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V62 sneak peak

I thought it was time to check in before you start lynching me. First off, I'd just want to say that I'm officially not keeping up with the community. I used to read everything, but there's just too much now. That's why I've created a special sub forum: https://steamcommunity.com/app/1162750/discussions/3/ Please, don't hold back from posting there if you have anything directed to me, it's what it's there for. I don't want to be left in the dark. I'll also read bugs and suggestions of course. Progress regarding V62 is slow but steady. The primary feature is health, and I haven't gotten around to that yet, but here's what's in so far: Private housing:
All subjects will require their own 3x3 house to live in. You get to set what race and class lives where. They require materials, which the subjects will go fetch for themselves if allowed. This visually upgrades their houses!
I've also remade techs and the tech tree, according to rewarding discussions here on steam.
Now each node has the possibility to be upgraded several times. Some nodes are one-ops though, that contain special stuff and unlocks. Bonuses can now be either factors or terms, making for more interesting combinations. And the hideous forgetting mechanics is scrapped, you now get a penalty towards all bonuses instead.
Health will be easy enough to add, so I'm not to worried about that. I would like to catch up with my backlog regarding quality of live and suggestions though, so this might still take some time. A potential problem with housing would be space. I've estimated that you'll need 25% of the map dedicated to housing for a 10k city. We'll see if this is a real problem or not from your impressions later on. The map can be expanded, in fact a 1500x1500 map has been tested, and performance is ok, but I haven't decided. RAM usage will be severe and there will be slowdowns.

Edit:


Since there seems to be a lot of nay saying, I just want to clarify a few things. Dormitories and apartments are removed. Apartments will make a comeback later as an inn for tourists, but that's much later. Sleep as a need is removed. Instead, people have a need to have homes. Every single person will want to their own home, I can't make multi-homes. Not if you want to be able to set what type of subject sleeps where. This is how it works. Build your industry:
Build some homes to accommodate it, this takes about 1.26 seconds:
Build a hundred homes in 0.56 seconds
If you feel creative, build creatively:
This is what 500 homes look like, in a boring grid:
It still looks much more like a city than any Dormitory or Apartment complex would look like. Finally, skip homes, why not. People will find somewhere indoors and sleep with a blanket, no big deal having some of your people homeless. More or less expected. I'm not going to do families, at least not in this update, and maybe never. This is an upgrade from the current Dorm / apartment system, making people a bit more individualistic. In fact, it's pretty close to what apartments used to be. Chambers will still be available for nobles.

edit 2


Still little love for the new housing! I've spent the night thinking about how to technically allow for more residents per house, and I think I found a way that I will examine next week. Also different sizes make sense in that regard, so I'll add that as well, going from "homestead" to "longhouse". The only restriction will be that only members of the same race can occupy a house. With 2 people per 3x3. This will result in twice the area needed compared to the apartment room in previous versions. Actually a bit less, considering you don't need walls, and I think this is a good thing. Housing should make up a good chunk of a city. To compensate, I'd rather make other rooms (services and workplaces) more space efficient. I don't know if the different sized rooms should have increased efficiency in terms of capacity. It makes sense that a 4x4 room has space for 4 people, but that would only prompt the player to use the largest size? But if so, this can be mitigated by having race specific penalties/bonuses according to size. That would limit creativity based on race preference however. Still having dormitories as a shelter/backup is a good idea in theory, but I don't think it works in SoS. It would work in a capitalistic game, but in SoS you can choose between building houses or a dormitory, and why would you build a dormitory if it's just simply an inferior choice? this is how I see it, feel free to argue:

Pros:


  • They use resources that you allow to upgrade their house, going from slum-looking to something really nice.
  • The resources adds a new, familiar from other games, depth to the simulation. A lot more resources will have bigger meaning and demand. Cantors wants gems and cut stone, very expensive to keep happy. Garthimi requires a slab of clay for full upgrade.
  • The thin walls and detail makes it look much more detailed than the 1x1 tile walls of Dormitories/apartments. It also takes less space that say an apartment complex.
  • Need 5 more beds? No need to refurnish a room and evict everyone. Add dynamically
  • No need to build a city with dorms, unlock the apartments and have to tear everything down to add them. Now the houses can stay. You upgrade them by allowing for more furniture resources.
  • "Communist ant simulation" gets a hit. Everyone will have their own little space they go to, uniquely furnished (automatic) by the individual.
  • Easier to decide where, and how big services to place down.
  • Zoning, getting to decide exactly who lives where (if you want to). If you don't, the game will work out the most efficient placement of your citizens, and move them about as you change your workplaces.

Cons:


  • More space requirement (x2)
  • Dormitories and Apartments gone (Chambers still available, and you can still mimic the apartment room if you want.)
Regarding map size. Indeed, the idea is to have this as an option. You computer specs doesn't really matter regarding this, since it's mostly dependant on the performance of a single CPU core. And CPU cores today are mostly similar, it's the amount of cores that increases with price. It has nothing to do with your graphics card, that only affects what you currently see on screen, which will be the same. So, state of the art PCs might only benefit 100-200% compared to a potato. The reason I don't want to add it ATM, is mostly because I don't need more bugs. Map size has the possibility to increase current bugs by multiplication. It will definitely be a thing later on though.


