Songs of Syx

Songs of Syx

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Building Tips And Tricks
By Richard
Building tips and room plans (Work in Progress Some rooms plans are outdated)
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Tips
Two tile thick walls stop all noise.
You can use a warehouse as a noise buffer between a workshop/refinery and your service or housing.

You don't need many metal smelters unless you have large high quality ore deposits. I recommend only about a 10 worker smelter at first if your ore supply is poor.

I recommend your first workshop be a carpenter with room for between 8-12 workers.
Middle game workshops with between 20-60 workers
+20 worker workshops for lower demand like masons (more if you have Dondorians as they both like cut stone and are good masons), smiths (Unless you have large ore deposits), paper makers, Bowers
+50 worker workshops for high demand goods like clothing and furniture.
Late game you will want workshops with a 100 or more workers
I only set auto employ for jobs that fluctuate their demand often like warehouse, service building, dungeon, and slaver.

For most workshops you don't need more than 1 storage tile if you have a nearby warehouse.
I would recommend 2 storage tiles if a workshop has more than 10 workers and has a high output like a tailor.

You can give tools to farmer, herders, fishers, wood cutters, miners, crafters, refiners, scientist, and scribes.

Experience Boost
Starts at 100 Workers in a single Industry up to 600 workers

You don't need your schools to be as large as your nurseries as babies won't go to school until they become a kid. Also races that learn faster will need less school time.
  • Humans Learning 2.00
  • Amevia Learning 1.00
  • Tilapis Learning 1.00
  • Cretonians Learning 0.50
  • Dondorians Learning 0.20
  • Garthimis Learning 0.10
Dondorians don't have children but can go to a university. They learn very slow but they do have a long life span to use what they learn assuming they don't die in your army.
Humans are the only race that demands education.


Slaves
Note Slave cannot be educated or be soldiers.
Slaves only require basic services like hearths, wells, food stalls, markets, latrines, and physicians.
  • Cretonians Submission 1.25 Best slaves highly submissive farmers and ration makers.
  • Garthimis Submission 1.00 Okay slave good miners, fishers, warehouse workers, only race good at battlecrawlers. Only down side is they also make good soldiers.
  • Humans Submission 1.00 Okay slave only downside is they cannot be educated to be better at their job of bureaucracy and reserach.
  • Tilapis Submission 1.00 Okay slaves for ranching, woodcutting, fruit orchards, and bow making. Only down side is they also make the best archers.
  • Dondorians Submission 0.75 Okay slave great crafters but less submissive, expensive to buy and rare.
  • Amevia Submission 0.50 Not great slaves not submissive and you can have Garthimis be fishers instead. But only race that is good at globien ranching.

When you have about 100 scientist in upgraded labs get a library to increase your research.(note you will need paper.)

All rooms and Decorations will slowly decay over time, maintain them with Janitors.
Maintain may requires the same material a construction/Building was made from e.g a workshop may need furniture to be maintained, a stone road would require stone
You usually don't need more than 10 Janitors in one area and 5 will be fine in rural areas of your city.

Remember that your people care about distance to services so space them out.

Dinging deep into a mountain is very slow. Plan underground expansion ahead of time.

You can get plenty of wood and stone from most maps early on so you don't need to build a stone mine or woodcutter until you have between 100-500 Pop depending on how abundant your map is.

Hunting is a great early source of food and remember you can sell excess meat before it spoils.
Agriculture is key for a growing settlement make sure to start farming early even if your in a cold climate.
(One thing to be cautions about, their are random events that can kill your Orchards.)

Livestock spoil quickly and is expensive, try to set up a pasture within the first 5 years of a new settlement. Also don't forget to sell some of your livestock after you have all your pastures full.
(Note their are random events that can kill your livestock so don't sell all your stockpile.)

Stockpiling food tip
  • Vegetables are one of the easiest long lasting food to produce.
  • Fruit spoils a little faster than vegetables but is like by many races and can be made into achool.
  • Grain last long but must be made into bread to be eaten. Note Bread spoils much quicker than grain.
  • Meat and fish spoil very quickly without spoil rate reducing tech.
  • Eggs last a long time and are a great way to stockpiling food.
  • Rations are one of the longest lasting foods but require herbs to make. Having a stockpile of rations will pleas Cretonians.

V65 Trade Tips
Early game I recommend importing raw materials as they can be very cheap and exporting finished goods.
The game encourages specialization in a few industries for trade. Worker experience is gained by having many workers in the same job and give a production boost.


