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Genre: Simulator, Strategy, Indie

Songs of Syx

Version 64 progress

Hi everybody!

I just want to say, that you never have to worry about the state of the game. It's going to be finished, I've got enough funds to keep at it now for another decade, and I've already been at it for about a decade, so it would be a bit silly for me to stop now.

I'm working on the game every day, sacrificing PR and community management for the sake of coding, that's why I'm not super active on the forum ATM.

Work on V64 has been a bit frustrating and slow, and it's going to be the longest wait you've ever had to endure, so I made a little video on the current state of it. Excuse the quality and the cohesion of my scattered thoughts.


V63 - Tourism

Hello!

I'm finally done with the new patch.

The patch is currently in the beta branch on steam. To enable it, right click the game -> properties -> betas. Select "ea V63". It might be unstable, but has been alpha tested.

With it, I'm pretty happy about the city building experience of the game, and now feel ready to start on the world map and its mechanics that I've promised.



I kept notes this time!




  • An attempt to fix shuttering mouses on certain PCs.
  • An in-game palette that lets you change colours of roads and structures for visuals.
  • Climate and weather redone. Now with fully simulated cycles. Snow and ice added. Terrain has been redrawn and will respond to weather and wind. Map generation improved. Wild growing things adjusted and remade. One should now no longer be able to support maximum 100 people through harvesting.
  • Buildings can be built next to deep water.
  • Water now increases fertility around it. Irrigation is scrapped.
  • Sweet and salt water are now environments.
  • Overlays have gotten some love.
  • Minimap improved + flawless zooming in/out.
  • Room panels and priority panels have been improved. Now possible to prevent employment by setting priorities to 0.
  • Farms have been re-coded to make more sense. The coming harvest is the result of many factors, clearly listed.
  • Blight and bountiful harvest events added. (+2 years playing) 25% chance per year
  • Droughts events. (+4 years playing) 6% chance per year-
  • Lots of effort put into the new sprite system for room. Making it more moddable.
  • Homes now need a structure, the ugly walls are gone. Easier to copy and handle. Poor isolation leads to more furniture degrade.
  • Copying items is easier.
  • Unique sounds for all animals. sorry about the volume, WIP.
  • Animals now have fixed spawning points. These replenish at a slow rate. Animals will stick to these points. Animals will attack people near them, except for hunters. Once you build near a spawning point, no more spawning will happen.
  • Hunter room simplified. The rate is nerfed.
  • People will not try to fetch corpses that are in dangerous zones, such as a animal spawn point.
  • Corpses bleed.
  • Sounds will play when fast forwarding.
  • Room rates have been improved, now showing produced per day per room.
  • Workload calculations improved.
  • The use of walls when building rooms have been improved.
  • 3 new soundtracks
  • Huge refactorings, making the game less error prone.
  • Fishing events for improved/decreased fish output.
  • New Housing panel panel with improved overlay and tools.
  • Oddjobbers will find homes faster.
  • Improved the top panel.
  • Remade and improved bottom panel.
  • Wiki improved + moved race info to new wiki and improved them a bit.
  • Made openings of buildings a bit clearer.
  • A light cycle toggle in the settings.
  • Upgrades for all mines + small fixes
  • Improved overlay for minables
  • Difficulty settings for random game.
  • New resource: Machinery. Used mostly to upgrade rooms.
  • Added some visual help to room construction.
  • Made roads go diagonal next to diagonal walls.
  • Outdoors added as a building preference.
  • Fixed Maintenance overlay
  • Added a type swapper to room copying and saved blueprint placer.
  • Industry recipes will revert if the recipe is re-locked.
  • New script engine. Now possible to inject java code, and package them as mods. See pdf in installation directory of how to get started.
  • 3 scripts added
  • Shape for rooms are now individual for each room, and it's possible to please everyone regarding squareness and roundness.
  • Refiners remade. Are now upgradable. Unlocked from start. Production lowered. Early survival tactics is to use grain + bakery.
  • Accidents more rare, but more deadly.
  • Workshops have been converted to the new sprite system. Visually improved. Has their own storage, same as refiner. Some have upgrades. They are more space efficient.
  • New workshop added. Makes the machinery resource.
  • New UI for individuals. Added a gimmic that generates biographies to each subject. Also added opinions as to what individuals want improved in the city. Each race can have their own template, and there are templates for scared, normal and confident subjects. Can be easily modded to add infinite flavour. If someone do, please let me know.
  • Big refactoring with rooms. Room files now in folders. Modders, check out the new way of specifying rooms in other files.
  • Improved the text rendering engines, taught it some new tricks, and better looking text.
  • New thing - tourists. Tourists can come to see the marvels of your city. They're attracted by large scale industries that have a high work preference with the race of the tourist. Tourists will leave some cash and a review. You must build an inn to be able to accept tourists.
  • Thanks to Victor Baker, who wrote a lot of tourist review texts.
  • University has gotten a face lift and is more space efficient.
  • Upgrades for service rooms, although, I've only enabled it for lavatories so far. Lavatories got a facelift, with sanitary lids for the toilets.
  • Added population to save game files.
  • The throne can no longer be instantly moved, but must be constructed. Trapped people can still function and find jobs in their vicinity.
  • Changed the trade controls a bit.
  • Reworked exposure to work differently. Exposed people will seek services or shelter. In shelter they are still exposed, but at a lower rate. Prior to death, that can also go insane.
  • Strikes added as an alternative to emigration and riots.
  • Made titles be able to lock rooms (requested by modders).
  • Made trees and other growth be able to grow randomly when fertility is increased by irrigation.
  • Fixed buggy Workstations
  • Added different sizes to wells, and an upgrade. And emitting of sweet water.
  • Gave hearths the same treatment as above.
  • Added fulfilment modifiers for all monuments, meaning you can get happiness from specific monuments per capita.
  • Two new monuments. Flower beds and humidifier.
  • New road: festival square
  • New thing: Benches. Idle subjects will search out benches to sit on in a small radius. Useful for letting them absorb the environment.
  • Law remake. More detailed and more options.
  • All punishment types affect fulfilment differently for races.
  • Stocks added as a compliment to punishment. This shortens prison time by half.
  • Guard post now come in different sizes. They now have a visible radius. The chance of arresting a criminal is based on distance to guard post.
  • Fullfillment from tourists.
  • The enemy kills stat increases neuroticism and crime rate.
  • Guard posts remade. Now work with a radius. The closer a crime is committed, the greater likelihood for catching them.
  • More crime, and more penalty from it.
  • Individual crime statistics.
  • Micro and macro actions for your people. Free drinks, money handouts, day off work and arrest. Can be used to temporarily boost happiness.
  • Ability to set punishment for prisoners manually + better ui for managing criminals.
  • New growable resource 'Herbs'. Used in the ration maker. Will be used in cooking services for the nobility in later updates.
  • Serial killer event
  • Added stuff to the tutorial.
  • Updated external libraries.
  • Fixed broken steam achievements.


