希克斯之歌

希克斯之歌

希克斯之歌

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大家好! 我正在编写一份《西克斯之歌》的全面模组制作指南。这份指南从一个基于东多利亚人创建种族的简短简易教程开始,帮助你熟悉《西克斯之歌》的文件结构,进而详细解释每个可模组化文件、文件中使用的标签及其功能。希望这能帮助那些希望为《西克斯之歌》制作模组的人快速入门,省去大量反复试验的过程。这份手册仍在编写中,内容相当详尽,因此我会在此提供最新版本的链接,因为内容过长无法直接发布,而且随着时间推移还会不断扩充。指南中的链接将随着更多文件被记录而更新,指向手册的最新版本。非常感谢Jake让这一切成为可能,并制作了这款出色的游戏,他真是个好人。 当前手册版本为v6,支持游戏版本0.57.20。

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其他上传工具无法正常使用时的替代方法 准备工作 本指南旨在提供模组上传方法,不会教授如何制作模组。此方法适用于所有游戏。 你需要:已完成的模组文件、SteamCMD,以及能够打开和编辑.bat文件的应用程序(如Notepad--)。 主要步骤 第一步:创建一个文件夹。我们以“YourMod”为例。 第二步:在该文件夹内创建以下文件夹和文件: 1.文件夹“images” 2.文件夹“paks” 3.文件夹“source” 4.文件“mod.vdf” 5.文件“mod_upload.bat” 第三步:为每个文件夹放入相应内容。 1.“images”文件夹将包含你的Steam创意工坊页面图片,包括封面和演示图片。 2.“paks”文件夹将包含订阅者实际下载的内容,包括V70(或V71、V72等与游戏版本匹配的文件夹)、_Info.txt等。 3.“source”文件夹的内容只需是“paks”文件夹内容的副本。 理想情况下,目录结构应如下所示: YourMod/ │ ├── images/ │ └── preview.png │ └── ...(其他可选截图) │ ├── paks/ │ └── V70/ │ └── _Info.txt │ └── ... │ ├── source/ │ └──(应包含“paks”文件夹内容的完整副本) │ ├── mod.vdf └── mod_upload.bat 第四步:修改关键文件。 1.修改mod.vdf。以下是标准格式: "workshopitem" { "appid" "1162750"【此数字表示你的模组所属游戏,即商店页面URL末尾的数字。提供的数字是《希克斯之歌》的应用ID。】 "contentfolder" "C: 你的模组 paks"【表示你要上传的模组内容路径。】 "previewfile" "C: 你的模组 images preview.png"【你的模组封面图片。】 "visibility" "0"【模组的初始可见性。】 "title" "你的模组"【模组的初始标题。】 "description" "你的模组是一个很棒的模组。"【Steam创意工坊页面上的模组描述。】1. 修改mod.vdf文件: - "changenote" "你修复了一些漏洞"【更新日志】 - "publishedfileid" ""【如果你想创建新模组,引号应留空。如果你要更新已发布的模组,需从其创意工坊URL中复制最后一串数字并填写在此处】 2. 修改mod_upload.bat文件,其标准格式如下: "C: steamcmd steamcmd.exe" +login 你的用户名 你的密码 +workshop_build_item "C: YourMod mod.vdf" 【注意:两个路径均需根据你自己的设置填写。方括号[]应删除】 3. 第五步:让SteamCMD上传文件 双击运行mod_upload.bat。会弹出SteamCMD窗口。按照其提示登录,然后将自动完成上传。之后,你应该能在创意工坊中看到你的模组。

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まずゲームスタートしました。 滅亡しました。 ギャー! そんな人向けの初心者解説です。 と言っても地形や情勢によって万能に使える手順は無いので「そこそこどんなケースでも使える」パターンを記載していきます。 序盤を生き抜こう まずゲームスタートしました。 何をやらないといけないか? ・食料畑 ・牧畜 ・家(石が多いところなら石が推奨、理由は木や泥より劣化速度が遅いため) ・倉庫 ・井戸 ・焚き火 ・屋台 ・市場 ・便所 を作りましょう。 この際に、以下の条件に従って動線を考えて配置しましょう。 ・住宅と職場が近い ※かといって騒音を発生する職場の場合、近くではダメです。その場合は住宅と職場の間に緩衝エリア(倉庫、市場、屋台など)を配置しましょう。 ・住宅を密集させない(将来的に人口が多くなった場合、疫病が発生するとあっと言うまに三桁人数死滅する危険性があります) 民家を4~8件ずつぐらいの単位をワンブロックとしていくと疫病拡大予防になります。 ・住宅から市場、屋台、井戸は必ず近接する。 これらの移動時間がかかっていると1日あたりに使える時間が減り将来的に物流に甚大な影響を与えます。 ・小型~中型倉庫をたくさん作る 大型倉庫を1つ作ってそこにあらゆる資源を集めるやり方にすると移動距離が伸びるのと交通渋滞を引き起こします。 これは結果として物流網が麻痺するため、序盤はおすすめしません。 大型都市になった場合、原料・産業地区→集積倉庫→配布倉庫は有効ですが、 序盤は原料・産業地区→集積・配布倉庫で十分です。 貴族と観光と産業拡大 貴族ある程度人口が育つと貴族が使えるようになります。 これはめちゃくちゃ強力なので積極的に使いましょう。 具体的には特定産業で働く50名(これは貴族の昇進で効果人数が拡大)の生産効率を2倍にします。 何の資源消費も負担も無くいきなり生産効率が2倍になるため、積極的に用いましょう。 観光観光は一見儲からない用に見えますが、輸出と比べて人員が少なくて済む。 一方的に資金が落ちるのでめちゃくちゃ効率が良いです。 もちろんもっと大規模に儲けたい場合は産業品輸出が得策ですが、 序盤は5~8人が泊まれる宿屋を作るだけで年間収入が100kを超えます。 美味しいので積極的に使いましょう。 産業拡大産業施設を大量に作ると人口がいくらいても足りません! 研究に力を入れて省人化、効率化することを優先しましょう。 特に工具は生産効率を簡単に2倍に出来るため、最優先で生産体制を整え研究しましょう。 都市圏に鉱山が無い場合は、 製材所→木炭量産し、鉄鉱石は輸入しましょう。 輸出用品は服や家具が良いです。 工具が量産出来るようになったら工具を売るのもよいです。 貿易と外交と軍備 友好領外交は貿易協定→友好領を目指しましょう。 友好領になると相手領土を通行して貿易可能範囲が広がるため、より広範囲の国家と貿易が可能です。 貿易貿易はまず家具がおすすめです。 木材→家具と言うシンプルな加工ラインと幅広い需要により、常に貿易の主力品になるでしょう。 ただし労働集約産業のため、こちらに大規模に投資すると人口が無限に吸われるため、どこまで人口を用いるかはその時々の周辺国家との貿易状況や価格、産業効率と相談しながら行ってください。 もし平野や森林地帯ではなく山岳地帯スタートの場合は、鉱山品の輸出が儲かるでしょう。 石炭と鉄鉱山→鉄に加工して輸出 石→大理石にして輸出 シスロンや宝石→そのまま輸出 序盤の貿易が安定した次におすすめは工具、武器防具販売です。 特に工具は都市運営で必須(生産効率をx倍上げる効果)なので自前で生産出来るようにしましょう。 原料の石炭や鉄は他国から購入しても良いです。 軍備そろそろ軍備が必要になってくる時期ではないでしょうか? 最初は20人~30人前後の小規模な軍備を整えましょう。 これにより小規模な盗賊程度であれば蹴散らすことが出来るでしょう。 健康と秩序と狂人と倉庫人員管理 健康人口が900人を超えると健康問題が出てきます。 無対策の場合は 1000人前後で健康問題が多発し、死者が多発します。 まず以下のことを改めて見直しましょう。 ・井戸は住居の近くか?(遠くから運んでいないか?) ・住民が一箇所に極端に集中していないか?(疫病が発生→周囲に感染を延々と繰り返す) ・食料が潤沢ならば食料供給を増やす(基礎的な健康値が増えます) 病院と診療所、どっちを建てたらいいの?研究ポイント足りないよ! 序盤は「診療所」を作りましょう。 診療所と病院は明確な違いがあります。 診療所:病気の発生を予防する 病院:病気が発生したら治療して死亡率を下げる つまり診療所の方が効果が高く有効的です。 そうは言っても病院無しで都市維持するのも困難なため、そろそろ大麻栽培と病院も視野に入れてください。 秩序そろそろ犯罪者が都市に蔓延するのではないでしょうか。 必要な施設を作って収監者が増え過ぎないようにするのが良いでしょう。 奴隷商を作ることで犯罪者を労働力として活躍出来る為、こちらも有効利用しましょう。 狂人疲労が過剰に増える、宗教が満たされないと狂人が増えます。 労働力が純減するため、こちらも放置は望ましくないです。 倉庫人員管理そろそろ都市がかなり広くなってきていませんか? 倉庫を自動にしていると20人30人雇用しているケースがあります。 倉庫の自動人員管理は「需要や供給量の全体を考慮せず、需要が発生した時に空いてる人員が居ない場合に人員が追加される」ため、無制限に大規模雇用に繋がりやすいです。 都市人口が 1000人~1500人超えてきたあたりから、倉庫人員は 3人~10人程度に制限しましょう。 輸送力が落ちるのでは?と心配するかもしれませんが、こうしても輸送力は以外と変わりません。 ただし長距離輸送は長距離輸送用の倉庫を別途作りましょう。 この場合の長距離輸送とは、住民が住宅または職場から歩いていける範囲内に供給源が無い場合、長距離輸送が必要になります。

