I think it's less a noob trap and more an available option for a particular kind of city. It will mostly be useful for kingdoms with high Garthimi populations and lots of unused mountainous/underground terrain, since Fertility to multiply productivity isn't very extensive underground.
Is it possible to build canals underground/inside a mountain in v65? That might allow the player to improve the productivity of mushrooms and Balticrawlers.
>What race are you using to raise the Balticrawlers?
Garthimis, since I ran a bug colony. Idk, it just always felt worse than the hunters.
Actually, I do have a question, are they supposed to be better when under a mountain instead of a regular building?
>comfy organic cities
>all squares and rectangles in the image
Anon-kun....
I hope that cannon and musket mod gets updated.
Argh, I finally unlocked guard towers and realised my city is too comfy spread out. Time to restart and soullessmaxx. I shouldn't have doubted you Anon.
>it just always felt worse than the hunters
they're(as well as every other pasture) always worse than hunters 1 to 1, but the more hunters you have, the less effective they're, from what I've seen
yeah just checked it, it's in the building description, with 30+ hunters entelodont pastures start to outproduce hunters, at least in my save
>with 30+ hunters entelodont pastures start to outproduce hunters, at least in my save
2smug4me
Don't do it Anon!!! This isn't workers and resources, enjoy comfy organic cities!
>Any better structure than 13x13s?
7xZ is free of extra upkeep.
5,5k Humans
600 Dondorians
>long rectangles and grids
soulless
Is this game as moddable as Starsector? How is the modding scene for Syx?
It is very moddable. Add new techs, races, buildings, sprites, all the modifiers, and resources. The issue is that there is not really many modders
The source code is included with the game. It is totally moddable.
Not a huge mod community though. Small audience plus he makes so much new content that why bother and also pita to maintain.
>The source code is included with the game.
WHAT
You people better pay that guy, that's a pretty dedicated level of community trust.
>>The source code is included with the game.
I'm not sure that's true. But it's a game which targets the JVM, and all Java bytecode is trivially decompilable to something very closely resembling the original source code. This is also true for .NET games (Unity). Although having the ability to read the source code is a obviously a positive and a big step with regards to modding and understanding the game, unless the the actual code is released with a free license it's not that commendable.
It's written in Java? That's a weird choice.
Someone on discord got upset he hadn't released the code for recent updates and he apologized that he'd just forgot.
Its not GPL or whatever, no, he's not a saint.
>he's not a saint.
Actually, releasing the game under GPL would necessitate no change to his current business model, other than losing the legal ability to stop people who are redistributing the game without permission (I doubt that's a big concern of his given the game seemingly lacks any DRM). The GPL puts him under no obligation to release his updated code publicly, he could simply include it together with the paid updated releases -- if one was willing to share that against his wishes, well, it wouldn't matter, because that person would also be willing to share the full game, as many already do now.
Frick GPL trannies
I actually miss the toilet sounds
So glad he added mud walls, this shit would cost 2k stone or wood to build if I didn't use mud.
are mushrooms farms worth it? they take so much space for so little
Depends on how badly you need mushrooms, and how much money you have. If they are cheap in your world just trade for them
Don't start in cold climate as Amevias. No Amevias want to migrate despite 100% happiness and 40+ days of food.
>cold province
>as lizard people
>surprised none are coming
Come on anon...
Seems that a lot of farms are kinda just shit unless you invest the tech into them.
>Come on anon...
In all fairness it is a noobie trap
>Hm? Lizardmen don't prefer cold climate?
>I can get more fish though. I'm sure it will sort out in the end
As for the farms, wheat into bread is king, no doubt about it. I'd even say fruit orchards are ok despite the time to set them up if they didn't get infected with worms every second year
What's the portrait mod? Your elves look cool.
that's the new BETA version
That's just the game's art in v65 Beta. Dev apparently finally hired an artist so alot of the in-game art is finally getting a proper overhaul.
One of the latest hotfixes of v65 Beta gave humans entirely new faces. The other races are probably next soon enough.
did they nerf opium yet
I might be moronic, but I seem to plateau around 2.5k pop and I'm not really able to break past that, either because of food or because I can't keep up with the services. Anyone got any tips?
Besides that, is silthion(?) meant to be that shit? I'm getting like 6 per day with 80 workers with tools and some research into it as well. That's nothing. Is it just not worth it unless you can get multiple squares of it on the map or smth, for better output?
What part of it? I remember you used to be able to feed your entire fort by foraging opium near the river's edge and selling it, but I think the patches are way way smaller now. Never tried to farm opium myself.
Digging canals for fish is a lifesaver. Raid party blocked off all imports.
I had to dirty my Dondorian Dwarven hands by producing food instead of ore.
Anyone know what to do on this screen? I read the wiki but it says stuff about level 15 soldier etc. There are only 10 notches for melee and archery each. How do I know what level a division is? Is the training time (3 days) on the bottom left how long it takes for a recruit to be trained to soldier proficiency per trainer at the training grounds?
Is admin broken for the capital or something? I'm opening the screen and it's just empty. I remember being able to buff shit with it.
>what to do
Set the appropriate amount of training and weaponry/armour you want. I always max training.
>level 15
Might be wrong or outdated.
>how do I know what level
Check the orange bar that appears after telling them to train.
>is the training time how long etc
Yeah, it's long it will take to train to the level you selected. By default, it's 3 days for default recruits.
Thank you Anon. To clarify the training time for a division, the one in this screenshot will take 103 days. Do I need 50 people training simultaneously at the training grounds for 103 days in order to fully train this division of 50 men? Is that how it works?
Yeah.
Oof 6.5 years to train 50men to full combat proficiency seems a bit steep.
That is at 100% melee skill, which is more than enough. It is saying it will take 103 days for all 50 men to reach 100%, which is pretty much Elite Infantry. They will be swordmasters. You will have 50 combat ready troops in a few days. They will still be gaining melee training the entire time, so they will be getting better and better over time.
>Farming.
>All my lizzzzzard homiesss hate farming. we go fishin' and herdin', lizzzzzing about, Black person. you wouldn't get it, ssssmooffssskin. now get back to work, dwarfff, before I whip you into place.
>praisss aminion!
>still no slave armies
let me make my slaves fight. This is bullshit. I want to breed Garthimi warrior caste to soften enemy lines
I haven't slept in 26 hours. Send help. Someone to remove me from the PC.
I know it adds performance overhead on pathing and such, and especially if you get into modeling fluids, but I do wish there were z-levels on this game. It'd just be cool to be able to like, build towers and shit. Or really be able to build a lot of fun stuff like collonades, or pyramids, or zigurats.
No daily update for the first time in weeks. Is the dev okay?
Warehouse of peace
Maybe a break for the holidays?
>Not Enough : Workers
I'm already getting filtered by the tutorial
What am I doing wrong?
Oh I needed to click on the stockpile while designating it to build crates, frick.
>Reach 300 pops
>game immedietely becomes a services arms race in a desperate attempt to prevent your pops from killing themselves
why do my guys never seem to just be happy no matter what I do.
Are you mixing races? live in the same neighborhood lest race wars start.
