I was one of those who fell for the farming trap at the start and had never used hunters until this video. Thank you so much for the guide I have finally past 70 population and am still going strong.
Start maybe depends on what type of civilization, but from my experience on humans, cause its food preference is easier to provide, pastures of entolodonts are the best way to secure the food, this is because normally you start with some supplies at the very beggining of the game, some of those supplies are animals, 32 to be exact and doesnt specify what spicies, you choose, if you dont create the pasture at the very beggining this animals will (die cause they rot too) and the only way to get more of this animals is to buy them, which are very expensives to trade for them beeing free at the very beggining of the game. As I said, it depends on what type of civilitations you raise, because humans likes almost everything, but maybe tilapis only eat mushrooms, etc
You are absolutely correct, the only reason I made this a fishing opener is because I feel like it's easier to get going than a pasture start but you could definitely do as you have outlined here :)
I always start with the pasture too, dont matter the race. And build a warehouse right afterwards. Usually I kinda separate the citizens in industrials and residentials districts. Put the warehouse and production buildings together and in the residential parts go the houses and services.
good guide for new players to learn a build order but once you understand whats going on dont fish. if you place near enough resources that are foraged in the late summer you can easily get enough food to hold you til next late summer. just build a 10x6 warehouse first to hold the massive amount of food and then follow the build order your rations will hold off starvation long enough. foraging for food allows you do use all those workers the rest of the seasons instead of waiting around twiddling your thumbs while 1 to 3 guys do all the building. this video did help me understand happiness and loyalty, very helpful. thank you, just bought the game and needed a few tips. just make sure at late summer the populations is semi jobless/taskless and are only foraging and the warehouse has more than a few delivery workers. yr 3 60 pop ez. TLDR good guide, dont fish, build warehouse first, late summer forage with 1 balticrawler hunt per yr, still follow guide build order
Not even 3 minutes in and i just learned that you can increase the size of the appliances when you build a room. Wth i need to try it in my save with 5k citizens, this is a lifechanger
i experimented with doing warehouse after hearth into opiate foraging in year one, got me fabrics to upgrade fishing and free up tons of workforce very early good guide
I find foraging and hunting on the city map (not the hunters) to be more micro intensive but if you pay attention to the seasons you can get a grain farm and bakery online quite quickly. Hunters are fine in the early game but don't scale up like grain farms and bakeries because of the 15-worker cap. But this is a great approach for beginning players!
Very handy. By the way, those hunters are really powerful, as one might imagine from them having to be limited to 15 or so. In fact for just that early bit, Donrodians are just as good at hunting and pasturing as humans, but much better at the early industrial production (carpentry is nice, as a bonus it builds your hunters) to help keep things rolling until you can, probably bring in some better farmers (maybe cretonians) and labs (humans). Wood and probably having the metal ore nearby seems like what feels handy to me running that sort of hunter-based start (plus the associated research is cheaper, another handy thing to get over the very first hump). My map has some pretty bad fertility so even with bonused farmers available, it might be more scalable to use a lot of pastures. Or perhaps it would be better to get a base population of cretonians added in and then set up some pumps+orchards, waiting out their initial phase before expanding population.
Good insight and observations, just wanted to note for any potential newcomers reading this that I generally would not recommend letting in citizens other than your starting race before 500 population or so because of their potentially completely different needs and such which can be tough to grasp initially. As for your low fertility game, I definitely recommend going for pastures first, since they are cheap to construct and easy to maintain. Although they are space intensive, that's generally a non-issue in the beginning since there would ideally be a lot of free land. Then once you reach 500 population and take your first settlements you can slowly replace the pastures with taxed food. I would not recommend heavily investing into pumps and orchards as they would take too long to setup and need too many workers. Also, the orchard infection event can be absolutely devastating to production. Pastures on the other hand can be easily diversified lowering the risk of your food being wiped out
@@OshanMan Yeah, thinking like a Dondorian, I started on the path and am generating tools from all-indigenous materials. This is great since it gives things like the hunters even more legs.It's actually hilarious how they get bonus on the ore mining, charcoaling, smelting and smithing steps. There's always the old "export the expensive manufactured goods and import the food" path as well. We're all keeping a close eye on the 10 humans (lab specialists) . Rather than trying to get a bunch of them for science I'm thinking to experiment with getting everyone Tooled up after the basic intro technologies.
