Im a janitor IRL. And it find it incredibly ironic that in every game, every single one, without fail, i forget to build a janitor. 😂 and i dont notice until my buildings hit 90% degradation.
Its a shame everyone forgets how valuable janitors and maintenance workers are these days. Even they forget themselves, I guess, heh. Jokes aside, wherever you work, thank you for the work that you do to keep everything else in society running smooth and clean.
This game is so so brilliant and fun. It is now on my top 10 all time favorite pc strategy, city builder, simulation game ever made. Seriously top tier game 😎
@@thesmallbirddodo1892 in no particular order Stellaris CK3 Red alert 2 Age of empires (1-2) HOI4 Pharaoh Caesar 3 Sim city 2000 A few different Total War titles. And last but certainly not least SONGS OF SYX!!! I know these games don’t fit into every genre that I mentioned all at once but they do fit into one or more of them. This is my top 10 all time favorite 4x, RTS, city builder, economy simulator, and all around bad ass conquest games of all time hahaha 🦑
The job assignations is not only related to how close or far they are to the workers, but also it goes with the last job being worked on first. So no queuing things like crazy! If workers are lacking building materials to do one building, they'll go for the previous work order and so on. On the contrary, if players are lacking building materials but have tons of free workers, they'll sprend the materials on all work orders which will result in no building being build. Be careful with auto employ for workers in your warehouses, in v65 I ended up with 52 workers assigned to one warehouse and it was about 8% of my population! Looking on how slow rock and wood can be collected, it will take a lot of time before things can move forward. Maybe planning free space for more complex service builduings should be made? What are your thoughts? So glad you decided to redo your tutorial of SoS!
You can also stick roads in the doorways and under stairs (found in the military tab, used to get on top of walls) for that extra little speed boost to apply straight from the moment they try to leave the room or get on top of/off off a wall. Tiny thing, but if you have a sprawling mountain city and your rooms are all interconnected to save space, it really counts for a lot in the long term lol. I promise I'm not a lazy city planner. Fingers not crossed, totally.
i followed your guide on the services and whatnot and my humans REFUSE to be happy, it genuinely baffles me because im following along, doing what you're doing and my humans STILL are more unhappy.
Thanks for the series. I’ve been playing around with v66, but I’m so confused about how exporting goods works now, as I don’t see the percentage slider in the building. Ended up rolling back to 65 until I get a better understanding of the changes.
I got the nudist title 😂 I think it may just be the easiest title to get, honestly. Clothing wears out at a rate of 0.50 per year. Meaning that you need to produce your population's worth of clothing every two years, just to be at a 1:1 ratio with it. For clothing you need cotton, then a weaver for that cotton, then a tailor with the upgrade to make cloth into clothes. Otherwise you'll need a hunter for leather, and a tailor for that leather. And both are pretty lengthy processes. For leather, you need people to make leather, and people to turn the leather into clothing. ~20 pops or so. For the other, you need cotton fields. A weaver, and a tailor. ~30 pops or more. And that's just for those jobs, that doesn't include the population for making your colony tick. So assuming you start making clothes at 70 pops, you have to make at least 35 clothes a year to break even, and that's gonna cost you quite a few tailors. Suffice to say, a large segment of my population let's it all hang out 😂
Depending on how you set up your economy, you can just trade for cotton and build only the weavers and tailors. It will save some workers and keep a steady stream of supply instead of depending on the sazonal harvest. Its useful for races bad at planting like Amevians
My fishery is slightly closer than yours in the video, which doesn't warrant a fishing quarters with warehouse and living houses, but i still noticed that as more people are taking the job, the happness is reduces due to less access to services (from the fishers). How to solve the issue? should i still build a fishing quarters?
Fisheries generally make most sense if you play Amevia. Almost any other race is better off with Hunters/Pastures/Farms (usually in that order). Fishing is a job some species hate and it has a mediocre effectiveness. Other jobs will yield more food/worker in general. It's all different though if you're playing Amevia. Then all your world is fucking fish.