Accident in a room can injure or kill everyone working in them be careful with how large a room is.

New Immigrants will temporally decrease happiness and increase disease risk.

Taverns produce noise so consider not adding too many entrance.

Housing cannot have more than one race living in them.

Large Rooms Vs Small Rooms
Large Rooms
  • Usually more space efficient than small.
  • Easier to keep track of each rooms output
  • If theirs an accident more people will be hurt.
Small Rooms
  • Faster to build and cheaper to upgraded. Good early game
  • Shorter walking distance in room and shorter distance form your road network
  • Lower maintenance cost, if you need to move your workers to another job you'll waste less resources maintenance a partial employed room.

Combat Tips
Trees block 50% of projectiles
New colony starting race tips
Note your starting race is considered your royal race and gets a happiness bounce.

Amevia Nice bounces but tricky race to play due to disliking other races, slow breeding, and desire to live near water.
Positives
  • Great fishers
  • Small Boost to Clay Mining
  • Good in melee combat
  • Long lifespan
  • Decent learning rate
  • Eats 25% less often.

Negatives
  • Slow breeding
  • Like to live near sweet water.
  • Decant chance to commit crime or go insane.
  • Dislikes other races

Mixed
  • Warm climate preference good for most crops and can grow opium. But hot summers can kill non warm climate races
  • Likes Grand Buildings
  • Wants fish and eggs stockpiled but it's easy to get plenty of fish with Amevia if you have decent fishing spots.

Cretonians Okay starting race easy to keep happy but weak in combat.
Positives
  • Great farmers and rations makers
  • Highly Submission
  • Cheaper temple and shrine
  • Tolerates most other races

Negatives
  • Eats more often than other races
  • Horrible in combat
  • Low resistance to bad temperatures
  • Doesn't have a good learning rate

Mixed
  • Prefers wooden structures
  • Likes to live in harmony with nature. (Build trees and dirt roads.)
  • Average lifespan
  • Dislikes executions but likes Imprisonment
  • Wants rations stockpiled (Easy to stockpile but wants loads of them)

Dondorians Both a very powerful and tricky race.
Positives
  • Great crafters means you need fewer workshops and can trade higher valued fished crafts more easily.
  • Great miners you can easily produce melt if you have ore. If you have a good gem or Sithilon Ore deposit you can easily become rich.
  • Lower insanity.
  • Good in melee.
  • Long lifespan
  • They get along with Humans for research and Cretoinians for farming.
Negatives
  • Cold climate preference need to build and fuel hearths. Other race will probably die to the cold if you don't give them extra clothes. Most crops and livestock have lower crop yields.
  • No children
  • Very slow learning rate
  • Expensive Temple that need Sithilon Ore and desire for Sithilon Ore stockpile.
  • Hate Garthimis and Tilapis
  • Bad at ranged combat
Mixed
  • Likes to live in Mountains that are slow to mine into but will save on construction materiel. Mountains also provide good natural defense.
  • Doesn't care about noise.
  • Mushroom preference: Mushroom are slow to grow but can be grown anywhere indoors.
  • Good bakers can help off set lower crops yields.

Garthimis Low demands, fast breeding, great in combat, but wants meat and fish
Positives
  • Good Miners
  • Faster movement speed
  • Easy to please
  • Good in melee combat
  • Fast breeding
  • Indifferent to noise

Negatives
  • Short lifespan
  • Horrible learning rate
  • Wants meat stockpiled
  • Low Moral
  • Will not get along with many spices

Mixed
  • Warm climate preference good for most crops and can grow opium. But hot summers can kill non warm climate races
  • Likes to live in Mountains that are slow to mine into but will save on construction materiel. Mountains provide good natural defense.
  • Likes Humidifiers and Dread
  • Likes cannibalism

Humans Good staring race for great research but more crime, inanity, and higher demands then some other races.
Positives
  • Great scientist,scribes, and administrators
  • Fast learning rate
  • Tolerates other races

Negatives
  • Average in combat
  • Higher crime rate and Insanity
  • Wants Gems Stockpiled

Mixed
  • Average lifespan
  • Demands education
  • Okay Farmers
  • Likes large open space.
  • Wants both Round and Square Buildings

Tilapis Overall good staring race you get the best archers and they are not too difficult to please.
Positives
  • Great Woodcutters, Hunters, herders, fruit orchard workers, and bow crafters
  • Great Archers
  • Cheaper temple and shrine
  • Decent learning rate