@@OshanMan After instructing my computer to solve the optimization problem, I got an estimate that (not accounting for the wood chopping though - this would differ if you didn't have tons growing naturally for you) a tool takes 8 Dondorian labor-days, and gets you 12.5 labor-days of whoever uses it. Not bad for not needing techs you wouldn't want for everything else anyway. I'll probably try stretching the hunters with tools (+100%) and "hiring" some Tilapis who get a boost. After that I'll probably buy in grain and then grow up to 500 which is when funtime starts. That title which gives you an initial 500 admin seems really really handy as you can quickly afford to grab some nearby stuff early on, but you wouldn't have any admin to use it otherwise.
How would you go about handling an army later in the game. Are these soldiers full-time training? And do you just increase the army size by 10 over time? And why do you supply them with so many weapons/armour? Thanks for the video
Later in the game you would generally make armies recruited from the world map but in the current version of the game, it's a lot easier to rely on mercenaries. The soldiers in the video are indeed training full-time, so you should increase yours at a rate that feels comfortable for you. Having too many people training will leave you with no one to work the fields, after all. Supplying them with more weapons/armour increases the effectiveness of said equipment. I reckon always give them the maximum amount of shields and weapon of your choosing that you can afford since these have no negatives. Whereas you should only take as much armour as you need because too much slows them down. The purpose of these soldiers is to be your capital's garrison, so they should be the most elite and well equipped out of all your forces. Hope that helps :)
Yeah, that's a complete oversight from me. If you hover your mouse over each thing, it'll provide an in-game description but I'll try to explain it here also. Storage: Where your people place finished goods created from the workshops immediately after crafting it. Can only place one per workshop. Workbench: Places for them to actually craft goods in your workshop. Can place as many as desired. Auxiliaries: Boosts efficiency of workshop production. Should place as many as needed to increase efficiency to 100. Hope that helps :)
Yes I was just felling trees since at this version of the game, woodcutters were not worth their workers. Nowadays they're a bit more worth it but early game, it's not so micromanaging to cut down a bunch of trees and store them anyways :)
Hello, I don’t know why, but I don’t have “export options” it only let me select the resource I want to export and then it says “1”. Thanks for the guide by the way! It’s awesome.
Hey mate, I think it might be because the guide is a bit old and likely outdated for the version of the game you are playing. The "1" is likely the range of the export depot, if I understand your situation correctly. Do you see question mark symbols? If you click on those you can select a warehouse to draw export goods from and clicking on it again lets you set the limit from that specific warehouse. Hope that helps :)
i only recently started playing this game but can i ask why you make your warehouses and workshops so small is it more efficient or is there some kind of a other reason
Welcome to Songs of Syx! They're small because the early game doesn't require large buildings just yet. Once you reach a higher population, these buildings can be replaced by larger versions that would be more efficient. Hope that makes sense :)
What do I need if I want to create a mine of carbon? I mean, I need to put services close like, a house, storage, food, roads, or it's better to trade it in way to make the smith and create weapons? In general what do I need to mine and create metals for all the stuff that is create it with those?, Sorry if My English it's kinda bad
Hey mate, I am assuming you mean a coal mine? If you have the money, it's better to import coal using money made from exporting other goods. You could set up a mine but you would likely make a loss on opportunity cost, unless the mine is nearby or you are playing as the Garthimis. The same goes for ore. You could also make a charcoaler instead, which uses wood to make coal, but only if you have the people and wood to spare. Metal = "Ore" + "Coal", Weapons = "Metal" + "Coal", so you need coal for both. Hope that helps :)
@@OshanMan Yes, was a coal mine sorry, ando thank you for the tips, I lack of people and I'm playing with humans, so following ur steps like in the video actually works but more slowly because the morale, so it cost me more time to have 80 people, for now I'm going to import it, thanks again!
Hey mate, the game has definitely been reworked and rebalanced a lot since you last played. Absolutely normal to get stuck, it happens to me every major update, haha. I have no clue what you mean about the bugged pastures though.
@@jeromemagquilat3050 I think the critters dying is a random event if I'm understanding your situation correctly. I agree that it sucks but I think its to encourage economic diversification and keeping food stores :)
@@jeromemagquilat3050 from observing my own pastures. It seems like the animals don't live forever and/or get butchered at some interval to produce the meat coming from the pasture. This results in the pasture eventually when it fills seemingly floating at about 90% +/- 10% as it ebbs and flows. Just from me trying a heavy pasture game once and seeing how it went.
