Syx Species Statistics

Amevias Cretonians Dondorians Garthimis Humans Tilapis
Physical
Adulthood 5 yr 4 yr 0 yr 1 yr 5 yr 4 yr
Max Lifespan 150 yr 75 yr 180 yr 50 yr 80 yr 140 yr
Diet Eggs, Fish, Vegetables Bread, Fruit, Vegetables Meat, Fish, Mushrooms Meat, Fish Bread, Eggs, Meat, Mushrooms Eggs, Fruit, Meat
Drink both both beer both both wine
Hunger 0.75× 1.0× 1.0× 1.0× 1.0× 0.8×
Lawfulness 0.8× +0.5 1.0× 0.5× +0.7 0.75× 1.0×
Sanity 1.5× 1.0× 5.0× 1.0× 0.8× 1.0×
Speed 1.0× 1.0× 1.0× 1.4× 1.0× 1.4×
Submission 1.25× 1.0× 0.75× 1.0× 1.0× 1.0×
Climate
Cold25%
Temperate50%
Hot100%
Cold20%
Temperate100%
Hot100%
Cold100%
Temperate80%
Hot10%
Cold20%
Temperate80%
Hot100%
Cold80%
Temperate100%
Hot80%
Cold80%
Temperate100%
Hot80%
Combat / Military
Block 1.25×
Blunt Attack +20 +10 ±0 ±0 +10 ±0
Defence Skill 0.9× 0.9×
Dexterity 1.25×
Formation Skill ±0 ±0 +0.5 ±0 ±0 ±0
Morale 0.75× 0.75× 1.2×
Offence Skill 1.1× 0.9×
Pierce Attack +0.25 ±0 ±0 ±0 ±0 ±0
Ranged Attack 0.75× 1.5×
Slash Attack ±0 ±0 ±0 +0.5 ±0 ±0
Slash Defense ±0 ±0 ±0 +2 ±0 ±0
Economic
Max Pop 0.65× 0.8× 0.6× 0.9× 0.55×
Immigration 25× 0.4× 1.5×
Tourism 0.75 × 1 = 0.75 1.0 × 0.5 = 0.5 0.2 × 1 = 0.2 1.0 × 0.5 = 0.5 1 × 0.75 = 0.75 0.05 × 0.5 = 0.025
Nursery Cost Fish (1.75) Vegetable (2.38) n/a Meat (2.1) Fruit (2.45) Fruit (3.12)
Production Bonuses
Fishery1.25×
Globdien Pasture1.2×
Other Agriculture0.8×
Farms & Orchards1.25×
Ration Workshop1.2×
Other Workshops0.8×
Refiners1.1×
University0.5×
Smithies & Jewellers1.25×
Bowyers0.8×
Other Workshops1.2×
Mines1.15×
Pastures0.85×
Mushroom Farms1.0×
Other Farms0.75×
Orchards0.65×
University0.2×
Balti Pastures
Masons1.3×
Mines & Stockpiles1.25×
Hunters1.2×
Refiners0.9×
Ration Workshops0.9×
Laboratories0.8×
Other Workshops & Agriculture0.75×
Admins & Libraries0.6×
Library, Admin, Laboratory1.25×
Farms & Orchards1.1×
Orchards & Woodcutters1.4×
Pastures (excl. Globdien), Hunters, Bowyers1.2×
Mines0.25×
Key Production, per Worker, incl. Climate and Intermediates
Most Efficient Food Sources, per Worker, incl. Climate Warm:
Globdien Pasture2.52 egg + 0.84 meat
Hunter2.2 meat
Grain Farm → Bakery2.11 bread
Fruit Orchard1.78 fruit
Fishery1.75 fish
Fruit Farm1.52 fruit
Vegetable Farm1.52 vegetable
Entelodont Pasture1.12 meat
Balticrawler Pasture0.7 meat
Onx Pasture0.7 meat
Auroch Pasture0.56 meat
Mushroom Farm0.4 mushroom
Warm:
Grain Farm → Bakery2.89 bread
Globdien Pasture2.1 egg + 0.7 meat
Fruit Orchard2.79 fruit
Fruit Farm2.38 fruit
Vegetable Farm2.38 vegetable
Hunter2.2 meat
Fishery1.4 fish
Entelodont Pasture1.12 meat
Balticrawler Pasture0.7 meat
Onx Pasture0.7 meat
Mushroom Farm0.63 mushroom
Auroch Pasture0.56 meat
Cold:
Hunter2.64 meat
Grain Farm → Bakery2.03 bread
Mushroom Farm2 mushroom
Fishery1.54 fish
Fruit Orchard1.45 fruit
Fruit Farm1.43 fruit
Vegetable Farm1.43 vegetable
Onx Pasture0.75 meat
Entelodont Pasture0.71 meat
Balticrawler Pasture0.69 meat
Globdien Pasture0.45 egg + 0.15 meat
Auroch Pasture0.36 meat
Warm:
Hunter2.64 meat
Balticrawler Pasture2.1 meat
Globdien Pasture1.58 egg + 0.52 meat