Are there different transportation methods or just roads with walking
The dev has "shoes" on the road map, which are described as increasing walking speed, but there don't appear to be plans to add horses or wagons or anything like that.
There are already wagons
Any mods recommended?
this to make world map less shit https://steamcommunity.com/sharedfiles/filedetails/?id=3057149285
I''m trying my hand at modding myself and I was making my own world map, retexture, and a heightmaps pack to generate new worlds.
Pic is v65 with my texture with a new heightmap.
Honestly, if you're on v65 Kirtash's mods seem ok, but I'm only using the Ranged Traning and Traits Expanded since the other feel a bit like cheats. Also, I'm using my two mods.
Am i in eternal siege or will something happen ? I reached 1300 pop with 1 million in currency, the neighboring humans declared war & started sieging me the past 4 years with a 2000+ pop army
I have 800 survivors who survived the starvation purge, most are fisherman now as we traded metal for food. Is the only answer bonzai charge or will they eventually attack ?
Next run every child, slave, women, dog will be trained to fight.
They are just trying to starve you out
So, making and storing rations is the proper way to deal with the low food days hapiness debuff? Or do I just ignore it? I have quite a bit of grain but I'm just not turning it into bread since it spoils so fast.
Rations are worth it, the research is cheap. Immigration at least for me increases drastically with 5+ days of food(1500 pop currently). I do not allow them to be served in eatery's which helps keep them as a backup option.
100% of bread expires at the end of a year while only 20% of rations do.
why the frick does this game run like shit on my pc? i get like 10-15fps and i know its not my hardware because i get way better performance of arma 3 (lol)
Money should be a resource you store in vaults. Frick this moronic "inflation" just making my money disappear for no reason
I want more Gates/Gatehouse types. When building my city I've always considered doing a 1 house per workshop, where a house is directly tied to a workshop from the inside, to simulate it being a "family business" for the people living there, but with the existence of Noise and Isolation being factors it's hard to make this work without maluses to happiness.
With the addition of wooden doors (similar to more expensive gatehouses) of different sizes that block noise, I could put doors on all of those empty entryways and help reduce noise pollution and make comfier settlements.
Don't know why there isn't a Ceiling version of defensive walls for the player to use, so you could put armies directly above gatehouses.
Also, I'd like it if something similar to siege ladders for troops to use to climb walls could be implemented for enemies, so siege engines were rarer but also more significant in battle when they appeared.
Is noise still generated when no-one is working?
How do I get starting food in v65?
Fisherman can't even feed themselves.
You can hunt individual animals with the hunt job order, and then watch as one of your starters gets hopelessly mauled by a cow.
You're supposed to use the new commands. There's a Hunt order you can use to quickly get food from wild animals without having a building for Hunters yet. That can easily set you up for a year or two with the 10 people you start with.
whats the deal with resturants?
they just fricking kill all your food stalls and i lost my food pref buff even tho i have my pigmen set to only eat bread.
I lost some of my titles when moving to a new PC, is there a way to enable only some of the titles using debug or dev tools?
I want brothels for this game, especially elf slave brothels.
I have a broken prototype of a reskin for the inns lying around, modding is not hard, but I couldnt be bothered finishing it after a version update broke what little working stuff ive had
pleasure houses are on the devs to-do list
Can someone who has put more hours into this game tell me if the whole experience is just your citizens getting pissed because you aren't giving them things you haven't unlocked?
I'm playing with mostly humans and I keep raising their happiness with days off to get more migrants so the labs work, but there doesn't seem to be a sustainable way to raise their happiness because all of their demands are things I can't build because no tech, because no migrants, because unhappy, because no tech.
>I'm playing with mostly humans
That's your issue, try the bug hivemind or those stupid cretonians. Humans are best in the late game, when you have a city and thousands of them.
There went my Sunday... I originally wanted to play Medieval Dynasty instead of this autism simulator. Goddamn.
Gonna delete those Forstries. Absolute waste of labor. I have the feeling once one has the technology it's like a billion times more efficient to transition most jobs to industry and just import all raw materials. The profit margin on shields is insane.
Checked, I feel like Forestries got nerved a lot for V65. They aren't worth it anymore, with all the required space and the low output.
they were always ridiculously inefficient, i find it hard to believe he would nerf them even more
Yes woodcutters are a huge waste of manpower. You get tonnes more wood just manually chopping an area and let it grow back after a few seasons. Centred in pic is forest I chopped down maybe a year or two ago game time that's already grown back and i was down to about 1k wood when i decided to clear another area.
I want to plant trees to create good forestries, they aren't worth it unless you are on a forest map.
You can have 30 men tied to producing 80 wood a day or have a dozen oddjobbers chop down a small forested area for 2000+ wood in less than a day. Re-chop as needed when it grows back. Just make sure not to build over the forest growth area. Maybe late game when you have technology that improves efficiency of woodcutters it may be worth it but it's heaps more labour efficient to just import or chop.
>he hasnt sold junk to upgrade it
>hes not clicking overtime
The issue is that you're spending even more resources for an option that is still worse than the one you had unlocked since the start. IMO forestries should require a fraction of their current labor requirements, but should take up a lot of land. If not built in a natural forest, they should also take a lot of initial effort, something like the orchards.
Agreed, I don't understand the wood cutter economy at all. It seems like it's a late game thing when you have research points to burn and a huge population, but at that point you can either import those raw goods or tax them and have your capitol focused on manufacturing, military and research.
i agree that they are unbalanced and need a buff
Every time I start a new game, I get overwhelmed and stop playing just a few minutes into it
>monoracial communities are objectively suboptimal
psyop game
dev is the mega cucked swede who loves multiculti and ikea what do u expect
>white people will say this and then eat indian or mexican food without a second thought
nothing worse than a moron who thinks they're the smartest one in the room
>si senor, quien?
poor bait
Just use slaves of whatever race you want the racial bonuses from
>you eat guacamole thus unlimited third world immigration is good and necessary
is this satire?
Yeah, that worked out so well last time it was tried.
Don't care, still maintaining human supremacy.
>what is slavery
More like:
>multicultural societies inherently lead to ethnic violence
Dev is redpilled.
Wrong. Improve your Auroch Farm efficiency from 150% to 240% with this one simple trick.
And then 200 years later you end up with equal rights and 56% dwarven society.
No I know that when the slaves act up, to just kill a few dozen to scare the rest back in line
What are you fricking talking about? Did you even play this game, or did you see that a city can have multiple races on the steam page and instantly blow in to shit up the thread? Go back to Ganker or /misc/ you dumb Black person.
Mixing up the jobs and housing of different beings like Tilapi and Dondorians leads to constant racial riots, so I dunno what you're talking about.
Globalism is good because Raj's family at the restaurant down the street makes me mango curry every other weekend
Remember this post when Raj and his boys redeem your woman and take runny indian shits down your throat
Literally unplayable
In its core you have to have immigrants or else your 10 starting pop wouldn't even reproduce themselves.
Mods can do bandaid but the dev is inherently cucked.
It's over...
