Honestly half the reason I watch these update logs is the comedy value of him always downplaying his own work. "Oh yeah only a few small things, like 200 new events" Or when he apologised for taking too long with an update but he basically put in a whole 4x layer in a few months.
@@ExploratoryResearch I love the scattered approach to these dev diaries. "Reworked disease, so that ahh... Well, it didn't make a lot of sense before, but right now, basically, umm, [it] makes more sense." "I don't actually remember what I've done."
Early game immigrants being less picky is so great. It has always annoyed me that they had such high expectations of a growing settlement. Great change and changes overall!
tbf sometimes it's justifiable, i mean ffs the vikings called GREENland to bait people into thinking it was fertile land... i would be very pissed too if i traveled for weeks or months to arrive at a glorified iceberg XD
You should come to sweden. If they dont get a free apartment in the central downtown area, they get cranky. Meanwhile our native citizens sit and wait in apartment queues for 3 years hoping for any old rundown place opening up..
I'm about 500 hours into the game in 2 months and it's one of the best games I've played. Keep up the good work! My biggest complaint was the combat ai, but it sounds like that will get worked on next. I'm looking forward to 1.0!
Great work. I would love to see an "officer/military academy" building that both enhances combat ability of troops and produces "commanders", which could work in the same way as nobles. It'd be a cool part of building the military districts of cities.
Reading this made me think that the game could have a middle class, that they could give bonuses to buildings and squads in the case of battles. They could be captains, managers, the disadvantage would be that they would have to be educated and are more difficult to keep happy.
The plan is to have professional soldiers and militia in 1.0. I can't promise I'll succeed, because last time I ran into an obstacle I've forgotten about. The professional soldiers could have a suite of buildings to compliment their prowess. Professional soldiers could also double as guards, and march around in your city. I'm also pondering commanders, that each division should have 2, and they should be trained in a special academy.
@@songsofsyxofficial9516 your commanders could be the noble's sons and daughters that way you'd have to balance your commanding pools between plebeins and the various nobles you have
what a cool ass world we live in, where people who love to make a game can find people just as passionate who will do things for free for then the developer to hire them as appreciation is such a good thing to see, keep iy up man
Nah, this is better. Kenshi is devoid of content, and notoriously unfinished and abandoned. It had potential but that potential was never reached. Every game start is the absolute same. Go mine for 10 hours straight while avoiding slavers and other miscreants. I know this game is still in development but at least the early and mid game are good. Even if author admits he has no idea what the endgame should be yet I'm sure he'll figure it out. And it's not a school project so it's unlikely to get abandoned.
yesterday a friend and me were just talking about how we'd like more developer updates, right on time I guess! ps: please fix the zoom function so that we can zoom out further, it's really the biggest thing holding this game back, we wanna see our cities fully!!!
@@benc640 U can see the whole map? Cause I have a 27 inch, 4k monitor and I can only see a small part of my city (4k population) I tried the scaling option in the startup menu but that doesnt help and there is no option in game to increase your resolution.
I can zoom out and see the whole map, yeah. Though after a certain level of zoom the graphics turn to markers. Regardless, I have a much wider view at the graphic level with a higher resolution monitor. Playing on a laptop/small monitor after this is basically impossible.
This Game is very clearly a passion project for you. This makes me happy cause a game like this deserves to reach its potential. Keep up the unbelievable work!
The secret police is such a good idea. I wonder if this could tie in with nobles at all? Im sure in antiquity the higher ups would have well placed individuals around town.
I heard the voice and had to go back to steam to retrieve the wonderful: " This singular mad man dev with his $2 dollarstore mic and utter 20 minute mono-tone ramblings tangents he calls "patch notes videos" while simultaneous discovering bugs while showcasing the newest features IS..... the pinnacle apex of city builders developers. Give him your money, this game is more addicting then black tar heroin and more in-depth then the 900 page Iphones Terms & Conditions. 10/10 would experience colony collapse again due to racial infighting over who gets to walk on which side of the street. " I love this game :D
this is by far my favorite game of the past like, decade. i love that you're pouring out so much work and passion and inspiration into this, seriously. as an early 30's gamer, this is one of the rare projects that still inspires in me the feelings i had from games from when i was a kid. i work a lot and don't get much gaming time these days, but i daydream about the game often, and relish the chance to play it more, to start a new save and see how well i can prep my early game and see how well it plays out over time. see how i can improve. love love love it. gives me the same feelings of wonder and itnrigue i had as a kid stepping into AoE2 for the very first time, but this just has so much more flavor and depth and longevity to it.
You've made one of the best fucking games in this genre / cross genre. So many games like this don't have the macro and micro scale like this and it really scratches an itch that other games can only partially scratch. I am starting a new game after not playing for a few months and legit it feels so good to see noticeable improvements from the last time I played which feels so rare man. Loving the new import export features. Great work!
Most of these changes are great, but I have a question regarding trade... why would someone be incentivised to produce machinery for export if they couls just export stone just as well ? Shouldn't higher tier goods have better profit margins ? Great job on this gem of the game btw
You do actually get more out of machinery than stone. First there's the toll, with a flat fee on each unit, which favours machinery. But in general, you have bonuses for stone, and bonuses for machinery and they cost the same, although machinery has a bigger up-front cost. A stone-powered civilization should be viable, same as machinery, that is the idea. It depends on what you choose to specialize in. Each specialization should feel special though, I'm working on that. For instance there are means to increase both toll or tariff. Low toll will make stone profitable and vice versa. If machinery had better margins, then all player would go for it, and I want there to be a choice. The choices should be different though.
Thank you for your continued support to this incredible game! I'm so happy to hear that you've taken on some support. Can't wait to try out the new changes!
The early game was a struggle, but in the end, I actually liked it. However, I understand that it filter out some people, which isn't good for the game itself. Overall, it's an amazing game, and I can't wait for the 1.0 release. I'll definitely come back when it comes out. Thank you for your hard work! Games like this are hard to find and don't always appeal to the average person, but they end up having a dedicated community. I believe this will be a great success.