Negatives
  • Wants meat stockpiled
  • Hates Dondorians and Garthimis
  • Dislikes most other races

Mixed
  • Likes cannibalism but it will upset other species
  • Wants lots of slaves
  • Prefers wooden structures
  • Likes to live in harmony with nature. (Build trees and dirt roads.)
  • Likes Dread
  • Likes archery training. (Archery range requires more space than melee training)
Workshops
Workbench
3X2
1 Worker

15X2
8 Worker

Auxiliaries
2X1

6X2

14x9
9 Workers
1 Storage tiles

9X11
10 Workers
2 Storage tiles

10X10
10 Workers
1 Storage tiles

10X10
10 Workers
2 Storage tiles

11X18
15 Workers
3 Storage tiles

10X16
17 Workers
2 Storage tiles

12X13
18 Workers
2 Storage tiles

12X13
26 Workers
1 Storage tiles

12X14
19 Workers
1 Storage tiles

19X9
19 Workers
1 Storage tile

19X9
19 Workers
2 Storage tile

20X9
20 Workers
1 Storage tile

16X12
21 Workers
2 Storage tiles

19X11
24 Workers
1 Storage tile

16x16
27 Workers
1 Storage tile

34X7
27 Workers
1 Storage tile

24x12
31 Workers
Storage tile

20x20
35 Workers
1 Storage tile

20X15
39 Workers
1 Storage tiles Note low amount of storage space have a nearby warehouse and don't use for high output workshops

16X21
41 Workers
2 Storage tile


22x13
46 Worker
1 Storage tile

12X29
46 Workers
1 Storage tile

20X24
63 Workers
2 Storage tile

37x11
75 Workers
2 Storage tile

38X26
134 Workers
3 Storage tile

Not Perfect Square Workshops
9X13
8 Workers
1 Storage tile

17X8
11 Workers
2 Storage tiles

10X13
12 Workers
1 Storage tiles

20X7
13 Workers
2 Storage tiles

21X9
17 Workers
1 Storage tiles

17x11
18 Workers
1 Storage tiles

24X9
22 Workers
2 Storage tiles

18x16
24 Workers
1 Storage tiles

13X22
27 Workers
2 Storage tiles

20X14
28 Workers
2 Storage tiles

29X9
28 Workers
2 Storage tiles

18X16
30 Workers
2 Storage tiles

16X23
42 Workers
1 Storage tiles

13X31
52 Workers
1 Storage tiles

20X24
57 Workers
1 Storage tiles

24x13
74 Workers
1 Storage tiles

35X16
75 Workers
1 Storage tiles


85 Workers
1 Storage tiles

52x14
89 Workers
1 Storage tiles
Refineries
Workstation
4x2
2 Workers

8X2
6 Workers

Auxiliaries
3X1

4X1

4X2

5X2

3X4


20X7
10 workers
3 Storage tiles

9x17
13 workers
3 Storage tiles

15X12
15 workers
2 Storage tiles

12X16
18 workers
2 Storage tiles

23X9
19 workers
2 Storage tiles

16x19
29 workers
3 Storage tiles

13x17
33 workers
2 Storage tiles

10x16
37 workers
2 Storage tiles

22X21
51 workers
2 Storage tiles

45X24
126 workers
5 Storage tiles

Not Perfect Square Refineries
12X16
16 workers
2 Storage tiles

12X16
16 workers
3 Storage tiles

18X13
19 workers
2 Storage tiles

21X11
19 workers
3 Storage tiles

21X15
24 workers
2 Storage tiles

21x17
24 workers
4 Storage tiles

21x13
30 workers
2 Storage tiles

24X16
36 workers
2 Storage tiles

22x32
82 workers
2 Storage tiles

35X 50
Logistics
Warehouse
Warehouse can be upgraded 2 times to increase storage space
Capacity per crate
  • No upgrades only cost wood:
  • 1st upgrade requires furniture:
  • 2nd upgrade requires pottery and cut stone:

5X21
31 Crates

9x8
13 Crates

8X7
15 Crates

8X8
19 Crates

8X9
21 Crates

8X10
26 Crates

8X10
24 Crates

8X10
26 Crates

10X8
24 Crates

23x5
29 Crates

8x11
29 Crates

10x10
30 Crates

11X8
30 Crates

10X10
32 Crates

8X11
28 Crates

17x7
36 Crates

10X11
36 Crates

12X8
32 Crates

8X9
20 Crates

12X8
32 Crates

22X5
29 Crates

Round Warehouse
13x8
32 Crates

13x14
55 Crates


Export Depot
5X5 6

13X11 60 Crates

Import Depot
5X5 4 Crates

9X11 40 Crates


Hauler

Transport

Janitors
Workstation 1x5
5 workers
Utilities
1x2 +.05

1x4 +.10

Need equal amount of Utilities tiles to Workstation for max efficiency.