What game's out there where visiting neighboring lands isn't instanced without aesthetically displeasing forced thousand z floor levels that isn't dwarf trooBlack person fortress? Threats spawning instead of having real time lives kills the immersion.
>achieve diversity through slavery
Oddly accurate.
OP here, anons have convinced me to buy the game. What should I be weary about when starting? I know food situation something about bread is good, should I follow any guide on steam or elsewhere?
>What should I be weary about when starting?
You can increase/decrease size of room furniture.
I think there is a tutorial, but it's not very in-depth. Still nice for the basics.
Food is number 1 priority. Bread is nice but needs extra infrastructure. Early game your best bet is hunting. I guess something to be aware of is that some animals are less dangerous than others to hunt.
Other than that, just play the game. Don't optimize the fun away.
One thing that completely changed the game for me is the fact you can trade goods without having any import/export depots. You can do this to obtain goods for upgrading buildings before you have the population and production to make your own. Note the goods will still be transported in the world map, it's not instant and the merchants will drop off the goods in your warehouse or near your throne if you don't have any storage dedicated.
>struggling to get to a 1k pop city without all my pops wanting to kill themselves
>say frick it and start killing my neighbour with 400 troop merc stack that only cost 30k
>make away with 30k+ in gear and more slaves then i can imprison
>their capitol is literally unsiegable 400:1
casualties
>realise the army I killed is still there just at 0 troops
>wait a while
>it refreshes its troops
>chain kill the same army until i have 300 slaves, 200k and shitloads of gear
>city is a paradise now because i have an infinite supply of people who have no problem mining clay,coal and making pots so the actual citizens can drink their depression away
Is this what i was supposed to be doing from the start?
Yes. Slavery is the most efficient way to build your city.
You can also build breeders, set a race to 100% enslavement, and as soon as the children are old enough they are instantly enslaved. Slave breeding so you dont have to wait for armies to respawn if you need more labor
Do slaves have a lowered productivity in general, or for intellectual works? Could I breed human slaves and delegate them only for research since they're better than my bugmen? Or do the school+university buffs offset that?
Speaking of, is there a way to limit the workers to only have people who learned work at a certain building?
>play cretonian/dondorian newb colony
>want to keep roundness somewhere in the middle to keep the peace
>made farms to be along the river
>everything else is a square
>roundness is 99%
why are dondorians like this
Why aren't my plebs using the taverns I built? Do I need to allow them access to drink? I don't want to do that because they go to the fricking warehouses and drink it all and I need to make more.
Drinking is the only thing they can do at taverns, the employees take a drink and place one at each sitting spot at each table. I gave up on producing my own and just import it.
how many breweries do you even need for ~500 morons? I never seem to have any ale or whatever it's called, and for the life of me I can't figure out if they just drink everything or are logistics screwing with production (which they shouldn't bc everything else is running smoothly)
Production is shit unless you tech into it, that goes for everything.
how many drink rations do you give to your population? I am pretty sure the developer doubled drink production between v65.35 and v65.48
cretonians are sexy
They remind me of the authors of the Space Quest series.
> Make Dondorian mining colony
> Spend many nights trying to make it profitable
> All building upgraded with max tools, 600 miners going insane from coal fumes
> Attacked once, economy is now in shambles. Input of metal & coal does not match tools, not enough money for food.
> Make Tilapi cow breeders
> Spend 2 hours making only cow breeders
> Ordering weapons in mass to keep my bank down.
Mining vs farming is like playing 2 very different games. i think i have 3 hours on this save & my population / economy is twice what i had with full upgraded mines / research.
>> Attacked once, economy is now in shambles
It's cheap to pay them off, there is no reason to fight defensive battles.
I would never download a car, but are the devs releasing broken versions on pirate bay? I cannot manage to get my labs to break 0 after researching about five techs, and the only other thing I have my population doing is making just enough food to sustain themselves.
It depends. There is an updated version released nearly on a daily basis. If someone shares a buggy version then you might be on a build that's not working as expected.
nothing like dwarf fortress. Large scale is the game here.
It's fun but it has serious problems with balance. Dedicating half your population to tech research only to watch your city implode because you accidentally built 2 houses too many and you food balance was of creating a death/emigration spiral as you lose tech tiers.
The army system looks really fun but it's broken as hell. Ther'es flaking, chaging, exp, morales, armor quality, etc. Yet a single fully kitted squad mops the floor with armies 10 times it's size because morale is fricking broken.
Past that, there's the same problem that DF has: lack of things to do. Once you built the last tech tier building, that's it. Game finished.
>24.99
bruh i bought it in argie bux for 0.4 usd
Tried battles since this update?
nope getting a decent amount of population going is really hard now, everything takes way too much manpower and iron, or and gem deposits have shit yield
I always just import my iron until I can conquer a province to start getting some in tribute. Then I get my ironworking industries up. Before then just equipping your shitties with Leather and Hammers is good enough. Upgrade to metal plate armor way later while your world map conscripts all get Leather since you get shitloads of it basically for free for fighting basically any army.
Also you WANT Raiders attacking you, killing them gives you thousands upon thousands of rations which you can then use for your own armies.
I really like the economy stuff overall in this new patch, but it definitely takes a while to get the population to tech up, you definitely don't produce enough tech per pop to make that system super interesting.
are there games like this and DF that don't have that problem of the lack of things to do
I'm on v65 and I keep getting bottlenecked at 300-400 pops.
Can't produce enough food to maintain my pops and still continue to develop my city.
Don't know if I should invest in better food tech or other services to increase immigration, but the moment I expand I keep getting food shortages.
i've been playing for 30 minutes and already
> double-tap button to speed up time
> right clicking when making blueprint removes last thing you did instead of thing you're right clicking
> tutorial tells you to build thing that needs furniture before telling you to make furniture
and he's been working on this thing for NINE years?
I can understand the last thing, but the first two are good things, moron.
Demo version? There's no tutorial in the latest versions of the game since Dev is well aware that it needs an overhaul to be much more comprehensive and cover all of the latest additions to the game.
There was when I played it a few weeks ago. But there were a lot of patches in late December so it wouldn't surprise me if it got removed then
My pig people are sad ;_;
If I get them a bathroom, will that cheer up their faces?
You need to raid some nearby villages and collect spoils of war in the form of slaves.
shieeet
>turn vsync on
>still screen tearing
Turn it on in your drivers.
you have to force vsync for the java.exe in the syx/jre/bin folder
at least that's what I had to do
that fixed it.
is there some way to turn the mouse pointer acceleration off or am i stuck with that?
how does the hunter work? he's just sitting at his station punching a table. i finally discovered the hunt action but this building does not seem to be automating it
Hunters walk off the edge of the map, kill something then bring it back to butcher. I read somewhere over 15 hunters will have diminishing performance due to them culling too many animals. One of the Anons mentioned after 30 hunters they're no better than enteledont pastures.
bugmen are surprisingly fun
I use them as my main slave race. I let a few hundred be citizens, but only to serve in the military.
How does Indoctrination vs Education work?
I think it would be nice if Indoctrinating Slaves could allow you to have them serve in the military without rebelling.
