Resources
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Resources are helpful, collectable items in Songs of Syx. They are - including the work of the citizens - the lifeblood of any successful settlement. Resources are constantly being used to build things and fuel many activities that are necessary to keep the player's settlement constantly running. A warehouse must be constructed to manage resources, as well as show how much of things are stored in numbers, which is showed as a bunch of numbers in the GUI at the right of the screen in-game.
Resources must be collected by citizens in various ways, and certain buildings must be constructed to begin that process. This ranges from cutting down trees for wood to making jewelry in a jeweler building, all to keep people happy and the wheels of your settlement turning.
Most resources can be found in the natural environment, but others must be man-made. A third way of getting resources is to trade for them with another settlement. This is very useful in getting a specific resource that is not within reach of your settlement, or simply getting more of a resource because your settlement is currently not producing something fast enough (or you just want more of something anyway).
Overview
Each resource contains a unique element providing something helpful throughout the course of the game, though there is usually a trade-off. For example, fish are easily caught if a settlement has water within reach, and are the only water-based food resource in the game, but have the trade-off of spoiling the fastest of any other food if not quickly stored. In another example, leather can be used to make clothes, but it is expensive in trading and requires a lot of animals to get it from.
The abundance of resources also heavily relies on where the player chooses their settlement. In the image to the left, an information box displays the abundance of the resources found in any given area the player hovers their mouse over. It is in the player's best interest to find an area that provides as close to having all resources as possible, though to get all of them in one place is borderline impossible.
Climate is another element of the game that affects what resources can be naturally gained. For example, mushrooms need to be grown in an environment where the heat cannot damage them, so only cold climates allow mushroom farms to exist. If the player were to choose a temperate or warm climate to start the game, the mushroom farm choice won't even be available in the building menu.
Trading
When trading for resources, at least one trade depot and one delivery depot need to be built; they manage outgoing and incoming things respectively. The trade depot allows the player to choose what can be traded away and in what amounts, while the delivery depot lets the player choose what they want from outside settlements. A delivery depot allows only one resource choice per depot, so multiple delivery depots will have to be made with different choices if the player wants multiple types of incoming resources to be delivered. Each resource has an unfixed value, so the player can only receive resources depending on how much they traded away.
Building & Maintenance
Hauler markers can greatly assist moving resources in great distances, as haulers not only cost nothing to place, but allow resources to be carried in higher amounts than normal (but only when carrying things to the hauler, not from). They can be placed in convenient areas where much construction will take place, so citizens don't have to walk farther away and bringing construction materials back and forth.
Resources are also used as maintenance materials to keep structures and roads from degrading. This job is done by janitors, and the resources used are related to what's being maintained. For example, maintaining a stone building would obviously require stone.
Administration
- Main article: Administration
If an administration building is constructed, citizens working there will accumulate admin points, which can be spent to maintain and upgrade your settlement. With these admin points, taxes can be placed on resources, though this will slightly decrease the loyalty of a settlement's population with every tax increase.
Food
Drinks
Drinks are an alcoholic beverage that can be made from fruit or grain at a brewery respectively. A citizen that drinks too much will become drunk, incoherent and will lay in a random spot to sober up.
Bread
Bread is made from grain at a bakery.
Eggs
Eggs are laid by both bird and reptile animals. They, along with rations, spoil the slowest of any other food source.
Fish
Fish can be fished out of nearly any body of water at a fishery.
Fruit
Fruit can be collected from wild plants or by creating fruit farms. Can also be made into drinks.
Meat
Meat can be obtained by butchering any animal at a hunter building, or obtained from a humanoid corpse at a cannibal building.
Mushrooms
Mushrooms can be collected from wild plants or by creating mushroom farms, which - unlike other farms - can only be made indoors. Only cold climates allow the creation of mushroom farms. In trading, it is the most expensive food in the game.
Rations
Rations are preserved food sources made from other foods. They, along with eggs, spoil the slowest of any other food source.