4x10
5 Janitors

5X7
5 Janitors

7x8
10 Janitors

7X11
15 Janitors

10X8
15 Janitors

Round Janitors
8x6
5 Janitors

6X 10
10 Janitors

7x9
10 Janitors

9x7
10 Janitors
Food Production, Agriculture
Hunting
Hunters now only hunt off map animals. They will go to the map edge bring back an animal. Then butcher the animal.
Hunting gets reduced productivity after 15 hunters

cold climate +20% productivity

Fishing
cold climate +10% productivity

1 Fisher per 16 tiles of water

You need about 1 tile of auxiliary per fisher
Storage
2X2
Storage 62

11X2
Storage 620


Farming
Boost productivity by sweet water from channels and wells.
Vegetable
warm climate No penalty
temperate climate No penalty
cold climate

Fruit
warm climate No penalty
temperate climate
cold climate

Fruit Orchards produces more fruit but requires 4 years to grow the trees.
Fruit Tree Size 4x4 Tiles

Grain Farm
warm climate No penalty
temperate climate
cold climate
Grain is the most efficient yield per tile but requires a bakery.

Mushrooms very low yield but the only crops that can grow indoors or under mountains.

Only grow indoors
warm climate -90% productivity
temperate climate -60% productivity
cold climate No penalty

Herbs Only used to make rations, so you only need a small amount.
warm climate -80% productivity
temperate climate -60% productivity
cold climate No penalty

Cotton
warm climate No penalty
temperate climate -20% productivity
cold climate -60% productivity

Opiates Used in hospitals

warm climate: No penalty
temperate climate: -60% productivity
cold climate: -90% productivity

Husbandry
Note higher base fertility will increase the max number of animals your pastures can have.
Pastures that don't have enough workers have livestock to die.

Auroch
Produces: Leather, Meat
warm climate: -90% productivity
temperate climate: +10% productivity
cold climate: -30% productivity

Onx
Produces: Cotton, Meat
warm climate: -80% productivity
temperate climate: -50% productivity
cold climate: no penalty

Entelodont
Produces: Meat
warm climate: -30%productivity
temperate climate: +10% productivity
cold climate: -30% productivity

Globien
Produces: Eggs, Meat

warm climate: no penalty
temperate climate:
cold climate:

Balticrawler
Can only be raised indoors or undermountains.
Spices other than the Garthimis and Argonosh will suffer a large penalty to raising Balticrawlers.

warm climate: no penalty
temperate climate:
cold climate:
Housing
You can have Dondorians and Garthimis homes right next to noise sources like workshops, refineries, mines, and training ground.

Apartment
3X3
Housing for 3

House
3x5
Housing for 5

Longhouses
6x6
Housing for 10


Resource used to furnish a home also change the appearance depending on resource.

Chamber
Only houses nobles and nobles will only live in a chamber.
Servants are required to maintain chambers.
Size 7X8
Housing for 2 nobles

Law
Guardpost
Tip always have guardpost near your important warehouse to prevent theft
Small
2 Guards
3X4 Tiles

Medium
3 Guards
5X5 Tiles

Large
8 Guards
8X8 Tiles

Stockade



Scaffolds
Emits dread based on amount of decorations.

Chopping Block
8X3
4 Executions
.8 Executioner

Gallows
10X3
5 Executions
.8 Executioner

14X6
1 Executioner
5 Executions

11X7
1 Executioner
4 Executions


10X8
1 Executioner
4 Executions

Stocks
3X3 1 Prisoner
7X3 5 Prisoners

Dungeon Note doesn't need to be very big for normal city criminal (2 cell will probably be fine).
Cells
5X3
8 Prisoners per
.4 Guards

80 Prisoners
4 Guards

88 Prisoners
5 Guards

112 Prisoners
6 Guards

34X16
152 Prisoners
8 Guards

Slaver
Slave Station
1x3
1 Slave Making Capacity

36 Prisoners

Court
Court
5X6
Need 20 Spectators per Court

16X9
1 Judge
Military
Training Ground
2X2
Capacity 1
7X4
Capacity 6
2X4
Capacity 2
7X4
Capacity 12

19X16
60 Recruits

36X17
161 Recruits

33x20
170 Recruits

57X25
358 Recruits

Non Perfect Square Training Ground
36X17
150 Recruits

30X28
202 Recruits

Archery Range
Can be built both indoors and outdoors
Tip will emit a large amount of noise remember to build walls to help reduce noise.

