Songs of Syx is a low fantasy city-builder where you grow a small village into a city-state, then an empire, with vast real-time battles along the way. The game's races, which it calls species, are at the heart of that growth. Each one is good at different work, so the mix you choose shapes how your city grows and how well its people get along.
Availability
Starting species
Amevia
A warm-climate species that works well with fish, eggs, and clay and fights well up close.
- Available From
- Starting species
- Strong Jobs
- Fisheries (125%), Globdien Pastures and Claypits (120%); weaker at farms and most pastures (80%).
- Preferred Foods
- Fish, eggs and vegetables.
- Combat Traits
- Strong shock troops: weight 100, offence 1.1, force 60, and pierce damage 0.25, with defence 0.9.
- Recruitment
- Choose at the start of a new game.
Cretonian
A farming specialist suited to crops and orchards, with weak combat ability.
- Available From
- Starting species
- Strong Jobs
- Farms and Fruit Orchards (125%), Rationmakers (120%) and a small bonus to refining (110%); poor at learning and most crafting.
- Preferred Foods
- Fruit, vegetables, and bread.
- Combat Traits
- Weak in combat: weight 72, offence and defence 0.9, and morale 3.0.
- Recruitment
- Choose at the start of a new game.
Dondorian
A long-lived crafter and soldier that cannot grow its population through births.
- Available From
- Starting species
- Strong Jobs
- Smithies and Jewellers (125%), Carpenters (120%) and most other crafting; also good at mining; poor at farms and pastures.
- Preferred Foods
- Meat, fish, and mushrooms.
- Combat Traits
- Strong weight, block, and formation; lower force and weak archery because of their short stature.
- Recruitment
- Choose at the start of a new game. More arrive only through immigration, since Dondorians cannot reproduce.
Garthimi
A fast-growing insect species built for mining, stonework, and trained infantry.
- Available From
- Starting species
- Strong Jobs
- Mining (125%), hunting, masonry and Balticrawler Breeders (300%); poor at crafting (75%), farming and pastures.
- Preferred Foods
- Fish and meat.
- Combat Traits
- Good infantry after training; high dexterity (5), slash damage (0.5), and slash resistance (2), but low force (40) and morale (3.0). They cannot ride War-Beasts.
- Recruitment
- Choose at the start of a new game. Garthimi reproduce through Garthimi Breeders, and their children mature in one year.
Human
A flexible worker with unique bonuses to research, administration, and knowledge.
- Available From
- Starting species
- Strong Jobs
- Laboratories and Libraries (125%) and all crop farms (110%); the only species with bonuses to Innovation, Administration and Knowledge.
- Preferred Foods
- Bread, meat, mushrooms, and eggs.
- Combat Traits
- Average combat stats with no standout strength or weakness. Humans have the lowest Sanity (0.8) and Lawfulness (0.75) of any species.
- Recruitment
- Choose at the start of a new game.
Tilapi
A fast archer and orchard worker that also excels at pastures and bowmaking.
- Available From
- Starting species
- Strong Jobs
- Fruit Orchards and Woodcutters (140%); pastures except Globdien, Bowyers, Balticrawler Breeders and Hunters (120%); poor at all mines (75%).
- Preferred Foods
- -
- Combat Traits
- Exceptional archers (bow skill 0.15 versus the 0.1 default); dexterity 6.25 and morale 4.8, but weight 56 and force 40.
- Recruitment
- Choose at the start of a new game.
Availability
Haven species
Argonosh
A Haven species with a strong shock-cavalry role and little value in city jobs.
- Available From
- Haven species
- Strong Jobs
- Very poor at almost every city job (10%); fulfilment barely matters to them except for guarding and secret police work.
- Preferred Foods
- -
- Combat Traits
- Shock cavalry: weight 240, force 280, force absorption 160, twice a Human's speed and three times their morale. They wear armour only, so they cannot be archers.
- Recruitment
- Control an Argonosh Haven, have over 60% of the population worship Shmalor, store more than 20 days of food, reach at least 20% Humidifier fulfilment and a population of at least 500, keep slaves above 10% of the population, and own no Argonosh slaves.
Cantor
A Haven giant with exceptional city-work skill and powerful combat ability.
