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2026-02-15 13:00:06
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AI智能总结导读

玩家发现游戏百科中各种族幸福度统计与实际不符,整理出Amevia、Cretonians等6个种族在人口、生活保障、服务、环境等多维度的幸福度精确数值,以及各种族的特殊偏好,还给出了各维度及整体的幸福度总分对比,帮助玩家掌握不同种族的幸福度管理要点。

While trying to compare races in the ingame encylopedia I noticed the 'liked' stats listed didn't quite match the actual happiness points, so here's a list showing the exact stats. Population POPULATION | Amevia | Cretonians | Dondorian | Garthimi | Humans | Tilapi WRONGFUL DEATHS | 0 | -4 | -4 | 0 | -4 | -4 NOBLE | 1 | 1 | 1 | 1 | 1 | 1 IMMIGRANTS | 0 | 0 | 0 | 2 | 0 | 0 NATIVE | 1.5 | 1.5 | 0 | 1.5 | 1.5 | 1.5 FORMER SLAVES | 0 | 0 | -3 | -3 | -3 | -3 MAJORITY | 1.5 | 1.5 | 1.5 | 1.5 | 1.5 | 1.5 SLAVES | -2.5 | -1.5 | -2.5 | 0 | -2.5 | -2.5 OTHER SLAVES | -0.5 | -0.5 | -0.5 | 0.5 | 0.5 | 2.0 1: Amevia and Garthimi don't care about wrongful deaths 2: Garthimi want immigration 3: Dondorians (unsurprisingly) don't care about being native. 4: Amevia and Cretonians don't care about being former slaves, but they don't want to be slaves. 5: Garthimi don't mind being slaves. 6: Tilapi want slaves of other races. Key note: There are more penalties here than positives, if this is staying low you either have slave issues or a lot of deaths. Access ACCESS | Amevia | Cretonians | Dondorian | Garthimi | Humans | Tilapi STARVATION | All -3 FOOD PREF | 2 (Egg/Fish/Veg) | 2 (Bread/Fruit/Veg) | 2 (Fish/Meat/Mush) | 2 (Fish/Meat) | 2 (Bread/Egg/Meat/Mush) | 2 (Egg/Fruit/Meat) FOOD DAYS | 1.5 | 1.5 | 1.5 | 1.5 | 1.5 | 1.5 FOOD RATIONS | 6 | 6 | 6 | 6 | 6 | 6 DRINK RATIONS | 5 | 5 | 5 | 5 | 5 | 5 CLOTHES | All 6 JEWELRY | All 3 HOUSING | All 2 FURNITURE | All (except Garthimi) 8 | Garthimi 3.5 1: Canto's ignore food aspects for obvious reasons. 2: Argonosh eat more but drink less, they also don't care for clothes or jewelry 3: Garthimi get less out of furnishings but also use less materials (Clay/Stone only). 4: Food makes up 9.5 points, starvation means you are down 12.5 possible points as you likely lost perf, days, and rations. 5: Furniture is 8 points, and while tempting early on, it's scaling cost means it will be a solid portion of your upkeep. Key Note: If there is something crashing here it is going to be your food 9/10 times, the 10th being you had unsustainable furnishings. Services SERVICES | Amevia | Cretonians | Dondorian | Garthimi | Humans | Tilapi HEARTH | All 3.5 SPEAKERS | All 2.5 STAGES | All 3 FIGHT PIT | Amevia/Cretonian 0 | Others 1 ARENA | Amevia/Cretonian 0 | Others 0.75 RESTAURANT | Cretonian 1 | Others 0.75 FOOD STALL | All 3.5 TAVERN | Cretonian 3 | Others 0.75 BATHOUSE | All 1.5 WELL | All 4.5 BARBER | All 0.75 MASSAGE PARLOUR | Dondorian 0 | Others 1.5 MARKET | All 3.5 LAVATORY | All 3 PHYSICIAN | Amevia 0 | Others 1 SKINNYDIPPING | Amevia 1 | Others 0.5 BENCH | All 1 HOSPITAL | Amevia -0.5 | Others 21: There is 26.75 points here without touching any species modified preferences. 2: Cretonians love their Restaurants and Taverns 3: Amevia don't care for Physicians, but actively hate hospitals. The ONLY negative in this category! 4: Hearth, Well, and Food Stall, three basics that shortages mean lack of sufficent services. 