Songs of Syx – Citizen Stats

While trying to compare races in the ingame encylopedia I noticed the ‘liked’ stats listed didn’t quite match the actual happiness points, so here’s a list showing the exact stats.

Population

POPULATION | Cretonians | Dondorians | Garthimi | Humans | Tilapi
WRONGFUL DEATHS | All -1
NOBLE | All 1
IMMIGRANTS | -1 | 0 | -1 | -1 | -1
FORMER SLAVES | All -3
MAJORITY | All 1.5
SLAVES | -1.5 | -2.5 | -2.5 | -2.5 | -2.5
OTHER SLAVES | 0.5 | 0.5 | 0.5 | 0.5 | 2
  1. Cretonian’s don’t mind slaves of themselves as much, still hate it though
  2. Dondorians don’t care about immigrants
  3. Tilapi WANT other slaves

Key Note: There are more penalties here than positives, if this category is low you’ve likely got slave issues

Access

ACCESS | Cretonians | Dondorians | Garthimi | Humans | Tilapi
STARVATION | All -3
FOOD PREF | All 2
FOOD DAYS | All 2
FOOD RATIONS | All 4
DRINK RATIONS | All 2.5
CLOTHES | All 2.5
JEWELRY | All 3
HOUSING | All 2
HOME PRIVACY | -1 | 1 | -1.5 | 1 | 1
FURNITURE | 4 | 4 | 3.5 | 4 | 4
  1. Cretonians and Gathimi both enjoy communal living
  2. Food makes up 8 points, 11 once you factor in starvation, as starvation means missing Pref, Days, and Rations all at once.
  3. Garthimi don’t care as much about furniture

Key Note: Very good food supply, correct housing, and ready access to furniture will go miles to keep access high

Services

SERVICES | Cretonians | Dondorians | Garthimi | Humans | Tilapi
EATERIES | All 1.5
CANTEENS | 3.5 | 2.5 | 2.5 | 2.5 | 2.5
BATHS | All 2.5
WELLS | All 1.5
TAVERNS | 3 | 2 | 2 | 2 | 2
HEARTHS | All 1
PHYSICIANS | All 1
SPEAKERS | All 1
STAGES | All 1.5
ARENAS | All 2
LAVATORIES | All 3
  1. Cretonians love their canteens and Taverns
  2. Everyone has 100% fulfillment working as a physician, giving a 2 for 1 bonus, 3 if you consider healthcare
  3. There is no reason not to have ready hearth and well access for everyone

Key Note: Bar the Cretonian’s everything is completely equal here

Environment

ENVIRONMENT | Cretonians | Dondorians | Garthimi | Humans | Tilapi
ROADS | All 1
BUILD PREF | All 1.5
CLIMATE | All 1.5
OTHERS | All 1
SQUARENESS | 0 | 1 | 0 | 0 | 0		
ROUNDNESS | 1 | 0 | 0 | 0 | 1.5
CANNIBALISM | -3 | -3 | -3 | -3 | 1
CORPSES | All -1
NOISE | 0 | 0.5 | 1 | -0.5 | -0.5
LIGHTING | 1 | 1 | -0.5 | 1.5 | 0
SPACE | 0.5 | 0.5 | 0 | 0.5 | 0
AWE | 0  | 1.5 | 0 | 1 | 0
DREAD | -0.5 | 0 | 1.5 | 0 | 0.5
HARMONY | 1.5 | 0 | 0 | 0 | 1.5
HUMIDIFIER | 0 | 0 | 1 | 0 | 0
PILLARS | All 0.15
STATUES | All 0.2
TREES | 0.5 | 0 | 0.1 | 0.1 | 0.1
SOLDIERS | All 0.5
MELEE TRAINING | 0 | 1 | 1 | 0 | 0
RANGED TRAINING | 0 | 0 | 0 | 0 | 1
ENEMY KILLS | All 0.5
STORED MEAT | 0 | 0 | 2 | 0 | 1
STORED RATIONS | 2 | 0 | 0 | 0 | 0
STORED GEMS | 0 | 0 | 0 | 1 | 0			
STORED SITHILON | 0 | 1 | 0 | 0 | 0
  1. Climate may only be 1.5 but those are permanent points, you have them or you don’t
  2. Tilapi might like cannibalism but stills dislikes corpse piles, wrongful deaths, and desecration of graves, so it’s mostly just going to offset those situations
  3. Humans and Talapi hate noise, but Dondorians and Garthimi LIKE noise
  4. Only Cretonians and Talapi care about Harmony, Dondorians and Humans prefer Awe, Gatharmi and Talapis prefer Dread, Cretonians hate Dread and ignore Awe
  5. Pillars and Statues are limited effect but that does help in not needing to fill every crevice with them for fulfillment
  6. Stored resources are also ratio dependent on your population, but otherwise are free points for simply having something in storage

Key Note: There is a LOT of modifiers here but the majority are dependent on design/layout of city

Religion

RELIGION | Cretonians | Dondorians | Garthimi | Humans | Tilapi
FAITH | 4 | 3 | 3 | 3 | 3
OPPOSITION | All -2
GRAVEYARDS | All 1
CRYPTS | 0.5 | 2 | 2 | 2 | 2
DESECRATION | All -3

