Resources: Difference between revisions
No edit summary |
No edit summary |
||
Line 9: | Line 9: | ||
[[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 farm]]s 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. | [[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 farm]]s 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. | 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. | [[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. | ||
Revision as of 19:16, 30 May 2021
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. There are 30 resources in the game, with one of them (being opiates) not yet implemented. 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. From cutting down trees for wood to making jewelry just to keep specific people happy. 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.
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.
Food and plants
This page is currently incomplete and/or under construction. Please wait for it to be completed or edit it to aid in finishing it. |
Cotton
Cotton is used to make fabric. It can be found from wild plants or by creating cotton farms.
Fruit
Fruit can be collected from wild plants or by creating fruit farms.
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.
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.
Opiates
Opiates can be collected from wild plants or by creating opiate farms, which can only be made in warm climates. Opiates are currently not programmed to have any use in the game.
Vegetables
Vegetables can be collected from wild plants or by creating vegetable farms.
Trees
Trees are plants naturally found in the game's world. They provide wood when cut down from the Fell Tree command, or if they have to be cut down because they're in the way of where a building is about to be constructed. They can also provide wood if a woodcutter is built in the vicinity of trees.
This page is a stub. You can help this page by adding more to it. Seriously, please do that. |
Fauna
Domesticated Animals
Auroch
Entelodont
Globdien
Onx
n.b. On Livestock