Dom's protection is an optional story event later on (you also start being taxed less and thus earn more). Also you make more money in-game time-wise playing blackjack than chopping wood, although yes I agree that 30 wood is pretty weak even when you're a super-geared slavemaster and have dozens of workers that can still only bring in 1 wood per dayWhat do you mean by Dom's protection? I got the first event and he is taking my money but he doesn't protect anyone ever. I need 150 reputation which is ridiculous and at day 200 I only have 50 reputation after cheating in tens of thousands to pay for drinks. This game is just a huge grind. I like grindy games a lot of the time but the grind here just feels like you are making no progress. I would have to chop wood for like 500 days in a row to get enough money to pay for all this stuff. No other activity I have found gives as much caps as chopping wood to sell but that wastes your whole day so you don't have time to train slaves or whatever you want to do. Then if I make any of my people into scavengers or streetwalkers they just die within a few days with or without gear so the gear is just wasting money. I really think characters should not die but maybe get injured or traumatized and need time and resources to recover or something. As without cheating it just makes these jobs useless. I complained about this years ago when it was first added but it is the same as before. Day 1 of the game you are chopping wood for money and day 1000 you will still be chopping wood for money.
I haven't played it myself so a lot of stuff might be unbalanced and for now I just go with suggestions/complains if someone tells something is too grindy.What do you mean by Dom's protection? I got the first event and he is taking my money but he doesn't protect anyone ever. I need 150 reputation which is ridiculous and at day 200 I only have 50 reputation after cheating in tens of thousands to pay for drinks. This game is just a huge grind. I like grindy games a lot of the time but the grind here just feels like you are making no progress. I would have to chop wood for like 500 days in a row to get enough money to pay for all this stuff. No other activity I have found gives as much caps as chopping wood to sell but that wastes your whole day so you don't have time to train slaves or whatever you want to do. Then if I make any of my people into scavengers or streetwalkers they just die within a few days with or without gear so the gear is just wasting money. I really think characters should not die but maybe get injured or traumatized and need time and resources to recover or something. As without cheating it just makes these jobs useless. I complained about this years ago when it was first added but it is the same as before. Day 1 of the game you are chopping wood for money and day 1000 you will still be chopping wood for money.
Men generated with more starting strength, but that's about itIs there any difference between men and women in fighting prowess in this game? I keep assigning males for guard duties but it's a pain in the ass to raise their relationship without sex.
That would be a nice mechanic to explain. I always kill everyone now since capturing them is just a waste. They eat my food and I would need to spend like a month focusing on interacting with them for them to be "useful" which none of the npcs are very useful anyways. I think Masters of Raana does a lot of what this game is trying to do but better game mechanics wise. Idk if you have played that one but maybe give a try and you may find some ideas that game does you like. Pretty much every mechanic in this game has an equivalent in Masters of Raana.I haven't played it myself so a lot of stuff might be unbalanced and for now I just go with suggestions/complains if someone tells something is too grindy.
Game definitely needs balance update and that's on todo list.
As for those 200days and only 50 reputation, sounds a bit too slow.
How exactly do you increase it? If you fight you get reputation, BUT only if you leave one enemy alive and do not capture him (so he can tell others about you).
You gain reputation also pretty much by almost all events, also you can buy rounds of shots in underground city bar.
Any chance that you describe a bit how its done in Masters of Raana? I would love to try but honestly when I started to develop this game I pretty much abondaned playing other games just because there isnt time to develop and play at the same timeThat would be a nice mechanic to explain. I always kill everyone now since capturing them is just a waste. They eat my food and I would need to spend like a month focusing on interacting with them for them to be "useful" which none of the npcs are very useful anyways. I think Masters of Raana does a lot of what this game is trying to do but better game mechanics wise. Idk if you have played that one but maybe give a try and you may find some ideas that game does you like. Pretty much every mechanic in this game has an equivalent in Masters of Raana.