3X9 Capacity 1

12x9 Capacity 10

50x44
148 Recruits

52x42
160 Recruits

Army Supply Depot
5x5

9X8



Fortification
Stairs used to climb on to fortification

Palisade
Strength

Stone Wall
Strength 1,875

Grand Wall
Strength
Distribution
Market


Food Stall
10x12
Serves 35

Restaurant
16X12
27 Capacity

11x7
30 Capacity

22X13
39 Capacity

12X23
42 Capacity

20X13
Cooks
45 Capacity

21X12
45 Capacity

23x15
45 Capacity

27X11
48 Capacity

21X17
60 Capacity

Round Restaurant
11X17
30 Capacity


Tavern
Note tavern produce noise so consider not adding too many entrance.
8X20
27 Capacity

12X21
52 Capacity

23X13
54 Capacity

24X12
64 Capacity

Health
Lavatory
Every basin spot can support 4 toilets.
Toilets
3X2
Capacity 3

7X2
Capacity 7

3X3
Capacity 6

7X3
Capacity 14

Basins
1X5
Capacity 4
2X5
Capacity 8

8X7
11 Toilets

10X7
12 Toilets

12X7
14 Toilets

7X12
16 Toilets

9X10
18 Toilets

10X9
18 Toilets

11X9
20 Toilets

11X9
21 Toilets

11X10
23 Toilets

9x14
27 Toilets

Round Lavatory
13x7
14 Toilets

12x7
12 Toilets


Well
3X3
Capacity 4

4X4
Capacity 8

5x5
Capacity 12

Bathhouse
Basions
3X3
Capacity 2

3X4
Capacity 3

5X6
Capacity 10


10X14
3 Basin Operators
Capacity 20

10X14
3 Basin Operators
Capacity 20

13X12
3 Basin Operators
Capacity 22

22X8
3 Basin Operators
Capacity 24

4 Basin Operators
Capacity 28

16X12
4 Basin Operators
Capacity 29

16X13
Capacity 35

30X9
6 Basin Operators
Capacity 37

14X21
7 Basin Operators
Capacity 46

18X19
Capacity 50

8 Basin Operators
Capacity 58

17X27
Capacity 77

31X17
Capacity 96

Barber
1 Worker per booth
Booths
3x2
Capacity 1

12x2
Capacity 4

8X14
Barbers 8

12X12
Barbers 11

Barbers 13

20X9
Barbers 14

Round Barbers
12x13
Barbers 7

Barbers 10

18x10
Barbers 11

16x16
Barbers 15
Health Part 2 Physician, Hospital, Asylum
Physician
Workbench
1X4
Capacity 1

2x6
Capacity 4

Every 4 workbench spots gives 1 Physician
Need 2 tiles of shelves for every workbench spot

7X10
2 Physicians
Capacity 5

12X6
2 Physicians
Capacity 5

11x7
2 Physicians
Capacity 6

11x16
4 Physicians
Capacity 16

17X12
5 Physicians
Capacity 19

18X13
6 Physicians
Capacity 22

Round Physicians

6X11
1 Physicians
Capacity 4

19X11
4 Physicians
Capacity 14

20X10
5 Physicians
Capacity 18

Hospital
Beds
1X3
Capacity 1

5X5
Capacity 10

9X10
16 Patients

13X8
18 Patients

22x6
20 Patients

12X10
21 Patients

11X15
33 Patients

Asylum
31 Patients
Entertainment
Speaker
Size 3X3
Serves 50
Tip Speakers also provide a small amount of education or indoctrination up to 15%.