What's cooking?

I shall tell thee a bit of what's going on and why.

The main focus of this update has been polish. I thought it was just a couple of things, but once you open one Pandora's box, it leads to others.

A lot of work has gone into a brand new climate simulation, that allows for snow, and a living world that looks much better. Wind stroking the grass for instance. Animals have gotten an overhaul, with fixed spawn spots, and hunters work more predictably. Animals are also quite dangerous, so heads up.




I've dug through all UI panels, rearranged them, fixed them up, added new ones, removed others. Adhering to countless suggestions and bad reviews.

A big thing has also been to refactor code, so all rooms use a new sprite system that allows for upgrades. All refiners now have upgrades and some of the workshops.

Other from that it's just been about refining systems, and make sure everything works well. When this update is done, I consider the city-builder game to be very close to 1.0. That doesn't mean it's done, but in an acceptable state.

Heck, I'm sorry, I'm not good at this, I refer just toiling away at the code. I realize polish might sound bleak to players who have already made the effort to understand the game, but I'm sure there's something here for you as well. And, I'm getting close now to checking the last item on the list, in which case I'll start adding some new content.

The new content will be the ability that, through choices, get a public image that is either tyrannical or beloved. Choices can be public handouts, buying subjects drinks, or have your guards shake down a neighbourhood. Being a tyrant will be good for law and loyalty, while beloved increases happiness.

There will also be tourists, which will rate your city and throw you a coin based on their experience.