I know there is a group that enjoyed that struggle. And it should be relatively easy to mod back in. The problem is that if you push difficulty into early game, then there's not enough to go around for late game. IF you're not a fan of late game, then that is how it should be. But I need to figure out what the baseline is for vanilla, and this is what I've come up with.
I love your personality and sense of humor. Down to earth, honest, direct and funny. Keep up the great work! I will definitely come back for 1.0, if not before. After 1.0 ( and a few months of bug fixing and balancing),my advice would be to go on a longer vacation and then come back with a new project or new content in the form of a paid DLC.
I am glad you hired someone who shares your passion for the game, I wish more devs took that route instead of 3rd party companies who just treat it like a preset checklist instead of a growing project.
Just commenting to tell you that I really really like this game of yours, having found it through an obscure, malevolent yet enthralling "UA-camr" that shall not be named. Managed to get the dondorian homies to some 300 pop before this update, let's see how we'll fare now !
I found this game via some random post in a video about Manor Lords. So glad I did. And I feel like I joined at a really good time (last spring). Looking forward to more.
Good update, i am not entirely sure how Storage workers prioritize what resources to gather from first to last. Is it based on distance? I wish it would prioritize by spoilage. Other things are that i think that Freelands are way to easy to capture. And building them up and get an insane amount of stuff is way to cheap also the new event system is cool, we should get events for our captured settlements aswell with more focus of upkeeping and defending.
Great update. Would really be interested to see a deeper class system, with different sectors of your society wanting more/better goods etc. Keep up the great work, you have a fantastic game here.
Really interesting stuff! Some feedback based on the video: Im happy that maintainance costs are now a part of the production/consumption estimations. I REALLY would like if furnishing from homes also were a part of that, and, less importantly, other wear and tear for items such as clothing and tools. Since you set the amount that is allowed to be used, it should be possible to estimate "consumption" for those. Im looking forward to seeing if you have made earlygame too easy. Its were I spend most of my time, and I really enjoy it a lot, so I hope we dont skip over it too fast from now on. On the other hand, I like that the lategame has been enhanced with events etc. From what I understand, Late game has very much ended in Stagnation rather then destruction, which I always thought was a shame. For you upcoming work on combat: I would really appreciate it if equipment was re-balanced, so I no longer need to give someone 8 warhammers to carry around. It sort of made sense in earlier versions where they were just "weapons", but now that they are specific weapon items, it feels very immersion breaking to me. Keep up the good work, and remember: Its your game, and your vision that matters!
Absolutely, I'll get on that now regarding consumption. The game is centred around population, so I must decide where end game is located. Right now I'm thinking it starts at 6k. This is way too much for most, some like a much faster game with more pacing. While this can still be achieved through modding, I would rather lure those players into becoming more interested in late game. Events play a part here, but there must be more things going on to keep you interested while you wait for the slow construction work to finish. IDK about the weapons. The same philosophy is there more = better, and it works well. Instead of having 8 different warhammers of different quality. I can perhaps change the UI a bit to take the edge of the immersion breaking.
@@songsofsyxofficial9516 Thank you! I agree with you on a lot of your point. I dont know if my PC could take 6K population though :) I suspected that the weapons were supposed to symbolise higher quality weapons. I agree that SOS does NOT need some sort of Dwarf fortress like quality system to its weapons. If it was up to me, I would probably just remove the scaling system and have every unit either be armed or unarmed. You either have a flancata or you dont. Maybe you can have one in each hand. But beyond that, More is not Better. I dont know if that could be balanced by making them harder to produce and buffing the bonus form weapons a bit?
cool idea for a game mode where you play as one (minion) go to the throne room to give orders have a family so if you die the leadership stays on the family ...
(Read whole thing) Songs of Syx is absolutely the game I've been looking to find for years man, really its a great combination of city building and world conquest/grand strategy. There are so many things I love about this game over games like rimworld/dwarf fortress/total war/4x grand-strategy games and others that share similarities. I grew up playing a game called Evony, not the pay to win over advertised garbage on the app store but Age 1 evony where you build up your city and population, train an army and have a vast map full of NPC's and other player castles that you can attack and take over. This aspect of city building/conquest is something I cant seem to find in any other game until I found songs of syx. I love massing insane armies and taking over vast amounts of the world and conquering many cities while coming back and min maxing my city like im playing factorio. Now to my complaints. Seeing the patch notes of this patch and from playing v66 the one thing I dont care much for is the constant needs of the different species. I do like the mechanic of fulfilling your citizens needs and keeping them happy, but I dont want to see this become rim world where it becomes another boring sim colony builder. The aspect about amassing large armies and ever expanding your domains is such a unique thing about this game and I think the focus should remain on that rather than just creating another citizen management game by pushing the limits and needs of all of your different citizens to the point where you cant really build the massive population and train the massive army you want. All that being said I would love to see this game continue down the path of being an immersive city builder focusing on economy, trade, automation, min-maxing, diplomacy, and of course world domination. Thank you for blessing us with this masterpiece.
Thank you then you should like the fact that reaching the "massive" stage is easier and quicker, which is the main feature of SoS. Like I said, I don't want to give away what Rimworld and DF I have in there though, because that is what the other half expects, and I've put a lot of effort into it. SoS is a mash of genres, the trick is to mix them properly.