Yep, it's the same, except they'll likely be more expensive in terms of money to import. What you could do is import the other food instead and use the manpower you saved from not making bread into making other exports to pay for the difference. So for example, you could import fruits (which would probably cost double or triple grain prices) but then you'd have extra people making furniture to offset the cost. Hope that helps :)
It provides the full combat bonus that's shown when you hover over the weapon. For example, if you only allocate half (40 per 10) then you get only half the combat bonus :)
Actively making your start worse to show us what to do effectively is dope, hope you continue to make songs of syx content
Cheers, Liberated! Hope it helped :D
2:28 glad you precised where you pressed the E / Q otherwise I would have been lost !
Keep doing the things
Cheers mate, hope it helped! :D
I was very intimidated when I first started the game but your video helped explain some things. Thanks m8
really great breakdown this is exactly what I was looking for
I'm very glad to see this :D
I was one of those who fell for the farming trap at the start and had never used hunters until this video.
Thank you so much for the guide I have finally past 70 population and am still going strong.
Start maybe depends on what type of civilization, but from my experience on humans, cause its food preference is easier to provide, pastures of entolodonts are the best way to secure the food, this is because normally you start with some supplies at the very beggining of the game, some of those supplies are animals, 32 to be exact and doesnt specify what spicies, you choose, if you dont create the pasture at the very beggining this animals will (die cause they rot too) and the only way to get more of this animals is to buy them, which are very expensives to trade for them beeing free at the very beggining of the game.
As I said, it depends on what type of civilitations you raise, because humans likes almost everything, but maybe tilapis only eat mushrooms, etc
You are absolutely correct, the only reason I made this a fishing opener is because I feel like it's easier to get going than a pasture start but you could definitely do as you have outlined here :)
I always start with the pasture too, dont matter the race. And build a warehouse right afterwards.
Usually I kinda separate the citizens in industrials and residentials districts. Put the warehouse and production buildings together and in the residential parts go the houses and services.
good guide for new players to learn a build order but once you understand whats going on dont fish. if you place near enough resources that are foraged in the late summer you can easily get enough food to hold you til next late summer. just build a 10x6 warehouse first to hold the massive amount of food and then follow the build order your rations will hold off starvation long enough. foraging for food allows you do use all those workers the rest of the seasons instead of waiting around twiddling your thumbs while 1 to 3 guys do all the building. this video did help me understand happiness and loyalty, very helpful. thank you, just bought the game and needed a few tips. just make sure at late summer the populations is semi jobless/taskless and are only foraging and the warehouse has more than a few delivery workers. yr 3 60 pop ez. TLDR good guide, dont fish, build warehouse first, late summer forage with 1 balticrawler hunt per yr, still follow guide build order
Not even 3 minutes in and i just learned that you can increase the size of the appliances when you build a room.
Wth i need to try it in my save with 5k citizens, this is a lifechanger
thanks a lot for clearing my confusion and actually teaching how to play this game. cheers
i experimented with doing warehouse after hearth into opiate foraging in year one, got me fabrics to upgrade fishing and free up tons of workforce very early
good guide
I find foraging and hunting on the city map (not the hunters) to be more micro intensive but if you pay attention to the seasons you can get a grain farm and bakery online quite quickly. Hunters are fine in the early game but don't scale up like grain farms and bakeries because of the 15-worker cap. But this is a great approach for beginning players!
@@RobsRedHotSpot Hey Red!!
Anymore openmw modded Morrowind runs for the future?
nice video, was trying to get back into the game again this helped a lot.
Very handy. By the way, those hunters are really powerful, as one might imagine from them having to be limited to 15 or so. In fact for just that early bit, Donrodians are just as good at hunting and pasturing as humans, but much better at the early industrial production (carpentry is nice, as a bonus it builds your hunters) to help keep things rolling until you can, probably bring in some better farmers (maybe cretonians) and labs (humans).
Wood and probably having the metal ore nearby seems like what feels handy to me running that sort of hunter-based start (plus the associated research is cheaper, another handy thing to get over the very first hump).
My map has some pretty bad fertility so even with bonused farmers available, it might be more scalable to use a lot of pastures. Or perhaps it would be better to get a base population of cretonians added in and then set up some pumps+orchards, waiting out their initial phase before expanding population.