- Available From
- Haven species
- Strong Jobs
- Crafting, refining, woodcutting and mining (200%), plus logistics; somewhat inept at farming and pastures.
- Preferred Foods
- -
- Combat Traits
- Very powerful fighters: weight 400, force 340, force absorption 290 and morale 12.
- Recruitment
- Control a Cantor Haven, have over 60% of the population worship Athuri, reach more than 5% Sculpture fulfilment and a population above 500, and own no Cantor slaves.
Starting Species and Haven Species
Songs of Syx splits its races into two groups. Amevias, Cretonians, Dondorians, Garthimi, Humans and Tilapi can be picked as your starting race when you begin a new game. The race you choose at the start forms the core of your first village, so it's worth knowing what each one does well.
The others, Argonosh and Cantors, are Haven species. You can't start with them. Instead, you'll need to find a Haven and meet its conditions to bring them into your city later.
How to Recruit Argonosh and Cantors From Havens
A Haven is a small enclave of Argonosh or Cantors on the world map. Cantors are mostly found in cold regions, while Argonosh are more widespread and tend to settle in warm climates. Both usually sit in barren, mountainous land, so that's where to start looking.
Capturing a region with a Haven gives you a chance to convince its people to move to your Capital City. The conditions are strict. For both races, they include a population of at least 500, more than 60 percent of your people worshipping the Haven's own god, and no slaves of that same race. Argonosh also need a food stockpile that covers 20 days.
Best Races for Research, Farming and Mining
Humans matter most for research. They are the only race with bonuses for producing Innovation, Administration and Knowledge, and they get boosts when working in Schools and Universities. They're also fairly good farmers, but they have the lowest mental stability and respect for the law of any race, so expect more crime and breakdowns.
For food, Cretonians are the strongest choice, since they excel at agriculture and get bonuses on farming and fruit orchards. Tilapi also do well in orchards and pastures, while Amevias are strong at fishing and clay but rely on other races for vegetables.
For raw materials, Garthimi are among the strongest miners and stonecutters. They're also the only race that can use Balticrawlers, which makes them strong meat producers. Dondorians are good at mining and crafting too, though they're a poor fit for farms. Tilapi are the exception here, since they're unsuited to mining.
Best Races for Combat and Archery
Cantors are the strongest individual fighters in the game, and they're practically unmatched in battle. Argonosh come close as fast shock troops, and they serve as the game's strongest cavalry. That matters because Garthimi can't ride war-beasts.
Tilapi are the archers of the group, and Dondorians make heavy frontline troops. Amevias are formidable shock troops with weaker defence, while Garthimi need training before they become effective infantry. Humans are about average in a fight, and Cretonians are weak fighters, so they're better used for work than war.
How Races Get Along and Grow
Races don't all get along, and the mix in your city affects how smoothly things run. Humans are friendly toward most races, and Dondorians are an especially good match for them. Amevias are openly hostile toward most other races, and Tilapi aren't cooperative with any race at all. Garthimi tolerate only Amevias and Argonosh, though they pair perfectly with Argonosh and won't brawl with them.
Growth works differently across races. Dondorians can't have children, so their numbers only grow through immigration. Garthimi don't reproduce naturally either, and they rely on a Garthimi Breeder to produce young.
FAQ
Which race is best for archery in Songs of Syx?
Tilapi, and it isn't close. Their bow skill sits above the usual level, and they get a bonus at bowyer workshops, so an archer-heavy army is best built around them. Cantors can't use bows at all, and Argonosh can only wear armor, so neither can serve as archers.
Are Argonosh good citizens in Songs of Syx?
No. Argonosh offer almost no help as citizens, since they spend most of their time worshipping their god and eating. They eat about twice the usual amount of food and need roughly four times the usual temple services. They also can't be educated, so they never attend school.
Do Amevias need to live near water in Songs of Syx?
They don't have to, but they're much happier when they do. Amevias get a far bigger happiness boost near water than most races do. Their Globdien pastures also do better in hot climates.
Why are Cantors so rare in Songs of Syx?
Their population is small, and few of them remain. They also have a great distaste for Humans, so they don't mix well with a Human-heavy city.

