Salmon’s Builder Mode
This mod is designed to provide rebalancing for a more relaxed, building oriented focus while keeping intact the things that make Songs of Syx unique. It is somewhere between a "Peaceful" and "Easy" mode. It is also a "Marathon" mode.
You get more resources from farming, producing, and mining. But years are longer, and recipes also cost more.
Come prepared! you now start with 750 rations, so you can take your time to build your settlement the way you want. Also a small bonus to other starting resources.
- Resources are FAR more common during overworld selection. Every settlement map should have all mineral types.
- Mineral patches in settlements are richer (subject to RNG, may require re-rolls).
- Forests are denser for thicker patches of trees in settlements, but overall forest coverage is unchanged.
- Caves are disabled.
- Non-organic raw resources have minimal or no spoil rate.
- Organic non-food raw resources have a drastically reduced spoilage rate.
- Food items have a reduced but still present spoilage rate.
- Manufactured goods have a reduced or no spoil rate.
- Knowledge degrade is reduced.
- Combat skill degrade is unchanged. (Can’t be, currently)
- More production output per-worker for all building / room / industry types.
- Workers find at least some fulfillment in almost any employment.
- Production recipes cost more resources, but also output more.
- Consumption only recipes (nursery / physician etc) have been adjusted.
- Construction recipe costs are unchanged.
- Human Nursery now uses fabric (previously fruit).
- All animal sounds have been removed.
- Crops yield more food.
- Hunting animals, or raising domestic animals produce more goods. Wild animals are a little less dangerous for hunters.
- Animal climate preferences are accentuated, and certain animals have low to nil chances of spawning in certain climates. If domesticated, these animals require an extreme amount of work to raise in an unfavorable climate. (See very bottom for breakdown)
- Balticrawler now has alcoholic blood, and drops some drinks for your hunters hard work.
- Years are now 28 in game days long (previously 16). Ages are 500 years (previously 250).
- Any building (Clay Mine, Well) that made the annoying "squelsh squish" sound has had its sound changed to some alternative.
I usually play as Humans, so in this initial release only Humans are rebalanced with the below items where noted as human specific. I may explore other races in the future. However, things like worker production / fulfillment in their job should apply to any race.
- (All races) Illnesses can still happen, but are less likely to become an epidemic and are less lethal to the individual.
- (All races) Unhappiness from deaths are lessened. However, your populace is also not thrilled about losing love ones in war now.
- Human’s are no longer picky eaters and love all food, including rations.
- Human gestation is (proportionally) accurate to an in-game year.
- Human’s should spend less time skinny dipping… Like, why?
- Human’s are less likely to go insane.
- Human’s are slightly more lawful. But you will still need a criminal justice system.
- Titles should work as intended, but I haven’t tested with all of them.
- Advantage selection should also work just fine. However, the spoilage advantage can be left at zero with this mod.
- Game will likely not let you use this mod with a save. And if you circumvent this, expect it to cause major issues.
- Any mod that makes any change to a vanilla building, animal, plant, resource, or world generation will either not work, or break this mod depending on load order.
- Mods that add structures or races will not benefit from bonuses in this mod and will be their own thing.
- Items like job fulfillment and production bonuses should apply to mod added races, if they’re employed at a vanilla building.
- Mods that add or change game sounds / music should be fine, however other mods that modify animal sounds will either not work, or overwrite how animals behave in this mod depending on load order.
- Auroch: Prefers cold, open / tundra. Has a moderate spawn rate in temperate climates. Very low spawn in hot climates.
- Balticrawler: Prefers cold, mountanous climates but has a low spawn rate in temperate climates. Very low spawn in hot climates.
- Dinoris: Prefers hot, forest climates. Has a moderate spawn rate in temperate climates. Very low spawn in cold climates.
- Entelodont: No climate preference.
- Globdien: Prefers hot, wet / ocean climates. Low spawn rate in temperate climates. Very low spawn in cold climates.
- Onx: Prefers temperate / cool, forest or open climates. Very low spawn rate in wet and hot climates.
- Smilodon: No climate preference, but lower universal spawn rates.
- Stagbeast: Prefers temperate climates, but can spawn anywhere.