Subjects

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Subjects are all of the people that make up your settlement. Subjects may be comprised of eight unique species: Amevias, Argonosh, Cantors, Cretonians, Dondorians, Garthimis, Humans, and Tilapis. Argonosh and Cantors are not available as selections when starting a new game.

A settlement's population is made of several classes of subjects: nobles, citizens, children, and slaves. Children eventually grow up and become Citizens. Citizens are further divided into four more classes: Retirees, Recruits, Students, and Workers. The only classes that will have an occupation or perform work tasks are worker citizens and slaves. However, the other classes, while not working, do have activities they perform throughout the day.

Species

Cretonians

Main article: Cretonians

Cretonians are the most peaceful species, and excel at farming rather than more grueling work such as mining. They prefer warmer climates and areas with bodies of water. They are comfortable around all of the other species. Cretonians prefer to practice the religion of Cratorism. They are vegetarians and prefer wooden structures.

Dondorians

Main article: Dondorians

Dondorians are fundamentally the opposite of Cretonians, as they are adept at fighting and excel at refinery work and mining. They enjoy colder climates and living under mountains. Dondurians dislike Tilapis and strongly dislike Garthimis. The majority of Dondurians prefer to practice the religion of Athurism. They prefer eating bread, fish, and mushrooms.

Garthimis

Main article: Garthimis

Garthimis are humanoid-insect hybrids and can produce offspring the fastest of all the species. They are highly skilled fishers and miners. They do not care for the finer things in life, and do not take life nor death very seriously, making them excellent cannon fodder. They enjoy living in warmer climates and, like Dondurians, within mountains. However, they dislike Dondurians. They mostly enjoy practicing the religion of Aminionism, though some prefer Shmalorism. They prefer eating meat and fish.

Humans

Main article: Humans

Humans are the most mentally flexible and free-willed of all the species. They skilled farmers and excel as seekers of knowledge and administrators. They also have the ability to withstand any type of climate and enjoy open land. They are comfortable with all of the other species. Humans practice all religions, but prefer Athurism and Cratorism. The foods they prefer are bread, meat, mushrooms, and eggs. They desire to live in settlements constructed of the finest cut stone.

Amevias

Main article: Amevias

Amevias are an aquatic species, favoring water and shorelines in warmer climates. They are excellent at fishing and the herding of Globdien. They are extremely intolerant of Cretonians, Dondorians and Humans. Amevias have an appreciation for all religions, except Shmalorism. They prefer a diet of fish, fruit, and eggs. Amevias enjoy living in settlements constructed of the finest cut stone, but also find plain stone buildings to be acceptable.

Tilapis

Main article: Tilapis

Tilapis are deeply passionate about the plant life and wildlife in the world, making them excellent animal herders and tree farmers. Additionally, they excel at the production of bows. They are tolerant of all climates, but prefer living near forests. They dislike Dondorians and Garthimis. Tilapis strongly favor the Cratorism religion. They prefer a diet of meat, fruit, and eggs. They thrive in the outdoors and prefer structures made from wood.

Argonosh

Main article: Argonosh

Argonosh are likely to be the oldest type of species in the game. They excel at being fast and doing serious damage in combat, but despise doing any real work. However, when it comes to crime or punishment, they do favor those related duties. They strongly dislike Dondurians and Tilapis. As children of Shmalor, the Argonosh solely practice Shmalorism. They prefer eating meat, fish, and eggs. Argonosh prefer living in mountains, but will tolerate structures made of stone. They are not available to select as a species when starting a new game and do not immigrate.

Cantors

Main article: Cantors

Cantors are the rarest and one of the most unique of the species. Cantors are giants that are hard to recruit to your settlement and are hard to please. Cantors excel at mining, refinement and crafting, but are particularly bad farmers and herders. Cantors despise Garthimis and Humans. They solely practice the Athurism religion. Cantors enjoy a diet of eggs, meat, and fish. They prefer settlements constructed of the finest cut stone. They are not available to select as a species when starting a new game and do not immigrate.