Stage
Booth
4X4
4 Actors
Serves 40

Bandstand
7X7
8 Actors
Serves 80

Pavilion
10X10
12 Actors
Serves 120

Fight pit
12x11
2 Gladiators
Serves 54

15x15
4 Gladiators
Serves 108

17x17
Gladiators 6
Serves 162

Grand Arena
51X40
Gladiators 25
Serves 1.63K

Resthome
Note needs at least 1 table and 1 Dance Floor
Tables
1X3
Serves for 1
1X7
Serves for 5

3X4
Serves for 2

7X4
Serves for 10

Dance Floor capacity 1 per tile.
2X2
Serves for 4
2x3
Serves for 6
3X3
Serves for 9
4X4
Serves for 16

19X12
73 Capacity

20x12
82 Capacity

Massage Palor
11X13
6 Capacity

15x18
13 Capacity

17X24
19 Capacity
Knowledge
Laboratory

18X20
71 Scientist

24X19
76 Scientist

37X12
94 Scientist

12X46
128 Scientist

16X37
135 Scientist

37x24
220 Scientist

Library
Shelfs
4X2
Capacity 1

12x2
Capacity 5

33X18
70 Scribes

23X45
130 Scribes

School Can raise education level up to 60%
Desks
3X2
Capacity 1

9X14
16 Students
13X13
24 Students

24X13
48 Students

20x24
80 Students

10X8
Capacity 8 Students

University
Podium
5X2
Capacity 5

5X4
Capacity 9

7X4
Capacity 12

9X6
Capacity 20

22X14
Capacity 61

17X25
84 Students

23X18
84 Students
Administration
Clerical stations
3X2
1

9X2
7


You need about 1 tile of shelf spot per clerk or 2 tiles of carpet per clerk.

20X 20
73 Clerks

14X30
77 Clerks

28X20
108 Clerks
Embassy
Tip early game you want about 20 Emissaries to improve relations with your neighbors and gather support in lands you plane to conquer.
Workstaion
3x3
1 worker
3x9
3 workers

16X15
16 Emissaries

22x16
25 Emissaries
Procreation
Food needed for babies
  • Amevias: Fish
  • Cretoians: Vegetables
  • Garthimis: Meat
  • Humans: Fruit
  • Tilapis: Fruit
1 Furnishing can support 4 cribs.
Tip The amount of wet nurse you need heavily depends on the distances they must travel to get food to the cribs minimize the distance from your food warehouse to your nursery.

14X14
29 Capacity

12X18
32 Capacity

14X29
64 Capacity


26X15
64 Capacity

Non Perfect Square Nursery
17X20
48 Capacity

17X19
52 Capacity

21x21
68 Capacity

35X14
72 Capacity

28x17
80 Capacity

20x26
88 Capacity

22X19
106 Capacity

32X32
413 Capacity
Inn
You need about 7 tiles of carpet for 1 room or 4 tiles of decorations.
carpet .15
decorations .30

27x20
6 Innkeepers
27 Rooms

Round Inns
26X14
3 Innkeepers
15 Rooms
Religion
Alters
6x6
Serves 42

6x7
Serves 34

8x7
Serves 48

10x8
Serves 62

12x10
Serves 102

Temples
Alter
7X4
Priest 3
Serves 8

11X5
Priest 6,.6
Serves 18

Square Temples
Including walls
48X34
Space for 5 Large Alters and 1 Small
100% Grandeur and Space
32 Priest
Serves 120

Round Temples
57X30
32 Priest
Serves 124
Graves
Mass Grave
Can be built both indoors and outdoors
Note Edge tiles can not hold a grave only inner tiles.
Note executed prisoners and dead enemy soldiers can only be buried in mass graves.

3X3 room for 1 grave
4X4 tiles room for 4 graves
5X5 room for 9 graves
6X6 room for 16 graves


Graveyard
Can only be built outdoors

Crypt
Can only be built indoors
Species
Amevia
Lifespan: 150
Building Preference: Grand Buildings and Mud Buldings
Climate Preference: Warm
Population found most in: Sweet water and Ocean


Religion: Majority Crator
Food Preference: Eggs, Fish, Vegetables
House Decoration: Stone, Cut Stone, Fish, Leather, Wood, Furniture

Likes living near: Lighting, Sweet Water, Awe
Wants city to have a stockpile of: Fish

Lawfulness: 0.80
Submission: 0.50
Learning: 1.00
Sanity: 1.50

Dislikes Cannibalism
Dislikes Cretonians, Dondorians, and Humans
Only Species Good at raising Globien

Good in combat.
Slow breeding.