There will also be a lot more monuments, decorations and benches for your subjects.

Now, unfortunately, this is going to be the longest wait you'll ever had to endure. I plan on releasing V63 in early January. The reason for this is I'm on a working holiday for a few months, and I don't have the equipment to make my technically marvellous release videos. I'd also like more time doing this update, In the long term, it's a good thing, since a release is a lot of overhead.

Alpha testing will start mid December though, so if you're up to that, keep eyes peeled for the call, and join the discord if you haven't already!

Next version is going to be all about the world map. Factions, diplomacy, trade, and region development. I'm looking forward to that.


Sickness & Health

Greetings, noble ones. Thank you for your patience and confidence. A bunch of new features and fixes are now available for consumption. I've started alpha testing with this patch, so it's pretty stable. I will be at the bug reporting section for a week or two before I start working on the next batch.

We now have:

  • Personal homes
  • New tech tree
  • Elderly care
  • Disease & health
  • World camps
  • A new species and religion.
  • Balance and fixes


Full patch notes can be found in the game's launcher.

Special thanks this round goes to all the alpha testers, and for Fatmice for leading the testing, and Buildus Maximus for his astounding balance overhaul. I hope they'll both stick around for the future.

Check it out by right clicking the game -> preferences -> betas and look for V62

Here's a video:

V62 sneak peak

I thought it was time to check in before you start lynching me.

First off, I'd just want to say that I'm officially not keeping up with the community. I used to read everything, but there's just too much now. That's why I've created a special sub forum:
https://steamcommunity.com/app/1162750/discussions/3/
Please, don't hold back from posting there if you have anything directed to me, it's what it's there for. I don't want to be left in the dark. I'll also read bugs and suggestions of course.

Progress regarding V62 is slow but steady. The primary feature is health, and I haven't gotten around to that yet, but here's what's in so far:

Private housing:


All subjects will require their own 3x3 house to live in. You get to set what race and class lives where. They require materials, which the subjects will go fetch for themselves if allowed. This visually upgrades their houses!



I've also remade techs and the tech tree, according to rewarding discussions here on steam.


Now each node has the possibility to be upgraded several times. Some nodes are one-ops though, that contain special stuff and unlocks.

Bonuses can now be either factors or terms, making for more interesting combinations. And the hideous forgetting mechanics is scrapped, you now get a penalty towards all bonuses instead.



Health will be easy enough to add, so I'm not to worried about that. I would like to catch up with my backlog regarding quality of live and suggestions though, so this might still take some time.

A potential problem with housing would be space. I've estimated that you'll need 25% of the map dedicated to housing for a 10k city. We'll see if this is a real problem or not from your impressions later on. The map can be expanded, in fact a 1500x1500 map has been tested, and performance is ok, but I haven't decided. RAM usage will be severe and there will be slowdowns.

Edit:



Since there seems to be a lot of nay saying, I just want to clarify a few things.
Dormitories and apartments are removed. Apartments will make a comeback later as an inn for tourists, but that's much later. Sleep as a need is removed. Instead, people have a need to have homes. Every single person will want to their own home, I can't make multi-homes. Not if you want to be able to set what type of subject sleeps where.

This is how it works. Build your industry:


Build some homes to accommodate it, this takes about 1.26 seconds:


Build a hundred homes in 0.56 seconds


If you feel creative, build creatively:


This is what 500 homes look like, in a boring grid:


It still looks much more like a city than any Dormitory or Apartment complex would look like.

Finally, skip homes, why not. People will find somewhere indoors and sleep with a blanket, no big deal having some of your people homeless. More or less expected.

I'm not going to do families, at least not in this update, and maybe never. This is an upgrade from the current Dorm / apartment system, making people a bit more individualistic. In fact, it's pretty close to what apartments used to be.

Chambers will still be available for nobles.

edit 2



Still little love for the new housing! I've spent the night thinking about how to technically allow for more residents per house, and I think I found a way that I will examine next week. Also different sizes make sense in that regard, so I'll add that as well, going from "homestead" to "longhouse". The only restriction will be that only members of the same race can occupy a house. With 2 people per 3x3. This will result in twice the area needed compared to the apartment room in previous versions. Actually a bit less, considering you don't need walls, and I think this is a good thing. Housing should make up a good chunk of a city. To compensate, I'd rather make other rooms (services and workplaces) more space efficient.