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Linux系统下的模组安装方法 1. 安装游戏 2. 使用你选择的Proton版本 3. 测试游戏在未加载模组的情况下是否能正常运行 如果一切正常,请继续以下步骤: 1. 在创意工坊中浏览并订阅你想要的模组 2. 确保模组已完成下载(Steam通常会在几秒钟内完成更新) 3. 你可以在以下路径找到模组:/home/user/.steam/steam/steamapps/workshop/content/1162750/ 每个模组都是一个带有数字的文件夹,例如156186713 4. 将这些文件夹复制粘贴到以下路径:/home/user/.steam/debian-installation/steamapps/compatdata/1162750/pfx/drive_c/users/steamuser/AppData/Roaming/songsofsyx/mods/ 5. 现在尝试启动游戏,你应该能在模组列表中看到这些模组,点击列表中的模组即可启用它们。(上述测试基于Debian Linux系统) (若要移除或更新模组,需手动删除旧模组并重新复制粘贴新版本)

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我制作本指南的原因是,自V69更新后,关于该主题的大多数其他指南、YouTube视频、Reddit帖子以及Discord讨论大多已过时。本指南应该会在一段时间内保持时效性。 车站基本数据 卸载站: 小型:8个货箱 中型:16个货箱 大型:32个货箱 装载站: 只能选择一种尺寸和一种资源。 容量:400单位资源(例如400条鱼,而非400箱鱼)。 使用方法 卸载站: 游戏中有40种资源。 一个卸载站只能分配8个槽位(货箱)。 示例:1箱鱼、1箱面包、1箱布料……最多共8箱。 或者可以将所有8个槽位专门用于单一资源(例如8箱鱼)。 可通过点击资源面板访问此菜单。这意味着: 如果你想将40种资源各1箱卸载到大型仓库中,你需要5个卸载站。 如果你想将40种资源各8箱卸载,你需要40个卸载站。 卸载站需要仓库工人,因此不要将它们放置在离有工作人员的仓库过远的地方。卸载站和装载站必须配备足额的工作人员才能保证效率,否则,如果工人太少,资源可能需要数天才能送达。 【待确认】:卸载站的数量似乎有上限,但效率可以超过100%。这可能意味着额外的工人会帮助搬运货物,而不仅仅是操作站点,目前尚不清楚这是否有益。装载站: 装载站只能装载一种类型的资源。 若启用【获取】功能,装载站会从仓库、运输载具及周边区域收集物资。 从人员充足的仓库装载是填满装载站的最快方式。 装载站装满后,会自动向请求该资源的卸载站/运输载具进行配送,无法手动设置目的地。 只有在以下情况时,你才需要使用【拉取来源】按钮(其实更应该叫“引入此资源”): - 指派运输载具从仓库、其他运输载具或卸载站装载物资。 - 指派装载站从仓库或运输载具拉取物资(选择卸载站无效)。 - 指派仓库从运输载具、卸载站或其他仓库拉取物资。案例场景: 低人口(约200人) 人口较少时,你不会拥有太多产业或工人。我们以渔业为例: 如果你有3座渔场,每天生产309条鱼,总共需要156名工人,那么填满一个有400个槽位的装载站需要一天以上的时间(而且装载站必须装满才能发车)。 更好的设置: 在渔场旁边建造一个专门用于存放鱼的仓库。 让它随着时间慢慢装满(需要仓库工人)。 然后,从仓库将鱼转移到装载站。 这样,随着游戏的进行,你将有时间建造更多的渔场,而且不会因为供应不足而导致装载站停滞。停滞的装载站意味着工人的灾难性浪费。对于人口或产业规模较小的情况,我建议使用大型运输卡车而非装载站: 一辆运输卡车可以将鱼类从渔场附近的仓库运送到中央仓库或食品摊位。 如果某种资源的日产量低于约450-500单位,运输卡车会更高效。装载站只有在产量较高时(或者用于运输非常遥远的资源,比如地图边界附近的资源)才能真正发挥优势。 运输卡车不需要维护费用,这一点非常重要! 沿海渔场的布局示例: 在海岸中央放置一个专门用于存放鱼类的仓库。 每个渔场使用一辆运输卡车将鱼类运送到该中央仓库。 (紧邻仓库的渔场不需要运输卡车,除非你想节省仓库工人。)从中央仓库出发,运输工或装载站会将鱼类运送到中央仓库、食品摊位或卸载站。你引入的资源越多,就需要越多的仓库工人来维持运转。高人口(500人以上)一旦你拥有大量工人和产业,装载站就会变得更加有用。但你需要提前仔细规划区域布局,装载站、卸载站、仓库和运输工都需要占用大量空间。记住:装载站一次只能处理一种资源。它们最好放置在生产该资源的产业旁边。通用链条设置 运输工具/装载站 → 专用仓库 → 运输工具/装载站 → 卸载站/卸载点 → 中央仓库或工厂所在地 → (例如在入口处设置运输工具停靠点)(资源分别由仓库工人和车间工人拾取)重复整个流程,最终在生产链末端获得可销售/使用的成品。

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本指南不会教你如何用Java编码,也不会解释什么是NullPointerException。它将提供一个自动化工具链,帮助你尽可能轻松地开始《西克斯之歌》的模组制作(希望如此)^^ 简介 你正在考虑开始制作《西克斯之歌》的模组,我也是……我会尝试将我的发现整理成一些指南,这就是其中之一。为了让自己顺利起步,我构建了一些简单的工具,用于轻松开发、调试和测试模组。 获取IDE 如果你有Java经验,可能已经有了偏好的IDE。主要有以下两种: Intellij IDEA Community Edition(推荐) Eclipse 开始使用 我制作了一个示例模组项目,你可以将其用作起点。请在IDE中打开项目后,按照GitHub仓库README.md中的“入门指南”部分所述步骤操作。

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A guide and tierlist to Titles, Royalty Levels, and Achievements. Titles: S+ Tier Title: The WiseRequirements: Population >= 2.00k, Education >80% Effect: +4.00k Knowledge, +.5 University learning rate Guide: The Wise is an exceptional title for slingshotting your productivity into the midgame. With an immediate bonus of 4000 Knowledge, you can jumpstart your city's manufacturing logistics, allowing for early access to critical infrastructure like refined carpenters, advanced smelters, and machinery workshops. 4000 knowledge frees up to 200 to 400 scribe jobs in the early game. The Wise also provides a less powerful, but still noticeable bonus to learning speed once you unlock universities. A 50% boost to learning speed means you gain your education productivity bonus faster and you require fewer universities to maintain the same education level for a population. Title: Lord of the Seven KingdomsRequirements: Control at least 7 regions Effect: +50 Admin Guide: Easily one of the most powerful titles in the game, the Lord of the Seven Kingdoms is a game-changer for you early game. By giving you +50 Admin right off the bat, this title