I wish the developer put some effort with the visuals, i not asking for full 3D render but common at least make more easy to identify what is happening with the naked eye
https://astropulse.gumroad.com/l/RetroDiffusion?layout=profile
maybe AI can bail him out. probably not though because he seems like the kind of moron who is too proud to use something better than his shitty pixel art
>Ai slop
this trash isn't better than anything. i wouldn't use AI even as placeholder
Cry some more
Nobody who made anything good lacked pride in their work. I know you have a strong preference for instant gratification after having been brain-raped by watching Spiderman Elsa videos all day and when your were growing up, but not everybody has the kind of brain disease required to find that kind of algo-content anything other than uncanny and repulsive.
How does empire management work? I won my first war and got a 900 pop city that reduced itself to 90 pop before I even sorted out all the loot I got. Can I resettle it with my own race?
>game literally has "i'm not racist, but..."
frickin lol
"Pull up your pants please"
>lizardmen start a race riot because their neighborhood is too close to the human one
>they kill a bunch of my humans
>execute 50%, enslave 50%
>they riot again
>cut them down in the streets
>blood is flowing everywhere
>rioters are busting down walls and fricking up the city everywhere
I should have just imported my globdien eggs.
Giga patch dropped yesterday. I don't know where to find patch notes outside of launcher.
Big notes next
Here's the big notes
Ah this was just the beta branch version becoming stable
Was confused because I didn't notice any update.
I was just getting settled in learning my first city that didn't immediately die, then this update killed them.
I know this is the curse of early access but it makes it hard to want to go back
>I know this is the curse of early access but it makes it hard to want to go back
You can. EA 64 is still available for selection on Steam through the Betas tab.
What is the point if i don't get the new features
Being able to continue to use your save file until you're satisfied with it.
I opened the game for about 30 seconds, but couldn't get past the looks
Childish.
>5k population
>game speed barely goes over 25x
it can't be...
Water pump is another laboratory situation (huge number of workers required) for my map now. I thought canal would get water from a natural sweet water pond/lake.
>I thought canal would get water from a natural sweet water pond/lake.
Game needs a heightmap so that water can flow down the hill.
Just found out the pond in a single row can be used for irrigation as well and places where the "pond" has no sweet water you can just build a water pump to fill them.
>fixed AI peace
did he fix milking the AI for infinite money?
Been a while since I played the game. I think the farm workers management/ai seems to be improved since I dont have to put 4-5 people just for one farm now but maybe its because I'm using smaller farm size due to the new irrigation system.My map having not much ground water made it worse. Pic related, I'm stuck at 155-170 pop hell and early woodcutters are still moronic.Getting raids as well now.
Woodcutters are a complete meme right now, just use oddjobbers to clear trees to get infinitely more wood from the same labor.
Woodcutters are useless, clear wood for the early game and import wood mid to late because it's so insanely cheap.
>import wood mid to late because it's so insanely cheap.
It depends. I got to the point where I was importing so much wood that it was over 20$.
20 is still cheap when furniture is over 140.
>when furniture is over 140.
Which it wont be for long if you export it.
>My map having not much ground water made it worse. Pic related, I'm stuck at 155-170 pop hell
Use Pastures if your pops like meat, or just sell the goods produced and manufactured from pastures to buy food.
Fertility is useful for fields because it makes the same amount of terrain more productive for the same amount of jobs. So 2 workers will produce twice as much food in a 100% Field than one in 50% Fertility
Meanwhile, Pastures become more efficient with fertility, but still require more workers the more efficient they are. Essentially, a Pasture will high fertility will be able to sustain far more cattle than a pasture of the same size in low fertility, but the amount of workers required will still depend on the amount of cattle in the pasture, so more cattle = more workers required.
Putting pastures in high fertility won't make them more productive, but will allow you to save up space while producing the same amount of goods as low fertility pastures, but space isn't much of an issue in the early game.
>no Pomerania
Not VGH enough.
Käk
The techs to decrease rot and building decay are actually incredibly good. They cut my iron bar and gear maintenance by like 90% and I got back to exporting most of my shit instead of using it in-house.
>load example save
>delete entire city
>use army to declare war on everyone
>Still have 1/4th of population after years with literally nothing left and AI keeps spamming me with peace treaties offering 1 gorillion monies
???
Nice fertility.
Hello fellow farm enjoyers. Share your farm layouts! Mine is six farms 25x12 size each, comfortably worked by 3 'workers' each farm, irrigated by 2 pumps. The irrigation canals only need to go 15 tiles down the side of each farm from the main canal line. Getting 93-100% Fertility depending on base fertility and placement of farms.
Mirin' that water pressure.
I don't understand irrigation, I just put the farms next to water
it is not bad for uplifting 50-60% fertility areas to be more productive farm areas. Sadly the canals will not boost fertility more than 50%.
You do good.
Water pumps use too much manpower.
You should only use them until you've ran out of fertile soil for farms and still need more.
>enemy has spies in my front zone
>create a new zone for my front units
>no more recon for enemy
Heh, nothing persone'l...
>wrong thread
>cant delete own post
hour timer for deletion
mooo- I mean fricking come on
Damn I was going to try that.
Still alive at 700 pop, but the wood situation is getting worse.Import price is just hovering 28-33. Right side of the map has huge-ish forest but too far from the industries.Got israeliteelry and gem mine running so that gave me something to buy but no one is buying gem much, a bunch of 30s usually in my export depot.
>settling on a map with no forest
if you build on a map that's all forest then you never run out of money
Played the game before this new update on mostly forested and coastal maps, somewhat easier due to abundance of wood and fishery being goat, but I dont really do the "clear cut for money" anyway.
Not settling in the middle of a desert... ezmode.
Tried to look for something like this but I pussied out, probably will try similar location in a new game when mine finally collapses.
ur playing the game completely wrong.
firstly stop making a frickton of waterpumps where there is no water. build a huge farmland around the oasis. ur gonna get double the pressure from less manpower there via pumps.
if u dont have wood. leave land empty with canals so wood grows there to mass harvest each year manually.
the other plots with high fertility build animal farms on them 1 pump only just for the 25% boost.
focus on just mining ore import coal and sell ironbars. thats the main industry u should focus on. make a small smithy and sell armor or swords whichever make more.
u should not be growing food import it to really start snowballing.
>if u dont have wood. leave land empty with canals so wood grows there to mass harvest each year manually.
Can that be used to grow a forest and build a forestry over it?
Forestry is probably 10x less effective than just cutting down trees manually and letting them regrow. It's an extreme noob trap.
I'm at 900 now. Between the wood emergency and food. Its dead soon.Been getting money to buy stuff from the rebels.
>firstly stop making a frickton of waterpumps where there is no water. build a huge farmland around the oasis. ur gonna get double the pressure from less manpower there via pumps.
Pressure is good but fertility around it and somehow even on some of the reclaimed land is pure shit ( average 52-64 )
>if u dont have wood. leave land empty with canals so wood grows there to mass harvest each year manually.
