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KickStarter Songs of Syx - City Builder/Grand Strategy game with Emphasis on Scale

deama

Prophet
Joined
May 13, 2013
Messages
5,231
Location
UK
For some reason I’m friends with the creator of SoS on discord lol. I’ve only played the demo version of the game so I don’t really know what to ask him/ give input.
Ask him about if it's possible to increase the build map size more than 40% like on that mod that was made for it. If maybey you can do 2x or 3x at least.
 

Cogemesiter

Novice
Joined
May 1, 2024
Messages
75
For some reason I’m friends with the creator of SoS on discord lol. I’ve only played the demo version of the game so I don’t really know what to ask him/ give input.
Ask him about if it's possible to increase the build map size more than 40% like on that mod that was made for it. If maybey you can do 2x or 3x at least.
I’m not too familiar with the in game map size, should I just ask him if he plans to make the map any bigger for 1.0? He’s said in the past that he’s more than happy to allow people to mod so more than likely he will just keep it the same.
 

deama

Prophet
Joined
May 13, 2013
Messages
5,231
Location
UK
For some reason I’m friends with the creator of SoS on discord lol. I’ve only played the demo version of the game so I don’t really know what to ask him/ give input.
Ask him about if it's possible to increase the build map size more than 40% like on that mod that was made for it. If maybey you can do 2x or 3x at least.
I’m not too familiar with the in game map size, should I just ask him if he plans to make the map any bigger for 1.0? He’s said in the past that he’s more than happy to allow people to mod so more than likely he will just keep it the same.
He's added a way to mod it in, but apparently it doesn't work well past an increase of 40%, I think the map sort of just bugs out or game starts crashing.
Maybe if he can look into it and smooth it out, ignoring the CPU constraints and just fixing it so you can go up to 2x or 3x without it crashing or getting weird bugs.
 

Cogemesiter

Novice
Joined
May 1, 2024
Messages
75
For some reason I’m friends with the creator of SoS on discord lol. I’ve only played the demo version of the game so I don’t really know what to ask him/ give input.
Ask him about if it's possible to increase the build map size more than 40% like on that mod that was made for it. If maybey you can do 2x or 3x at least.
I’m not too familiar with the in game map size, should I just ask him if he plans to make the map any bigger for 1.0? He’s said in the past that he’s more than happy to allow people to mod so more than likely he will just keep it the same.
He's added a way to mod it in, but apparently it doesn't work well past an increase of 40%, I think the map sort of just bugs out or game starts crashing.
Maybe if he can look into it and smooth it out, ignoring the CPU constraints and just fixing it so you can go up to 2x or 3x without it crashing or getting weird bugs.
Ok, I’ll give it a shot lol.
 

Cogemesiter

Novice
Joined
May 1, 2024
Messages
75
For some reason I’m friends with the creator of SoS on discord lol. I’ve only played the demo version of the game so I don’t really know what to ask him/ give input.
Ask him about if it's possible to increase the build map size more than 40% like on that mod that was made for it. If maybey you can do 2x or 3x at least.
I’m not too familiar with the in game map size, should I just ask him if he plans to make the map any bigger for 1.0? He’s said in the past that he’s more than happy to allow people to mod so more than likely he will just keep it the same.
He's added a way to mod it in, but apparently it doesn't work well past an increase of 40%, I think the map sort of just bugs out or game starts crashing.
Maybe if he can look into it and smooth it out, ignoring the CPU constraints and just fixing it so you can go up to 2x or 3x without it crashing or getting weird bugs.
He actually came onto the forum to check it out lol. He said the best way to get answers is to message him on his discord though.
 

Axioms

Arcane
Developer
Joined
Jul 11, 2019
Messages
1,630
What's the reason for the map crashing? That's pretty weird. Unless you have hardcoded stuff that requires a specific map size.
 