[ 2022-06-09 08:47:56 CET ] [ Original post ]

Songs of Syx
Jakob de Laval Developer
Jakob de Laval Publisher
2020-09-21 Release
Game News Posts: 38
🎹🖱️Keyboard + Mouse
Overwhelmingly Positive (5314 reviews)
Public Linux Depots:
  • Songs of Syx Linux [347.71 M]
Inspired by Nordic mythology and fused with nostalgia from the ’80s-’90s, Songs of Syx aims to deliver a unique city-builder experience on an epic scale. You start off as a colony-sim, and tend to your minions, micromanage your assets and try to stay off your neighbor’s radar. Grow crops, produce goods to trade and supply your subjects with the services they require. Then, as you grow into a city of thousands of inhabitants, you must turn your focus towards your scheming nobility, inflation, supply-lines, alliances, vassals, and conquest.

Vision


  • Scale Population caps and army sizes are 5-digits, while still sticking to the near 1:1 scale of traditional village-simulators.
  • Nobility In the colony phase you will be busy managing individual subjects, but as you grow you can elevate your favorite plebs to positions of prominence and have them help you govern and boost different parts of your city and empire. Beware though, as even your most trusted and beloved friends might secretly forge plans to usurp you.
  • Influence Being a ruler doesn't necessarily mean absolute power. You must grow and maintain your influence over time by accommodating your plebs and your nobility and be forced to make choices that lie in their interest rather than your own. If you overstep you can expect riots, betrayals, invasions, and emigration.
  • Dynamic Culture Races and factions will start with a certain mindset, religion, and culture, but there is nothing stopping and influential king from molding a unique identity for their people. You will be able to dictate to your own laws and policies, to sophisticate or plunge your civilization in savagery.
  • Trade Anyone can set up a self-sustaining shithole anywhere. But if you want a city and later, an empire, you need to get into the game of trading where goods are priced by supply and demand and wars and fierce diplomacy is waged for the control of goods and trade-routes.
  • Maintenance Every construction you build and every technology you research will require maintenance in the form of labor and resources. Failing to deliver that might cause ripples that can quickly collapse a once-mighty civilization.
  • Modding The game itself is built like a mod of simple text-files, sprite sheets, and a few scripts. It will be easy and encouraged to make your own races, stories, and worlds.
  • Hordes, Immigration, Slaves The global climate might plunge into a mini ice-age, or suffer from a severe drought which can set in motion vast migrations and hoards, looking for their next meal, or fertile lands to settle on. Might be yours. Break the backs of slaves as they toil day and night plowing your fields and cleaning your latrines. They might not be happy about it though. Open your gates to all the kinds of strange races of Syx and see your economy and culture blossom from the diversity or hate and racism tear your city apart.

MINIMAL SETUP
  • OS: Java 8 compliant
  • Processor: Pentium 2 266 MHz processorMemory: 256 MB RAM
  • Memory: 256 MB RAM
  • Graphics: 256MB with opengl 3.3 support
  • Storage: 300 MB available space
RECOMMENDED SETUP
  • OS: Java 8 compliant
  • Processor: 2.0 GHZ 4 cores or greaterMemory: 256 MB RAM
  • Memory: 256 MB RAM
  • Graphics: 512MB with opengl 3.3 support
  • Storage: 300 MB available space
GAMEBILLET

[ 6140 ]

4.19$ (16%)
16.79$ (16%)
8.39$ (16%)
20.79$ (17%)
8.39$ (16%)
4.24$ (15%)
12.59$ (16%)
35.59$ (41%)
4.44$ (11%)
16.97$ (15%)
3.71$ (88%)
2.47$ (17%)
31.89$ (20%)
3.39$ (85%)
17.59$ (12%)
4.95$ (62%)
8.38$ (16%)
10.78$ (57%)
21.24$ (15%)
21.22$ (15%)
16.94$ (15%)
49.77$ (17%)
9.12$ (70%)
10.79$ (10%)
5.07$ (15%)
0.60$ (90%)
7.47$ (70%)
16.59$ (17%)
8.39$ (16%)
6.79$ (15%)
GAMERSGATE

[ 1688 ]

4.2$ (65%)
7.49$ (25%)
8.99$ (55%)
5.0$ (75%)
10.8$ (82%)
6.6$ (78%)
8.39$ (30%)
3.28$ (78%)
2.0$ (90%)
2.5$ (50%)
28.0$ (60%)
3.28$ (78%)
6.8$ (66%)
3.19$ (79%)
6.0$ (80%)
6.0$ (70%)
3.0$ (80%)
4.0$ (80%)
19.49$ (35%)
11.99$ (20%)
6.0$ (80%)
2.5$ (90%)
8.25$ (67%)
3.0$ (80%)
4.95$ (67%)
21.24$ (15%)
2.8$ (44%)
8.0$ (60%)
34.99$ (50%)
3.26$ (78%)

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