I don't know if the different sized rooms should have increased efficiency in terms of capacity. It makes sense that a 4x4 room has space for 4 people, but that would only prompt the player to use the largest size? But if so, this can be mitigated by having race specific penalties/bonuses according to size. That would limit creativity based on race preference however.

Still having dormitories as a shelter/backup is a good idea in theory, but I don't think it works in SoS. It would work in a capitalistic game, but in SoS you can choose between building houses or a dormitory, and why would you build a dormitory if it's just simply an inferior choice?

this is how I see it, feel free to argue:

Pros:



  • They use resources that you allow to upgrade their house, going from slum-looking to something really nice.
  • The resources adds a new, familiar from other games, depth to the simulation. A lot more resources will have bigger meaning and demand. Cantors wants gems and cut stone, very expensive to keep happy. Garthimi requires a slab of clay for full upgrade.
  • The thin walls and detail makes it look much more detailed than the 1x1 tile walls of Dormitories/apartments. It also takes less space that say an apartment complex.
  • Need 5 more beds? No need to refurnish a room and evict everyone. Add dynamically
  • No need to build a city with dorms, unlock the apartments and have to tear everything down to add them. Now the houses can stay. You upgrade them by allowing for more furniture resources.
  • "Communist ant simulation" gets a hit. Everyone will have their own little space they go to, uniquely furnished (automatic) by the individual.
  • Easier to decide where, and how big services to place down.
  • Zoning, getting to decide exactly who lives where (if you want to). If you don't, the game will work out the most efficient placement of your citizens, and move them about as you change your workplaces.


Cons:



  • More space requirement (x2)
  • Dormitories and Apartments gone (Chambers still available, and you can still mimic the apartment room if you want.)


Regarding map size. Indeed, the idea is to have this as an option. You computer specs doesn't really matter regarding this, since it's mostly dependant on the performance of a single CPU core. And CPU cores today are mostly similar, it's the amount of cores that increases with price. It has nothing to do with your graphics card, that only affects what you currently see on screen, which will be the same. So, state of the art PCs might only benefit 100-200% compared to a potato.

The reason I don't want to add it ATM, is mostly because I don't need more bugs. Map size has the possibility to increase current bugs by multiplication. It will definitely be a thing later on though.

edit 3



Thanks for all the feedback. I suppose you all have been right, so I implemented the following:

  • Apartment - 3x3 - 2 residents ~4.5 tiles/person
  • Homestead - 4x4 - 4 residents ~4 tiles/person
  • Dormitory - 5x5 - 8 residents ~ 3.1 tiles/person
  • Longhouse - 5x7 - 16 residents ~2.1 tiles/person




So, space won't be a problem (if it is, I can increase max residents). And you'll have "families" living inside. I suppose in the future that those who procreate naturally could do so in the privacy of their homes. Nursery still makes sense for Garthimi I'd say though.

V61 stable now released and what's next.

Greetings,

Gratitude to those who have tested and been patient about V61. It's now stable enough and moved to the default branch. The demo has also been updated to V59.

As always, the new version is not save-compatible, so if you want to continue building a V60 city, you need to check this version out manually in the steam client.

To my great surprise, there weren't many tasks left on Trello, which means 1.0 will be done in a foreseeable future, which is fun. That doesn't mean I'll quit the game, it's just a milestone.

Next up is mainly health.