BrotherFrank

Nouveau Riche
Patron
Joined
Apr 19, 2012
Messages
1,850
Started a new run on v67 but ain't super far in, got about 2k population so still early game.
Dondorrian city with about 300-400 human immigrants to work in the labs and help with farming which tbh might be a meh choice as got some juicy gem and green ore mines to make me money with which to import food stuff, but w/e, it helps.

Current map and city layout:

20240914012126-1.jpg



Main thing i immediately felt was the water system changes, on one side building tons of water pumps from whatever source of water you have on the map makes sense... On the other its fucking annoying and besides meaning you will have to build like 20 of those things (the 4 i have there can only barely reach the end of the fields you can see so to get a water line to reach my population centers would mean at least a dozen more with 4x12=48 employees who also gotta walk all the way over there) it makes supplying water to bathouses in city centers a serious headache.

Thankfully baths can operate now without a direct connection to a water source, but at reduced efficiency, so settled on that.

Otherwise seems to be some merc changes, probably to nerf how easy it was to just hire a ton of merc companies right off the bat and go on a conquering spree.
Most importantly, you can't hire mercs to defend your city against raiders who just spawn into your city and immediately initiate a combat with your garrison.

And this is where I got really frustrated with Songs of Syx combat. I don't remember it being particularly good to begin with but this run has been really atrocious.
I cannot explain why, but my ranged troops refuse to fire their weapons.

And it's not like i don't know how to use ranged troops, most of my runs has been playing the elves and relying on archers and crossbows to whittle down the enemy before melee is engaged.
But for whatever reason, my ranged troops just refuse to do anything now unless its a solar eclipse or something, don't understand why. I move them around and reposition them so there is nothing blocking LOS and even have them march so close to the enemy they can spit on them, nada.

And just when i think they are actually broken, suddenly they randomly loose a volley towards the end of the battle and kill like 2 dudes and i'm left struggling wtf is their insane logic.

As a result 1/3rd of my garrison is useless and i'm forced to charge into the raiders in melee, taking so many casualties it isn't worth it anymore as am playing dondorrians as my main race so losing 100+ trained soldiers is crippling (rewards got seriously nerfed too i feel, only got a few weapons but no money or ressources like used to be the case) and i reload and pay the protection fee instead).

Yet there have been times i've been forced to fight because the protection fee was stupidly exorbitive (might be a factor of my settlement mining so much gems tbh even if most of the profit goes back into imports) and in those situations i've had to resort to cheese and in doing so, found the combat system to keep collapsing.

So this one time i was attacked by 400 raiders, decently geared at that. My garrison is 300, but actually 200 because 100 are ranged and as discussed above, are so unreliable they basically don't count.
Seeing the situation i decided to take a page from total warhammer's book and "corner camp" my best 100 infantry in some crevice.

50 of those 100 got randomly stuck and started scattering, apparently becoming casualties.

Wtf.

Just as i was about to reload, 350 of the 400 raiders also did the same, scattering like units do when they are broken. Enemy count drops to 50 and they proceed to charge the infantry unit stuck in the crevisse.
A confused melee happens where i try to send my ranged dudes to shoot at the backs of the charging enemy, nothing happens.
But eventually my 50 dudes beat their 50 and i win with 90 casualties (most of that crevice unit got considered dead even though i could see on the map those fuckers were alive just like the 350 invaders were).
Conclusion: the city building autism is still fun but combat is still thrash tier and honestly, makes me miss the combat in games like pharaoh or zeus which were never considered its strongest element but at least it wasn't retarded like in this game.

Otherwise i dunno if its v67 related but holy fuck since when is accidents during jobs a thing? It is fucking cancer.
Every day i lose dozens of people+50-60 wounded from random bs. And there's no apparent way to mitigate it either via some tech or prop, you are just going to have to eat dick and as your population grows along with their industries this means a lot of losses due to attrition.

And i'm playing a mostly dondorrian city so let me tell you, losing 20+ in seconds go due to a chain of accidents is aneurysm enducing. You are dwarfs ffs, how are you so bad at mining?
Needless to say, building hospitals was an early game priority and why i have those 3 patchs of opiate farms.