Tried this on the sole pump I had, not enough ground water/low pressure to make it worthwhile with my economy
>the other plots with high fertility build animal farms on them 1 pump only just for the 25% boost.
Did this for the lizard egg farm. kinda work but overall fertility and ground water issue again. Maybe the farm size.
>focus on just mining ore import coal and sell ironbars. thats the main industry u should focus on. make a small smithy and sell armor or swords whichever make more.
Ore is shit unfortunately, only 12-16% deposit.There is good gem deposit 70% mine but no one buying it.
>u should not be growing food import it to really start snowballing.
Kek, its snowballing every late winter.
>Roundness is finally fixed and properly explained by the dedicated Overlay.
No more Dondorian discontent.
So is this going to be an eternal general, even though the sticky says no generals? I browse /vg/ a lot but only recently knew that this board existed.
this entire board is pretty much all pseudo generals because its so slow and there's not much to discuss across different games.
Does the game have Z-levels?
No expect abstracted basements that you will never see in any way
No, and that's a Good Thing™
Actually true.
Having to switch z levels constantly to see what's going on is already a pain in DF
Ranching and chilling with my Tilapi bros
>all that meat and leather just sitting in the open decaying
You need carts near the ranches.
eh it's not that bad right now, but I'll consider it in the future
Bump.
Can't post rn because I'm on a self-enforced break from this game after several days of pulling all-nighters playing it and ruining my work productivity.
I love the flail guys.
Fantastic color work on all of them.
@Qsy_tweets on Twitter.
Not related but I hope the dev adds later on a few more threats to the game other than just enemy nations.
Stuff like marauding monsters and more bandit parties than just Krull or some easily bribeable thugs. Also natural disasters like earthquakes, wildfires (and man-made fires), floodings, etc.
I think undead are planned as some form of threat to mismanagement later on, but I don't think dev has talked much about it.
I think the underlying issue is that there's really not much to do in the late game, except do the things you've already figured out, but now do it 3 more times.
The Copy/Blueprint feature is a lifesaver in the later stages of the game.
How does the spoil rate work? What I see on every items tooltip under production doesnt match the stated (warehouse) spoil-rate%.A ration has 5% warehouse spoil-rate with the techs yet some quick maths from those quarterly stats lands actual spoilage to around 2,5%. This is true for all products, they spoil way slower than what the % are. For something like fish with 50% spoil with techs its actually even bigger difference true spoilage being lower than 20%. I noticed this because stocking stuff seemed easier than I was expecting, holding even lots of highly perishable food seems np.
The spoil rate while stored is usually half of when it's out in the open, in practice the spoil rate in the open is just to put punish you for not storing your war loot or over harvesting wood & crops.
I love getting a map with lots of islands and lots of shallow water,
i feel cheap for doing it but every bit of shallow water will get covered in farms
tried the demo and god damn, the city design in this is way harder in any other game I've ever played, like I struggle getting a little above 700 people, I've tried doing human-only and human/cretonian towns but it's just damn hard.
Not sure what version you're playing in, but Human cretonian towns might be a bit hard unless you're segregating them, cause Cretonians are ambivalent towards humans and will probably get into constant brawls with them, sometimes deadly ones.
You what, Cretorians and Humans are bros in the latest version. Them plus Dondos are the trinity of huge economy engines.
Cretonians have 50% liking towards Humans, while humans have a 75% liking towards every other race. This is in v65. That 50% is enough to cause quite a few brawls resulting in several deaths.
Dondorians on the other hand love (100%) every other race except Tilapis (75%), and absolutely abhor Garthimi and Argonosh (2% and 1%).
>The liking of other species is now an absolute value 0-1. If A likes B with 0.5, they will only tolerate having 0.5 of that species relative to their own population.
I run a Dondo colony with 61% majority, 23% Hummies and 13% piggies. I rarely have any racial conflicts while mixing around. 75% tolerence is really high.
I think it might also be tied to fullfillment, so if your pops are happy then they won't murder each other (as much)
Farming seems fricked in general, like every time I try it seems super inefficient. Try ranching, Tilapi have a general bonus, and Garthimi get wild boosts to balticrawlers and also are so low maintenance it's not even funny
Wow you weren't kidding with the garthimi being low maintenance, their breeding building doesn't even need any textile like humans do.
yo holy shit bugboys like the fricking longhouses so you can pack a ton of them in such a small area, god damn i like these guys now
I bought the game, did the tutorial which didn't really teach me anything, and now I have no idea what to do. I've never played rimworld or dwarf fortress but the aesthetic looks cool and it's a bit of a city builder. What general advice do you have for a human society? I like to figure out the right and wrong way to do things on my own usually but this I have no idea where to start.
Try not to starve while you build up your population, I'm pretty sure the tuotial teaches you the basics of housing and farming. Your people will start complaining about lacking things and that will teach you what you need to build next just like city builders usually work (except a lot of things are locked behind tech so you won't be able to fulfill every need for a long time)
>Bought the game
>Did the Tutorial
What version are you playing on?
The latest version has no tutorial because it was discontinued until the dev could actually make a tutorial that covers the game as it has actually been updated from the last 10 updates.
>What general advice do you have for a human society?
This is for v65, the latest version of the game.
Don't try to build rooms too big at first. You don't need a lot of stuff and time is a resource when you need to make food and build stuff.
The manual Hunt order can save you from starving at low populations. Just make sure you have free Oddjobbers to carry on the task.
Goods spoil at twice the speed when outside storage, so make sure to build one and prioritize saving your food there.
Food spoils quickly, especially bread, which humans love. Meanwhile, grain takes a lot of time to spoil so you can store it for long periods. Make sure you're only producing as much bread as you need. This goes for all food.
You can easily satisfy your food needs with foraging and hunt orders at the beginning of the game with a low pop. You can use odd jobbers for that, and meanwhile prioritize goods crafting which your citizens can use or you can sell for other goods you might need.
Satisfying your pop's needs is relatively easy and allows you to quickly take in immigrants. Hearts and Wells need no workers and take little resources to make sure to build them.
Then you can build a latrine and a speech podium, which will help you take in way more immigrants. The same applies to Food and market stalls.
This guy is making some tutorials for the game. Seem serviceable from what I've seen so far:
The happiness threshold for more immigrants or the number of immigrants are doubled for the starting race so you are kinda pigeon holed into them for a while. It's best you aim for a couple of titles to speed up your next run instead of the Human play style if it doesn't gel with you.
Humans are foremost a Knowledge based playstyle. They are the best workers for Labs and after you get education, humans educate the fastest to become a skilled workforce.
The downside is that they are criminals and have a lower sanity so you will have more of them outside your workforce at any time. The tech advantages usually offset this loss though.
I'm on v. 0.65.65. There is a tutorial and got me to building a janitor hearth well etc. I'm loving this game. Went ahead and just bumbled around for an hour and a half last night. Let me try some of your advice thank you.
Oh shoot just took a look at those videos, I used to watch that dude's simcity 4 lets play in bed. He's great.
>Make sure you're only producing as much bread as you need. This goes for all food.
