z-library zlibrary project

Songs of Syx Walkthrough, Guide, Guide

Welcome to the Song of Syx wiki/guide to help you understand the ins and outs of this strategy.

guide

This guide is divided into several parts, each of which is roughly dedicated to a different stage of the game.

Part 1

The first part of the guide will introduce you to the game.  

As soon as you start the game, you will be greeted by a launcher. Go to the settings tab. Here you will be able to choose full screen or windowed mode.

There are two types of full screen mode. One that allows you to go out and one that doesn't. Disable the fullscreen button and you'll reveal the "Fill" button. Activate the fill button to get a full screen mode that you can enter and exit.

After selecting the above settings, you can start the game. After entering the menu, select a single player game and go to the Generator to start a new one.

In the random game settings.

  • ➤Size determines the size of the map;
  • ➤Latitude determines the environment, be it desert, grass, and so on;
  • ➤Water determines the amount of water that will be present on the map;
  • ➤Race chooses the species you will command; 
  • ➤Population determines the number of wild animals on the map.

Once you select "Go!", you will be taken to the world map.

In the top left corner you will find a mini map where you can zoom in and out. Find a place you like and choose a fund calculation.

Select your location and then click "Yes" to start a settlement.

Your start should include the following inside and just outside of the original stone throne room:

Resources from left to right and top to bottom: cotton, stone, wood, grain, vegetables, fruits and eggs.

Note: In the next release of the game, you will be able to choose where to start.

You start with the following resources:

  • ➤4 stacks of 30 pcs.
  • ➤2 stacks of 30 pieces of cotton, stone, grain and vegetables;
  • ➤1 stack of 20 eggs and fruit;
  • ➤Throne, from which 10 starting citizens and all others receive directives;
  • ➤10 citizens.

HUD

  • ➤In the bottom left corner you have 3 buttons, a humanoid symbol with a number next to it, currently 10, which represents the population.
  • ➤Then there is a hammer symbol detailing the number of tasks.
  • ➤Finally, there is a column that symbolizes your reputation. You need more reputation to attract more people.
  • ➤Bottom right you have a calculation of how long your food supply will last.
  • ➤Top right are the minimap and map controls, from left to right, snapshot, super snapshot, zoom in and out, and turn the map on and off and turn the minimap on or off.
  • ➤Top left is the Technology tab and left to right is the Storage tab.
  • ➤Top center has a speed bar and a pause button. On the left is the status control button, and on the right is the world map and the main menu.
  • ➤In the center of the buttons are the combat mode, the structure tab, the services tab, and the objects tab.
screen

Part two

In this part, we'll look at the map's features, reputation, and politics.

This is a large mini-map. White dots are animals, dark green dots are trees, brown dots are forage areas, including wild fruits, vegetables, mushrooms, and others. Blue - shallow and deep water. Charcoal gray is ore or stone. On a regular map, you can right-click to see what the tile you choose offers in terms of resources, terrain, wild plants, and more, such as:

You'll want to start by setting up a few of these foraging sites (summer and fall only).

Then harvest some trees and then set up a 3x12 field fence with grain, fruits and vegetables.

After that, you'll need enough space to store your first 200 people: a 22x22 storage room will suffice. First you need to build a room.

When a room is under construction, workers come in with downtime.

Once you're done and start filling it up with food, your reputation will go up and people will start joining. Build more farms and a kitchen.

Planning and breakdown

Our goal is to create a large food surplus, and for the first year or two it depends on increasing population and increasing food supplies. The plan was drawn up by creating a city and then using the construction pause command.

You need to establish a mushroom farm, which will begin to accumulate mushrooms for a mushroom farm that can be used for food.

I like to plan my cities from the very beginning so that I have an idea of ​​what my city will be like with a population of 5-600 people.

I will advance quickly until I have gathered 100 men and put my farms in order.

How to plan.

Many people like to have an idea of ​​what their city will look like later in the game. Many people like to plan and then build piece by piece. This can be done in the game in the following way. First, build a city while paused, then pause the buildings you want to build later, activate the ones you want to build, and you can prioritize some buildings to be built before others.

