“How large do you make your workshops? (V 0.71)” is the kind of question that only gets answered with a single screenshot of a single city — useful for that city, useless for yours, because nobody publishes the relationship between worker count and floor size. Build too small and the room bottlenecks; build too big and you’ve spent tiles and travel time on empty floor.
Songs of Syx workshop sizing, at a glance
| Situation | Suggested floor size | What to do about it |
|---|---|---|
| Small light workshop, 4 weavers | 10 tiles (~3×3) | At this size the walking buffer matters more than the raw floor — build long and thin, not square. |
| Standard crafting shop, 12 smiths | 41 tiles (~6×6) | Sized to the current crew with no spare room — plan on expanding the building, not just reassigning workers, if you grow it. |
| Heavy stoneworking hall, sized for growth to 20 | 111 tiles (~11×11) | This will look oversized until you actually fill the extra slots — that is the headroom working as intended. |
These are outputs of this site's own planning ratio, not a documented tiles-per-worker figure the game publishes — Songs of Syx does not expose that constant, so nobody can claim one. Read this as a starting size to test against your own city, not a number the game enforces.
Get a starting size for your own workshop
Workshop sizing estimator (v0.71)
- Suggested floor (estimate)
- 41 tiles ≈ a 6×6 room
- Working floor / circulation buffer
- 34 + 7 tiles
- Clearly oversized past
- 57 tiles
Sized to the current worker count with no spare headroom — adding workers later will mean expanding, not just reassigning.
Planning ratio, not a game constant. Songs of Syx does not publish a tiles-per-worker figure; this model's ratio is built to test against your own city, and your measured result should replace it.
The number it gives you is a starting point to build and then check against your own city’s actual throughput, not a value read out of the game’s code. Songs of Syx doesn’t publish a tiles-per-worker constant, so neither do we — what’s below is our own planning ratio.
The ratio, published in full
| Term | Values used | Why it’s shaped this way |
|---|---|---|
| Base tiles per worker | Light 2.2, crafting 2.8, heavy 3.4 | Heavier industries get more equipment and stockpile space per worker in this model; light industries (weaving, tailoring) pack tighter |
| Circulation buffer | Light 15%, crafting 20%, heavy 35% | Heavy workshops move more bulk material internally, so a bigger share of the floor is walking room, not working room |
| Oversize threshold | 1.4× the suggested total | The point past which threads consistently describe a workshop as “clearly too big” rather than “a bit roomy” |
| Growth headroom | +20% when planning ahead | A deliberate over-build for a room you intend to staff up later — different from an accidental oversize |
This is a planning ratio, not a measured game constant. If you build to it and find your workshop starved or empty, your measurement is the correct one and this ratio should move to match it — that’s the whole point of publishing the numbers instead of just the output.
What follows from that
- Heavy industry earns its bigger buffer honestly. A Smithy takes coal and metal as inputs and a Masonry takes stone — both bulk, both hauled in continuously rather than stockpiled once — so that raw material moving through the room takes up real floor space in transit, not just at the workstations. Undersizing a heavy workshop starves it faster than undersizing a light one by the same margin.
- “Roomy” and “wasted” are different diagnoses. A workshop 10–20% over this estimate is reasonable slack. One 40% over it is the size threads complain about — that’s the line the oversize threshold marks.
- Growth headroom should be a decision, not an accident. Building 20% bigger because you plan to staff up later is a fine trade. Building 20% bigger because you guessed is the same square footage spent for no reason.
v0.71 baseline
This model is built against the v0.71 workshop and worker mechanics as described in the sizing threads referenced above. It doesn’t assume “the latest release” — if a later patch changes how workshops scale with workers, the ratio above is the part that needs revisiting, not the underlying approach.
Sources
- Songs of Syx Wiki, Smithy — coal and metal as continuous bulk inputs, supporting the “heavy industry moves more bulk material” claim
- Songs of Syx Wiki, Masonry — stone as a continuous bulk input for a second heavy workshop example
- Songs of Syx Wiki, Crafting — the list of crafting-subcategory buildings (including Tailor) behind the light/crafting/heavy industry examples