I disagree with this. Food days is a very easy way to boost happiness. Store as much food as possible unless you've maxed out food days. It also means you won't get fricked by a series of unfortunate events. Once the game decided that I don't get a good harvest for like 4 years.
You can't store food for very long because they have the highest spoilage rate (50%-100%). You need to convert them into rations which nobody likes or upgrade your warehouse & tech to horde them. Their profit margins are also low.
Much easier to allocate your labor to do something more profitable while you advance then your food will accumulate naturally.
>I disagree with this. Food days is a very easy way to boost happiness. Store as much food as possible unless you've maxed out food days.
You can only effectively do this with Rations because every other food type rots too quickly. Yes, having a storage of other foods is food, but if you store too much it will just go to waste.
Is there a list of all the title unlocks somewhere? I've only got three or four.
Click on your throne and check your title tab?
Bump. Word of advice for those that have not yet made it to Empire conquest, it's currently broken and OP as frick. Mercs can be hired to take out a region and the loot will pay for their contract. Then the region when developed will produce many times the output that you can with a minimal number of clerks overseeing them. Therefore you probably want to avoid this layer if you want a pure city builder instead of having free loot rain from the heavens.
How the hell can I expand my nation borders? I'm boxed in.
war
Frick. My piggy neighbour is pretty alright too. I like how the new updates(?) also have these gifts from them and diplomacy event even if they dont really meant much, like you wont get attacked by them for rejecting stuff.
>please wait a while before making a post
AIEEEEEEEEEEE
buy 10 squads of mercenaries then go kill everyone
they will give you tribute which will allow you to buy more mercenaries and literally steamroll the entire map
it's actually moronic
>buy 10 squads of mercenaries then go kill everyone
I only have around 4 ready to hire most of the time, do they appear more when some get hired? I might do some auto resolve on some of the smaller one.
I will now buy your game
Gave the demo a go, surprised to see it was unlimited playtime and before I knew it was up to 12 hours. Figured I may as well buy it at that point. Fun game.
Yeah, it's entirely unlimited, but a much earlier version of the game. We're on version v65 currently, and close to the 1.0 Release Version.
Give me whatever tips you can think of, going to play Hvman-only and try to build an empire.
Humans only are easy mode. They do everything and their penalty of being criminals and insane are barely downsides. They only lose access to the super races because they are fickle b***hes in religion so you need to build more temples to convert faster.
i dont understand why anyone would play like this. u just need a small 6 people guard station to remove all crime in any medium city.
just get 50 cratorian to work fields and 200 dondorians for the carpenters and smithies.
even as a supremacist inviting tilapi immigrants making them slaves and putting them in animal farms is no problem. only the fish and ant are problems
Welp, still alive. Wood situation seems to be manageable so far.
Anon, WTF. Are you pumping out groundwater at 30% efficency with that setup to squeeze farmland out of sand.
Just buy your food throwing hundreds of people at water pumps or destory your pastures and make that island 100% pumps..
Kek, kinda. I cant really left food to trades, the area is pretty much shit except for the great gem (75-79%) maybe.The trades arent coming as fast as I wanted as well.
Nice. Those wide roads are really good for benches, lighting or trees depending on your peoples need too. I'm mostly on 2-3 wide roads because >muh efficiency even though I'm still confused with the logistics and shit.
Dem wood.
Alright, let me explain how pumps work. Go to the eye overlay icon and select Groundwater to find out where you can put your pumps. As long as ONE groundwater tile is on the pump, you can pump at 100% efficency and you can crowd around as many as you want. You can't move this groundwater no matter what but you can terraform fresh water lakes from the start and basically pave it over.
You look like you already have the canal networks in place. If you destroy the pastures around your island, you can add those 100% efficent pumps instead and cut down to 1/3rd of your pumps.
>but you can terraform fresh water lakes from the start
You can?
Mine here are all pumping at 100% ground water and full workers but the reach is pretty shit for some reason.
And here the other full pump reaching far further with only straight canal so far in the system. I feel like its also counting the "branches" of the canal system in the pressure tiles. The one on the left is only 2 workers and at 38% ground water, and seems to spread far enough.I need the pastures for my food variety, else no one gonna migrate.
Gonna try concentrate more on digging gems for trading supply. Seems like they are trading a lot more frequently when there are more than 15 in the export depot.
It was worse in the Cretonian city I made in a forest, expecting the wood to come in handy. I had too much wood.
nice, heres my current dorf run to get the warden of the north title. the center is a palace
Your dorfs must hate you for all that round things in your city.
the people LOVE me
Toggle the Roundness Overlay on for a second.
update
Nice, the day/night cycle gonna be blinding for sure at times, I'm already getting some uncomfortable glare to my eye even on unpaved tiles.You must've got all your people chiseling stone for that.
>You must've got all your people chiseling stone for that.
only 400, i conquered far off provinces, and sold them for more chiseled stone until i got enough, it took a few hours
Nice nutsack.
We're about 900 people and I only just realised that privacy isn't a thing after the demo and there was no real reason for me to be building so many apartments except to simulate extreme claustrophobia. Human only is interesting compared to a Cretonian start and frick mushrooms all my homies hate having to grow mushrooms.
Supposedly Wells also work for Irrigation, but I've never tested this.
Has anyone tried this?
I'd make sense for them to do if wells worked similar to pumps (taking ground water out and spreading it a little around themselves), but I'm not sure if this is the case.
They don't. that functionality is taken out of V65
Is there some kind of bug with besieging cities? The wall value wasn't going down and then I checked my army and every day it would change from "besieging" to "fortifying" and I have no idea if there's anything I can do to fix it.
How big is the power gap between you and the garrison? It takes a while before the walls start going down and I think it can't go down at all if the forces are equal. Just go in with 3x the amount of forces or gear or not at all.
It turned out there was an issue with a neighbouring city overlapping the city I was sieging that was also at war with that faction. I tried getting a huge mercenary army at first and it did nothing, but once I conquered that other city it stopped being an issue and I could siege the original one down without a problem. Thanks for the answers, though.
if your forces are 1:1 with the defender, you can expect to be sitting there for 2 weeks or so before the defense multiplier goes down
guys i don't think assassinating is working
>It's a "we forgot how to make roads" age
Honestly the fact you can forget tech and enter a dark age is a great thing about the gameplay for me.
Is there anyway to limit production of specific item? Other than playing around with the workers? I'm getting toolmakers taking all the iron bars making shit loads of unused tools piling up and I already got my production building all fully tool'd up.
No, just limit your storage and turn on auto employ. If you're not able to fill out your storage, then you're not doing it BIG enough.
>1.3 pop
>7.7k tech point
How the frick? I almost got 8/12 of my lab to lvl 2 upgrades but I barely getting 400 points left with 288 full workers.
Education and tools son. Plus when your lab workers are more than 200, you should grab libraries as well. 100 scribe will double your lab output once you give them education and tools as well.
>songs of sex
The music is pretty nice imo.
You know that will be the adult frameworks name when the game is more stable for modding.
How do I get people to go gather wild plants? I need to start up a fruit production, but folks don't want to go gather the stuff.