5: Benches are something that you should be building regardless Key Note: Bar hospitals for Amevia, this is purely bonuses. Low points here means insufficent services or coverage gaps. Environment ENVIRONMENT | Amevia | Cretonians | Dondorian | Garthimi | Humans | Tilapi ROAD PREF| All 1.5 BUILD PREF | Garthimi 2.5 | Others 1.5 POOL TYPE | All 0.5 CLIMATE | All -1.5 OTHERS | Amevia 3 | Others 2.5 CANNIBALISM | Garthimi/Tilapi 1 | Others -3 CORPSES | All -1 DECORATION | Amevia | Cretonians | Dondorian | Garthimi | Humans | Tilapi NOISE | -1 | 0 | 0.5 | 0 | -0.5 | 0 LIGHTING | 1 | 1 | 1 | -0.5 | 0 | 0 SPACE | 0 | 0.5 | 0 | -0.5 | 0.5 | 0 URBANIZATION | No one cares FRESH WATER | No one cares SALT WATER | No one cares ROUNDNESS | 0 | 1 | 0 | 1 | 0 | 1.5 SQUARENESS | Dondorian 1 | Others 0 WATER | 3 | 0 | 0.5 | 0 | 0 | 0 HUMIDIFIER | Garthimi 3 | Tilapi 0 | Others -1 FLOWER BED | 0 | 1.5 | 0 | -0.5 | 0.5 | 0.5 PILLAR | 0 | 0 | 1 | -0.5 | 0.5 | 0 STATUE | 2 | 0 | 1 | -0.5 | 0.5 | 0 TORCH | Garthimi -0.5 | Tilapi 0 | Others 1.5 TORCH (UPGRADE) | Garthimi -0.5 | Tilapi 0 | Others 0.5 TREE | 0 | 1.5 | 0 | -0.5 | 0.5 | 2.5 BATTLE | Amevia | Cretonians | Dondorian | Garthimi | Humans | Tilapi ARMY | All 1 MELEE TRAINING | Dondorian 1 | Others 0 RANGED TRAINING | Tilapi 1 | Others 0 ENEMY KILLS | Cretonian 0 | Others 0.5 WARS | All -3 PROWESS | Cretonian 0 | Others 1 CHIVALRY | Garthimi/Tilapi -1 | Others 1 BESIEGED | All -4 STORAGE | Cretonian/Garthimi 2 | Others 1 STORAGES | Egg/Fish | Ration | Sithilon Ore | Meat | Gem | Meat1: Climate may only be 1.5 but those are permanent points, you have them or you don't 2: Build Preference is a free 1.5, 2.5 for Garthimi. You should be doing this unless it's a mixed race city. 2a: Cretonians and Tilapi share Wood preference, Amevia and Humans share Stone preference, Dondorian and Garthimi share underground. 3: Noise is only relevant for Amevia, Dondorian, and Humans. 4: Everyone except Garthimi and Tilapi hate humidifiers, Tilapi just don't care about them. 5: Each race has their own decoration preferences, pay attention to it, Garthimi hate most of them. 6: Storage is literally free points for keeping a stockpile. Key Note: There is a LOT of modifiers here but if, you need to rethink your city layout. Or ask where the market got the curry meat from. Religion RELIGION | Amevia | Cretonians | Dondorian | Garthimi | Humans | Tilapi SHRINE | All 4 TEMPLE | Cretonian 4 | Others 1.5 OPPOSITION | Cretonian 0.25 | Others -1 GRAVEYARDS | Amevia 0 | Others 1 CRYPTS | 0 | 0.5 | 2 | 2 | 2 | 0 DESECRATION | All -31: Amevia don't care about burials, but they also don't like corpses. Mass graves are enough. 2: Cretonian's get a notable boost from temples Key Note: Religion is straight forward, don't mix opposition, don't bust graves. Occupation OCCUPATION | Amevia | Cretonians | Dondorian | Garthimi | Humans | Tilapi EMPLOYED | All 1 FULFILLMENT | All 3 RETIREMENT | All 8 EDUCATION | All 1 INDOCTRINATION | All 1.51: Retirement Age is filled by % of the retirement age slider 2: Fulfillment is unlikely to be maxed, Most jobs are 50% with some, like Janitors, Scaffolds, Slavers, and Workstations, being 0% 3: Education/Indoctrination is subjective IMO. Education makes more effective at jobs, ensuring more goods/services. Indoctrination is flat points. Key Note: All are equal, expect this to fluxtuate as people go about their lives. Government GOVERNMENT | Amevia | Cretonians | Dondorian | Garthimi | Humans | Tilapi LIKED TOURISTS | All 0.25 DISLIKED TOURISTS | All -1 RICHES | All 1 EQUALITY | All 1.5 (The Irony) LAW | All 2 STOCKADE | All 0 PARDON | 0 | 0 | -0.5 | -0.5 | 0 | -0.5 EXILE | Dondorian 0.25 | Others 0 IMPRISONMENT | 1 | 1 | 0.75 | 0 | 0 | 0 EXECUTION | 0 | -1 | -1 | 0 | 0.5 | 0 ENSLAVEMENT | 0 | -0.5 | -0.5 | 0.5 | 0 | 0 ARENA | 0 | -1 | -1 | 1 | 0.5 | 0 JUDGEMENT | Garthimi -1 | Others 1 STOCKS | 0.5 | -0.5 | 0.5 | 0 | 0.5 | 01: Everyone enjoys a basic functioning government, everyone likes 'Good' people, everyone hates 'Other' people. 