The path of progress is Meat : Songs of syx Ep2



That’s is a lot of animals all ready and the game is handling it like a champ. I am so used to games suffering FPS death the moment their is a few to many animals and pawns on screen that this is a great change of pace.

Songs of Syx is a fantasy city-builder where you start off as an insignificant colony and build, scheme, and fight your way towards a metropolis and empire. The mechanics are complex and true to life, where small events can spiral into the collapse of kingdoms. Easy to learn, but impossible to master. It’s set in a low-fantasy world with graphics aimed at stimulating your imagination.

source

43 thoughts on “The path of progress is Meat : Songs of syx Ep2”

  1. You need to watch at you free workers count. If it is negative then no one will be doing constructions and digging. Free workers count is in top left corner in second row with a hammer icon.

    Reply
  2. I really like the approach this game takes where so many things require routine maintenance.

    "Free dirt roads"? Requires a janitor to maintain
    "Huge stockpile of research"? Most of it is spent on ensuring you don't regress
    "Furniture production is easy?" Now your people want it in their homes, and breakage means they always need new chairs
    "More food than you know what to do with"? All your meat is expiring tomorrow

    All of this really feels like it puts pressure on the player to always be expanding. I love it!

    Reply
  3. This series is super fun to watch! I really love games where you build massive settlements and cities! It's part of why your 200+ pawn series is still my favorite of your Rimworld series!

    Reply
  4. I wouldn't consider Elder Scrolls elves to be true elves. They don't differ from humans.
    Real elves (Tolkien elves) are immortal (even if they are killed they are reborn or should I say re-manifest), have innate magic people don't have, walk on snow, etc, etc. They connect to sea, stars, sun and nature ("forests"), but nature is just one thing among many.

    In short, they are not dumb cannibalistic barbarians living in the woods.

    Reply
  5. A thing you can do for free to immediately boost your efficiency is to assign nobles. A smith and a rancher should boost your toolmaking and ranches quite a bit.

    Also, I think you picked a very bad spot to mine. Your settled spot has an abysmal base mining rate from 7:10 of the last video. Furthermore, when you placed your mines, you put workbenches over the richest deposit squares. I think it might be best to just delete those mines and import the iron and coal.

    Reply
  6. I feel like there must be something being missed when it comes to the cannibalism. You'd think being cannibals, you wouldn't need a graveyard as you'd just butcher your dead for meat , yet it seems that workshop isn't getting the corpses. Hmm…maybe whoever/whatever is supposed to collect corpses is missing? Do you have to assign corpses a storage spot so that someone stores the bodies for the butcher to then collect from storage for their work? I don't know, I'm just spitballing to see if I might be on to something to help you out.

    Also, I believe you mean "good little muppets".

    Reply
  7. Do not put storage over coal and iron mines! Patches have quality, that influence the yeld. Seems like you put in the best spots just bunch of the crates

    Reply
  8. 0:00 FJ, the Syx elves get a bonus to animals AND woodcutting (forestry). These ARE the treehugging kind of elves!
    45:00 Dwarf fortress has infected you after all :). As far as I can tell, dwarves are basically better humans. Easier to keep happy, require a different set of crops, but are otherwise straight up better.

    Reply
  9. Ranches aren't really the most people efficient way of making food. You shouldn't need to have half your people just producing food. Although it might be different if all your people are the elves, perhaps the negative bonus towards crops is super bad?

    Trading is a big part of the game. Rather than putting people mining or smithing, its better (early-mid game) to make more researchers and carpenters and just buy all the metal and weapons you need. You can automate this, importing and exporting because of the % of goods you have.

    I always just import tools and give them to all my laboratories and, later on, carpenters. They changed the research since I played it last but I think that stacking research on +trading bonuses and +carpentry should still be a very good tactic.

    Reply
  10. Just had a quick little crack at this game yesterday for 30 minutes and I'm basically watching very carefully when you are saying there is a problem to see how you identified that as there is so much information available it can be difficult to find out where a certain stat is.

    Reply
  11. Oh that knowledge system makes some sense. If you've learned how to make a tech it makes sense that some of your time will need to be spend teaching future generations how to do it so they know when you die and at a certain point you'll spend all your time teaching and none of it researching and you'll need to employ more researchers to keep things improving.

    Reply
  12. Hmmm so you start off not being able to work with any ores and then you go straight to iron ore being usable. Copper is so much easier to use when compared with iron due to it's lower melting point you would think that you'd have copper and then bronze before iron just because that's the way the ages progressed due to iron having to be heated to extremely hot temperatures and doing that is difficult.

    Reply
  13. You can give access to your citizen to wood, stone, furniture that they use in their houses, that should help with mood.
    I built an irrigation canal for my farms, fertility went up 20%. After such project was completed, my guy went straight for a skinny dip in the canal waters till the farmer showed up!

    Reply
  14. Hey Francis! a lot of buildings and things can be increased in size with the Q and E buttons. especially housing. you may be able to fit far more housing in ;D

    Also once you have an export depot, you can buy all the little materials you need without producing them, while selling excess. sell what you dont need by clicking the coin sybmol up top and buy those 3 clay you need instead of mining it yourself. your people love and hate certain jobs, so just buy certain things that your people hate to make. import/export depots can automate this of course.

    Lastly you NEED archers. your enemies will have them, and if you don't have any you will lose. good thing the people you chose are literally the best archers in the game. i'd recommend you focus on them entirely, infantry is horrible without any armor and bandits are shredded by arrows.

    Reply

Leave a Comment