Good insight and observations, just wanted to note for any potential newcomers reading this that I generally would not recommend letting in citizens other than your starting race before 500 population or so because of their potentially completely different needs and such which can be tough to grasp initially.
As for your low fertility game, I definitely recommend going for pastures first, since they are cheap to construct and easy to maintain. Although they are space intensive, that's generally a non-issue in the beginning since there would ideally be a lot of free land. Then once you reach 500 population and take your first settlements you can slowly replace the pastures with taxed food.
I would not recommend heavily investing into pumps and orchards as they would take too long to setup and need too many workers. Also, the orchard infection event can be absolutely devastating to production. Pastures on the other hand can be easily diversified lowering the risk of your food being wiped out
@@OshanMan Yeah, thinking like a Dondorian, I started on the path and am generating tools from all-indigenous materials. This is great since it gives things like the hunters even more legs.It's actually hilarious how they get bonus on the ore mining, charcoaling, smelting and smithing steps. There's always the old "export the expensive manufactured goods and import the food" path as well.
We're all keeping a close eye on the 10 humans (lab specialists) . Rather than trying to get a bunch of them for science I'm thinking to experiment with getting everyone Tooled up after the basic intro technologies.
@@Alavaria Sounds interesting, might give it a go myself someday. Good luck with it!
@@OshanMan After instructing my computer to solve the optimization problem, I got an estimate that (not accounting for the wood chopping though - this would differ if you didn't have tons growing naturally for you) a tool takes 8 Dondorian labor-days, and gets you 12.5 labor-days of whoever uses it. Not bad for not needing techs you wouldn't want for everything else anyway.
I'll probably try stretching the hunters with tools (+100%) and "hiring" some Tilapis who get a boost. After that I'll probably buy in grain and then grow up to 500 which is when funtime starts.
That title which gives you an initial 500 admin seems really really handy as you can quickly afford to grab some nearby stuff early on, but you wouldn't have any admin to use it otherwise.
Incredible guide, thank you! This helped a lot.
I had no idea you had to allow people in I was wondering why after like 20 years I still only had 10 people 😂
Haha, well, the more you learn :)
Same lol
Me too!
this helped me get into songs of syx. very good tutorial
thank u oshand man mwa love from the kingdom of Warrius
Game tutorial is pretty basic and doesn’t tell you much but this is goated
How would you go about handling an army later in the game. Are these soldiers full-time training? And do you just increase the army size by 10 over time? And why do you supply them with so many weapons/armour? Thanks for the video
Later in the game you would generally make armies recruited from the world map but in the current version of the game, it's a lot easier to rely on mercenaries.
The soldiers in the video are indeed training full-time, so you should increase yours at a rate that feels comfortable for you. Having too many people training will leave you with no one to work the fields, after all.
Supplying them with more weapons/armour increases the effectiveness of said equipment. I reckon always give them the maximum amount of shields and weapon of your choosing that you can afford since these have no negatives. Whereas you should only take as much armour as you need because too much slows them down.
The purpose of these soldiers is to be your capital's garrison, so they should be the most elite and well equipped out of all your forces.
Hope that helps :)
This video was sooooo helpful.
wish there was some explanation of the boxes and stuff that's put inside a building after walls are placed. what is that stuff
Yeah, that's a complete oversight from me. If you hover your mouse over each thing, it'll provide an in-game description but I'll try to explain it here also.
Storage: Where your people place finished goods created from the workshops immediately after crafting it. Can only place one per workshop.
Workbench: Places for them to actually craft goods in your workshop. Can place as many as desired.
Auxiliaries: Boosts efficiency of workshop production. Should place as many as needed to increase efficiency to 100.
Hope that helps :)
How are you getting constant wood? Just felling trees? Without woodcutters? Ain’t that so micromanaging?
Yes I was just felling trees since at this version of the game, woodcutters were not worth their workers. Nowadays they're a bit more worth it but early game, it's not so micromanaging to cut down a bunch of trees and store them anyways :)
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Hello, I don’t know why, but I don’t have “export options” it only let me select the resource I want to export and then it says “1”.
Thanks for the guide by the way! It’s awesome.
Hey mate, I think it might be because the guide is a bit old and likely outdated for the version of the game you are playing.