2: Pardons are an easy out for some species, anger for others. 3: Each species has preferences on types of punishments. If your ever unsure, Exile the problem away! 4: Don't bother with judgement for Garthimi, the bugs are to busy signing up for a club of questionable ethics. Key Note: A prison, a Court, and the 'punishment of choice' are all you really need for law. Also the bugs need therapy. Summery (Pretty sure I made a math mistake in these) Here is the net 'happiness' points you can get from each category minus potential negative scores CATEGORY | Amevia | Cretonians | Dondorian | Garthimi | Humans | Tilapi POPULATION | 5 | 4 | 2.5 | 6.5 | 4.5 | 6 ACCESS | 33.5 | 33.5 | 33.5 | 29 | 33.5 | 33.5 SERVICES | 30.25 | 35.75 | 33.5 | 35 | 35 | 35 ENVIRONMENT | 19.5 | 16.5 | 18 | 13.5 | 15 | 16 RELIGION | 9 | 13.25 | 10 | 10 | 10 | 10 OCCUPATION | All 14.5 GOVERNMENT | 7.25 | 6.75 | 7.25 | 7.25 | 7.25 | 5.75 TOTALS | 119 | 121 | 119.25 | 115.75 | 119.75 | 120.75For comparison here is the same chart assuming you treat the same 'negatives' as positives (I.E. You didn't mess up those factors) CATEGORY | Amevia | Cretonians | Dondorian | Garthimi | Humans | Tilapi POPULATION | 7 | 10 | 12.5 | 9.5 | 14 | 15.5 ACCESS | 36.5 | 36.5 | 36.5 | 32 | 36.5 | 36.5 SERVICES | 30.75| 35.75 | 33.5 | 35 | 35 | 35 ENVIRONMENT | 34 | 30 | 32 | 31 | 29 | 26.5 RELIGION | 13 | 16.25 | 16 | 16 | 16 | 14 OCCUPATION | All 14.5 GOVERNMENT | 8.25 | 10.75 | 11.25 | 8.75 | 8.25 | 7.25 TOTALS | 144 | 153.75 | 156.25 | 146.75 | 153.25 | 149.251: Access is largest contributor of points, larger than the 'subtracted' total implies, DO NOT LET FOOD RUN OUT. 2: Government is a minimal contributor, except for how crime can disrupt everything else. 3: Religion and Occupation points are either there or they aren't. As long as there's shrines and graves you'll be good. 4: Garthimi heavily change how to address a number of issues. 5: Humans are effectively the baseline things should be compared to 6: Amevia and Tilapi both allow ignoring a number of factors, but in turn have their own niches you need to work to keep happiness up. 7: If you are mixing in a race within an existing city, your best bets are Cretonians due to least amount of conflicts. 8: Enviroment is largely static bar 'battle' subcategory. Your city design either supports a given enviroment or it doesn't. Key Note: Races are relatively 'equal' in overall scoring, the primary differences are if you need to focus more on avoiding problems or building support. It's Bread and Circus, Keep them Fed and Entertained, and everything else can come at your pace. Since V63 there has been significant changes in how happiness works, the most notable is how many factors that used to exist (housing privacy) no longer do. Likewise instead of being able to go outright negative on 'points' in categories, you are trying to build up a surplus. The main differences I've noticed is that this has actually made it slightly easier to avoid a death spiral from unhappiness, that is, completely getting mangled in one category no longer risks dooming you entirely. But as is the tradition of many city buildiers, Bread and Circus! You keep them fed, You keep them entertained, And you don't wake up to to torch and pitchfork outside your door. Of course, if you have a grand enough city, you might even be able to slightly work around the services. At some point I'll need to come back and put this stuff into proper tables, and who knows, if there's some interesting modded races I might add them in.

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