A sideeffect of these various changes is I feel i need to have 50-60 spare workers at the very least and i imagine that number's going to go up with higher population, since it's entirely possible your workforce will get randomly crippled from a chain of events and you need a big surplus to fill the gaps and prevent an economic death spiral.
 
Last edited:

BrotherFrank

Nouveau Riche
Patron
Joined
Apr 19, 2012
Messages
1,850
Nevermind i'm a dumbass. There's a "work safety" tech in the infrastructure section of the tech tree.

Getting 15/25 into it only costs 5484 tech points so is cheap too, get it ASAP to make accident spam less comical.
 
Joined
Mar 3, 2010
Messages
9,528
Location
Italy
it doesn't make much of a difference, somehow your people will keep getting mauled by ovens and thread needles.
 

BrotherFrank

Nouveau Riche
Patron
Joined
Apr 19, 2012
Messages
1,850
Well accidents sure af are annoying either way.

Ended my run because it because things became untenable: whilst i know satisfaction was always a thing that rose with time, it feels like they must have tinkered with that too because all of a sudden my dwarfs are absolute fucking divas with happiness plumetting to sub 50 levels even though there's plenty of food and even drink, lots of accessible services and overall every need metric being at least +50%.
Also got plentiful reserves of green ore, and financial situation is great, so literally wtf are you people seething about?

But impossible to fix this happiness problem, because apparently the minimum happiness threshold is just so high up now every dwarf must be treated like a princess.

So my people leave, and since happiness can't go up, they keep leaving with no new immigrants (even spending +400k on handouts doesnt work anymore). So my only choice to try and fix this would be to start building human nurseries and spend money attracting human immigrants, basically flipping to being a human city to replace the dwarfs all leaving.
But fuck that, this entire run has been annoying and frustrating and it felt really cheap what the game pulled on me here. At least in my previous runs i don't recall hitting a wall like this and was able to reach 15k+ population regularly. Here i abandon the game on 6k.
 

Joggerino

Arcane
Patron
Vatnik
Joined
Oct 28, 2020
Messages
4,599
Dwarves are cursed cause you can't breed them although your happiness problem sounds exactly like what I experienced in the after patch balancing clusterfuck. Maybe the dev is messing with happiness again?
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
21,078
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria

https://store.steampowered.com/news/app/1162750/view/501688504197054518
V68 - All in good time
next patch is now in beta

Rejoice! Jake brings thee new hours to waste!​

Note that initially, this patch will be in beta, meaning you need to manually check it out in the steam thing, "properties / betas" something. It will remain in beta until all fires are put out.
I spend some extra time on this video, probably 2, and the editing makes me appear surprisingly coherent. I hope you like it, because the ordeal was very frustrating.

Like usual, I don't really know what I've been doing. I should see a doctor about that, as some reviewers have insinuated. But you'll find the patchnotes I've scribbled down during the journey at the bottom.

What I do know is that this is the last batch of the Early Access period. Let me explain a bit what that means here as well, so that there's little confusion.

To me EA is a label that means:
"Some things are missing, or are a bit broken. Features will be added and removed and experimented with based on your input. As an EA player, you are a beta-tester". EA is like a pre-order for a game with some perks,

Now though, the fundamental systems are in place. They work. The balance is there, even though it will require possibly years to perfect. The only place-holder feature remaining is nobles. It is time. New systems will be added, but they will not be controversial. Things like Ports, sieges, pets, races, rooms, campaigns etc. are things that add to the game and have no negative side effects.
However, these things are plans, they are not promises. If you buy SoS after EA, you should be happy with its current state.

The 1.0 patch will be the fist patch of this nature. For instance, there will be:

  • water wheels to boost industry
  • Farmstead to boost agriculture
  • More monuments
  • More and prettier roads
  • Park room
  • Police building
  • Medical research fascility
  • New compact pasture variation.
  • Meaningful fortifications.