Classes of Subjects

Nobles

Main article: Nobles

Nobles are high-ranking subjects, appointed by the player, that oversee certain aspects of resource production. Doing so provides a flat bonus to the industry's performance and may also provide other bonuses.

Citizens

Main article: Citizens

Citizens are the very lifeblood and backbone of a settlement. With the guide of the player, they are responsible for keeping the settlement running and growing stronger, including the gathering and production of resources and the bolstering of the army.

Children

Children are the result of procreation in your settlement. They are considered a non-working class of subject that are not yet citizens. Children of each species takes different amounts of time to reach adulthood. During that time they will consume food, and spend their days running and playing around the settlement. If a school is built and there are places available, children will attend class to receive an education, allowing them to gain bonuses to various skills for use when they reach adulthood and begin working. Once fully grown into adults, they will become citizens, thus allowing them to find an occupation, attend to tasks as an odd jobber, become university students, become army recruits, or even be appointed by the player to nobility. Also, it is at this point that they are counted in the total number of citizens and can help you increase your status level.

Unlike other subjects, children do not have fulfillment stats or any visible properties.

Slaves

Slaves GUI

Slaves behave similarly to citizens, in that they are subjects with fulfillment stats and properties. However, they have less fulfillment stats and, as a group, their stay in the settlement is dependent on the submission stat, while citizens rely on the loyalty and happiness stats. Additionally, slaves cannot join the army and do not immigrate into the settlement. If the slaves are not submissive enough, they may run away. Slaves can be obtained in one of three ways. Those who have committed a crime may be condemned to become a slave if a judge demands so. Defeated enemies can also become enslaved, as well as citizens living in a settlement that you have conquered. More specifically, when the player conquers a settlement, they can choose to show mercy, ransack the conquered settlement or completely annihilate it. The last two options allow the player to choose how many citizens will be enslaved. Choosing to annihilate the settlement will allow a higher number of citizens to be enslaved, but leaves the conquered settlement reduced to nothing.

Choosing how many citizens of each species will be enslaved after a settlement is conquered.

Slaves do not count toward the number of citizens living in a settlement, so buying more slaves does not bring the player's settlement closer to leveling up. Only citizens count towards leveling. Slaves have needs that need to be fulfilled to keep them submissive, though they are different from that of a citizen. Different species have different requirements for being satisfied and staying submissive. The player can free any amount or all of their slaves at any time. In doing so, they become citizens of the settlement.

Fulfillment

Main article: Fulfillment

A subject's fulfillment is determined by a subject's needs being satisfied. Fulfillment is broken into seven categories:

  • Population
  • Access
  • Services
  • Environment
  • Religion
  • Occupation
  • Government


Children and deranged adults do not have fulfillment stats.

Properties

All subjects, except children and deranged adults, have visible properties that determine various statistics.

Physics

  • Weight - The weight of a subject.
  • Stamina - How far a subject can walk or run before needing to rest.
  • Speed - The speed of a subject, expressed in a tiles per second.
  • Acceleration - How fast a subject speeds up.
  • Health - General health of subject. Determines the subject's ability to fend off a disease and heal injuries.
  • Lifespan - The maximum amount of years a subject can live for.
  • Heat Resistance - The ability for a subject to a endure hot temperatures.
  • Cold Resistance - The ability for a subject to endure cold temperatures.

Behavior

  • Lawfulness - A lawful citizen is one that is reluctant to commit crime.
  • Submission - Submission is useful for slaves. Submissive slaves will be reluctant to revolt and you can mistreat them more.
  • Happiness - Happiness is the overall happiness of your citizens. Unhappy citizens might riot.
  • Sanity - Determines the chance a subject will become deranged during its lifetime.

