ttyrke I noticed that after you make a bathhouse, girls with 100 natural beauty will go and get washed, causing the game to reduce their beauty -_- pls fix
Machine gun turrets to discourage raiders.
Also kinda curious is there a chance that we'll be able to kill Negan and take over Sanctuary, cause I really hate that SOB.
+1 on skullfucking Negan.
Not sure about machine gun's power level, a strong PC would probably just carry it around ourselves and trivialize any combat encounter lol.
Some production upgrades:
-Hydroponics upgrade to improve garden/greenhouse production (& consumes power)
-Wood Lathe upgrade to reduce crafting costs for mostly-wood items (& consumes power)
-Chemistry Equipment upgrade does nothing by itself (& consumes power)
+Read & comprehend Undergrad Chemistry Textbook (Minimum INT requirement: 100) to allow crafting of basic chemicals, including cleaning chemicals & gunpowder if you have Chemistry Equipment.
-Metalworking Tools upgrade (consumes power) to reduce crafting costs of mostly metal items, and enable the production of knives (metal, wood, cloth) bullets (metal, gunpowder) and maybe even guns. If we could get long guns (shotguns, rifles) that potentially lets you buff body armor to make revolvers not-insta-kill.
Some defense suggestions:
-Wooden Watchtower. Can be garrisoned by 4 (?) Guards with Bows (or guns). Gives them bonus to survivability during base battles. Garrison has chance to instantly kill/severely injure attackers every two turns (every turn with guns). Adds a small amount of Defense. Can be burned down.
+Spotlights: Upgrade to Watchtower. Need Spotlight item. Consumes power. Vastly improves defense at night. Adds chance to blind enemies. Blinded foes suffer a combat malus on their first 2-6 turns.
+Watchtower Metal Plating & Doors: Upgrade to Watchtower. Uses up some Metal. Greatly improves garrison survivability during base battles. Watchtower now immune to fire.
-Wooden Barricade: Consumes a bit of labor/time from multiple guests/slaves and alot of wood. Adds some Defense. Can be climbed over. Can be destroyed by attackers. Can be burned down by attackers.
-Rammed Earth Walls: Consumes a huge amount of labor/time from many guests/slaves and some Wood. Slaves have chance to run away during it's construction. Adds alot of Defense. Requires maintenance after heavy rain. Can be climbed over by attackers. Cannot be directly destroyed (without siege equipment). Cannot be burned.
+Stone Slabs: Upgrade to Earth Walls. Makes the wall immune to rain damage. Requires Quarry to Mine the stone.
-Razor Wire: Consumes a bit of labor/time and some Metal. Needs Metalworking Tools. Low INT slaves/guests (and player, if low INT lol) may be injured during construction (Doctor helps?). Adds some defense. Cannot be climbed over (without siege equipment). Cannot be destroyed (without wire cutters). Cannot be burned.
-Moat: Consumers a large amount of labor/time. Slaves have chance to run away while it's being built. Adds some defense. Defense value decreases during dry spell can drop to 0 during Drought Crisis. Cannot be climbed over (without siege equipment). Strong, lightly equipped (no body armor) enemies can swim across. Cannot be destroyed. Cannot be burned.
Other:
-Quarry: Assign slaves to mine rocks here. Output dependent on STR and if they have Pickaxe item.
-Medical Clinic: Reduces chances of your guests/slaves/self dying from disease/injury/childbirth/etc with Doctor assigned here. Further improves recovery/reduces risk if Sterilization is toggled ON, which drains Cleaning Chemicals every day. Automatically produces a bandage every day (still uses cloth) it is manned and nobody is sick/injured or giving birth.
+Medical Equipment: Consumes power. Further reduces chances of dying.
+Surgical Instruments: Reduces deathrisk/increases recovery proportional to Doctor INT over 50. (Doctor INT below 50 is a net negative with surgical tools)