Anyone figure out a better way than the hauler chain to get distant forage back to the v66 warehouse yet? Maybe a farm. Build a farm up to the point they fetch the food it requires and then cancel it. Dunno I'll have to try it.
As far as I've understood v66 new balancing, you are supposed to use Transports (unlockable via research) for distant areas. Distant Forage seems with v66 hardly accessible and I stopped using all the maps on the map. Only the ones in the closer vicinity. I like the change, as it upgrades the later logistics.
@@Ic0nGaming Yeah overall I can see the benefits of the push pull. I really like year one forage to get farms down though :D I settled center of map and was close enough to fruit for two haulers but the veggies were across water and right on the edge it took like 12 of them. Alot of micro but possible if you're willing to spend it.
@@vladthedragon8250 Yeah, it is still all well possible, but it requires way more workforce and micro than before. Which is cool, cause it indirectly upgrades the researchable logistics. Before v66 I rarely used the transporters at all, cause Warehouses did the job just fine without adding anything but tech into them. I see it as a very good change. Cause Logistics have been HELLUVA chore back in the old days. Just like nowadays too! But without cars & trains moving stuff was really a tough business and the new changes reflect that pretty nicely imho.
@@Ic0nGaming for real logistics is critical to dense populations, it's very often overlooked. I've just hit 50 hours so I wasn't spoiled too bad by the unlimited fetch :D Supply chain and distribution is going to be a fun aspect of city design
@@Ic0nGaming I just put a Workstation spot next to the material to be foraged, which pulls someone to that area and they collect the plants and run them back. You have to be mindful of timing your pickups, and delete the Workstation after it's collected, or they will freeze/cook in the weather. However, if you meant CONSISTENTLY foraging, then I would say put a couple workspots next to some trees/rocks beside a distant warehouse, a longhouse, with some services, build that, remove the workstations, then use your hauler chain idea as well.
Im a janitor IRL.
And it find it incredibly ironic that in every game, every single one, without fail, i forget to build a janitor. 😂 and i dont notice until my buildings hit 90% degradation.
Its a shame everyone forgets how valuable janitors and maintenance workers are these days.
Even they forget themselves, I guess, heh.
Jokes aside, wherever you work, thank you for the work that you do to keep everything else in society running smooth and clean.
This game is so so brilliant and fun. It is now on my top 10 all time favorite pc strategy, city builder, simulation game ever made. Seriously top tier game 😎
Which games will take the remaining 9 spots?
@@thesmallbirddodo1892 in no particular order
Stellaris
CK3
Red alert 2
Age of empires (1-2)
HOI4
Pharaoh
Caesar 3
Sim city 2000
A few different Total War titles.
And last but certainly not least SONGS OF SYX!!!
I know these games don’t fit into every genre that I mentioned all at once but they do fit into one or more of them.
This is my top 10 all time favorite 4x, RTS, city builder, economy simulator, and all around bad ass conquest games of all time hahaha 🦑
What is your top 10 list?!
The job assignations is not only related to how close or far they are to the workers, but also it goes with the last job being worked on first. So no queuing things like crazy! If workers are lacking building materials to do one building, they'll go for the previous work order and so on. On the contrary, if players are lacking building materials but have tons of free workers, they'll sprend the materials on all work orders which will result in no building being build.
Be careful with auto employ for workers in your warehouses, in v65 I ended up with 52 workers assigned to one warehouse and it was about 8% of my population!
Looking on how slow rock and wood can be collected, it will take a lot of time before things can move forward. Maybe planning free space for more complex service builduings should be made? What are your thoughts?
So glad you decided to redo your tutorial of SoS!
This is the best city builder I have ever played and I've played quite a few.
You can also stick roads in the doorways and under stairs (found in the military tab, used to get on top of walls) for that extra little speed boost to apply straight from the moment they try to leave the room or get on top of/off off a wall. Tiny thing, but if you have a sprawling mountain city and your rooms are all interconnected to save space, it really counts for a lot in the long term lol. I promise I'm not a lazy city planner. Fingers not crossed, totally.
i followed your guide on the services and whatnot and my humans REFUSE to be happy, it genuinely baffles me because im following along, doing what you're doing and my humans STILL are more unhappy.