  • People will have a "healthy" stat that will be increased by comfortable jobs, food rations and visits to a doctor. Hygiene will be important to keep off epidemics. I'm thinking immigration could also increase the chance for that. We will have wards, or hospitals that will need supplies of medicines (made from opiates I'm thinking). A curfew decree that will cause everyone to stay indoors to prevent spread. Obviously your economy will suffer from this. I also want to make some kind of martial law mechanics where soldiers will patrol the streets, we will see about that.
  • An elderly care building for retired people, where they can hang around playing cards as the elderly often do.
  • I also plan to make private housing. Each dude will have one of different quality. They will also fetch stuff such as furniture and cloth to improve their dwelling, if you allow it. You'll be able to specify what species get to live where. I'm aiming to make some funny interaction between neighbours as flavour, but also potential problems.
  • Some races will be converted into a sort of "creature" instead. They will not immigrate, but they will have camps on the world map that you can persuade to join you if certain conditions are met. Cantors will be one of those. There will also be a new ant species.
  • I've had this idea about changing up the tech tree, and just display all bonuses that you can allocate tech points into, indefinitely, but at an increasing cost. This will really simplify the whole tech aspect of the game, while offering more freedom at the same time. I'd like to hear if anyone has objections to that.
  • A new notification system that will bake messages and notifications into one, with some clever mechanics and customization options, so that you can decide exactly what you want to be notified about.
  • I have an idea of a new sprite system as well, that will benefit modding, and allow for more variation and detail. Basically I want to put all sprites in a folder and have all assets map to the sprite they're using. that way a lot of sprites can be reused, and you can mod in new rooms without having to draw stuff.
  • Tons of suggestions and QoL's and polish are going into this one as well.


As always, much of what's to come are suggestions from you fine folk, so thank you for that.

It shouldn't take long, but I always think that, so we'll see.

V61 now available as beta

[previewyoutube="9knYxqj7VGc;full"]

New version is now available as beta in steam. Beta means you manually have to select it in your steam client. Right click Songs of Syx and there should be something about betas there.

It will break saves, but, you can deselect the beta and continue on V60 saves if you want.

Beta means there are still bugs. And this time probably a few. Most bugs will be harmless, some might crash the game. However, I've always managed to fix the game in the beta progress, so you most probably won't have to restart. Just make sure you save regularly.

This update is focused completely on military aspects. It adds archers and artillery to the game and an AI that can attack walled settlements and fight you on the field without causing too much weirdness. It's still raw, and in need of some balancing.

Thank you for waiting so long for this one. It's been an intense ride.

Next up is an update focused on health and sickness. It's quite simple, so I think I'll manage to add quite a bit of polish and quality of life into it.

The coming updates will focus a lot on polish for the city builder.

V61 beta is on it's way, although a little delayed

Hello everyone,

I must regretfully inform you that the next major update is further delayed with a few days!

I said end of March, then I bought time to Monday, 4th of April, but now I need even a few more days.

I theoretically could release on Monday, but there are still a few features that are sub-standard that I want to refine, such as the battle AI doing weird stuff, and it would be stressful for me, and annoying for you, if I released it in the current state.

These update has not been too fun, with a lot of challenges and brick walls along the way. Bare in mind though that I'm not making a new room or service, I'm trying to reverse engineer a "Total War"-game engine. This has absolutely been the toughest and most code intense update and I've set a new record, there having been 3 months since the last update. I'm not too happy about that. I also have another one of those damn kids around since 2 months, and that haven't helped.

I just want you to know, I'm working every day, I haven't abandoned anything. The reason I might seem quiet is because I'm putting 99.9% of my time coding to give you as much substance as possible without the fuzz.

So, It's hard to say how long it will take for me to adjust these minor shenanigans that the AI is doing, but I don't think it will take more than a few days, Absolute deadline will be 9th of April.

What is on offer?

You guys primarily wanted ranged combat, and I added that, and cracked opened the fundamentals of the battle mechanics and re-did them.


  • Now we have catapults and archers and troops on walls, gatehouses.
  • We have an AI that's semi-smart.
  • We have complex and true to life morale and combat mechanics. Configure your own troops in almost infinite ways.
  • We have increased modding support for battle-related stuff. Someone wants to add javelins, slings, scorpions, WW1 machine guns, no problem.
  • Big performance gains. New pathfinder that's better and smoother and faster.



Unfortunately I'm too incompetent to make a gif, but imagine catapults firing, people screaming and flying and body-parts flying around.

Shadows and Dust - V60

[previewyoutube="_raSyfOxeWw;full"]

Shadows and Dust adds Entertainment and Religion to the game. It also changes and improves on a lot of things. In fact, so much that I've forgotten all about it, so there are no patch notes this time.

It has taken a long time, mainly based on the many suggestions that have flooded me while making it. These are great suggestions and I thank you a bunch for them. Especially Dalorath here on steam.

This version is not save-compatible with V59. Only saved blueprints and titles are transferred. Saves do remain though, so you can switch between versions, saves won't be lost.