allows you to rapidly expand your territory by capturing nearby cities as soon as you accumulate enough money (around 100k) to hire mercenaries without having a population requirement. This influx of resources and coins from the new cities will significantly boost your production capabilities. Titles: S tier Title: First of their NameRequirements: Population >= 1.50k, Happiness: Plebians >= 25% Effect: Settle: 4.5 (Starting pop of 50), 1.00k Knowledge Guide: "First of their Name" is a useful title to get a head start in a new playthrough. It provides you with a solid population base and a significant knowledge boost that can propel your early game development. You need to be very quick to gather extra food with foraging for food and a hunting building ASAP, but 1k free knowledge and instant access to import/export depots is a great tool to industrialize rapidly. Even if your extra population starves, your knowledge boost gives you a strong start The BuilderRequirements: Royal Palace >= 3 Effect: Build Points +2 Guide: I would sell an organ to get a global boost of even 1 build point. Build points are one of the most valuable resources in the game, every settlement is restrictively capped by build points by their population size, with very few ways of pushing that limit. An additional 2 Build Points can drastically increase the utility of low-fertility, low-population settlements. Ore and coal resources tend to be controlled by cities with a low population capacity, meaning your mine levels are limited. Between this title and a builders guild for +5 build points, you can get a tiny town that would normally only support a single level 1 mine to double its productivity by getting a second mind. Title: The MercifulRequirements: Enemies Killed >= 2.0k, Mercy >90% Effect: +1 loyalty of vassal city populations, +.1 city population loyalty Guide: "The Merciful" is an excellent title for maintaining stability within your empire, particularly when managing vassal cities. The loyalty boost lessens the risk of uprisings or discontent. In your city, a loyalty below 50% risks riots, and having a 10% buffer can go a long way. For vassal populations, it can be difficult for your populations to have quite enough loyalty to maintain order in maximum-level city hall vassals. This could mean that you don't have to spend workforce on maintaining an expensive building that provides happiness and have that workforce instead produce levies, income, or resources. Titles: A tier The ArtisanRequirements: Lifetime Goods crafted>= 100k Effect: +.2 Workshop Productivity (Bowlers, Carpenters, Jewellers, Masonries, Mechanics, Papermakers, Potteries, Rationmakers, Smithies, Tailors) Guide: The Artisan is awesome throughout all stages of gameplay, from early to late. A 20% productivity boost of refined is a nice bonus through all stages. You'll likely achieve this as one of your first achievements just by playing the game. This a great title to take for your second playthrough as soon as you get your first 5 titles, and can carry you far for as many playthroughs as you need. Title: The GreatRequirements: Population >= 8.00k, Happiness: Plebians >= 100% Effect: +.15 Happiness Guide: "The Great" is a title for enhancing your city's overall happiness, particularly useful mid-to-late-game where large populations make happiness challenging to maintain. It provides a moderate happiness boost that can significantly impact immigration and population stability, but this can be stacked with other happiness titles for a pretty significant bonus. My general rule is that a happiness offset like this works as a population boost, i.e. your population is 10% higher than it would be otherwise. This means you could have a population of 2200 providing the services necessary for a population of 2000. To get the title, increase your population to above 8.00k and give everyone money and a day off. Title: Seer of the GodsRequirements: All temple Service ratio >=95% Effect: +.15 Happiness Guide: Seer of the Gods is just another “The Great” title in case you want to stack it. Combine with other happiness bonuses for a huge happiness boost and a great boost to immigration. Happiness titles don't make for very fun or interesting titles by themselves, but they make for a fun run if you stack them all. The IncompetentRequirements: Reputation <20%, Defeats > 20 Effect: +.5 Diplomatic opinion Guide: By increasing diplomatic opinion by 50%, you get a larger buffer before other nations feel threatened by you, though it doesn't seem to quite be you getting 50% bigger. This title can significantly delay war, allowing you to focus on the growth and consolidation of your resources. Opinion is determined mostly by their size relative so that when war does come to your door, you’ll be bigger than them. The UsurperRequirements: Royalties Assassinated >= 200 Effect: +.5 Diplomatic opinion Guide: Again another duplicate to incompetent. A cumulative 100% is significant in terms of breathing room, excessive in my opinion. By the time your diplomatic opinion is low enough for war, I suspect most player factions will be big enough to win a decisive victory. The DrunkardRequirements: Drink rations >= 75%, Population >= 200 Effect: +.2 drink production Guide: The Drunkard is a strong choice due to the sheer volume of drinks needed to maintain a city. used separately for armies, drink rations, and bars. While there are many ways to increase drink production, having the option to boost drink production may be the best single production boost you can choose the others only competing by increase a bunch of facilities at once. Titles: B tier Breaker of ChainsRequirements: Slaves Emancipated>= 5.00k Effect: +.1 Happiness Guide: This is another happiness offset. Breaker of chains isn’t as good as other happiness boosts but it’s not too difficult to get. The SlaverRequirements: Enslaved population >=1.5k (I think emancipated), Slaves >= 3.00k Effect: +.25 submission Ranking: B tier Guide: Slavery in this game is really strong. It's pretty much free labor for little to no amenities. You want to maximize the number of slaves while maintaining a 100% submission to prevent rebellion. The slaver is better than the merciless but combined can give you a pretty high slave population relative to your own population, that being said, there are plenty of other methods to increase your slave population, so the overall strategy is more fluffy than metagamey. The Merciless Requirements: Enemies Killed >= 2.0k, Mercy <0% Effect: +.2 submission Guide: Similar to the slaver, slavery is pretty much free labor for little to no amenities. See slaver if you just want one submission-boosting title. Richest of kingsRequirements: Denari from sales: >=7.50M, Denari >= 5 M Effect: +.25 Proximity, +1.5 Deflation Richest of Kings addresses some of the most challenging aspects of late-game management: inflation and proximity issues. With a significant offset in inflation and a 25% longer distance before proximity comes into play, this title can significantly enhance your trade efficiency and economic stability. With this boost in my games, I was able to stretch from the very center of the map to the edge without getting road. Best suited for long, drawn-out plays where maximizing empire size and economic power are the goal. Titles: C tier The BureaucratRequirements:Admin >= 1.00k Effect: +5% Admin Guide: The Bureaucrat title offers a modest but permanent +5% boost to your admin capabilities. Admin is honestly one of the most labor-efficient resources in the game and has no inefficiency at scale or caps. The EntertainerRequirements: Speakers >= 95%, Stages >=95%, Fightpits >= 95% Effect: +.05 Happiness Guide: A 5% increase in happiness is a pretty weak bonus for a limited slot. That being said, if you have nothing else useful to take then you may as well. The PleasurerRequirements: Massage Parlours >= 90%, Population >=5.00k Effect: +.05 Happiness Guide: Fun when stacked on top of another 