A few suggestions - I'd love to see more species specific demands when populations get higher, for example when you've got like 100 bugs then they start wanting slaves more or when you're the dwarfs and you don't have booze after 50 pop they get mad. Perhaps the humans want nobility a lot! This would make each settlement feel different and your runs more focused (if you're doing a specific race) and it would make a cosmopolitan settlement pretty darn difficult as you'll be hitting all those demand thresholds. An idea for an event - religious based events. This is fantasy! I think the gods should participate in the world! Maybe it's a god who demands sacrifice of some kind (animals, gems, people?) And if you don't agree you get punished somehow? Drought, raid, infestation (food stocks dissappear), plague. Or you do complete the gods demands and you can get a temporary buff to efficiently somewhere or protection from raids for a bit. Maybe lowered matenince for a time! Player driven events - a way for the plater to activate events of some kind, perhaps throw a feast to liven up moods or host a combat tournament for similar reasons but it also helps relations with nearby settlements. Religious events - for example sacrifices ^ or congregations. Maybe hosting a market day when your warehouses are bursting that makes a load of traders come through and pick up what they feel like from your exports. [I'd imagine that one would be a nightmare to code tho]
I do like the idea of easing difficulty in the beginning, largely because the more hectic time period really hinders future planning, as the original hectic structure still sort of creeps out into the rest of the city. And the new people being less demanding will also help a great deal towards that, as I no longer have to dedicate a massive part of my work force to making them happy, throwing a second massive wrench into my planning, and further making the city centre a tangled mess. If I were to have a complaint, I don't really like the idea of the health being a soft upper limit whether by tech that you eventually simply can't push father. While I understand the desire to have the player push a little father each time, it almost feels like people would have to either force themselves to stop, or start every run knowing that no matter how good one plans the city, there is an end. At the very least, because of that being the upper limit, it feel it would result in city states playing out the same at high skill levels; where if your skill level is enough to get you through the other challenges, then you end up knowing how it is your city will fail every time. I do cannot claim to be skilled enough myself for this to occur, but for those that are, it does seem like it would be a point of frustration. I look forward to trying to experiment with the new trading system. I am confused as to why stone and machine would produce the same profit with the same amount of people on it, but I will just have to give it a try myself!
There is always an end, I can not change this. Ends being FPS death, conquering the whole world, or reaching the technical limitation. These ends are no good, because it leaves you nothing to tempt you to try again. You have unlocked the entire game, reached the end. The only reason you'd play again is if I make new content, and I don't want to do that for the rest of my life. So I'd much rather have game mechanics killing you at some point. Systems that you can manipulate. Given the amount and complexity of the systems, I can guarantee that you'll always be able to push a little further. You'll sit at work, or at school planning new strategies on how to reach farther with your city state. Health is just one component in this. Law being another big one. But in general, all the game mechanics have diminishing returns and work in unison to eventually kill you. Fulfilment, AI factions, raiders, slaves, events, trade, future nobles, they will all work based on diminishing returns. Hence, you can try different approaches, one being ignoring health, and see if that will get you further, and it probably will with some races, and some circumstances. So health is not to be solely responsible, the whole game is. Your empire will eventually collapse under its own weight. How and when it does so will be up to your choices and skill level. Note that this is the basic principle of the current "random game" option. I do plan to add single player campaigns that you can actually win. The campaign is what I consider the actual game. The random game option is more of a bonus.
Great game. I will say the key to longevity for me is detailed toggles for difficulty and editable text files. I can take the bits that annoy me and tune them down, and the challenges I enjoy and tune them up.
Seeing as you read the comments: id be interested to see if nobility could arise in a more natural manner. I think in real life nobility arises ususally from the military, I also think it could arise from artisans and advanced crafts. I like the idea that workers who are in advanced trades, or perhaps officers if its inplemented, gain a sort of "Luxury bar". And these are additional luxuries they expect to be satisfied and work in higher tier professions. You van then build a parliament, or congress, which these citizens staff, and allow you to make choices about what bonuses you want. This way nobility becomes an inherent part of an advancing civilisation, youre forced to consider how to get finery, but once you have a habdle on that you can turn it to your benefit and choose how the nobility can enhance your particular city.
Yes, I'm also pondering how nobility should be appointed. It would be fun and engaging if you were given a list of prominent citizens, and their trade and select from those. Importing nobles could also be a thing. I haven't thought up something good yet.
"It's a bit mind boggling, as the microsoft thing probably cost hundreds of millions of dollars, and this one is free." That's a common pattern with a lot of software that isn't built for highly specific tasks in niche industries or highly complicated uses.
Have you thought about the profession names for the health and law research buildings? One of my favourite things in this game is looking into a tavern or restaurant or hearth and seeing the priest sitting next to a woodcutter and a barber, then following one of them to their work.
@@songsofsyxofficial9516 Those terms sound a bit too modern, but hard to say. I guess it depends on what the building looks like and what they do inside of it
So, i am playing this game for years and i always had this question. Who cleans the toilets and where does all that waste go? Human waste was a very big problem to deal with historically. Infecting the drinking water and causing disease. I would be VERY HAPPY if we had a system to manage human waste and squalor in this game!!
@@songsofsyxofficial9516 YES, PLEASE. Also, i would add that just like any other basic need like food, wells, etc, waste management could be an early game problem, but also a mid and late game one!!!
17:34 - the tooltip description for what the tariff is says: "The tariff penalty is based on the faction's opinion of you. Increase their opinion for better prices". But you say it is actually the amount of work needed for the item. So which one is it? Is the tooltip wrong/outdated? 16:20 - can you elaborate on this (same profit regardless of the type of good that is being traded) a bit more? This doesn't sound intuitive. Do I get the same profit whether I trade diamonds or cabbage? I would think that certain goods are more profitable to trade than others. Maybe I'm not just getting this.
He said tarifa, pero tendría que haber dicho tol",he Made a little mistake, the toll is a fixed rate for all ítems, and the real tariff, is a price based on how many workers are needed for the item
The tariff is based on the manhours put into the resource. For stone it's 100% of the price, for machinery it's 2.5% of the price. So you are taxed based on the "work" you trade. This tax is then multiplied by the opinion of the faction, so the more they like you, the less of this penalty you get. This is similar to US vs China trade, where they're controlling supply by adding penalties. Toll is the transportation cost, and is based on distance. The terminology is now 100%. It should be "toll" and "transport cost" or something similar. 16:20 -> You get profits based on work put in. Credits and resources can all be converted into manhours. So when trading something that cost you 5 manhours, you get payed 5 credits. The idea is that whatever you trade, you get the same money based on the work it took you to create said item. Then of course, there are bonuses, which changes the amount of work needed for an item, and increases your profit of said item.