Songs of Syx is now going strong thanks to you esteemed players. I am very thankful and in admiration that you can actually play the game and build awesome cities (now that I've played a little myself). We now have 1000 reviews and the game has sold enough to fully finance the remaining years of EA development.

This version is now available as a beta in steam as usual. It should be quite bug free, but if you encounter something, please shout it out.

Up next, I'm going to do a military overhaul and add a more fulfilling experience.

/Jake

V59 - Reproduction and Riots

V59



EA version 59 is now out in beta. As always, it is not save game compatible. To help me out with stability, please check it out in the steam client.



This version adds a lot of quality improvements. The main feature is reproduction and education. It has a new happiness system and if it goes low, people will riot. Children and adults can now be educated for massive boosts and knowledge points. Should you wish, you can instead indoctrinate them and make them a bit easier to handle.

[previewyoutube="Ybo0k-goH3U;full"]

It breaks all mods, but it should be quite quite easy to fix. The first step is to create a new folder in your mod root folder, named V59 and drag all old stuff there. Next version, you'll create a V60 folder and so on, so that mods are versioned, which is good.

Translation efforts have now moved to a place called crowdin, which is great, and everyone can contribute to their language. I will implement mechanisms that will make the game fetch all translations from that place in the coming days.

Thanks to Bendi for the new graphical assets, and to Fatmice for being an awesome new moderator and bug resolver.

Check it out -> https://crowdin.com/project/songs-of-syx

Path notes, V0.59




  • Patch notes will automatically be shown when something new has been added to the game!
  • Rebalance happiness in general. Should now be more stable, and immigration shouldn't ruin it.
  • Rebalance a few technologies.
  • Added more flavour to all species.
  • Tech tree now allows unlocking multiple techs at once.
  • Slave uprisings. Slaves no longer runs away. If they are unhappy enough they will rebel.
  • Slaves can now be sold to the slaver
  • Riots. When loyalty is low for subjects there is a chance for a riot. Can be put down with guards and soldiers.
  • Law remade. Much easier at first and climbs with your population. Happiness is no longer such a big factor.
  • Burials now count differently. If no deaths take place, value will be based on available grave spots.

  • Farm and pasture yields increased slightly
  • Production rate remake for all rooms. Adds intelligence as a possible factor and a lot of tweaks for better balance.
  • Fixed correct training for your city divisions on the world map.
  • Fixed library/admin paper bug, and made gaining tech/admin faster, while decaying at a lower speed.
  • Warning icon on harvestable food when not ripe added.
  • University room for education of adults
  • New smart remove tool.
  • Reconstructing rooms with different structure now works.
  • Workflow of room construction made better. Now refurnish without prompt & builds over other jobs.
  • When hovering a job/ something buildable, you'll be prompted to build jobs of the same type by hitting a hotkey.
  • New translation opportunities through crowdin. The idea is that the game will ship with these translations automatically, no need for mods.
  • New species, the Tilapi. Thrives in forests, and likes to eat people. Hates basically everyone. Good fighters and herders.
  • New portraits for all races. Thanks to Bendi!
  • Storage and logistics wiki entry
  • Immigration can now be set to a absolute number.
  • Launcher screen selection is now a bit clearer and simpler.
  • Education added. Education + intelligence = production boosts and knowledge. Will decrease loyalty a bit.
  • Indoctrination as an option to education. Indoctrination only adds to submission regardless of education.
  • School added. Can only be used by children. Will rapidly educate them.
  • Changed so that wild growables spawn based on yield rate, and decreased regeneration of all of them.
  • Added a multitude of hotkeys and new ways of assigning them.
  • Path notes will automatically be shown when something new has been added!
  • Children. Walks around and eats your food while contributing to nothing. Can also go to school.
  • New procreation rooms that lets you make new citizens. Breeder for Cretonians, Nursery for men and Hatchery for Garthimis.
  • Rooms on battle minimap fixed
  • Nerfed hunter success by 50%
  • Room refurnishing vanishing resources fix.
  • Added addition useful info to the food days tooltip.
  • Fixed disparaging enemy garrisons after battles
  • Tweaked pathing a bit. More road usage, and smoother paths.
  • Hearths now used once a week, even if no one is cold.
  • Fixed population decline in world regions.
  • Remade room, work and priority panels.
  • Made slaughtered animals into skeletons in pastures, so to stop the confusion.
  • World generation now have moddable blueprints for the terrain. Random seed also added.
  • Export depot remade into a static design, and has only one resource. Global settings for exporting in the UI
  • Visual genders for certain species, with feminine and masculine names.
  • Admin nerfed slightly. Harder to remain in control of regions. You need either an army stationed, or a big garrison.
  • Admin room now unlocks at Cheiftain (500 people)
  • Import depots have controls for global import level.
  • Import depot has a visual resource
  • Lavatory basins fixed
  • Janitors do a better job at fetching needed resources
  • New title system. Titles can be unlocked and then used with a new game. Unlocked titles persist between games and also hopefully versions.
  • Savable room layouts that will also hopefully survive between versions.
  • x200 speed added if you push the third speed key twice.
  • Some rooms leave the floor/road when deleted
  • Steam achievements now triggered when you press the sync steam button.
  • Trade resource counter fixed
  • Bonuses in status panel sorted alphabetically
  • Warehouse and export depot UI fixes
  • Added tooltip for equipping resources with their wear-rate
  • Improved the room creation UI
  • Added UI for how much a race like other races in the race info panel
  • Some needs now resets, such as drink. Will help that initial drink supplying.
  • Improved canteen workers significantly and their usage as well.
  • New room - transport. A cart pulled by animals that is loaded and then sent to a destination. Requires livestock to operate. Moves 200 items at a time.
  • Hauler now come in different sizes.
  • Made freed slaves immigrants, so you'll have some time before their expectations rise.
  • Smarter Deliverymen
  • All now have multi-carry capabilities. They'll carry up to 3 resources, and be a bit smarter about it.
  • Refiners have common storage for output.
  • Deliverymen has had their carry capacity nerfed a bit.