The "Structures" tab is important here. The buttons from left to right, top to bottom are as follows:

Designs: Stone: Construction (walls and roof), Walls and ceiling. Wood: construction, walls and ceiling. Good: construction, wall and ceiling. Wooden fortification, stone fortification and large fortification.

Landscape: fallen tree, clear rock, remove all resources (collect both stone and wood), collect wild edible resources, remove water, dig a channel, dig uphill, fill mountain cave, decorate cave wall, dismantle structure (dismantle constructed walls, roofs, etc.).

Tools: Activate job, Pause job, Prioritize, Repair, Turn on maintenance, Turn off maintenance, Copier (for copying the internal structure of rooms), Delete jobs (deletes the actual placement of jobs), Delete rooms (deletes rooms, farms, or in other words then what you put inside structures).

It is important to keep track of food supplies. Once there is enough food for 10 days, you can move on to politics.

Open the reputation icon (column) and in the window that appears, select 20 citizens from the Dondorian category.

Now you can see what gives and reduces reputation. For now, all you get is food. Select a policy.

As your food surplus starts to exceed 5d (daily) reserves, consider increasing your daily ration.

When your population reaches 50, consider building a cemetery. This will add to your reputation.

Kitchens should be built shortly before 100 years of age.

war

Part 3

In this third part, we will look at various workshops, meat production and other facilities.

A note about food production:

Food

working

Produce

Pisces

1

~ 7

Meat

10

~90-110

Grain

1

~90-100

Vegetable

1

~60-70

Fruit

1

~ 60

Mushroom

1

~40-50

Note 1

Fishing: at least 1/2 of their radius is a fishing zone

Note 2

Meat and fishing provide food daily, the rest are seasonal

Note 3

Fertility is not taken into account, and the amount of production produced is a conservative estimate.

Note 4

Dimensions: fish - one, meat - 38x41, the rest - 8x12.

Disclaimer: Figures are averages, lowest figures taken and conservative estimates.

Meat production is very important. It provides a significant amount of food at a relatively fast pace, and it's well worth it when cooking. You start with 20 eggs so you will need to make a small pen. Then place another bigger one after it is completed and it will slowly build. 

Note: This has been based on observation over time and is a rough estimate of the reputation that this food item gives. The observation was to increase the reputation of agricultural farms, such as cereals, and pastures, a source of meat, with a kitchen available for cooking. While not a definitive conclusion, it appears to be so.

Kitchen. Kitchens provide your citizens with food that is of great benefit to your citizens and gives you significant reputation.

To get the kitchen, you will need to build other rooms. This is also a good time to think about getting a hostel, and you will need additional workshops for that.

On the Services tab you will find these structures.

From left to right and top to bottom, these are:

Services: hostel, cemetery, restroom;

Health: Bath;

Знания: Library;

Entertainment: banquet hall, tavern;

Infrastructure: Stone road, Dirt road, Wooden fence (useful for fencing farms to prevent wild animals from eating your products), Warehouse (this is an object that is used for storage, the most important thing is that you have enough such rooms), Throne (used for moving your Throne), Door (gate/door that can be built with different sizes), Monument and Torch (lighting).

The filling of storage areas is the most important. Filling them up with food will greatly increase your reputation, especially early on. Gradually, the warehouses will be filled with workers. Enabling the retrieval feature will allow these warehouse workers to secure resources from other warehouses.

Your build order should be as follows when you reach the following populations:

  • ➤40 - carpenter
  • ➤50 - Metal blacksmith (coal is optional, especially if you have a lot of coal in the vicinity)
  • ➤60 - Smith Tool (required for stone cutter)

Please note that the square requires metal, so you will need to run the Metallurgical Wizard.

Upon completion of construction;

  • ➤Kitchen (this is the most important, as it will give a significant increase in population).
  • ➤70 – Hostel

Please note that it is enough to have beds in which about 1/3 of the population will live. Not everyone sleeps at the same time .

