Songs of Syx

Songs of Syx

53 ratings
Technology Expanded (V69)
   
Award
Favorite
Favorited
Unfavorite
Agriculture: Farms, Husbandry
Civics: Food
Infastructure: Knowledge
Industries: Crafting
Technology: Animal Science, Mining
Tweaks and Balance: QoL, Race
File Size
Posted
Updated
400.411 KB
28 Jun, 2024 @ 2:08pm
29 May @ 3:27pm
14 Change Notes ( view )

Subscribe to download
Technology Expanded (V69)

In 1 collection by Aly
Aly's Songs of Syx Modlist
6 items
Description


Technology Expanded aims to support the choices you make when growing your city, adding technologies and features related to each base game race. In total, there are 92 new technologies, each with a specific population requirement to unlock.

Choose well which races you bring in as citizens and which as slaves (and how many of each); they will determine which new bonuses and features you'll be able to unlock. You can either focus on something specific to your interest or challenge yourself and create a functional multicultural city.

Races Technology Trees

Cretonian

The Cretonians bring their natural ability to farm, be it food or spices.



Dondorians

Naturally born crafters, the Dondorians are able to boost mining, refining, and crafting.



Amevia

The Amevia bring boosts to what they are naturally good at, those being fishing and Globidien Husbandry. Thanks to their burly bodies, they may also help out by boosting carry capacity.



Their special attribute is the ability to hunt Globidien instead of the average wildlife, raising egg production substantially in the early game.



Humans

Astute intellectuals and competent administrators, Humans bring more boosts to technology and management.



Tilapi

Competent hunters and woodcutters, the Tilapi help boost all facilities related to nature as well as hunting.



Despite their best efforts, they could not avoid the rise of more efficient methods. Once established, they'll bring in the Slaughterhouse.

Garthimi

The fierce Garthimi bring in exactly what they are good at: mining and a ton of battle aptitude. This tree is a simplified version of the technology tree available in my other mod, Garthimi Expanded. If you like playing Garthimi, I recommend combining Garthimi Expanded with Technology Expanded. Compatibility notes are at the end of the page.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3121244371



Cantor & Argonosh

The most powerful races in the game. They come in small amounts, and the technologies reflect that. They bring boosts to what they are already good at.



The Slavery Tree

If having multiple citizen races in your city is not much your style, the Slavery Tree brings in a great number of options to further improve your production



Be it fishing, husbandry, mining, crafting, or anything else, you can always force some knowledge out of your lesser ones. There is a limit to how many new technologies you can learn from slaves, though, so choose which races you bring in and which you enslave wisely. The best technologies are reserved for the citizens, who have the time to study and self-improve.



That was quite a lot. You'll find details about boost values and requirements in-game.

Please, if you have any feedback or find any bugs or issues, contact me here or in the official Songs of Syx Discord.

For compatibility, if you use Warmasters, Garthimi Expanded, or any of my race mods (Vargen, Draken), this is the recommended load order for a clean game:

0 - Garthimi Expanded
1 - Technology Expanded
2 - Warmasters
3 - Race mods (Vargen, Draken, etc.)
4 - Any other mod

Is this mod compatible with any other mod? I have no idea.

Thank you, and I hope you enjoy this one!

[ko-fi.com]
59 Comments
HQ 4 Jul @ 1:44am 
This comment is awaiting analysis by our automated content check system. It will be temporarily hidden until we verify that it does not contain harmful content (e.g. links to websites that attempt to steal information).
Erwin Rommel 3 Jul @ 12:49am 
Hmm, I've got one problem with a slaughterhouse. It was supposed to make meat and leather, but it seems like that even it says it do, there's just 0 leather added from it. Probably because the only storage in the room is for meat. It would be nice to get some leather from it, especially since library need a sick amount of it. Maybe change the recipe, so it would only make leather?
AeryToast 29 Jun @ 10:36am 
Raids occur because your army is too small, have at least a skeleton army defending. Even with a bunch of deterrence research, they will still come and attack.
Mia Ishata 24 Jun @ 3:16am 
Im not certain if it was this mod or WarMasters but the "Deterence" research which supposedly increases raid security didnt do much, raids happend every 3 days regardless.
Casscadier 13 Jun @ 4:29pm 
@Aly if you would a save to test it on I can send you mine over discord or something similar if you would like.
Casscadier 13 Jun @ 4:28pm 
@Aly Thank you for all the work you do even if your not playing! I can confirm that no leather is produced at all (I would be making a surplus of 550 but I'm importing it instead). I 100% get what you mean with the modding tools available, not every studio (or solo dev) can make robust documentation and tools for the community.
Aly  [author] 13 Jun @ 4:45am 
@Casscadier A lot of the ideas I had for this mod, about 80% of it, had to be axed because I found out the modding system is not as versatile as it looks, you can implement it without errors, but I simply doesn't work. As far as I can remember, the Slaughterhouse visuals will not show the secondary item in the room, but it will account and be delivered to storage. If you notice the values of both items, the main one should increase the most and the secondary just a little, then it should be working as originally designed. If that is not happening, then the update changed it and its likely the Slaughterhouse won't work again as intented.

Last time I played this game was on V67, so I am keeping my mods updated based on my understanding of previous versions. I will most likely play this game again on V1.0, then actually update everything properly with features that are more in line with said version. But until then I will continue to keep them mainly on life support.
Casscadier 12 Jun @ 2:19pm 
First off, love your mods and they are a cornerstone of any save for me!

First time using slaughter houses and by god they are insane. They do say that they should produce leather but they only ever seem to produce meat on their output tables. Any advice?

Currently only using your mods in the above order.

Thx!
Aly  [author] 10 Jun @ 2:45pm 
@dagobert dogburglar this is very likely a real issue, but there is nothing I can do since there is no modding resources I could use to identify other mods being active. I could either have the same item unfortunately requiring 3 techs to unlock or 3 different items that are identical. both options are bad. I choose complacency.
dagobert dogburglar 8 Jun @ 7:38pm 
With flaggermus, garthimi expanded, warmasters, and this in the correct load order I am unable to build any acid structures if i only research the garthimi tech. Its making me purchase both flaggermus and garthimi techs for the acid gland in order to produce it. Have triple checked load order and this is repeatable.