Ideas for early game: Thirst would be great! Alternatively, what about heat/cold in summer/winter, a more difficult version of exposure. also "togetherness", or the need to be with others, that can be helped with more social buildings.
loving the updates! your getting there!! mic has some very high frequency now, cant stand it now with ribbon tweeters^^. previously was better imo, there was some reverb to it, now its in my head. only real way is better mic. please try a highcut and reverb in your new software.
Suggestion on how to make early game more interesting -> Lean more into the liked/disliked factors of each race. Like Garthimis wanting cannibalism and disliking immigrants in favor of actual homegrown citizens from the hatcheries. Or maybe have the population demand some resource or structure when a set number of citizens is met, stagnating growth while they demand it and accelerating growth when its acquired. I also think the idea of base defense could be more proeminent in early game on a small scale. Could possibly spice things up with the added mentality of making a more defendable city. Im not sure whats your opinion on static defenses like archer towers, but could be an interesting aspect to add to the already amazing basebuilding! Cant wait to play V67 and test it out. :)
The added base defense could really work with the new raider system too imo! The raider ladder sounds a ton of fun and will definitely change how I view my defenses.
Just bought the game, it is so addictive, I love it. I aimed to play for an hour yesterday but it turned into 3 hours after I wanted more population to expand farms… it has a good balance of challenge and reward… Perhaps add Greek fire? Or towers that shoot fire, in very late game, so that invasions can happen and you won’t need to put in much work unless it’s a large empire? Perhaps add hero units? These are unique soldiers who have special abilities, like healing ur surrounding soldiers, like a priest that u can train, and heal or convert enemy units by shouting propaganda? Would love to see rival barbarian camps that spawn on the same map as you, or rival kingdoms, where you have to invade their defences. If u get too close to these on the map they will attack u, but won’t bother u early game unless u get too close. You can also use religion to create missionaries to try and convert them through religion - you gain 5-15 workers if one of these is converted?
lovely update , but i also hope that new race will be added eventually , popular mod races were canine/werewolf/fox people(who i would love to see) , as to make any suggestion about early game i think main problem in my opinion to dificulty is spoilage , without reserch its really hard to grow your city not as much due imigrant , but due how much stuff spoils , food is especially harsh if i had to make change i would tweak spoilage on some goods like gems , stone , metal bars , alcochol should ether be zero or much lowered i would be fine with some stuff spoiling made sense , but some make little to none new jump onto this game and make first food , to not realise 60% of stockpile pretty much "disappears every year" , this was especially struggle early on and comming from other games needing to "overproduce early on due lack or reserch" is counter intuitive to a lot players. as spoilage has only 1 mechanic to fight it , i would hope to have that expanded with maybe special storages or other things then just tech
Super excited to see combat and battles changes! Would really love to see something with as much depth as the settlement itself (probably not possible). Its been a while since I played last, but does upgrading rooms change the graphics of it? If so would also be cool. Really happy with the updates and dont burn yourself out :)
It does actually have a lot of depth, but it's poorly represented. tens of factors affecting morale for instance. Damage types. What archers and artillery do except killing. I'd only like for there to be perhaps standard bearers and perhaps generals. And then of course, tactics.
You're game is a one of gem among the rubble. I hope that you can expland the lore and worldbuilding in the game. Like mythical monsters invading or add 4X grand stragety in the end game. To make it have depth in outside the map. You can try also to make existing game persist after the fall of city and make it part of world, like odd realm and dwarf fortress. It will make the game meaningful in some extent, if you add that simple mechanic.
„It should be compatible with v66 saves”
„There might be strangeness. Who knows, I havent actually tried”
My favourite gamedev vlog youtuber is back
"Then there's the Tariff, and the Tariff is kind of-I don't understand it fully but..."
The Ye of the fantasy based city state simulator world
IN HIS DEFENSE, he has tried loading and booting it as he said, he just hasn't tried to see how things develop
"There are no major features in this update"
also
"There is now an event engine with 200+ events"
Honestly half the reason I watch these update logs is the comedy value of him always downplaying his own work.
"Oh yeah only a few small things, like 200 new events"
Or when he apologised for taking too long with an update but he basically put in a whole 4x layer in a few months.
@@ExploratoryResearch I love the scattered approach to these dev diaries.
"Reworked disease, so that ahh... Well, it didn't make a lot of sense before, but right now, basically, umm, [it] makes more sense."
"I don't actually remember what I've done."
Early game immigrants being less picky is so great. It has always annoyed me that they had such high expectations of a growing settlement. Great change and changes overall!
tbf sometimes it's justifiable, i mean ffs the vikings called GREENland to bait people into thinking it was fertile land... i would be very pissed too if i traveled for weeks or months to arrive at a glorified iceberg XD
You should come to sweden. If they dont get a free apartment in the central downtown area, they get cranky.
Meanwhile our native citizens sit and wait in apartment queues for 3 years hoping for any old rundown place opening up..
I'm about 500 hours into the game in 2 months and it's one of the best games I've played. Keep up the good work! My biggest complaint was the combat ai, but it sounds like that will get worked on next. I'm looking forward to 1.0!
You are the true gamer strat!!
Great work.
I would love to see an "officer/military academy" building that both enhances combat ability of troops and produces "commanders", which could work in the same way as nobles. It'd be a cool part of building the military districts of cities.
Reading this made me think that the game could have a middle class, that they could give bonuses to buildings and squads in the case of battles. They could be captains, managers, the disadvantage would be that they would have to be educated and are more difficult to keep happy.
The plan is to have professional soldiers and militia in 1.0. I can't promise I'll succeed, because last time I ran into an obstacle I've forgotten about. The professional soldiers could have a suite of buildings to compliment their prowess. Professional soldiers could also double as guards, and march around in your city. I'm also pondering commanders, that each division should have 2, and they should be trained in a special academy.
@@songsofsyxofficial9516 your commanders could be the noble's sons and daughters that way you'd have to balance your commanding pools between plebeins and the various nobles you have
The microphone quality is good now! This is one of my favorite changes from this video!!
It's very 2008. I'll go find out how it sounded before lol.