4 happiness bonuses, otherwise not particularly useful. The ConquerorRequirements: Enemies killed >= 40.0K, Battles Won >= 20, Battles lost <4 Effect: +.1 Defense Guide: The conqueror effectively increases untrained defense by 50%. Base +.1 defense is equivalent to 7% defensive training. That being said, its not hard to match that for your soldiers, and its not likely you will benefit much from that max increase. Consider pairing it with other military-focused titles for a synergistic boost. The MadRequirements: Deranged Population >=200 Effect: +.25 Sanity Guide: With a +0.25 increase in sanity, this title helps stabilize your workforce and reduces the disruptions caused by mental health issues. Even when I do nothing for sanity, I don't ever get more than a handful of insane people. At most 3 or so out of 100? Even a 3% labor availability is just not worth a title slot. Protector of the realmRequirements: Invasions won >=100 Effect: +.1 defense skill Guide: Again, +.1 base defense is pretty good when base defense is .2. It’s just that training is relatively cheap and not very useful. The UniterRequirements: Kingdoms united (all time) >= 20 Effect: +.25 Diplomatic opinion Guide: Approval is nice but the other approval titles do more and take a bit less work and stacking them all together is overkill. Child of the SunRequirements: Area: Fruit Farms >10.0k, Area: Vegetable Farms >= 10.0k, Area: Fruit Orchards >= 2.50k Effect: +.1 farms productivity (Cotton, Fruit, Grain, Herb, Mushroom, Opiate, Vegetable, Orchards) Guide: Child of the Sun offers a modest productivity boost to various farm types. However, the necessity for such a title diminishes rapidly as you progress in the game. By mid-game, you’ll likely have vassals to manage farming operations, freeing up your citizens for other tasks. As such, the limited productivity boost offered is not enough to warrant a valuable title slot, making Child of the Sun a low priority unless you are plaining an opiate run. Ruler of the Sedge and BeeRequirements: Climate: warm, Population >= 5.00k Effect: +.5 Heat Resistance Guide: Similar to its cold counterpart, Ruler of the Sedge and Bee offers resistance to warm climates. While managing heat can be more challenging than cold, careful city planning usually mitigates the need for such specific resistance. Therefore, this title often doesn’t provide enough of a strategic advantage to justify its use over other more universally beneficial options. Titles: D tier Herdsman of Entelodonts Requirements: Area: Entolodont Pasture >= 20.0k Effect: +.15 productivity Pastures (Auroch, balticrawler, Eneldont, Globdien, Onx) Guide: This title grants a +0.15 productivity increase to pastures, which can be somewhat useful in regions with low fertility or specific gameplay styles like Garthimis. Pastures are for the most part just more space-demanding farms, with farms being outsourced by midgame. LifebringerRequirements: Lifetime Cured >= 10.0k Effect: +.25 Health Guide: In most scenarios, sanitation issues are caused by a massive population rather than direct health deficits, which are the culprits behind outbreaks. Despite a seemingly generous +.25 to health, you’ll find that your population will ultimately play a more crucial role in sanitation levels managing city health. By the time health becomes a significant issue due to high population, other mechanisms typically overshadow the benefits of a health boost, rendering these titlesless effective than anticipated. The CaretakerRequirements: Hospital satisfaction >=100%, Population >= 5.00k Effect: +.2 Health Guide: Health concerns can often be mitigated with adequate city services long before they become critical. Even then, life bringer has a better bonus. Heaviest of HandsRequirements: Executions: >=2.00k Effect: +.1 Lawfulness Guide: Heaviest of Hands offers a moderate increase to lawfulness but lawfulness issues can be managed through in-game measures. The investment in a title slot for such a minor and