Argonosh
Lifespan: 500
Building Preference: Mountains
Climate Preference: Warm
Population found most in: Havens only

Religion: Only Shmalor
Food Preference: Eggs, Fish, Meat
House Decoration: Clay, Cut Stone

Likes living near: Dread, Harmony
Wants city to have a stockpile of: N/A

Lawfulness: 1.00
Submission: 0.30
Learning: 0.00
Sanity: 1,000

Okay with Cannibalism
Dislikes Dondorians and Tilapis

Extremely powerful in combat.

Cantors
Lifespan: 1,000

Building Preference:
Climate Preference: Cold
Population found most in: Havens Only

Religion: Only Athuri
Food Preference: Eggs, Fish, Meat
House Decoration: Stone, Cut Stone, Gems, Wood, Furniture

Likes living near :Awe, Lighting
Wants city to have a stockpile of: N/A

Lawfulness: 1.00
Submission: 0.20
Learning: 0.00
Sanity: 10,000

Dislikes Cannibalism
Dislikes Garthimis and Humans

Extremely powerful in combat.
Cretonians
Lifespan: 75

Building Preference: Wood building and Round Shaped
Climate Preference: Warm
Population found most in: Forest and Open Land

Religion: Majority Crator
Food Preference: Bread, Fruit, Vegetables
House Decoration: Wood, Clay, Furniture, Fabric, Pottery, Gems

Likes living near: Harmony, Lighting, Dread
Wants Round Buildings
Wants city to have a stockpile of: Rations

Lawfulness: 0.70
Submission: 1.25
Learning: 0.50
Sanity: 1.00

Dislikes Cannibalism

Weaker in combat

Dondorians
Lifespan: 180

Building Preference: Mountains and Square Shaped
Climate Preference: Cold
Population found most in: Mountains

Religion: Majority Athuri
Food Preference: Meat, Fish, Mushrooms
House Decoration: Stone, Wood, Furniture, Fabric, Cut Stone, Sithilon Ore

Likes living near: Awe, Lighting
Wants Square Buildings
Wants city to have a stockpile of: Sithilon Ore


Dislike: Hate Garthimis and Dislike Tilapis

Lawfulness: 0.90
Submission: 0.75
Learning: 0.20
Sanity: 5.00

Dislikes Cannibalism

Get bounces to melee combat

Garthimis
Lifespan: 50

Building Preference: Mountains
Climate Preference: Warm
Population found most in: Mounatins

Religion: Majority Aminion, Some Shmalor
Food Preference: Fish, Meat
House Decoration: Clay, Cut Stone

Likes living near: Dread, Lighting
Wants city to have a stockpile of: Meat

Lawfulness: 0.10
Submission: 1.00
Learning: 0.10
Sanity: 1.00

Likes Cannibalism
Dislikes Dondorians
Get bounces to melee combat

Humans
Lifespan: 80

Building Preference: Grand building
Climate Preference: Temperate
Population found most in: Open Land


Religion: Mixed but favoring Athuri and Crator
Food Preference: Bread, Eggs, Meat, Mushrooms
House Decoration: Wood, Furniture, Fabric, Jewelry, Pottery

Likes living near: Lighting, Awe
Wants both Round and Square Buildings
Wants city to have a stockpile of: Gems

Lawfulness: 0.20
Submission: 1.00
Learning: 2.00
Sanity: 0.80

Dislikes Cannibalism
Dislikes no spices

Average in combat
Tilapis
Lifespan: 140

Building Preference: Wood building and Round Shaped
Climate Preference: Temperate
Population found most in: Forest

Religion: Majority Crator
Food Preference: Eggs, Fruit, Meat
House Decoration: Wood, Laether, Fabric, Furniture, Pottery, Livestock

Likes living near: Harmony, Dread
Wants Round Buildings
Wants city to have a stockpile of: Meat

Lawfulness: 0.50
Submission: 1.00
Learning: 0.80
Sanity: 1.00

Okay with Cannibalism
Dislikes Garthimis and Dondorians

Get bounces to ranged combat
Decorations
Tree
1 Tile
Gives Harmony 6 tiles in every direction.

2X2
Gives Harmony 10 tiles in every direction.

3X3
Gives Harmony 14 tiles in every direction.

Flowerbed
1 Tile
Gives Harmony 6 tiles in every direction.

2X2
Gives Harmony 10 tiles in every direction.

3X3
Gives Harmony 14 tiles in every direction.

Pillar
1 Tile
Gives Awe 6 tiles in every direction.

2X2
Gives Awe 10 tiles in every direction.

