Slaves/guests consume food already. One food per 3 days. If you dont have enough food, slaves will die and guests leave, if remember correctlyPersonally i did the hunt once and got the kill. To me it wasnt a hard minigame so i think you got a bug. To me i personally find the hunt boring and redundant with the garden. With 1 slave working it you never have to get food again and with the greenhouse you get surplus and that is with just 1 slave. Just make sure you eat every 3 days like whe your satiety is at 10 since the food fills you up to 100 every time anyway.
Maybe a suggestion to have your slaves eat the food as well or have to option to give your slaves food or not to make them more submissive and have the slaves die when they dont get any food at all after a certain time. That way you have to keep your eye on the slaves you want to starve for a bit to increase submission without actually training them. Of course at the same time their relationship would drop with you by x2 or something each time to balance it out.
If like me you don't want/like to go to the combat road there is only one solution :This game has "wood" problem. How can i get that much wood ?
Yep. Already implemented in 0.11 that you will get more wood based on your strength. Base_count + strength/10.If like me you don't want/like to go to the combat road there is only one solution :
Cut wood (2) -> Buy Axe -> Cut wood (8), ...
With the new prices and the fact your stats don't influence the quantity it's undoable for now but it may be better in next versions.
I havent really noticed that. Guess i missed that. thnx.Slaves/guests consume food already. One food per 3 days. If you dont have enough food, slaves will die and guests leave, if remember correctly
Primary goal would be to make getting food harder. As for your own shop, didn't thought about that. Was more thinking that later there could be other settlement who could trade with you.Ttyrke just wondering but, in the future esspecially with how easy food still is to produce and get are you planning on eventually adding a player run shop of some type?
As long as food is purchaseable, there's pretty much no way to make it hard to get. You either have to make food not purchaseable (in which case, limiting food production is effectively the same as a population limit), or make it cost more than what a safe non-food producer can make (which still doesn't make it difficult to get, just forces the player to use high risk/high reward jobs).Primary goal would be to make getting food harder. As for your own shop, didn't thought about that. Was more thinking that later there could be other settlement who could trade with you.
260 days for pregnancy is srsly too long.260 days. After that each day you got 30% chance that today you'll be a daddy
Probably you are right. What do you think would be optimal days? And if I change pregnancy length I Probably should also change how fast everyone age too260 days for pregnancy is srsly too long.
260 / 9 = 28.9 days/month which lines up with reality, sooo...260 days for pregnancy is srsly too long.
60-90 days? Also im curious, whats the growth rate for the babies and i dont think fertility potion does anything or maybe u set the chance too low, i used potion for 3 days straight cumming inside 2 times each on 2 slaves but they still not pregnant.Probably you are right. What do you think would be optimal days? And if I change pregnancy length I Probably should also change how fast everyone age too
No.260 days for pregnancy is srsly too long.
So, you want the rest of us to age 3+ times faster so YOU can breed more?60-90 days? Also im curious, whats the growth rate for the babies and i dont think fertility potion does anything or maybe u set the chance too low, i used potion for 3 days straight cumming inside 2 times each on 2 slaves but they still not pregnant.
Adding a potion and a cell to increase the quickness of pregnancy is a great idea.Potion was an example and can do the job, the problem with this sort of item is as you can solve any problem with these there is always a risk of having a resulting game based on one unique feature (in this case crafting potion).
After that there are plenty of solution, depending the depth you want to have in the game and on breeding. Another classical example, having the advantage of using more than one feature, is to have, in the same way as the crafting cells, some cells dedicated to pregnant women and increasing the quickness of pregnancy depending of the level of the cell.
In this way you can limit the number of pregnancies, which can't be done with potions, and give more importance to general crafting and scavenging.
The important thing is to define a list of the features you want in the game, permitting to dispatch them on the mechanics you want, to have a balanced game, not one mechanic rassembling most of the features.
Thx. Will fix that for next releasenotice a small bug, before unlocking the streets in undercity simply running into hookers randomly will reset your horny gage even if u dont interact with them.
Just saw this honestly since your the developer I would say would depend more so on what you want to achieve by this. Also, I would say would depend on if you want to make it so if the starting player dies you switch to your son/daughter as playable next. Finally, I would say would depend on if you want to add penalties for impreg for daughters/sisters. I'd say leave it where its at but, add a potion or something to speed the process up for those who want it, just add a risk to it. As far as ageing goes again I'd say would depend on a lot but, as a quick fix for those who want it a potion would work. Tho me personally if you added the function, at least for kids, to train them and tutor them wouldnt use potion.Probably you are right. What do you think would be optimal days? And if I change pregnancy length I Probably should also change how fast everyone age too