The plants are quite far away and there is a mountain passage and water along the way, so I'm trying to troubleshot the possible reasons.
Forgot to mention that I'm playing the current demo version, in case that matters.
Alright, got to it. It turned out to be more more isolated than I thought.
For some reason folks weren't quite quick to chop tress and remove water, but instead went around the river to get the stuff.
Well, as long job gets done...
There's something called a "work station" to coral your oddjobbers so they focus on finishing a job in an area.
Didn't seem to help much. The tunnels in the passage were diagonal, could be a part of issue.
Just went made a "bridge" through the river next to the mountain, seems to work.
The bugman kingdom grows. I like having half my settlement outside and half inside, it feels organic, though it is making me want to try a Dondorian run instead. I've made everyone who isn't a bug a slave and its working alright so far. The humans research, the pigmen and dwarves work, and I don't have to deal with people being unhappy! The farms are inefficient but thats because I found it funny to make the pigmen work harder.
I've been working out the region stuff too an am going to have some cities with populations around 5k. It's kinda funny how the best strategy with bugs is to just genocide every other race who isn't enslaved inside your kingdom. I'll be keeping good relations with the one big human kingdom north-east of me for a while yet I think until I can start equipping my own legions. It's crazy how much you need in terms of booze and rations just to keep even a small army going.
At last I figured out how to sell stuff.
You guys weren't joking wood is a money printer.
Pastures are a complete joke, though. Fisheries mog them tenfold.
>Pastures are a complete joke, though.
Pastures are OP.
I'm playing the tutorial map in demo. Maybe it's better in newer version, but the stats aren't impressive considering the amount of workers they need.
you can stack multiplicative bonuses to pastures. auroch pastures in temperate climate worked by tilapi with supporting tech or noble are insane.
>pasture bonuses
It's true, something that the game doesn't explain too well is that racial bonuses are multiplicative on top of the additive bonuses from certain techs, nobles, and titles. Even if you want to have a homogeneous society you WILL benefit from having a variety of slaves for your industries. Tilapi for pastures, cretonians for farms, dwarves for mines and industry, humans for research and admin...
Or I could invest in fishing efficiency and get even more food
auroch pastures produce leather also, which is very useful: clothing, shields, bows. i haven't done fishing since export economy was toned down and instead prefer farming over shallow water. what kind of numbers are you pulling there?
The biggest fishery has 28 employees, 73% fish and produces a little over 100 a day.
Largest Entelodont pasture has 7 employees, 33 animals and produces 14 meat a day
Both jobs are done by Cretonians. Little research.
The leather might be useful, so I think I will get some Aurochs.
I fee like graves should last way longer than they do if not forever due to gameplay reasons. Maybe have a cheaper wooden graveyard that decays similar to the current one, or burial mounds structure.
It's just numbers to be tweaked but there are like a dozen needs to juggle at end game so I am fine with them not taking up precious real estates.
>burial mounds structure
Seems cool. Maybe the different religions should have their own burial method and maybe some weird ass requirement (need to be in mountain, next to river,inside a forest,etc)
I think education might be lacking for me.I'm gonna spam some nursery so I'll be getting kids getting schooled rather than immigrants.
tutorial-playing anon here.
Refused to pay the rebels the second time they demanded it, thinking I will manage to route them.
Had only a handful of melee weapons and like 200 soldier against their ~215 that included archers.
Open battle didn't work, so I decided to savescum and try to ambush them in the city. Rebels split in two groups and I caught them first so they couldn't charge my men. At first it seemed to work, then turned out many piggies weren't really wanting to get close to fight(or maybe that's how battle mechanic works, dunno) and started losing morale FAST just like at open battle.
Most of them surrendered and probably taken prisoner/slaves and my city got sacked, but thankfully I didn't lose it.
So now I reduced employment where I can to get some oddjobbers because I was at -200 and I'm hoping to get immigrants before everything goes to hell.
The only ore vein sucks dick and import is expensive as hell. I suppose the place is doomed.
/blog
Tutorial from the demo, yes? The latest version of the game doesn't have a tutorial, since I think dev is waiting for 1.0 release to implement it with all proper features included, as well as the Campaign he wants to make, whatever that consists on.
Yeah, demo.
>spends years asking for resources
>Eventually get fed up and stop giving it
>they then do this
curious
Huge. I dont think I've ever gotten 2k+ free goods.
Diplomacy seems a bit arbitrary right now, not gonna lie.
Post thrones, asuming you even bother.
How to handle building a mining outpost on other side of the map? What building should I build so folks there would live there without having to go to the city?
I got a gem vein a quite bit away from the city center and I want to tap it for some actual income.
The main problem might be food. Haulers apparently are good for long-distance transport, so I suppose I can use them to support cookeries in the mining outpost, right?
Grow them or build a warehouse fetching food stuff from the main production area. The animal transport will wait until its wagon is full before going to the destination, so you gotta consider the time to fill it up as well. I have toilet, hearth, market,food stall,speakers at minimum for my far-ish outpost.
Also a well.
>build a warehouse fetching food stuff
But one crate is like 250 food. It's a bit much of single food for a bunch of miners. Haulers have 64.
How good is the deposit there? You are still going to need some 15+ people on a good >70% deposits mine and to service those miners you gonna have people cleaning up the shitters, manning the warehouse,stalls and other amenities. You wanna have your food storage full,ready to move into the stalls else you gonna get riots, strikes and probably gonna shit up your main city supply line if you are starting to depend on your outpost mine income for import money. Of course, turning the production for a while so the storage is full first also works in an emergency.
>How good is the deposit there?
...
10%, if I read the info correctly.
The tutorial map sucks. I think I will just start a proper game.
Another thing I found out is that Haulers can and will bring stuff if you have Fetch enabled, but warehouses won't be able to take them out.
And the place still got swarmed with oddjobbers when I was bulding, so maybe it wasn't so far away, but oddjobber taking the job first before much closer worker is quite weird, tho. I noticed that when trying to build single stuff later on.
If you don't mind slaves, you can make outposts purely slave labor by restricting the labor priority so only slaves there. They only need food and clothes on their own.
why is the dev shitposting constantly to keep this thread bumped on the front page. theres no way this game is this popular. only 300 people are playing
I'm a new player, so I'm asking questions.
>theres no way this game is this popular
It should be, but it's a lot like Dwarf Fortress, so it's rather niche.
The game is free to download (or buy) outside of Steam dumbass
Sometimes my bakeries get cut down to half of their production, does anybody know why? They're all at max employees, there's enough wood and grain, yet they just refuse to work at their usual speed. I went from 14 food days to 3 because of this shit, and would have starved to death already if it wasn't for my wise policies.
Probably some pathing shit. Sometime I get that too, I turn it off and on again or fix warehousing by playing with the fetch item toggle.From what I understand there is internal workstation storage and the warehouse storage. The closest warehouse is probably out of materials and the workers had to take from somewhere, delaying work.
I really like seeing anon's cities in this game. Builds in syx have a neat way of looking pretty organic, even if some get a little commie-block'y
If you don't have one, try a smaller dedicated warehouse close to the bakery holding coal/grain.