situational benefit is pretty underwhelming. Warden of the NorthRequirements: Climate: cold, Population >= 5.00k Effect: +.5 Cold Resistance Guide: Warden of the North provides a specific resistance to cold climates, which might seem strong in certain cold climates. However, the more straightforward solution to cold conditions—increasing hearth availability—renders this title somewhat redundant. Given that hearths also contribute to happiness, Warden of the North often becomes an unnecessary fluff title rather than a necessity. The UndefeatedRequirements: Reputation >=90%, Victories >=50 Effect: +.1 Morale, +10% raid security Guide: The Undefeated might bolster city defenses with a slight morale boost and enhanced raid security. However, the overall impact of these bonuses is pretty lame. More often than not, equipment and manpower will have a far more significant effect on combat outcomes than the modest increases provided by this title. Titles: F Tier The ClumsyRequirements: Accidents [All time] >= 300 Effect: +1 safety Guide: Given the low occurrence rate and minimal consequences of accidents, dedicating a title slot to The Clumsy is generally not useful, especially when other titles offer more substantial benefits. The NudistRequirements: Game time >7.5k (Around 25 years?), Population >= 200, Average clothes equipped <.05 per person. Effect: +.1 Heat resistance and +.1 Cold resistance Guide: The Nudist is arguably one of the least impactful titles available. Offering a +.1 to both heat and cold resistance, its benefits are almost negligible in practical gameplay. Given the minimal effect these resistances have on overall survival this title fails to justify occupying one of the limited and valuable title slots. The Nudist’s only use is being taken after your first run inevitably fails as your citizens become unhappy from lack of clothes. Leader Levels MirRequires: Population >= 0 Unlocks: None Effects: None EmirRequires: Population >= 25 Unlocks: Laboratory Effects: Happiness +.05, Immigration +.5 AmarirRequires: Population >= 50 Unlocks: Import/Export Depot Effects: Happiness +.05, Immigration +.25 ProntixRequires: Population >= 75 Unlocks: Training Ground, Dungeon, Slaver Effects: Happiness +.10, Immigration +.15 ApprontixRequires: Population >= 140 Unlocks: Rationmakerm Army Supply Depot Effects: Happiness +.10 Approntix RayRequires: Population >= 140 Unlocks: Rationmaker, Army Supply Depot Effects: +1 Nobles, Happiness +.10 LegatiRequires: Population >= 300 Unlocks: Guardpost, Scaffold, Stock Effects: +1 Nobles, Happiness +.10 DakoriRequires: Population >= 500 Unlocks: Administration, Embassy Effects: +2 Nobles, Happiness +.10, Loyalty +.10 Dakori RayRequires: Population >= 1.20k Unlocks: None Effects: +2 Nobles, Happiness +.10, Loyalty +.10 SoraxRequires: Population >= 3.00k Unlocks: None Effects: +2 Nobles, Happiness +.10, Loyalty +.10 Sorax RayRequires: Population >= 7.00k Unlocks: None Effects: +1 Nobles AstaRequires: Population >= 10.00k Unlocks: None Effects: +2 Nobles Asta RayRequires: Population >= 12.00k, Region >= 12 Unlocks: None Effects: +4 Nobles

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Actual magic numbers and mechanics info. Preface The wiki pages for SOS are egregiously outdated and not open to community edits. The ingame wiki is largely the same. This guide contains information about poorly documented, annoying mechanics. (Datamined directly from game source V69) More pages may be added, will take requests but only for features that are vague or poorly documented. Note on chronology measurements : Timers and stuff that tick down I have measured in seconds, it is probably something completely different, but I do not know, nor do I care to know. It could be moon phases, internal ticks, game ticks with respect to dt, ask the developer. For instance private final double timerD = 15.0D; Who knows, a timer of decimals in a double Riot Event Mechanics Riot SystemKey Insights: Loyalty is king: 75% loyalty