The "1" is likely the range of the export depot, if I understand your situation correctly. Do you see question mark symbols? If you click on those you can select a warehouse to draw export goods from and clicking on it again lets you set the limit from that specific warehouse.
Hope that helps :)
Thank you
Finally i can not be locked in the sub 200 pop in year 100
It was made for you, bud, enjoy 🍻
the water where you put your fisheries dont have that fish icon... how? i didnt know you can just fish anywhere
The fish icon just means you get increased fish from that tile, you can fish anywhere with water, it just won't be a lot :)
i only recently started playing this game but can i ask why you make your warehouses and workshops so small is it more efficient or is there some kind of a other reason
Welcome to Songs of Syx! They're small because the early game doesn't require large buildings just yet. Once you reach a higher population, these buildings can be replaced by larger versions that would be more efficient. Hope that makes sense :)
What do I need if I want to create a mine of carbon? I mean, I need to put services close like, a house, storage, food, roads, or it's better to trade it in way to make the smith and create weapons? In general what do I need to mine and create metals for all the stuff that is create it with those?, Sorry if My English it's kinda bad
Hey mate, I am assuming you mean a coal mine? If you have the money, it's better to import coal using money made from exporting other goods. You could set up a mine but you would likely make a loss on opportunity cost, unless the mine is nearby or you are playing as the Garthimis. The same goes for ore.
You could also make a charcoaler instead, which uses wood to make coal, but only if you have the people and wood to spare.
Metal = "Ore" + "Coal", Weapons = "Metal" + "Coal", so you need coal for both. Hope that helps :)
@@OshanMan Yes, was a coal mine sorry, ando thank you for the tips, I lack of people and I'm playing with humans, so following ur steps like in the video actually works but more slowly because the morale, so it cost me more time to have 80 people, for now I'm going to import it, thanks again!
Is it worth importinf basic recources and having your dondorians refining it then selling it?
Should be but it's game dependent. I reckon compare the prices of the inputs vs the outputs and see if it's valuable enough for you to bother :)
ey man just got back, playin v66. 2 years ago i can reach 2kpop no trade easy. now cant get passed 200. is it normal?. (plus pasture seems bugged?).
Hey mate, the game has definitely been reworked and rebalanced a lot since you last played. Absolutely normal to get stuck, it happens to me every major update, haha.
I have no clue what you mean about the bugged pastures though.
@@OshanMan glad to know. (before pasture is build & forget, now critters dying for some reason, auto employ, plenty of free workers)
@@jeromemagquilat3050 I think the critters dying is a random event if I'm understanding your situation correctly. I agree that it sucks but I think its to encourage economic diversification and keeping food stores :)
@@OshanMan if its mechanics all good then thanks a bunch! subbed 😎😎
@@jeromemagquilat3050 from observing my own pastures. It seems like the animals don't live forever and/or get butchered at some interval to produce the meat coming from the pasture. This results in the pasture eventually when it fills seemingly floating at about 90% +/- 10% as it ebbs and flows.
Just from me trying a heavy pasture game once and seeing how it went.
i haven’t seen the strategy for importing grain before, i assume it’s the same for other farmables if bread isn’t a preferred food?
Yep, it's the same, except they'll likely be more expensive in terms of money to import.
What you could do is import the other food instead and use the manpower you saved from not making bread into making other exports to pay for the difference.
So for example, you could import fruits (which would probably cost double or triple grain prices) but then you'd have extra people making furniture to offset the cost.
Hope that helps :)
Where do you get forniture in the start to build the fisherman hut?
Hello mate, the current version of the game does not need furniture for fishing, just wood :)
Huh I got lucky and farmed grain and made bread and am at 112 atm
Wait.
@@chrisw6164 cretonions eat so much damn food wow
Can I ask why 80 warhammer per 10 soldiers?
It provides the full combat bonus that's shown when you hover over the weapon. For example, if you only allocate half (40 per 10) then you get only half the combat bonus :)
I did a big oops and lost 150 people ))
annnd there goes the rest of the pop
Yea, turn on dev mode and spawn 90 citizens lmao
(I’m joking, kinda)
But then they all dip cus they have no food or services :/
Subscribed the moment i saw the funny name, the sound effects kinda sucks though
this doesn't work at all, you don't start with enough furniture to build the fishery
This guide is for version 65+ (current build and beta), where fisheries don't need furniture, just wood. Are you playing the demo currently?