I truly hope you realize you are the living incarnation of the golden standard for indie devs. Keep going, you absolute chad of a man.
what a cool ass world we live in, where people who love to make a game can find people just as passionate who will do things for free for then the developer to hire them as appreciation is such a good thing to see, keep iy up man
Kenshi/Dwarf Fortress/Songs of Syx is the god tier trifecta
I like the idea of having events. Thanks for the great work!
I fking love this game, thank you so much for creating this gem. And all the hard work you put into it
You are the Kenshi of citybuilders!
so true
And just like Kenshi, this needs Magic ^^
@@Melganor no
Nah, this is better.
Kenshi is devoid of content, and notoriously unfinished and abandoned. It had potential but that potential was never reached.
Every game start is the absolute same.
Go mine for 10 hours straight while avoiding slavers and other miscreants.
I know this game is still in development but at least the early and mid game are good. Even if author admits he has no idea what the endgame should be yet I'm sure he'll figure it out.
And it's not a school project so it's unlikely to get abandoned.
yesterday a friend and me were just talking about how we'd like more developer updates, right on time I guess!
ps: please fix the zoom function so that we can zoom out further, it's really the biggest thing holding this game back, we wanna see our cities fully!!!
This would be great!
This is fixed with a higher resolution monitor. I never actually realised you were limited in zoom until I tried to play on my laptop.
@@benc640 I have a 27 inch 4k monitor
@@benc640 U can see the whole map? Cause I have a 27 inch, 4k monitor and I can only see a small part of my city (4k population) I tried the scaling option in the startup menu but that doesnt help and there is no option in game to increase your resolution.
I can zoom out and see the whole map, yeah. Though after a certain level of zoom the graphics turn to markers. Regardless, I have a much wider view at the graphic level with a higher resolution monitor. Playing on a laptop/small monitor after this is basically impossible.
This Game is very clearly a passion project for you. This makes me happy cause a game like this deserves to reach its potential. Keep up the unbelievable work!
These dev blogs are another reason to support this dude, they are somehow very entertaining and informative even for "small things".
The secret police is such a good idea. I wonder if this could tie in with nobles at all? Im sure in antiquity the higher ups would have well placed individuals around town.
Version 69 is going to be nice
Nice 😎
Nice
"Upgraded message parlours"
I heard the voice and had to go back to steam to retrieve the wonderful:
"
This singular mad man dev with his $2 dollarstore mic and utter 20 minute mono-tone ramblings tangents he calls "patch notes videos" while simultaneous discovering bugs while showcasing the newest features IS.....
the pinnacle apex of city builders developers.
Give him your money, this game is more addicting then black tar heroin and more in-depth then the 900 page Iphones Terms & Conditions.
10/10 would experience colony collapse again due to racial infighting over who gets to walk on which side of the street.
"
I love this game :D
Jake, I need you to stop. I'm trying to have a career and a social life over here, and you're making things very difficult for me.
"Read the description"
RIP my schoolwork...
i guess i am not graduating from masters this year ... again ...
this is by far my favorite game of the past like, decade. i love that you're pouring out so much work and passion and inspiration into this, seriously. as an early 30's gamer, this is one of the rare projects that still inspires in me the feelings i had from games from when i was a kid. i work a lot and don't get much gaming time these days, but i daydream about the game often, and relish the chance to play it more, to start a new save and see how well i can prep my early game and see how well it plays out over time. see how i can improve. love love love it. gives me the same feelings of wonder and itnrigue i had as a kid stepping into AoE2 for the very first time, but this just has so much more flavor and depth and longevity to it.
These vids among other things, separate you from the rest! Thank you and keep it up.
You've made one of the best fucking games in this genre / cross genre. So many games like this don't have the macro and micro scale like this and it really scratches an itch that other games can only partially scratch. I am starting a new game after not playing for a few months and legit it feels so good to see noticeable improvements from the last time I played which feels so rare man. Loving the new import export features. Great work!
Most of these changes are great, but I have a question regarding trade... why would someone be incentivised to produce machinery for export if they couls just export stone just as well ? Shouldn't higher tier goods have better profit margins ? Great job on this gem of the game btw
You do actually get more out of machinery than stone. First there's the toll, with a flat fee on each unit, which favours machinery. But in general, you have bonuses for stone, and bonuses for machinery and they cost the same, although machinery has a bigger up-front cost. A stone-powered civilization should be viable, same as machinery, that is the idea. It depends on what you choose to specialize in. Each specialization should feel special though, I'm working on that. For instance there are means to increase both toll or tariff. Low toll will make stone profitable and vice versa. If machinery had better margins, then all player would go for it, and I want there to be a choice. The choices should be different though.
@@songsofsyxofficial9516 thanks for the explanations ! Looking forward to exploring this in-game ! Cheers
I am interested to see how the city building experience feels in this new update. I am excited to see what this game does up to 1.0
The report of how many resources are spent by maintenance is a great add.
We will be there in the 1.0! we already are here haha
You know what? This first 30 sec of this video is my instant subscribtion
Thank you for your continued support to this incredible game! I'm so happy to hear that you've taken on some support. Can't wait to try out the new changes!
Hopefully thomas, the newest addition to your basement, gets regular meals for his hard work.
Yes, the two previous two tenants got cholera, so I discarded those, so Thomas has the whole place to himself and double rations.
The early game was a struggle, but in the end, I actually liked it. However, I understand that it filter out some people, which isn't good for the game itself. Overall, it's an amazing game, and I can't wait for the 1.0 release. I'll definitely come back when it comes out. Thank you for your hard work! Games like this are hard to find and don't always appeal to the average person, but they end up having a dedicated community. I believe this will be a great success.
I know there is a group that enjoyed that struggle. And it should be relatively easy to mod back in. The problem is that if you push difficulty into early game, then there's not enough to go around for late game. IF you're not a fan of late game, then that is how it should be. But I need to figure out what the baseline is for vanilla, and this is what I've come up with.
Jake became the battlecruiser comander
The king has returned!!