  • Prolonged the day-length. This is to optimise things and make distances less important. Leisure time can be experienced as longer in early game though.
  • New stat: riches. Based on the amount of credits you have per citizen.
  • Military depots have setting how much they'll be filled.
  • Trade interval halved, more frequent trades. Good deals for SoS. Trade reworked, should be better in general.
  • Import depots has more storage.
  • New penalty for exports. You'll be paid less at the beginning, but this penalty can be reduced by techs and levels.
  • AI now receives tribute as to what makes sense, not a static amount for each, resulting in a more balanced market.
  • Spoils and tribute will go to the throne, if there is no import depot for the resource. Also imports that has had their import depots removed.

  • measuring tool with right click.
  • Deposits colored after density
  • A new super copier tool
  • Fixed keyboard issues
  • Proximity instead of distance in services. And this has been nerfed, allowing you to reach 100%.
  • Service coverage radius increased by 50%
  • Toggable overlay when building roads
  • Some rooms have their settings copied when copying them. Worker limits and warehouse settings.
  • Fixed mining output based on workers
  • Added "Starfoth The Burgundy"'s Silk Rug's2 nobility mod to the main game.
  • 5 new soundtracks
  • Info in main menu about starting race
  • Expanded info when placing down first city
  • MODDING
  • Environments (awe, harmony) modifiable.
  • Monuments/decorations made modifiable, and ordinary rooms can map to these.
  • Added support for invalid keys for mods. Race init files can now have rooms that doesn't exist. Make sure you have debug on when modding to test that you aren't making mistakes.
  • Remade the appearance block of subjects almost completely. Now allows for more modularity when rendering portraits. There is an example race you can have a look at in game folder that hopefully explains it. Not too difficult too convert from the old system.
  • Added a file-type "_IgnoreVanilla.txt". Place this anywhere in order to ignore all vanilla assets in the folder.
  • Added new mod versioning. At the root of the mod folder, you must have a new folder VXX, where XX is the major version number of the game. So you can now support multiple versions.
  • Sync steam button no longer hangs
  • Removed totorial + examples is mod does not have their own.
  • Added support for more textures. Crazy content mods is no problem, and bigger fonts possible, such as Asian ones. (you specify texture size in mod _info.txt as TEXTURE_CACHE_SIZE Can be 4096, 8192, 16384)