THE GAME'S OWN WORDS, QUERYABLE

Songs of Syx, explained in Claude.

A 4X colony sim this deep deserves better than guesses. Savecraft ships the game's own guide, rooms, races, resources, and knowledge tree -- generated verbatim from the shipped data files. Works with Claude and ChatGPT.

RACE CHECK -- THE GAME'S OWN NOTES
YOU |
The in-game guide, verbatim 112 rooms with the game's own descriptions Races, resources, knowledge tree Alpha -- reference today, live colony on the roadmap
REFERENCE-FIRST

The manual the game already wrote.

Songs of Syx ships with a dev-written guide most players never finish reading. Savecraft makes all of it -- plus the underlying data -- queryable in plain language.

Generated, not paraphrased Every module is generated verbatim from the game's shipped data files and in-game guide text for a specific game version. When your AI quotes a mechanic, it's quoting the developer -- not a wiki, not a hunch.
Live colony state: roadmap This is an early (alpha) release and reference-only for now -- the in-game mod that will push your live colony state is not yet shipped. When it lands, this page will say so; until then, no pretending. Modded game content isn't included either.
FIVE MODULES

Mechanics, rooms, races, resources, tech.

The guide explains how systems work; the lookups carry the exact stats underneath them.

Mechanics Guide

INSTANT

Look up Songs of Syx gameplay mechanics from the game's own shipped in-game guide and room notes. Returns a table of contents (the menu of systems to search), full article text by key, or keyword matches — all dev-written, version-matched prose. Use PROACTIVELY before answering ANY question about how a system works (happiness, services, immigration, farming, military, trade, world map, law): this game is niche and easily mis-remembered, so ground and cite the article instead of guessing. If nothing relevant comes back, say you're unsure rather than invent an answer; for strategy or opinion the shipped docs don't cover (e.g. best race, optimal build order), reason transparently from the live mechanics and label it as your reasoning, not fact.

Room & Building Lookup

INSTANT

Look up any Songs of Syx room/building's base-tier stats and the game's own description: resource build cost, what it produces and consumes per worker, whether it provides a citizen service, and the farmed crop for farms. Pass 'room' (an ID or fuzzy name) for one building, or omit it (with optional 'category') to list all. Use for any question about what a building costs, produces, consumes, or provides.

Resource Lookup

INSTANT

Look up any Songs of Syx resource/good: its roles (edible, drinkable, growable, minable, supply, work), spoilage rate, the game's own description, and — cross-referenced from the buildings — which rooms produce and consume it. Pass 'resource' (an ID or fuzzy name) for one good, or omit it (with optional 'role') to list all. Use for resource and production-chain questions.

Race & Species Lookup

INSTANT

Look up any Songs of Syx species: whether it's playable, its preferred foods, slave price, baby/child maturation days, and the game's own description. Pass 'race' (an ID or fuzzy name) for one species, or omit it to list all. Use for population, happiness-by-food-preference, and species questions.

Knowledge Tree Lookup

INSTANT

Look up any Songs of Syx technology: its knowledge-point cost, the population threshold and prerequisite techs it requires, what it unlocks, and the game's own description. Pass 'tech' (a key or fuzzy name) for one technology, or omit it (with optional 'category') to list all. Use for research-planning and unlock-path questions.

THE DIFFERENCE

What changes

WITHOUT SAVECRAFT
YOU How does happiness work in Songs of Syx?
AI Like most colony sims, happiness comes from meeting needs -- food variety, housing quality, and entertainment. Keep everyone fed and sheltered and build some taverns; it works similarly to RimWorld's mood system.

"Similar to RimWorld" is how every wrong Songs of Syx answer starts.

MECHANICS -- FROM THE SHIPPED GUIDE
YOU |

The guide module returns the developer's text, keyed by topic.

HOW YOU USE IT

A vizier who read the manual

Race plans, room stats, and tech routes from the game's own data.

* RACE ADVISOR
YOU Which races actually work together in one city?
AI Each race entry carries the dev's own description -- who farms, who mines, who fights -- plus preferred foods, growth timings, and whether they're playable. Cretonians farm and want harmony; Dondorians mine and don't care for fields. Plan districts around that, not around vibes.
= ROOM PLANNER
YOU What does a bakery actually need to run?
AI All 112 rooms are in the lookup with base-tier stats and the game's own description -- what a room produces, what it consumes, and who works it. Ask about any building before you flatten a district for it.
+ TECH PLANNER
YOU What's the cheapest route to better farming tech?
AI The knowledge tree module carries each tech's knowledge-point cost, its prerequisites, and the population threshold that gates it -- so the route accounts for how big your city needs to be, not just what to click next.
FROM QUESTION TO SOURCE

Add the game. Ask away.

Reference modules need zero setup -- no saves, no mods, no files.

Add Songs of Syx

All five modules come online the moment the game is added to your Savecraft account.

Ask about any system

Mechanics, rooms, races, resources, tech -- answers quote the game's own data and guide text.

Live colony: coming

The in-game mod that pushes your actual colony is on the roadmap. Until it ships, this page won't claim it does.

METHODOLOGY

We show our work

One source: the game itself.

The shipped data files Rooms, races, resources, and the knowledge tree are generated from the game's own data for a single game version -- stats and descriptions verbatim, regenerated when the version bumps.
The in-game guide The developer's own GUIDE text ships with the game; Savecraft keys it by topic so your AI can quote the actual explanation instead of improvising one from other colony sims.
Scope, honestly Alpha, reference-only, vanilla content for a single game version. The live-colony mod is on the roadmap -- it isn't here yet, and nothing on this page pretends otherwise.

Rule your thousands, informed.

Works with Claude and ChatGPT. Add Songs of Syx and the game's own manual answers.