Seems like a good opportunity to go back to this gem
I love your personality and sense of humor. Down to earth, honest, direct and funny. Keep up the great work! I will definitely come back for 1.0, if not before. After 1.0 ( and a few months of bug fixing and balancing),my advice would be to go on a longer vacation and then come back with a new project or new content in the form of a paid DLC.
New raider system is wonderfully thought out. So many excllent updates with this patch. Thank you for you and your team's hardwork and creativity.
I am glad you hired someone who shares your passion for the game, I wish more devs took that route instead of 3rd party companies who just treat it like a preset checklist instead of a growing project.
Ohhhh heaven!
Thank you kindly!!
Honestly, your game got me into city builders. Loving every moment I play. Thank you
Great work man, hope you keep bringing exciting updates
Man, your game is really a gem. love it. This game will be even better with every update you make and i will be there to play.
Just commenting to tell you that I really really like this game of yours, having found it through an obscure, malevolent yet enthralling "UA-camr" that shall not be named.
Managed to get the dondorian homies to some 300 pop before this update, let's see how we'll fare now !
Looking forward to another playthrough with this newest updated. Keep up the awesome work.
I found this game via some random post in a video about Manor Lords. So glad I did. And I feel like I joined at a really good time (last spring). Looking forward to more.
Love your work! You ever do expansions, or any other game you'll get my money.
love the game brother, keep on going
I will definitely play this game on release.
Good update, i am not entirely sure how Storage workers prioritize what resources to gather from first to last. Is it based on distance? I wish it would prioritize by spoilage.
Other things are that i think that Freelands are way to easy to capture. And building them up and get an insane amount of stuff is way to cheap also the new event system is cool, we should get events for our captured settlements aswell with more focus of upkeeping and defending.
Thank you for making a great game, I love it!
I just returned to the game after short break, nice to see an update. Good work guys! :D
god i love these devlogs
Great update. Would really be interested to see a deeper class system, with different sectors of your society wanting more/better goods etc.
Keep up the great work, you have a fantastic game here.
Imo you should add random giant meteor that kills whole city in end game as a chrismas surprise.
there is something similar to that actually.
Can’t wait for the sequel Songs of Sevyn
Man i love your Game, just got it for Like Three days and im total adicted ❤
Would be great to see the nobles/government systems fleshed out a bit. Will have to try the next version soon!
this is such a great game honestly
Крутая игра. Спасибо тебе
Really interesting stuff! Some feedback based on the video:
Im happy that maintainance costs are now a part of the production/consumption estimations. I REALLY would like if furnishing from homes also were a part of that, and, less importantly, other wear and tear for items such as clothing and tools. Since you set the amount that is allowed to be used, it should be possible to estimate "consumption" for those.
Im looking forward to seeing if you have made earlygame too easy. Its were I spend most of my time, and I really enjoy it a lot, so I hope we dont skip over it too fast from now on. On the other hand, I like that the lategame has been enhanced with events etc. From what I understand, Late game has very much ended in Stagnation rather then destruction, which I always thought was a shame.
For you upcoming work on combat: I would really appreciate it if equipment was re-balanced, so I no longer need to give someone 8 warhammers to carry around. It sort of made sense in earlier versions where they were just "weapons", but now that they are specific weapon items, it feels very immersion breaking to me.
Keep up the good work, and remember: Its your game, and your vision that matters!
Absolutely, I'll get on that now regarding consumption.
The game is centred around population, so I must decide where end game is located. Right now I'm thinking it starts at 6k. This is way too much for most, some like a much faster game with more pacing. While this can still be achieved through modding, I would rather lure those players into becoming more interested in late game. Events play a part here, but there must be more things going on to keep you interested while you wait for the slow construction work to finish.
IDK about the weapons. The same philosophy is there more = better, and it works well. Instead of having 8 different warhammers of different quality. I can perhaps change the UI a bit to take the edge of the immersion breaking.
@@songsofsyxofficial9516 Thank you! I agree with you on a lot of your point. I dont know if my PC could take 6K population though :)
I suspected that the weapons were supposed to symbolise higher quality weapons. I agree that SOS does NOT need some sort of Dwarf fortress like quality system to its weapons. If it was up to me, I would probably just remove the scaling system and have every unit either be armed or unarmed. You either have a flancata or you dont. Maybe you can have one in each hand. But beyond that, More is not Better. I dont know if that could be balanced by making them harder to produce and buffing the bonus form weapons a bit?
cool idea for a game mode where you play as one (minion) go to the throne room to give orders have a family so if you die the leadership stays on the family ...
(Read whole thing) Songs of Syx is absolutely the game I've been looking to find for years man, really its a great combination of city building and world conquest/grand strategy. There are so many things I love about this game over games like rimworld/dwarf fortress/total war/4x grand-strategy games and others that share similarities. I grew up playing a game called Evony, not the pay to win over advertised garbage on the app store but Age 1 evony where you build up your city and population, train an army and have a vast map full of NPC's and other player castles that you can attack and take over. This aspect of city building/conquest is something I cant seem to find in any other game until I found songs of syx. I love massing insane armies and taking over vast amounts of the world and conquering many cities while coming back and min maxing my city like im playing factorio. Now to my complaints. Seeing the patch notes of this patch and from playing v66 the one thing I dont care much for is the constant needs of the different species. I do like the mechanic of fulfilling your citizens needs and keeping them happy, but I dont want to see this become rim world where it becomes another boring sim colony builder. The aspect about amassing large armies and ever expanding your domains is such a unique thing about this game and I think the focus should remain on that rather than just creating another citizen management game by pushing the limits and needs of all of your different citizens to the point where you cant really build the massive population and train the massive army you want. All that being said I would love to see this game continue down the path of being an immersive city builder focusing on economy, trade, automation, min-maxing, diplomacy, and of course world domination. Thank you for blessing us with this masterpiece.
Thank you then you should like the fact that reaching the "massive" stage is easier and quicker, which is the main feature of SoS. Like I said, I don't want to give away what Rimworld and DF I have in there though, because that is what the other half expects, and I've put a lot of effort into it. SoS is a mash of genres, the trick is to mix them properly.
