Thriving City: Song

Thriving City: Song

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Isolated tips to help beginners
By rcprats
Isolated tips to help beginners.

Below is a summary of sorted tips for the game Thriving City: Song. I decided to write it because I missed more explanations about the game's mechanics. Feel free to include contributions. Note: This guide was originally written in Brazilian Portuguese.

Refugees: one of the campaign scenarios states that the player will be challenged to welcome refugees, but does not give any more details about them. The refugee system basically works like this: from time to time, a number of refugees arrive in your city. The player needs to build Shelters (in the house construction menu), and also build Refugee Kitchens (in the civil construction menu). From time to time, refugees will need food, and they will enter these kitchens to satisfy that need. If they do not have access to these demands, they will die and become a problem of happiness.
After establishing themselves in the city for a while, they will become normal citizens.

Research Bonus: each additional school increases research efficiency. Suggestion: build more than one school and watch your research speed increase. Always build a Confucius temple near schools to increase the likelihood of students passing the exam.

Roads: No construction needs roads to operate. No building can be built more than 4 squares away from a road. All houses that are connected to a road receive a happiness bonus. Stone roads allow citizens and carts to move faster. Stone roads bring more happiness to the houses that are connected to them.

Army: to create armies, the barracks must be supplied with fabrics and weapons. The need for materials depends on the type of troop you want. The militia is the cheapest troop, it only needs workers and money.

Official and Imperial Ceramics: after three common ceramic factories have been built, the construction of the advanced ceramic factory is allowed. This building produces official ceramics. To produce imperial ceramics, it is necessary to research the technology in academia. When they complete the maximum number of units, they are sent to the capital in exchange for prestige points.

Non-storable items: Some items are not stored in wharehouses or granaries. These items are stored in the place where they are produced and are only used when a location demands them. These items are: fabric, jewelry, refugee meals, boat supplies (wooden boards, anchors and sails).

Position of wharehouses and granaries: the location of warehouses and granaries with resources is important to guarantee the supply of buildings that consume these items. It is important that the resource is stored in a location close to the building that will consume it as an employee will leave the building and look for the necessary resource. If the distance is long, the building will lose efficiency as it will lack resources. See the Efficient Layouts guides.

Residences and Consumption: more advanced houses have lower food consumption rates than simpler houses. For example: A house (level 1) houses 4 people and consumes 5 wheat per year (means 1.25 wheat/year/person). A house (level 2) houses 7 people and consumes 7 wheat per year (means 1.00 wheat/year/person). The higher the level of the house, the lower the per capita consumption.
   
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1 Comments
[BLK] Telu 16 Jan @ 4:00am 
Good job for the guide !