Thanks for the series. I’ve been playing around with v66, but I’m so confused about how exporting goods works now, as I don’t see the percentage slider in the building. Ended up rolling back to 65 until I get a better understanding of the changes.
Thanks for this series, amazing game
I got the nudist title 😂
I think it may just be the easiest title to get, honestly.
Clothing wears out at a rate of 0.50 per year. Meaning that you need to produce your population's worth of clothing every two years, just to be at a 1:1 ratio with it.
For clothing you need cotton, then a weaver for that cotton, then a tailor with the upgrade to make cloth into clothes. Otherwise you'll need a hunter for leather, and a tailor for that leather.
And both are pretty lengthy processes. For leather, you need people to make leather, and people to turn the leather into clothing. ~20 pops or so.
For the other, you need cotton fields. A weaver, and a tailor. ~30 pops or more. And that's just for those jobs, that doesn't include the population for making your colony tick. So assuming you start making clothes at 70 pops, you have to make at least 35 clothes a year to break even, and that's gonna cost you quite a few tailors.
Suffice to say, a large segment of my population let's it all hang out 😂
Depending on how you set up your economy, you can just trade for cotton and build only the weavers and tailors. It will save some workers and keep a steady stream of supply instead of depending on the sazonal harvest. Its useful for races bad at planting like Amevians
thanks for this tutorial :)
I know this is gonna sound stupid, but what exactly is bad about building shrines to the evil gods? Do they increase crime or something?
My fishery is slightly closer than yours in the video, which doesn't warrant a fishing quarters with warehouse and living houses, but i still noticed that as more people are taking the job, the happness is reduces due to less access to services (from the fishers). How to solve the issue? should i still build a fishing quarters?
Fisheries generally make most sense if you play Amevia. Almost any other race is better off with Hunters/Pastures/Farms (usually in that order). Fishing is a job some species hate and it has a mediocre effectiveness. Other jobs will yield more food/worker in general.
It's all different though if you're playing Amevia. Then all your world is fucking fish.
Anyone figure out a better way than the hauler chain to get distant forage back to the v66 warehouse yet? Maybe a farm. Build a farm up to the point they fetch the food it requires and then cancel it. Dunno I'll have to try it.
As far as I've understood v66 new balancing, you are supposed to use Transports (unlockable via research) for distant areas.
Distant Forage seems with v66 hardly accessible and I stopped using all the maps on the map. Only the ones in the closer vicinity. I like the change, as it upgrades the later logistics.
@@Ic0nGaming Yeah overall I can see the benefits of the push pull. I really like year one forage to get farms down though :D I settled center of map and was close enough to fruit for two haulers but the veggies were across water and right on the edge it took like 12 of them. Alot of micro but possible if you're willing to spend it.
@@vladthedragon8250 Yeah, it is still all well possible, but it requires way more workforce and micro than before. Which is cool, cause it indirectly upgrades the researchable logistics. Before v66 I rarely used the transporters at all, cause Warehouses did the job just fine without adding anything but tech into them.
I see it as a very good change. Cause Logistics have been HELLUVA chore back in the old days. Just like nowadays too! But without cars & trains moving stuff was really a tough business and the new changes reflect that pretty nicely imho.
@@Ic0nGaming for real logistics is critical to dense populations, it's very often overlooked. I've just hit 50 hours so I wasn't spoiled too bad by the unlimited fetch :D Supply chain and distribution is going to be a fun aspect of city design
@@Ic0nGaming
I just put a Workstation spot next to the material to be foraged, which pulls someone to that area and they collect the plants and run them back. You have to be mindful of timing your pickups, and delete the Workstation after it's collected, or they will freeze/cook in the weather. However, if you meant CONSISTENTLY foraging, then I would say put a couple workspots next to some trees/rocks beside a distant warehouse, a longhouse, with some services, build that, remove the workstations, then use your hauler chain idea as well.
Anudder count: 1,201.