A few suggestions - I'd love to see more species specific demands when populations get higher, for example when you've got like 100 bugs then they start wanting slaves more or when you're the dwarfs and you don't have booze after 50 pop they get mad. Perhaps the humans want nobility a lot! This would make each settlement feel different and your runs more focused (if you're doing a specific race) and it would make a cosmopolitan settlement pretty darn difficult as you'll be hitting all those demand thresholds.
An idea for an event - religious based events. This is fantasy! I think the gods should participate in the world! Maybe it's a god who demands sacrifice of some kind (animals, gems, people?) And if you don't agree you get punished somehow? Drought, raid, infestation (food stocks dissappear), plague. Or you do complete the gods demands and you can get a temporary buff to efficiently somewhere or protection from raids for a bit. Maybe lowered matenince for a time!
Player driven events - a way for the plater to activate events of some kind, perhaps throw a feast to liven up moods or host a combat tournament for similar reasons but it also helps relations with nearby settlements. Religious events - for example sacrifices ^ or congregations. Maybe hosting a market day when your warehouses are bursting that makes a load of traders come through and pick up what they feel like from your exports. [I'd imagine that one would be a nightmare to code tho]
Awesome
Thanks
I do like the idea of easing difficulty in the beginning, largely because the more hectic time period really hinders future planning, as the original hectic structure still sort of creeps out into the rest of the city. And the new people being less demanding will also help a great deal towards that, as I no longer have to dedicate a massive part of my work force to making them happy, throwing a second massive wrench into my planning, and further making the city centre a tangled mess.
If I were to have a complaint, I don't really like the idea of the health being a soft upper limit whether by tech that you eventually simply can't push father. While I understand the desire to have the player push a little father each time, it almost feels like people would have to either force themselves to stop, or start every run knowing that no matter how good one plans the city, there is an end. At the very least, because of that being the upper limit, it feel it would result in city states playing out the same at high skill levels; where if your skill level is enough to get you through the other challenges, then you end up knowing how it is your city will fail every time. I do cannot claim to be skilled enough myself for this to occur, but for those that are, it does seem like it would be a point of frustration.
I look forward to trying to experiment with the new trading system. I am confused as to why stone and machine would produce the same profit with the same amount of people on it, but I will just have to give it a try myself!
There is always an end, I can not change this. Ends being FPS death, conquering the whole world, or reaching the technical limitation. These ends are no good, because it leaves you nothing to tempt you to try again. You have unlocked the entire game, reached the end. The only reason you'd play again is if I make new content, and I don't want to do that for the rest of my life. So I'd much rather have game mechanics killing you at some point. Systems that you can manipulate. Given the amount and complexity of the systems, I can guarantee that you'll always be able to push a little further. You'll sit at work, or at school planning new strategies on how to reach farther with your city state.
Health is just one component in this. Law being another big one. But in general, all the game mechanics have diminishing returns and work in unison to eventually kill you. Fulfilment, AI factions, raiders, slaves, events, trade, future nobles, they will all work based on diminishing returns. Hence, you can try different approaches, one being ignoring health, and see if that will get you further, and it probably will with some races, and some circumstances.
So health is not to be solely responsible, the whole game is. Your empire will eventually collapse under its own weight. How and when it does so will be up to your choices and skill level.
Note that this is the basic principle of the current "random game" option. I do plan to add single player campaigns that you can actually win. The campaign is what I consider the actual game. The random game option is more of a bonus.
My favorite Sim game yet!!!
Great game.
I will say the key to longevity for me is detailed toggles for difficulty and editable text files. I can take the bits that annoy me and tune them down, and the challenges I enjoy and tune them up.
Yess future updates for battles 🛐.
Bro You are the goat
I was thinking, wow a new mic. But no. Just stay enough and you will hear it by ourselves.
Nice update!
awesome
This game is something special. thank you for being the most based dev ever.
Did somebody noticed that minion grabbed body by legs and dragged it somewhere at 19:32 ? I never seen this animation.
Seeing as you read the comments: id be interested to see if nobility could arise in a more natural manner. I think in real life nobility arises ususally from the military, I also think it could arise from artisans and advanced crafts. I like the idea that workers who are in advanced trades, or perhaps officers if its inplemented, gain a sort of "Luxury bar". And these are additional luxuries they expect to be satisfied and work in higher tier professions. You van then build a parliament, or congress, which these citizens staff, and allow you to make choices about what bonuses you want. This way nobility becomes an inherent part of an advancing civilisation, youre forced to consider how to get finery, but once you have a habdle on that you can turn it to your benefit and choose how the nobility can enhance your particular city.
Yes, I'm also pondering how nobility should be appointed. It would be fun and engaging if you were given a list of prominent citizens, and their trade and select from those. Importing nobles could also be a thing. I haven't thought up something good yet.
cant wait for battles
"It's a bit mind boggling, as the microsoft thing probably cost hundreds of millions of dollars, and this one is free."
That's a common pattern with a lot of software that isn't built for highly specific tasks in niche industries or highly complicated uses.
Have you thought about the profession names for the health and law research buildings?
One of my favourite things in this game is looking into a tavern or restaurant or hearth and seeing the priest sitting next to a woodcutter and a barber, then following one of them to their work.
Medical professor & detective/law officer/agent
@@songsofsyxofficial9516 Those terms sound a bit too modern, but hard to say. I guess it depends on what the building looks like and what they do inside of it
So, i am playing this game for years and i always had this question. Who cleans the toilets and where does all that waste go? Human waste was a very big problem to deal with historically. Infecting the drinking water and causing disease. I would be VERY HAPPY if we had a system to manage human waste and squalor in this game!!
That is a good idea for the early survival part. Also waste could be used as dye, which I think was big in Rome.
@@songsofsyxofficial9516 YES, PLEASE. Also, i would add that just like any other basic need like food, wells, etc, waste management could be an early game problem, but also a mid and late game one!!!