i play Masters of Raana aswell havent played it since the recent update (been busy) i can dive into it and take notes on certain thingsAny chance that you describe a bit how its done in Masters of Raana? I would love to try but honestly when I started to develop this game I pretty much abondaned playing other games just because there isnt time to develop and play at the same time
Well I said to play it since you would know which ideas you like or whatever but it is a post apocalypse slave trainer game. Although it is also sci fi and on an alien planet so kind of different. You build up a base and designate jobs as well as having free people and slaves just like this game. Characters have random traits and such as well. The characters have skills and get better at jobs over time. There is simple turn based combat. Basically everything this game has it just is done a different way that I like more. For example when characters do certain jobs it is a random dice roll of bad things happening just like this game but it is not "they die". Also traits matter more like for example there is a trait called Advocate. Which basically means the slave will affect other slaves and either make them more rebellious if that slave is not broken or make them more obedient if they are. Stuff like that makes things a bit more interesting. A lot of slaves are unique with some set traits and some random. I think this game could benefit a lot from that sort of thing. Masters of Raana also has a simple crafting system which would be nice for this game too. Why can you craft bows but not knives? Why can't you use bows in combat? Raana has an open world map where you select the location you want to go to. This game has that mostly but then just a random explore button. I think having a more static locations you can go to once you find them would be nice like what if once you find the hospital you could go back there specifically to scavenge materials? Raana has some stuff this game doesn't need as I don't think this game needs to be complicated like that game is like Raana has a whole dynamic economy system and faction system which is not necessary. I think this game just is in a weird middle area where there are lots of half baked mechanics that should either be removed or reimplemented and expanded. You could change the system to not be focused on having dozens of disposable samey slaves and just have a few set characters that represent more people and just have like a population mechanic that is a number instead or you can change the system so that the slaves are not as samey and are not as annoying to deal with. I just think how you have it now is like the worst of both worlds. I think just having population be a resource management rather than actual characters you need to manage would be a lot better for this game personally. Like you could have 1 character who has a bit of a storyline and represents each job type and you just add your populations to those characters to train them. So early on you might meet some hunter lady who represents hunters and woodcutters for example. Then when you do combat you can capture people or when you invite people through events you can have them join her and become hunters so you get more materials. Then you can lose population in random events but it is not as frustrating as losing a character.Any chance that you describe a bit how its done in Masters of Raana? I would love to try but honestly when I started to develop this game I pretty much abondaned playing other games just because there isnt time to develop and play at the same time
Freecities lets you have torso slaves I think that is way more dark than anything this game will ever do. Also I would suggest Masters of Raana it has all the things you just mentioned although children are a new mechanic. Can even make sweatshops.There's a unique opportunity to make this like a game with dark themes like Freecities but more personal, Freecities even with Pregmod in the end is just a management simulator.
But here, you could breed slaves too like capture amazing looking men and women, make them breed lots of kids and keep them as slaves to work in your farms or scavenge (if they're ugly) and to be your bedwarmers or prostitutes (if they're good looking) pretty much like in Freecities but with an actual RPG combat aspect of it.
I mean there's few games like that, there's Strive for Power and Strive for Conquest but they're too fantasey like, doesn't really show true human nature...
Yeah I have not played much since 8.3 update which changed a lot of stuff.i play Masters of Raana aswell havent played it since the recent update (been busy) i can dive into it and take notes on certain things
That would be greati play Masters of Raana aswell havent played it since the recent update (been busy) i can dive into it and take notes on certain things
hey get out my head its a very dangerous place to beWell I said to play it since you would know which ideas you like or whatever but it is a post apocalypse slave trainer game. Although it is also sci fi and on an alien planet so kind of different. You build up a base and designate jobs as well as having free people and slaves just like this game. Characters have random traits and such as well. The characters have skills and get better at jobs over time. There is simple turn based combat. Basically everything this game has it just is done a different way that I like more. For example when characters do certain jobs it is a random dice roll of bad things happening just like this game but it is not "they die". Also traits matter more like for example there is a trait called Advocate. Which basically means the slave will affect other slaves and either make them more rebellious if that slave is not broken or make them more obedient if they are. Stuff like that makes things a bit more interesting. A lot of slaves are unique with some set traits and some random. I think this game could benefit a lot from that sort of thing. Masters of Raana also has a simple crafting system which would be nice for this game too. Why can you craft bows but not knives? Why can't you use bows in combat? Raana has an open world map where you select the location you want to go to. This game has that mostly but then just a random explore button. I think having a more static locations you can go to once you find them would be nice like what if once you find the hospital you could go back there specifically to scavenge materials? Raana has some stuff this game doesn't need as I don't think this game needs to be complicated like that game is like Raana has a whole dynamic economy system and faction system which is not necessary. I think this game just is in a weird middle area where there are lots of half baked mechanics that should either be removed or reimplemented and expanded. You could change the system to not be focused on having dozens of disposable samey slaves and just have a few set characters that represent more people and just have like a population mechanic that is a number instead or you can change the system so that the slaves are not as samey and are not as annoying to deal with. I just think how you have it now is like the worst of both worlds. I think just having population be a resource management rather than actual characters you need to manage would be a lot better for this game personally. Like you could have 1 character who has a bit of a storyline and represents each job type and you just add your populations to those characters to train them. So early on you might meet some hunter lady who represents hunters and woodcutters for example. Then when you do combat you can capture people or when you invite people through events you can have them join her and become hunters so you get more materials. Then you can lose population in random events but it is not as frustrating as losing a character.
I feel like everyone should do a very small amount of poking around in the developer console to find the code. It's pretty trivial. (no offense to ttyrke). Teach a man to fish and all that.
SugarCube.setup.decrypt(SugarCube.State.variables.mcCache)