Battle

  • Offense Skill - A soldier's offensive skill determines the ability to land a successful hit on an enemy and evade the enemy armour.
  • Defense Skill - A soldier's defensive skill is used when attacked frontally, to block or dodge an enemy's attack.
  • Ranged Skill - Boosts ranged weapons. The amount of boost depends on the ranged weapon itself.
  • Armor - Armour protects a subject from pierce damage, by reducing it upon a successful blow. It protects from all directions.
  • Pierce Damage - Damage dealt by a subject that cuts. A lot more devastating than blunt damage, but can be evaded by armour.
  • Blunt Damage - Damage that disregards armour and is sheer force. Will be absorbed by the opponents weight, possibly causing injuries.
  • Morale - A soldier's morale is what determines how long, and against what odds and setbacks, it will fight for before taking flight.

Rates

  • Defecation - Defecation rate determines how often a subject needs to empty their bowl.
  • Soiling - The rate at which subject turn dirty and need to wash.
  • Piety - The rate at which a subject want to visit a temple.
  • Hunger - At which rate subjects became hungry and need to eat.
  • Thirst - The rate at which a subject wants to consume drink.
  • Learning - The rate at which a subject is educated or indoctrinated.
  • Medicine - The rate at which a subject needs a medical checkup.
  • Grooming - The rate at which a subject wants to groom.
  • Training - The rate at which a subject trains its soldier skills.

Civics

  • Robustness- Decreases the rate at which our buildings degrade.
  • Bartering - Improves the trust with your trade partners and allows you to sell your goods for a better price. This bonus is relatives to the base price of the particular resources.
  • Conservation- Decreases the spoilage rate of goods.
  • Safety - Decreases the chance of work related accidents.
  • Hygiene - Determines chance of diseases.
  • Furnishing - Decreases the rate at which subjects use up the furniture of their homes.
  • Pacifism - Decreases the chances of us being raided.

Rooms

The following relates to the production speed of working at these buildings.

  • Carry Capacity
  • Woodcutters
  • Hunters
  • Catapults
  • Fisheries
  • Claypits
  • Coal Mines
  • Gem Mines
  • Ore Mines
  • Sithilon Mines
  • Stone Mines
  • Cotton Farms
  • Fruit Farms
  • Grain Farms
  • Mushroom Farms
  • Opiate Farms
  • Vegetable Farms
  • Auroch Pastures
  • Entelodont Pastures
  • Globdien Pastures
  • Onx Pastures
  • Bakeries
  • Breweries
  • Charcoalers
  • Metal Smelters
  • Weavers
  • Bowyers
  • Carpenters
  • Fletchers
  • Jewelers
  • Masonries
  • Papermakers
  • Potteries
  • Rationmakers
  • Smithies
  • Tailors
  • Training Grounds
  • Archery Ranges
  • Libraries
  • Administrators
  • Cretonian Breeders
  • Garthimi Hatcheries
  • Human Nurseries
  • Tilapi Nurseries

Start

  • Settle - Increases your starting subjects and resources.
  • Knowledge - Starting knowledge.

Traits

There are three traits that subjects may be gifted with, but they may not receive a trait at all.

  • Fighter - Increases the offense and defense skills of the subject.
  • Glutton - Increases the rate at which the subject gets hungry.
  • Sprinter - Increases the total speed of the subject.

Understanding Subjects Composition

Diagram of subjects and population composition
The composition of subjects and citizens.

All people in the settlement are subjects. Subjects are made of four classes: Nobles, Citizens, Children and Slaves. Children eventually grow into Citizens. Citizens are made up of four classes. Of those, three are non-working classes: Retirees, Recruits and Students. The final Citizens class is the working class.

Clicking the first box in the overview panel at the top left of your screen will open the Subjects GUI. Adding all of these classes together will yield the total subjects in your settlement.

The way Citizens are counted towards different totals is done different in all three places that these numbers are displayed: the Subjects GUI, the Population GUI, and the Status Level GUI. Effectively, the term Citizens is used interchangeably for "All Citizens", "Only Working Citizens", and "All of the Citizens in all of the Settlements Controlled By the Player". This is explained in greater detail on the Citizens page.