Resources: Difference between revisions
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Resources are also used as maintenance materials to keep structures and [[roads]] from [[degrade|degrading]]. This job is done by [[janitor]]s, and the resources used are related to what's being maintained. For example, maintaining a stone building would obviously require [[stone]]. | Resources are also used as maintenance materials to keep structures and [[roads]] from [[degrade|degrading]]. This job is done by [[janitor]]s, and the resources used are related to what's being maintained. For example, maintaining a stone building would obviously require [[stone]]. | ||
== Food | == Food == | ||
=== [[File:fish_icon.png]] [[Fish]] === | === [[File:fish_icon.png]] [[Fish]] === | ||
Fish can be fished out of nearly any body of [[water]] at a [[fishery]]. | Fish can be fished out of nearly any body of [[water]] at a [[fishery]]. |
Revision as of 11:30, 27 June 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, and certain buildings must be constructed to begin that process. This ranges from cutting down trees for wood to making jewelry and 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).
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
Fish
Fish can be fished out of nearly any body of water at a fishery.
Drinks
Drinks are an alcoholic beverage that can be made from fruit or grain at a distillery or grain brewery respectively. A citizen that drinks too much will become drunk, incoherent and will lay in a random spot to sober up.
Rations
Rations are preserved food sources made from other foods. They, along with eggs, spoil the slowest of any other food source.
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.
Fruit
Fruit can be collected from wild plants or by creating fruit farms. Can also be made into drinks.
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.
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.
Vegetables
Vegetables can be collected from wild plants or by creating vegetable farms.
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.
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.