Grain Farm → Bakery1.98 bread
Fruit Orchard1.67 fruit
Fruit Farm1.43 fruit
Vegetable Farm1.43 vegetable
Fishery1.4 fish
Entelodont Pasture0.84 meat
Onx Pasture0.53 meat
Auroch Pasture0.42 meat
Mushroom Farm0.38 mushroom
Temperate:
Grain Farm → Bakery2.58 bread
Fruit Orchard2.45 fruit
Hunter2.2 meat
Fruit Farm2.1 fruit
Vegetable Farm2.1 vegetable
Globdien Pasture1.05 egg + 0.35 meat
Fishery1.4 fish
Entelodont Pasture1.23 meat
Mushroom Farm1.1 mushroom
Balticrawler Pasture0.7 meat
Onx Pasture0.7 meat
Auroch Pasture0.7 meat
Temperate:
Fruit Orchard3.12 fruit
Grain Farm → Bakery2.45 bread
Hunter2.2 meat
Fruit Farm1.9 fruit
Vegetable Farm1.9 vegetable
Entelodont Pasture1.47 meat
Globdien Pasture1.05 egg + 0.35 meat
Fishery1.4 fish
Mushroom Farm1 mushroom
Balticrawler Pasture0.84 meat
Onx Pasture0.84 meat
Auroch Pasture0.84 meat
Minimum Food Worker Fraction (excl. Hunters) 22.3% 35.0% 50.0% 47.6% 39.2% 25.6%
Furniture Needs 2 stone, 5 cut stone, 2 fish, 4 leather, 3 wood, 2 furniture 4 wood, 5 clay, 4 furniture, 2 fabric, 4 pottery, 2 gems 5 stone, 3 wood, 4 furniture, 4 fabric, 3 cut stone, 2 sithilon ore 4 clay, 3 stone 8 wood, 4 furniture, 3 fabric, 2 jewellery, 2 pottery 6 wood, 3 leather, 3 fabric, 4 furntiure, 2 pottery, 2 livestock
Workers Required to Support Furniture Needs, per capita 0.542 0.582 0.644 0.042 0.831 0.396*
", Weapons & Armor
Workers Required to Support each Soldier (5x cheapest armor, 5x cheapest melee weapon) 0.213 0.222 0.189 0.224 0.167 0.182
", Worker-Days of Resources Required to Build...
Cultural / Legal
Pardoning 🤷 🤷 👎 👎 🤷 👎
Punishment
imprisonment👍
executions🤷
enslavement🤷
arena🤷
imprisonment👍
executions👎
enslavement👎
arena👎
imprisonment👍
executions👎
enslavement👎
arena👎
imprisonment🤷
executions🤷
enslavement👍
arena👍
imprisonment🤷
executions👍
enslavement🤷
arena👍
imprisonment🤷
executions👍
enslavement🤷
arena🤷
Slavery
me👎
others👎
me👎
others👎
me👎
others👎
me🤷
others👍
me👎
others👍
me👎
others👍
Stocking 👍 👎 👍 🤷 👍 🤷
Wrongful Deaths 🤷 👎 👎 🤷 👎 👎
Environment
Road
Dirt25%
Coblestone25%
Fungus25%
Dirt50%
Coblestone80%
Fungus10%
Dirt10%
Coblestone10%
Fungus10%
Dirt10%
Coblestone10%
Fungus80%
Dirt10%
Coblestone10%
Fungus10%
Dirt50%
Coblestone80%
Fungus10%
Building Mud = Grand > Stone > Outdoors > * Wood = Outdoors > Stone > Grand > * Mountain > Grand > Stone > Outdoors > Wood > * Mountain > Stone > Wood = Grand > * Grand > Stone > Wood > Outdoors > Mountain > * Wood = Outdoors > Grand > Stone
Pool Pool or Pond Pond Pool Moat Pool Pond
Cannibalism 👎 👎 👎 👍 👎 👍
Noise 👎 🤷 👍 🤷 👎 🤷
Lighting 👍 👍 👍 👎 🤷 🤷
Space 🤷 👍 🤷 👎 👍 🤷
Roundness/Squareness 🤷 🤷
Water 👍 🤷 👍 🤷 🤷 🤷
Decorations Statue, Torch Flower, Tree, Torch Pillar, Statue, Torch Humidifier Flower, Pillar, Statue, Torch, Tree Flower, Tree
Storage 1× Egg, 1× Fish 2× Ration 1× Sithilon Ore 2× Meat 1× Gem 1× Meat
Unusual Service Requirements No Arena / Physician, Hates Hospitals No Arena, 4× Tavern No Massage None None None

Explanation

I have excluded explanations for obvious traits (eg. Lifespan and Hunger).