So I reached the chieftain level and I can do administration.
Built a building and put some clerks to work and I reached 6 points.
Put one towards taxing opium and remaining 5 towards education(got extra research points, which is nice)
Questions:
1. How to properly receive stuff from taxing? Is an import depot enough? Is it fine is it has importing set to never?
2. Admin points seems like a cheap way to boost research and other stuff. Does getting more clerks have some sort of limitation?
3. Unrelated. Are the makeshift ways of producing weapons and armor (wood and leather) somewhat viable ways to get the stuff if ore is really hard to come by? I know I was supposed to start a new game, but I want to find out some things.
The demo is very different to the main game, that said weapons and armour of all types are an economy of scale thing. You need to be producing a healthy surplus because everything that a military uses decays over time.
Just discovered there is research to improve selling value.
Now I'm getting money!
>there is research to improve selling value.
This is how I know you're playing on the demo.
No water management? I don't understand why this is so often overlooked, there's stats for fricking EVERYTHING except thirst?
Anon, that's what Wells are for. I presume that since you can dig out water anywhere at 30% efficiency, nowhere you settle is a dry desert and your citizens can get water on their own.
its tough to do anything interesting with drinking water. its such a necessity you can't exactly make it hard to get or overly complicated.
This game is so comfy playing Amevians. I just have a good time building individual farms and fisheries around my river islands. Just got to 1000 population and won my first battle tonight, 400 ~20% melee trained dudes with like 40 war hammers between them against 400 poorly trained banditos and we crushed them with like 3 causalities in total.
Is there a easy way to change apartments, houses and longhouses population value to like it was before? 1, 2 and 3 pop respectively?
Please? I have changed it stats on the data files but in-game it only "flags" a building as 1, 2 or 3 pop but in reality there still 3, 5 and 10 citizens living inside.
I've tested in a new game too, any advice or help?
Did I get memed? I got memed, didn't I?
If it wasn't a resource mark on map, the output'll be shit.
It was a resource mark. It's at about 15% on average, I think.
There should be a magnitude of difference in size and quality then.
>tfw population stagnation
I'm sure something I am doing is really suboptimal but building that way is part of the fun.
>Slavers ONLY show up when I lost all my money to inflation
Inflation isn't punishing enough for that to be true.
it is true easily fixable though by me actually exporting
i'm really glad the dev decided to finally remove the incredibly loud and constant shitting noises.
>filtered by shitting
Finished my mountain city of 8k Dondors on the right. Really liked how I can completly hollow out mountains but I hope that there is another way to deal with the ugly cave ceilings.
LOGISTICS is the main lesson. The game doesn't tell you that your shitty restarunt or tavern workers carry like 4 booze while your warehouse chads carry 40+.
Once you master it, you will need far less people in workshops wasting their time getting tiny amount of raw materials across miles.
Frick, meant left is my city and right is Day 0.
I integrate a tiny warehouse with almost every workshop. The only problem was that a room only considers its own edge when determining whether it's isolated or not, so making a small nook for a warehouse room makes the game think both rooms are not isolated, despite the rooms being in a closed building. Not sure if that was ever fixed.
However encasing the warehouse with a full wall at least helps with noise insulation, so that still has its benefits.
Think it was partially, I just absorbed the 80% isolation penalty since its just a penalty on maintenace which I reduced with my tech.
what about haulers?
do they carry 40+ too
i tend to set a 1 slot hauler for 60 goods of furniture or coal nextdoor to my industries
Not as much, they benefit from Logistic Tech to move 30+ but Warehouses can use tools to push it to 40+. Warehouses can fetch like haulers anyway, the latter is just free and map wide range
do warehouse workers autodeliver goods to nearby factories? or do they just fetch to warehouse?
like should i build a tiny warehouse of like 6 slots for just iron coal and ore next to a smelter or will a warehouse down the road move it into factory storage?
Factories fetch from warehouses and dump their goods into the internal storage which warehouse workers grab from. So the breakthrough is to have a mini raw material warehouse in order to minimize hauling.
Game needs a lot more music, been using the dungeon synth archive youtube for my long plays.
a few tracks were just added, but i agree it needs more. i do like the ones that are around right now.
After pirating it a dozen times I decided to buy the game, so now I started a new settlement on the latest version. Went for Cretonians this time, I always played humans so I wanted something more relaxing.
Almost starved in the second summer, had to hunt some animals and trade the wild opium I collected last year for grain and vegetables. But now I should be able to expand the farms by a lot and hopefully not run into the same problem next year.
Not spamming wood trade or no one buying is wood? I had same issue with some goods even if I have the money for it. I like it, scrambling to shut down or construct a bunch of stuff due to people leaving/dying. I do load when shit just fricked up.
How does domestication work? I built an auroch pasture, and there's wild auroch on the map. The wiki implies that the workers will automatically domesticate them, but nothing's happening, and I've had the farmers just scratch their asses for over a year now.
What version? In the newest version you just need the "Livestock" item to populate the pasture, wild animals are just a foragable that sometimes gores some bloke
No clue about the older versions
Oh, poop. It's the V65 version. I figured that with wild auroch, I could simply build an auroch pasture and domesticate them.
Actually kind of a letdown that's not a thing.
>lizards
>trying to break out of the 500 pop bottleneck
>fishing every fishing spot
>like 100 lizards in the fruitmines
>so many fricking orchards and pastures
>still teetering on the edge with just 2 months of food reserve, which stops any new immigrants from showing up
>barely producing any metal, tools or cut stone
>got like six labs to unlock some basic tech, the rest put into fishing efficiency and spoilage prevention
It just feels like nothing gets fricking done. How the hell do you smoothly fix your food supply, without ignoring every other need and just sending every manlizard, womanlizard and childlizard into the fricking fruit mines?
The 500 pop bottleneck? How? That's usually when I start to grow exponentially...
>like 100 lizards in the fruitmines
>so many fricking orchards and pastures
Oh... makes sense now.
well they fricking hate bread, what are you implying here you gigabrain
2 months as in 8 days or 60 days? The former is normal and the latter is insane endgame. You have a lot more problem than food if there are no immigrants, sounds like you should build more nurseries.
It's just '2' in reserve, close to starvation.
Guess nurseries is the way. Build my own biorobots rather than wait for them to bumble in through the door. How many do you tend to go for? I have like ~21 capacity in what I've got now, with like, 90? days until they're at working age.
Max out your reporductive capacity since you seem to be running low on population. 2 is pretty bad, it's probably better to arm yourself and take out a neighbouring region.
it's so hard to feed all these bearded fricks. it also feels weird to need half of my society actively engaged in not forgetting how to bake bread, much less learn anything new.
forgot my image
This toilet is extremely inefficient, because one employee alone could handle much more toilets, but at the same time the lack of toilets also means that it's likely that they'll all get clogged before he actually starts cleaning them.
Bread is unlocked from the start, you mean charco? Dondos are bad at science anywat being stubbon as short dwarves. Also, your city makes them weep at their inefficency.
>
New thread since this one hit bump limit.
you fricking idiot
current village