Key Note: Religion is straight forward, don’t mix opposition, don’t bust graves

Occupation

OCCUPATION | Cretonians | Dondorians | Garthimi | Humans | Tilapi
EMPLOYED | All 1
RETIREMENT AGE | All 1
FULFILLMENT | All 3
RETIREMENT | All 2.5
EDUCATION | 0 | 0 | 0 | 1 | 0
  1. Retirement Age is filled by % of the retirement age slider
  2. Fulfillment is unlikely to be maxed, Most jobs are 50% with some, like Janitors, Scaffolds, Slavers, and Workstations, being 0%

Key Note: All are equal, save humans demanding an education

Government

GOVERNMENT | Cretonians | Dondorians | Garthimi | Humans | Tilapi
LIKED TOURISTS | All 0.25
DISLIKED TOURISTS | All -1
RICHES | All 1
EQUALITY | All 1.5 (The Irony)
CRIME | 0 | -2.5 | -2.5 | -2.5 | -2.5
PARDON | 0 | 0.5 | 0.5 | 0.5 | 0.5
IMPRISONMENT | 1 | 0 | 0 | 0 | 0
STOCKING | -0.5 | 0.5 | 0.5 | 0.5 | 0.5
EXECUTION | -1 | 1 | 1 | 1 | 1
ENSLAVEMENT | -0.5 | 0 | 0 | 0 | 0
JUDGEMENT | All 1
  1. Cretonians are special again, they change a fair chunk of your law system and care not about crime itself
  2. Liked tourists good but minimal impact, Disliked tourists throw a wrench at your head
  3. No one cares about exiling, If your law facilities can’t keep up or are inadequate you can simply exile the problems away
  4. While only Cretonians care, and hate, enslavement it is best to remember everyone has penalties on slaves of their own pops

Key Note: A prison, a Court, and a Scaffold can fulfill law bonuses for most races bar Cretonians, where everyone gets shoved in prison.

Summery

Here is the net ‘happiness’ points you can get from each category minus potential negative scores.

CATEGORY | Cretonians | Dondorians | Garthimi | Humans | Tilapi
POPULATION | -3.5 | -3.5 | 4.5 | -4.5 | -3
ACCESS | 18 | 20 | 17 | 20 | 20
SERVICES | 21.5 | 19.5 | 19.5 | 19.5 | 19.5
ENVIRONMENT | 8.35 | 8.85 | 8.45 | 5.95 | 11.45
RELIGION | 0.5 | 1 | 1 | 1 | 1
OCCUPATION | 7.5 | 7.5 | 7.5 | 8.5 | 7.5
GOVERNMENT | 1.75 | 2.25 | 2.25 | 2.25 | 2.25
TOTALS | 54.1 | 55.6 | 51.2 | 52.7 | 58.7

For comparison here is the same chart assuming you treat the same ‘negatives’ as positives (I.E. You didn’t mess up those factors).

CATEGORY | Cretonians | Dondorians | Garthimi | Humans | Tilapi
POPULATION | 9.5 | 9.5 | 10.5 | 10.5 | 12
ACCESS | 26 | 26 | 26 | 26 | 26
SERVICES | 21.5 | 19.5 | 19.5 | 19.5 | 19.5
ENVIRONMENT | 17.35 | 16.85 | 17.45 | 14.95 | 14.45
RELIGION | 10.5 | 11 | 11 | 11 | 11
OCCUPATION | 7.5 | 7.5 | 7.5 | 8.5 | 7.5
GOVERNMENT | 7.75 | 9.25 | 9.25 | 9.25 | 9.25
TOTALS | 100.1 | 99.6 | 101.2 | 99.7 | 99.7
  1. Access is the largest contributor to happiness points
  2. Enviroment’s influence is relatively tame UNLESS you have corpses laying around and are committing cannibalism, bar Tilapi of course
  3. Largest penalties come from Slave issues, Food Issues, Corpse Issues, or Law Issues. If happiness is tanking fast it is likely one of those four.
  4. Cretonians change how you approach a number of categories, particularly government and enviroment
  5. Garthimi have a LOT of negatives you need to watch out for, but are surprisingly easy to keep happy as long as you avoid those issues
  6. Humans are almost entirely baseline bar two categories, Enviroment and Occupation.
  7. Tilapi ignore most of the penalties other races deal with, which means you have to work harder to keep them happy

Key Note: Most of your happiness comes from Access and Services, Enviroment is largely static and is going to be baked into your city design.

With all said and done most races are actually pretty equal, the largest outliers are Cretonians and Tilapi, the first from the different approach to city building they warrent, and the second because of how they change the focus to filling demands rather than avoiding problems. Personally out of all this? I’m actually surprised with the Garthimi as half their happiness is baked into ‘negatives’ to avoid, that combined with the highest ‘enviroment’ influence and they could be kept surprisingly happy with very basic setups.

Volodymyr Azimoff
About Volodymyr Azimoff 13686 Articles
I love games and I live games. Video games are my passion, my hobby and my job. My experience with games started back in 1994 with the Metal Mutant game on ZX Spectrum computer. And since then, I’ve been playing on anything from consoles, to mobile devices. My first official job in the game industry started back in 2005, and I'm still doing what I love to do.

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