completely prevents unrest Population scaling: Large cities are much more volatile Cascade system: Multiple chances to avoid riots through emigration/small events Compound effects: Failed mitigations make future riots more likely via warmup reduction Race-specific: Each race's loyalty is calculated separately, riots can be multi-racial Magic Numbers: Timer interval: 10.0 seconds (riot state checked every 10 seconds) Riot duration: 288.0 + (random * 1152.0) * 0.75 seconds = 4.8 to 18.4 minutes Suppression threshold: 0.3 (30% - when rioters drop below 30% of original count, riot ends) Prisoner conversion rate: 20% chance (1 in 5) that suppressed rioters become prisoners, 80% become subjects Key Mechanics: Riots spread spatially from a starting point using a flood-fill algorithm Citizens become rioters (HTYPES.RIOTER()) and can only be converted back to subjects/prisoners The riot auto-expires after the timer, regardless of intervention Standing penalty: 4608.0 applied to citizen class when riot starts Riot Event Core Timers Event check interval: 15.0 seconds Loyalty breakpoint: 0.75 (75% - below this triggers unrest) Minimum population: 15 citizens required for events Count decay rate: 0.013020833333333334 per cycle (~0.78% per minute) Riot Thresholds Emigration threshold: count drops to 0.25 (25%) Riot threshold: count drops to 0.0 (0%) Warmup reduction: Starts at 3, minimum 1 Event Probabilities Emigration chance: 66.7% (2/3 chance to emigrate instead of small event) Riot chance: 66.7% (2/3 chance to riot instead of emigration when count ≤ 0) Riot Trigger ConditionsEffective Loyalty = max(current_loyalty, target_loyalty) If loyalty ≥ 75%: No rebels If loyalty < 75%: Rebel ratio = (1 - loyalty/0.75) × population_factor Population Factor Population Factor = 0.1 + 0.9 × min(total_population/600, 1.0) Scales from 10% effect (small settlements) to 100% effect (600+ population) Count Decay System Decay rate: 0.78% per minute when loyalty is good Decay penalty: biggest_rebel_ratio × 0.78% per minute when loyalty is bad Power scaling: Rebel ratio raised to power of 0.8 (reduces extreme values) Event CascadePhase 1: Emigration Warning (count = 0.25) 66.7% chance to emigrate citizens 33.3% chance to trigger small events (strikes, brawls, etc.) +20-50% count recovery on successful small event Standing penalty: 2304 points Phase 2: Riot (count = 0.0) 66.7% chance to riot 33.3% chance to emigrate instead Count recovery: 100% + (total_rebels/total_population) Warmup reduction applied to recovery amount Guard Mechanics The Guard System Is Fundamentally Broken Only TWO scenarios actually make guards do anything at all: Regular Crime Module: When citizens commit crimes (theft, murder, etc.) Rioter Module: When rioters are rioting (with only 20% chance per cycle!) Guards will NOT respond to invasions, animal maulings, slave uprisings, or anything else you may reasonably expect. Everything else that should logically involve guards gets ZERO response. Magic Numbers Crime queue: 5 criminals max per guard post Standing cycles: 2-6 periods per guard session Standing duration: 5-9 seconds per cycle Patrol chance: 10% when work time ≤ 50% Equipment bonus: Level 2 battle stats while working Riot reporting: 20% chance per rioter cycle Riot suppression: Ends at 30% of original rioter count What Guards Actually Do Guards only respond to crimes explicitly reported via reportCriminal(): Regular crimes (theft, murder) - reported immediately Rioters - reported inconsistently (20% chance per cycle) Guards poll their crime queue every few seconds and engage catchCriminal() behavior when they find reported criminals. Guards are a reactive crime cleanup system, not active security. They don't scan for threats - they only respond to what's explicitly reported to them. The official documentation is misleading about their actual capabilities. Guards will passively defend themselves when a hostile entity bumps into them, or attacks them. Otherwise they will literally do nothing.