Note that there's just additions here, without fundamental changes to gameplay. What will change is:
Nobility overhaul, throne room overhaul

Some things I want you to be aware of:
  • Price might increase 25 -> 30$, although I haven't decided.
  • I might team up with a publisher for launch
  • There most probably will be sales.


This is not to mess with any of you. No $3.99 hat DLCs. It's simply to reach a wider audience, and yes, to make money. If I make more money, not only will I be happy, but I could also scale up the game and increase development pace without personally break myself.

Patchnotes​


  • New event mechanics & new and refined events.
  • Better and more error resistant saving
  • Baths consume coal at a predictable rate
  • Changing room materials do not crash saves
  • new and improved bonuses and stats for regions
  • new and improved road and path generation for the world.
  • new mechanics for world pathing and trade partners.
  • More state is saved when a room is copied or broken. Such as radius, and logistics settings.
  • Stage & Arenas now have fixed sizes, but come in different shapes.
  • Some visual candy for the woodcutter. Increased storage for them.
  • Mines and refiners have differently sized output storage, bigger in general.
  • Pastures do not get penalised for their surrounding fence, which will make indoor pastures better.
  • new sprites for dirt and blood for portraits
  • new tutorial cut scenes
  • new titles icons
  • Barber is more space efficient.
  • Hospitals need fabric to function, and give 10% recovery. Opiates is optional and gives an extra 40% recovery.
  • The import depot is now a potential pull source.
  • New list for room construction projects.
  • You can now easily swap punishments for captives, they will not go into exile. Also fixed some general weirdness with punishment rates.
  • Pools now need direct canal access and will suck water out of the system.
  • Woodcutters, farms, orchards and pastures now operate on base fertility, and will instead get an additive boost from sweet water.
  • The old boost to knowledge from libraries is scrapped. Instead Libraries have their own separate tech point system.
  • The tech tree has been remade visually with some new helpful information.
  • The tech tree has been remade and rebalanced, quite a bit of thought has been put into it: All industries now have the same possible maximum boost at the same cost, making it viable to specialise in whatever.
  • All industries have different times to shine, mimicking human evolutions. Farms are best at first, then comes mines, refiners and finally workshops that are best late game. In have all the same value.
  • Army supply depot has been remade. It no longer stores supplies, but instead loads carts depending on demand, and leaves for the edge of the map. Considerable logistics is needed for large armies.
  • Rooms no longer breaks when they are fully degraded. This is because I can now track monument degrade.
  • Awe, harmony, etc. is scrapped. Instead all monuments have their own aura. This is so that monuments can be expanded upon.
  • Some rooms like markets lets subjects register their surroundings.
  • Pools work the same way as roads in terms of fulfilment.
  • Improved rendering speed significantly, which will also increase game speed.
  • New improved work assignments. Plebs will automatically change workplace based on their building preference. There's also the possibility to assign individual rooms to specific races. This is not an absolute tool, more of a hint, but it's working pretty well.
  • Refactored the region development code. City hall is built with government points, generated by nobles.
  • Excess world workforce generates denari.
  • Growable taxes are only shipped on their harvest day.
  • Admins are repurposed. An admin combats mid/late game overhead that will come creeping. Overhead increases exponentially.
  • The old noble offices no longer exist. Instead, when you've appointed a noble, you assign them to an office manually. These offices are split between different industries and regional management. The former boosts a limited amount of workers. The latter will result in Gov Points that are used to upgrade regions.
  • Export depots have spoilage
  • Events for regions
  • Ores generate differently on the city map. You get 100% deposits, but only enough for 30 workers without world deposits. This is to make self-sustaining early games possible.
  • Consumption of edible goods added to the UI.