3X3
Gives Awe 14 tiles in every direction.

Statue
1 Tile
Gives Awe 6 tiles in every direction.

2X2
Gives Awe 10 tiles in every direction.

3X3
Gives Awe 14 tiles in every direction.

Touch
1 Tile
Gives off light 5 tiles in every direction.

2X2
Gives off light 11 tiles in every direction.

Humidifer
1 Tile
Gives Dread 6 tiles in every direction.

2X2
Gives Dread 10 tiles in every direction.

Bench
Size ranges from 1 Tile to 1X8
Build benches near your decorations so citizens will sit and improve their environmental happiness.


World Map
Three types of climates: warm, temperate and cold.

Regions
Infrastructure -
Sanitation -
Education -
Law -
Entertainment-

Other Kingdoms
Note trade prices varies from kingdom to kingdom and are affect by distance with tolls (reduced by roads) and tariffs (reduced by higher opinion).

Ruler Traits
  • Ambitious

  • Deceitful
    Doesn't keep treaties

  • Calm
    Relation is less impacted by gifts or demands.

  • Conservative

  • Cruel
    Merciless in war.

  • Honorable
    Will keep treaties

  • Lazy

  • Merciful
    More willing to accept peace deals.

  • Pacifist
    Less likely to declare war.

  • Proud
    Relation is more impacted by flattery or demands.

  • Tolerant
    Tolerant to other races.
  • Warlike
    More likely to declare war.
Titles
You can Select up to 5 titles when staring a new game.
Breaker Of Chains
Unlock by : Free 2000 slaves
+ 0.05 Happiness

Harvester of Hands
Unlock by : Executed 2000 people
+ 0.10 Lawfulness

Master Of Bargains
Unlock by : Earn 1,000,000 Denari from sales
+.25 Bartering

The Conquer
Unlock by :40,000 Enemies killed -
+0.10 Defence Skill (Less losses/Easier fights)

The Crafter
Unlock by crafting 100,000
+.10 to all Crafts

The Great
Unlock by : 10,000 population
+0.10 Happiness

The Leader
Unlock by :having 1,500 people in your settlement
+45 Settlers and +1000 base knowledge

The Negotiator
Unlock by : Spend 10,000,000 Denari on purchases
+.25 Bartering

The Raider
Unlock by :

The Ruler
Unlock by :having 100 people in your settlement
+10 Settlers at start

The Slaver
Unlock by :1500 Slaves in population -
+0.10 Submission but -0.03 Happiness
28 Comments
Richard  [author] 28 Sep, 2024 @ 5:28am 
@Alexander thank you for the guide tip on auxiliaries and the complement.
Spiffy 27 Sep, 2024 @ 8:25pm 
Worth noting max size auxiliaries provide a bonus beyond the space they occupy compared to the smaller options, otherwise nice guide
Balm 7 May, 2024 @ 10:47am 
this game is ridiculous
Richard  [author] 20 Jan, 2024 @ 6:32pm 
@ericssb63 Glad I could help you!
Eric 20 Jan, 2024 @ 3:32pm 
Thanks for the guide bro. I was looking for a guide, to inspire me.
Richard  [author] 2 Jan, 2024 @ 2:00pm 
@DyonisX You can build a smaller laboratory but you will want at least around 40- 50 scientist even early game so you can unlock most of the early game techs.
It depends mostly on your food production. If you can support more scientist than build a bigger laboratory.
One thing for late game is human tourist can come and they like big laboratory with 500 or more scientist.
DyonisX 2 Jan, 2024 @ 1:45pm 
Btw since your smallest lab is like size 71, in a new run should I just try to build a size 71 lab from the get-go or start with smaller ones?
Richard  [author] 1 Jan, 2024 @ 9:45pm 
@DyonisX No you did the workshop correct in your first screenshot.
I checked and I see the problem is I designed that workshop in version 63 and I didn't check until now that they don't have 100% efficiency my apologies.
I'll have to update some of my designs.
It's just for workshop I was putting the number of workplace Instead of what the game allows for a room. Before I remember workshops could employs extra employees than could work in a room now. I think it was change so workers spread out their work schedule and workshops can be fully employed.
I'll change my guide to the worker amount the games says. :worker::spaz2happy:
DyonisX 1 Jan, 2024 @ 5:56pm 
I guess this works instead as a slightly smaller workshop but with 12 employees and 100% efficiency
https://i.imgur.com/D23UORG.png