Songs of Syx

Songs of Syx

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55.843 KB
31 Jan, 2024 @ 4:51pm
31 Jan, 2024 @ 6:36pm
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In 1 collection by Groundwalker
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Description
Overhaul mod for v65. Makes the game easier but not without challenge.

This mod Alters:
-Mining
-Farms
-Husbandry
-Crafting
-Refining
-Entertainment
-Starting resources (landing)

This isn't for every player as it still presents a challenge for new players but it will be much easier to progress for any experienced players.

Starting resources
- 2.5x More rations (20->50)
- 2.0x More wood (100->200)
- 2.0x More stone (60->120)
- 2.0x Worn Clothes (2->4)

Mines
- 1.5x Clay (4->6)
- 1.5x Stone (4->6)
- 1.5x Coal (2->3)
- 2.0x Ore (0.75->1.5)

Pastures
- 2.0x produced of crafting products (eg leather/cotton etc.)
- 4.0x Globdien egg produced
- 0.5x Globdien meat production (Halved)
- 1.5x Growth/birth rate (Livestock)
- 1.5x Meat Produced

Animals (if hunted manually)
- 2.0x amount of crafting products (eg leather/cotton etc.)
- 4.0x Globdien egg amount
- Growth/birth rate of animals unchanged
- Meat unchanged

Workshops
- 2.0x Furniture Worker rate
* * (ea. worker is now worth 2 workers on this task)
- 2.0x Cut Stone Worker rate
- 2.0x Bakery work rate
- 2.0x Smelter work rate
- 2.0x Tailor work rate
- 1.2x Weaver work rate
* * (ea. 10 workers is now worth 12 workers on this task)

Entertainment
I'm not willing to break the game completely so only a few have modified range of effectiveness.
- 1.0x Speaker range (200->200)
- 1.0x Well range (200->200)
- 2.0x Stage range (300>600)
- 1.5x Arenas range (1000->1500)

Hunter
- Meat unchanged
- 2.0x Leather produced

Fishery
- 2.0x fish produced

Orchard
- 2.5x Fruit production (once fully grown)

Mushroom Farm
- 2.0x Mushrooms
19 Comments
OReilly 19 Jul, 2024 @ 11:32pm 
any plans on updating your mods to current version?
Beastman AIDS 18 Apr, 2024 @ 4:54am 
I can confirm that the economy changes affect the AI too. I made a series of cheat mods similar to this one and they had the same behaviour.
Groundwalker  [author] 17 Apr, 2024 @ 11:39pm 
Also as a side comment every mod for song of syx impacts the player and allies and enemies equally. The game is built like that impossible to change it
Groundwalker  [author] 17 Apr, 2024 @ 11:36pm 
Hmm thanks for letting me know i'll have to investiage this as no one else has seemed to notice this. Was this on an existing save or new save? This is intended on a new start. The landing party resources may have impacted this by skewing buy sell rates but through time this should fix itself naturally by time flowing.
HonoredShadow 17 Apr, 2024 @ 2:12pm 
I was just about to install this until I saw Bruce Wayne's comment. Is it true AI has the same bonuses? Does this happen on a new save? Thanks.
Bruce Wayne 8 Apr, 2024 @ 2:57pm 
i think the AI are getting the same bonuses because every empire has buy and sell price of 1 for about every resource and they have stacks of goods just stockpiled, in the tens of thousands
Groundwalker  [author] 8 Apr, 2024 @ 1:55pm 
Hey mate this mod should be save compatible. but it is intended to be used with a new save as you get more resources when you start the game
AltiarSaint 5 Apr, 2024 @ 6:56pm 
Are these mods save compatible?
Groundwalker  [author] 17 Feb, 2024 @ 8:17pm 
Unsure about conflict with other mods. if this mod is first it will load fine but other mods may fail or override this mods features. My mod works nicely with almost all mods but it changes the default game files so if another mod does the same there may be an error.
mfshelton 17 Feb, 2024 @ 2:57pm 
I just downloaded the full game after playing the demo for a few days. Forgive my naivete with mods, and code in general. I'm an older player and a little bit of a technophobe. If I subscribe to this mod and to other mods that increase farming, mining, crafting, and the like, will they be in conflict, or will the benefits from the mods add together?