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Just a logistic guide for massive cities that enjoy massive taxes Intro I finally found a setup that works well for very big cities and wanted to share it. The main purpose is to use your taxes and localized export depots to move resources around, making sure that no resource moves before being sold. It’s for cities that tax tens of thousands of resources, have extras, and manufacture extras, the other factions move all your stuff for you. Some definitions (raw resources = taxed resources; manufactured = produced in your colony; if you make raw resources in your colony, why? but anyway, treat them as manufactured resources for the purpose of this guide). Warehouses, haulers, and export depots use three different settings: fetch, priority‑fetch, and pull. Export depots also use “% of total storage” as a trigger for p‑fetch, but we will ignore that one here. An import hauler is one I define as pulling from a warehouse or hauler, and an export hauler is just a hauler on fetch, not pulling from anything. You need four components: a Throne‑Room Dump, your Main Storage Area, Localized Industries, and the Amenities Warehouse. The Throne‑Room Dump This will just be a big room with your throne in the middle, some temperature amenities, and tons of export depots. Every resource you tax in excess of what you consume will end up here so, basically, every raw resource in the late game. It needs to be far enough from the rest of your colony that the export depots’ fetch minimum range won’t pull from your production. Here you just set a bunch of export depots on fetch for every raw resources they do not pull from anything. The Main Storage Area One gigantic warehouse (e.g., 400+ crates) surrounded by import haulers (and import depots for the stuff you don’t yet produce). THERE ARE NO EXPORT DEPOTS that pull from the main warehouse. Everything you need for the Amenities Warehouse goes in here (think janitor supplies, food, furniture). You can put military stuff or rations here if you want, but those can be separated. Localized Industries A warehouse for taxed resources (if it uses raw resources) An import hauler (if it uses manufactured resources) An export hauler An export depot (If there is no output—nurseries, admin, research, etc.—you can skip the export depot/hauler.) The warehouse gets filled automatically by taxes, the import hauler will pull (set to 0% of the other hauler (is the default)) from a corresponding export hauler somewhere else for intermediary products like pots or metal. An export hauler to fetch the products, and a export depot to sell the excess of the products. Amenities Warehouse Put this next to your amenities buildings, and set it to pull from your Main Storage Area at 0% (no fetch or p‑fetch). With whatever you need local, like food or stuff to repair. How it works Let’s say for machinery: all your ore, coal, and wood crates get topped off automatically when taxes come in. The rest of the taxed resources dump into your Throne‑Room Dump, where you export the excess for cash. Your metal industry will have a warehouse full of ore and coal (filled purely by taxes, requiring zero hauling from your workers), and an export hauler (on fetch) will gather the iron—same thing for wood and furniture in their respective sectors. Import haulers at your Main Storage will pull from those export haulers (metal & furniture), and an export depot set to pull from the export hauler at, say, 90% full will sell the extra. For the machinery sector, you’d have two import haulers (one pulling metal, one pulling furniture) from the export haulers of simpler industries, a machinery export hauler (pulled from by a hauling depot next to the Main Storage and/or Military Storage), and an export depot exporting from the export hauler when it’s 90% full. Outro So the only hauling your people need to do is: Move intermediate resources to the next production step. Return resources that will never be sold back to the main warehouse. Distribute amenities throughout the colony. At no point do you need to haul taxed resources or move goods before they’re sold. Extra tips Keep production buildings that don’t export on the outskirts especially those that use only raw resources (libraries, nurseries, hospitals, labs, etc.) and cluster interconnected production lines as closely together as possible (for example, fabric and clothing shouldn’t be on opposite sides of the city).

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