  • New world battle mechanics. Better and more stable engine, with more options, such as defending a city with an army on top, assist you allies, and more.
  • Got rid of the false virus flag.
  • Enhanced the tutorial.
  • REgion buildings rebalanced and fixed.
  • Organization in regions is gone.
  • Added 'Worth' to regions. It's a function of mineral deposits, fertility and area. It is used by the AI to estimate how much they want the region.
  • Showing your net worth in the treasury UI.
  • Showing a factions net worth in their UI.
  • net worth includes worth of your population as slaves. Each pop is worth their upbringing time x the cheapest food in Syx x 2. This was bugged before with the average price of food, which could be very high.
  • Fixed broken power calculations, which were a cause of raider and AI strangeness.
  • Retirement fulfilment based on your total amount of retires.
  • Threat is renamed into Rivalry, and is not counted towards your trade.
  • You get penalised bad for failing to protect your vassals.
  • Vassal tribute slightly decreased. Their armies will attack your enemies though.
  • You get a trespassing penalty from moving armies in un-allied territory.
  • If you have an army in a distant faction's territory, they are allowed to declare war on you.
  • Factions that are at war with you, yet can't reach you, will continue to be at war with you until you make peace.
  • When signing peace, you sign a peace with all factions you are at war with.
  • Peace deals are less powerful. To get some cash from it, you seriously need to threaten the AI by having armies in their territory.
  • Factions must break off their agreements until neutral before they can declare war.
  • Wars decrease the opinion of your allies over time, along with city loyalty and region loyalty.
  • Neutral factions will station their armies by your border.
  • Raiders may cross through any other faction to attack you.
  • Raiders will demand more unique and varied things.
  • Raiders will on occasion destroy a trade partner instead of you.
  • Minimum opinion is needed for trade, pact and ally. This is so you know what opinion is expected to upkeep your stance.
  • Factions with low opinion, that can not attack themselves will "poison" all other factions against you. Given enough time, war will break out.
  • Factions that can't reach you, but wants to kill you, can give their armies to a neighbour at war. They can not start wars though, other than "poisoning" your neighbours.
  • Increased flattery from emissaries.
  • Fortifications have different and better ways of being destroyed. Enemies can scale the walls if the outer tiles are broken. This means the thickness of walls is only used to station troops on.
  • Drastically decreased the strength of every structure that is not fortifications, to emphasise their important.
  • I have a hugely genius plan to improve the importance of fortifications for 1.0. Just wanted to mention that.
  • It could also be possible to shift the map when you are invaded to the invasion spot. That is, move all buildings away from the invasion spot, which would allow you to make better use of archers and artillery (think about that will you)
  • Friendly fire from archers reduced.
  • Trees only block 50% of projectiles, and are no longer a real obstacle.
  • Fertility changes. Fertility now goes from 0.5-1.2 in bonus. Irrigation goes from 0.5-1.0. So irrigation is mandatory for all maps. You get free irrigation close to natural water places.
  • Annoying sudden confusion of divs in formation fix.
  • Div movement 'stuttering' fix.
  • Defenders on walls get "high ground" advantage in melee combat. This is x2 on grand fortifications. This should give the defender a clear advantage.
  • Pathing for divisions improved
  • Intanglement for divisions improved
  • New setting for ranged units where they will not move to attack targets
  • UI for battle improved.
 

Inec0rn

Educated
Joined
Sep 10, 2024
Messages
303
Sweet new patch, i think this is by far the best builder out there to be honest. Rimworlds cool too, but no scale.
 

Turisas

Arch Devil
Patron
Joined
May 25, 2009
Messages
10,052
Sweet new patch, i think this is by far the best builder out there to be honest. Rimworlds cool too, but no scale.

Don't think that was ever the goal for Rimworld, I find it plays best with a reasonably small colony anyway.
 

Joggerino

Arcane
Patron
Vatnik
Joined
Oct 28, 2020
Messages
4,599
Last patch I tried while in beta was a hot mess so I'll let this one get stable and then replay this amazing city builder again.
 

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