Along with the kitchen, it is important to create an appropriate tavern and banquet hall. Taverns are conditions in which your residents can eat cooked food. Party Halls are used according to whatever policy you set in terms of frequency, and both are important to your reputation as well, especially Party Halls. In size, they should be about the same size as the kitchen.

Your population should be over 100 by now, and may have already reached 200.

Part 4        

This part will cover the less important facilities that you will need to increase your population.

The note. Dormitories are technically one of those object types, but they are more important as they are an early object that is easier to build using only the Furniture resource.

This will include the following buildings: a toilet, baths, a library, a weaver and a tailor.

The toilet and baths are perhaps the most important of these, as they require resources built by previous structures.

The bath will require both metal and cut stone, so a Metalsmith and a Stone Cutter are required as a prerequisite. As mentioned above, the Tool Smith is a prerequisite for the Stone Cutter as it requires tools. Tools require metal.  

Bathrooms need only furniture and apart from the usual stone. However, they require workers who used to be more useful, working in farms, kitchens, taverns, metal smiths, and so on. Two decent-sized toilets and two baths should be enough for about 200 people.

Once again, the purpose of these buildings is to increase reputation, which increases the population of your city. This is something that may change in the future, so such objects and reputations themselves will do other things.

To sew clothes, you need a tailor, and for this you need a Weaver. The weaver needs cotton to work, and at this point the individual must have enough population to support such a farm.

The weaver needs to create metal. Therefore, it must be built after the creation of Metal Smith.

The Tailor needs both the Furniture and the Metal, as well as the Fabric produced by the Weaver. It will produce clothes, which in turn can be distributed according to the relevant policy.

At the moment, a person must be at least 250 people and, of course, much higher.

More farms, cemeteries and hostels will be needed to keep this population alive in the short term. Over time, more boat boats, more toilets, and so on will also be needed.

The last, perhaps least important in the short term, but significantly in the longer term, is the Library, which will be fully covered in the fifth part of this guide.

To build the Library, you will need Cloth, and therefore the Weaver.

The libraries themselves don't produce anything, but generate tech points. A 35x20 library will generate up to 2000 points.

Like all other tools, you can create multiple libraries to create multiple points (or multiple elements for others). However, as is the case with all facilities in this part, the Library requires a lot of people to work in it, and this number cannot be easily provided by a population of less than 200 people.

Part 5

This part of the Guide is dedicated to technology. There are several technologies. The technologies are explained using the following table.

Please note that not all technologies are currently implemented, so they will be left blank.

Technology

Research Points Required

Total number of possible improvements

Clearing

No data

No data

stone processing

No data

No data

building

No data

No data

door strength

No data

No data

Molding

No data

No data

Preservation

No data

No data

Delivery speed

No data

No data

Load

400 points per update

2

Heavy industry

No data

No data

Coal

800 points for improvement

3

Weaving

800 points for improvement

1

Metal smelting

800 points for improvement

3

Agriculture

800 points for the first three, then 2000 and then 4000 points for the last two updates

5

Grain farming

No data

No data

Vegetable growing

No data

No data

fruit farm

No data

No data

Cotton farming

No data

No data

Mushroom farm

No data

No data

Growing Opiates*

No data

No data

Livestock raising

1000 update points for the first two, then 1800 and 3800 points for the last two updates.

4

Hunting

No data

No data

Mining

No data

No data

stone mining

No data

No data

Lumber cutting

No data

No data

Ore

No data

No data

Gem mining

No data

No data

Coal mining

No data

No data

Fishing

900 points for the first and 1500 points for the second update

2

Layout

800 points for improvement

1

Library capacity

800 points for improvement

1

Fine industry

No data

No data

blacksmith craft

No data

No data

blacksmith craft

No data

No data

stone cutting

No data

No data

carpentry

No data

No data

Tailoring

No data

No data

The taste of food

No data

No data

Currently, opiates are not used in the game.

This is the end of the tutorial for now, however it will be updated with future view updates, changes and added parts as needed.