17:34 - the tooltip description for what the tariff is says: "The tariff penalty is based on the faction's opinion of you. Increase their opinion for better prices". But you say it is actually the amount of work needed for the item. So which one is it? Is the tooltip wrong/outdated?
16:20 - can you elaborate on this (same profit regardless of the type of good that is being traded) a bit more? This doesn't sound intuitive. Do I get the same profit whether I trade diamonds or cabbage? I would think that certain goods are more profitable to trade than others. Maybe I'm not just getting this.
I am also confused about the "profit being the same regardless of good" portion.
He said tarifa, pero tendría que haber dicho tol",he Made a little mistake, the toll is a fixed rate for all ítems, and the real tariff, is a price based on how many workers are needed for the item
The tariff is based on the manhours put into the resource. For stone it's 100% of the price, for machinery it's 2.5% of the price. So you are taxed based on the "work" you trade. This tax is then multiplied by the opinion of the faction, so the more they like you, the less of this penalty you get. This is similar to US vs China trade, where they're controlling supply by adding penalties.
Toll is the transportation cost, and is based on distance.
The terminology is now 100%. It should be "toll" and "transport cost" or something similar.
16:20 ->
You get profits based on work put in. Credits and resources can all be converted into manhours. So when trading something that cost you 5 manhours, you get payed 5 credits. The idea is that whatever you trade, you get the same money based on the work it took you to create said item. Then of course, there are bonuses, which changes the amount of work needed for an item, and increases your profit of said item.
@@songsofsyxofficial9516 Thank you, I appreciate your response!
Ideas for early game:
Thirst would be great! Alternatively, what about heat/cold in summer/winter, a more difficult version of exposure.
also "togetherness", or the need to be with others, that can be helped with more social buildings.
yes, I agree. I've contemplated if you need to rush clothes the first year. It was in banished.
Great work
Greetings!!! How are you? Good work on the game and the equipment and everything man hope to hear more from you as much as pos!
esse jogo está ficando cada vez melhor bom trabalho dev.
loving the updates!
your getting there!!
mic has some very high frequency now, cant stand it now with ribbon tweeters^^. previously was better imo, there was some reverb to it, now its in my head. only real way is better mic. please try a highcut and reverb in your new software.
Suggestion on how to make early game more interesting -> Lean more into the liked/disliked factors of each race. Like Garthimis wanting cannibalism and disliking immigrants in favor of actual homegrown citizens from the hatcheries. Or maybe have the population demand some resource or structure when a set number of citizens is met, stagnating growth while they demand it and accelerating growth when its acquired.
I also think the idea of base defense could be more proeminent in early game on a small scale. Could possibly spice things up with the added mentality of making a more defendable city. Im not sure whats your opinion on static defenses like archer towers, but could be an interesting aspect to add to the already amazing basebuilding!
Cant wait to play V67 and test it out. :)
The added base defense could really work with the new raider system too imo! The raider ladder sounds a ton of fun and will definitely change how I view my defenses.
Just bought the game, it is so addictive, I love it. I aimed to play for an hour yesterday but it turned into 3 hours after I wanted more population to expand farms… it has a good balance of challenge and reward…
Perhaps add Greek fire? Or towers that shoot fire, in very late game, so that invasions can happen and you won’t need to put in much work unless it’s a large empire?
Perhaps add hero units? These are unique soldiers who have special abilities, like healing ur surrounding soldiers, like a priest that u can train, and heal or convert enemy units by shouting propaganda?
Would love to see rival barbarian camps that spawn on the same map as you, or rival kingdoms, where you have to invade their defences. If u get too close to these on the map they will attack u, but won’t bother u early game unless u get too close. You can also use religion to create missionaries to try and convert them through religion - you gain 5-15 workers if one of these is converted?
event suggestion. People catch a “cold” from massage parlour
I'm new and more new things is good, for a while I'd live in mystery of "what the heck is this?!" and that is a good thing I think.
Sweet 😀
Avesome work!
Spread the news of the dev diary!
Great job!
i've got like a solid 229 hours on this game
and ngl
i kinda wanna do like a audio book style recording of the lore
cuz i'm kinda interested in it
Hype!
Great game 🎉
"The events are limited only by your imagination."
I’m a new player I just got the game about a week ago and I like it being hard in the beginning
lovely update , but i also hope that new race will be added eventually , popular mod races were canine/werewolf/fox people(who i would love to see) ,
as to make any suggestion about early game i think main problem in my opinion to dificulty is spoilage , without reserch its really hard to grow your city not as much due imigrant , but due how much stuff spoils , food is especially harsh
if i had to make change i would tweak spoilage on some goods like gems , stone , metal bars , alcochol should ether be zero or much lowered i would be fine with some stuff spoiling made sense , but some make little to none
new jump onto this game and make first food , to not realise 60% of stockpile pretty much "disappears every year" , this was especially struggle early on
and comming from other games needing to "overproduce early on due lack or reserch" is counter intuitive to a lot players. as spoilage has only 1 mechanic to fight it , i would hope to have that expanded with maybe special storages or other things then just tech
I look forward to 1.0 even in early access this game is a time vampire, so damn addicting to play!
Super excited to see combat and battles changes! Would really love to see something with as much depth as the settlement itself (probably not possible).
Its been a while since I played last, but does upgrading rooms change the graphics of it? If so would also be cool.
Really happy with the updates and dont burn yourself out :)
It does actually have a lot of depth, but it's poorly represented. tens of factors affecting morale for instance. Damage types. What archers and artillery do except killing. I'd only like for there to be perhaps standard bearers and perhaps generals. And then of course, tactics.
@@songsofsyxofficial9516 Oh I see, its been a bit of a while since I touched it but glad to hear its got depth!
This game has been consuming my soul
You're game is a one of gem among the rubble. I hope that you can expland the lore and worldbuilding in the game. Like mythical monsters invading or add 4X grand stragety in the end game. To make it have depth in outside the map. You can try also to make existing game persist after the fall of city and make it part of world, like odd realm and dwarf fortress. It will make the game meaningful in some extent, if you add that simple mechanic.
I long very much for the time where I can focus on the lore. Hopefully it will come.