Adulthood

Lower is better, as this means children enter the workforce faster, and your nurseries can produce children faster.

Diet

Scored based on how easy it is to get their desired food (see explanation for nurseries).

  1. Fishing is moderately easy to set up (only requires wood), produces a constant output year-round, and only requires water access, which you'll likely already have. The only major downside is fish are tied for having the highest decay rate (100%), so it is difficult to create a large stockpile.
  2. Grain, which can be refined into bread, is tied for easiest to set up (requires no resources), is usually tied with fruit for requiring the fewest workers per unit output, and is tied for the lowest decay rate (10%) of all food sources (excl. rations). However, it only produces once every year (in fall), and requires bakeries to refine into an edible form, which need a constant supply of wood or coal to function.
  3. Fruit is tied for easiest to set up (requires no resources), and is usually tied with fruit for requiring the fewest workers per unit output, assuming you go for orchards. However, they only produce once a year (late summer), and orchards take years before they start producing, meaning you'll need less efficient fruit farms, or another food source entirely in the early game.
  4. Vegetables are tied for easiest to set up (require no resources). However, they only produce once a year (late summer). They are essentially a slightly worse alternative to fruit.
  5. Meat is produced constantly year-round. However, they are expensive to set up (requiring lots of wood, and furniture in the case of hunters), and have a fairly high decay rate (75%), though not as bad as fish.
  6. Eggs are produced constantly year-round, and are tied for the lowest decay rate (10%) of all food sources (excl. rations). However, they are expensive to set up (requiring lots of wood), and require 8 tech points to be invested in Globdien domestication. Additionally, the pastures produce fairly little for their size and upkeep requirements.
  7. Rations are a good way to preserve food (to create a large stockpile), having the lowest decay rate of all foods. However, they require herbs to produce (if using meat), or alcohol (if using fruit), so are fairly expensive and aren't an option in the early game.
  8. Mushrooms... exist. I have nothing good to say about mushrooms. They need to be indoors, so require a structure to be built around them, or be in a cavern, and require 5 tech points to be invested in mushroom domestication. Additionally, they only produce once a year. They only make economical sense in a cold biome, but only Dondorians like cold biomes.

Drink

When it comes to preferred drink, I slightly prefer shedeh (wine) to piva (beer) due to its decay rate. But it is of course much better if a species prefers both.

Climate

Since all species have at least one climate with 100% preference, scoring is determined by the arithmetic mean of the three preferences.

Tourism

Occurence multiplier times credit multiplier should give a rough approximation of tourism income.

Nursery Cost

Based on the row "Most Efficient Food Sources, per Worker, incl Climate". Species are scored by how easy it is to produce their needed food (excl. hunters, which don't scale).

Structure

From best to worst (ie. cheapest to most expensive, excludes "outdoors" and "mountain"):

  1. Mud
  2. Wood
  3. Stone
  4. Grand

Road

Sorted from least tech points required to most required, subsorted by cost:

  1. 0
    1. Dirt (free)
  2. 5
    1. Cobblestone = Paved (1 stone ~ $10)
    2. Fungus (1 clay ~ $25)
  3. 65
    1. Bricked Road (2 stone ~ $20)
    2. Fungus Highway (2 clay ~ $50)
    3. Highway (1 cut stone ~ $125)
    4. Forest Plaza (2 cut stone ~ $250)
  4. 165 (all of the following cost 2 cut stone so are equal)

I have determined species rating by their opinion of dirt, followed by their opinion of cobblestone, followed by their opinion of fungus.

Pool

Pond is objectively cheaper than Moat and Pool, which are equal to each other. Thus, scoring is determined by preference of pond.

Punishment

Scored by apathy, with preference towards liking imprisonment > enslavement > rest.

Stocking

Stocking results in lower prison sentences and entertainment. Therefore, I am scoring approval = apathy > disapproval.

Environment

Apathy > Approval ~ Disapproval. Approval and Disapproval are scored on a case-by-case basis depending on how costly it is.

Decorations

Scored by total cost of preferred decorations. Cost:

  1. Tree = 1 wood (~$10)
  2. Humidifier = 1 clay (~$25)
  3. Flower = 2 stone, 1 wood (~$30)
  4. Torch = 1 stone, 4 wood (~$50)
  5. Pillar = Statue = X cut stone (~$125)

Misc

Harvest Dates