Vegetables
Vegetables can be collected from wild plants or by creating vegetable farms.
Natural resources
Stone
A sturdy and common, mid-tier building material. Can be collected from rocks embedded in the ground.
Wood
An extremely common, low-tier building material. Can be collected by cutting down trees.
Livestock
Animals small enough to fit into boxes and be traded. Also used to fill pastures more efficiently.
Clay
Can be found and mined from clay deposits. Clay is generally used for making pottery.
Coal
Can be found and mined from coal deposits. Coal's most frequent use is to fuel many components and furnaces in buildings.
Cotton
Can be collected from wild cotton plants. Cotton's most prominent use is to make clothes.
Gems
Can be found and mined from gem mines. Gems are a rare and precious resource used to make jewelry.
Grain
Grain can be collected from wild plants or by creating grain farms. Grain by itself cannot be eaten, but can be made into bread and drinks.
Herb
Herb can be collected from wild plants or by creating herb farms. Herb by itself cannot be eaten, but can be used to make rations.
Leather
Can be skinned from most animals, and is used to make clothes.
Opiates
Can be collected from wild opiate plants. Currently, opiates have no use aside from trading. In real life, they are used for drug making. Many of which are addictive painkillers.
Ore
Can be found and mined from ore deposits. Ore can be smelted into metal at a metal smelter.
Sithilon Ore
An extremely rare ore with no practical use, but has the joint-highest trading cost in the game, tied with jewelry.
Refined resources
Fabric
Made from cotton at a weaver. Used to make carpets and clothes.
Furniture
Made from wood at a carpenter. Used for many buildings and components where furniture would be realistically needed.
Metal
Made from smelting ore at a metal smelter. A somewhat common building material and useful in many industries.
Metal
Made from forging metal at a mechanic. An uncommon building material that is useful advanced construction.
Paper
A necessary resource for creating books, which is then used for knowledge, which is then used to unlock useful upgrades.
Pottery
Made from processing clay in a pottery building. Used in many industries, including being used as containers for drinks.
Cut stone
Made by refining standard stone in a masonry building. A high-tier building material used in making the highest quality buildings.
Wearable resources
Clothes
Made from cotton and/or leather in a textile tailor or leather tailor. Citizens wearing clothes are given moderate protection by extreme climates.
Tools
Made in an unlockable tool smithy. Tools allow citizens to work faster.
Jewelry
Made in a jeweler, jewelry is an extremely expensive, lavish item that boosts the happiness of citizens.
Battlegear resources
Armour
Made in an unlockable smithy. A citizen wearing armor will experience a large increase in defense.
Bows
Made in a bowyer. Bows will allow citizens to attack at range, although quivers are required to hold the arrows.
Weapons
Made in an unlockable smithy. A citizen carrying weapons will have a literal fighting chance in melee combat.
Animals
Domesticated
These are animals that can be found in the wild as well as be managed in pastures.
Auroch
A bull-like animal that provides a lot of meat as well as leather. Aurochs prefer colder climates in the north. Has a ferocious temperament.
Entelodont
A pig-like animal that provides a moderate amount of meat.
Globdien
A reptile animal that provides meat and eggs. Due to reptiles being cold-blooded, they prefer warmer climates.
Onx
A ram or goat-like animal that provides meat and cotton. They prefer cold or temperature climates.
Balticrawler
A huge larva that provides a large amount of meat. They have no preferred climate, but reside mainly in caves. They can only be propperly handled by the Garthimi and Argonosh.
Non-Domesticated Animals
These are animals that are also found in the wild, but cannot be domesticated.
Dinoris
A colorful, swan-like animal that provides meat and eggs. They are content in any climate.
Smilodon
An aggressive cheetah or jaguar-like animal that provides meat and leather. They are content in any climate.
Stagbeast
A moose or deer-like animal that provides meat and leather. They are content in any climate.