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Where is it mentioned that travel from Eternal Rome to any other world is possible?
$smuggler_info[9] = ' [BALALAIKA]<br>- We have a large enterprise in one of the technogenic worlds. The product is cloned and grown rapidly in whole batches, then it goes through the process of hypnotic memory implementation and is done.'

Washing should be possible, albeit less effective. Cooking can be done at a campfire too, you don't need a kitchen, again, low quality food.
Low-quality food is already there -- you eat from cans, their cost being included in the 20 sparks per decade living expenses. Washing has alternatives. You can go to the spa, the beach, or send your slave to the hot springs. And you can send your slave to the Academy for cooking lessons. Thieves Guild ... will have to think about it more. Would it be tolerated? A fake great house is an amusing concept, but aside from delusions of grandeur what would that entail? Agree about the second wall if it's just whatever the Slums residents can cobble together. Not something maintained by the city.

Also, thinking more about the mechanics of the Fog rolling in and out, there is some contradiction in the game texts about whether you can literally be "in the Fog" or not. The shack being eaten by the Fog suggests that touching the Fog causes things to vanish, but it might be that the vanishing happens not right at the Fog edge but rather some distance in. The following quote mentions smuggling living beings through the Fog on foot... which seems to favor the latter interpretation.

$smuggler_info[4] = ' [BALALAIKA]<br>- Clippers’ holds get inspected very strictly, so there is no way to bring living beings in there. But they can be transported through the Fog on foot. It is slow and dangerous, but it is almost impossible to control.'
 

qwertyu12359

Jack-o-nine-tails
Game Developer
Aug 1, 2017
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I see on the roadmap some ideas about putting the Slums inside the city walls. Information is scattered, but according to the original game texts, the Slums are located outside the city walls. You encounter Isabella while "passing through the slums at the Border of the Fogs." In older versions of the game, the button for leaving the Slums was labeled "Walk to city" instead of "Leave the Quarter" (in the 2.2 dev version).

When you patrol at the Border of the Fog and encounter various monsters, notice that you never actually enter the Fog. Is it even possible to be "in the Fog", or is that just how citizens of Eternal Rome refer to other worlds (in the Fog / beyond the Fog from the perspective of Rome is "anywhere that isn't here")? If the edge of the Fog acts as a dimensional portal, then passing through the border of the Fog either teleports you to an "in-between" realm (in which case "in the Fog" is a specific place in the multiverse) or it teleports you directly to another world (randomly or with control if you have the requisite knowledge and skill - including but not limited to magical ability). If the edge of the Fog is not itself a portal but rather the Fog contains portals somewhere inside it, then it would be possible to physically enter the Fog without being teleported right away, but you would be at risk of stumbling into an unseen portal at any time (because obscured in the Fog). In the latter case, it might be possible for even non-mages to navigate the Fog (as long as the locations of the portals don't change). We know it is possible to pass through the Fog and control where you end up, because various characters mention business arrangements with specific worlds, implying there are ways to travel back and forth.

We know the Fog can be entered deliberately from other worlds by those with magical ability (for example, this is how the Nerd arrived in Eternal Rome, according to his backstory). We also know the Fog can be entered accidentally (for example, this is how Balalaika, leader of the smugglers, along with her former military unit, came to Eternal Rome unintentionally).

We know that the city of Eternal Rome is surrounded on all sides by the Fog. And we know that the distance from the city to the edge of the Fog changes frequently (perhaps constantly).

Reverend Molaru, Archbishop of Taurus House says: "A priest`s duty is to drive away the Fog from the Houses. Every day, on the altars of the cathedrals, sparks of creation are burned in ritual acts and Fog backs off. The Archbishop is in command of the priests and is personally responsible for the well-being of the territories around the Fog." I suspect the word "around" there is an incorrect translation and should read "surrounded by." The description of Archbishop Nirelis is: "This mummy is so old that he unravels as he moves, but Nirelis has great magical power and influence. His work is managing the temple, which removes Fog from the boundaries of the House." There are two other Archbishops, Reverend Porter and SHAITANA.

So each of the four Great Houses (Camira, Corvus, Serpis, Taurus) has priests responsible for spending sparks in a ritual that pushes back the Fog from their quarter of Eternal Rome. All territory within the city is under the jurisdiction either of the Vatican (White Town) or one of the Great Houses (they each have a "Quarter" of the city). As White Town is in the center of Eternal Rome, the four Quarters wrap around it.

We know that Eternal Rome has at least one external city wall all the way around it, because there is a city gate. It is not stated whether there are multiple gates. The gate in the game is labeled as singular ("the" gate) without stating which Quarter it resides in. So it might be that Quarter has its own gate, and going to "the gate" means going to whichever one happens to be nearest. It would make sense for each Great House to have its own gate, so that they do not have another Great House limiting (or monitoring) all of their comings and goings. Of course, having a gate is also a risk and requires maintenance: it is an easier point of entry than the wall for monsters seeking to enter the city, and it also needs guards to prevent the desperate riff-raff in the Slums from entering the city without permission.

When meeting Isabella, the slaver says: "the guards will not allow you into Rome proper without the sign of any of the Great Houses. I’m sorry, but I can hardly help with this. You need a recommendation from the recruiters." And Isabella says: "There are different ways to get into the city. I do not have sparks to bribe the guards, but I can pass as a slave of a respected member of the guild." From this, we know that there are guards, passports (effectively, if not literally - entry passes might take the form of tokens or the guards might have a list of authorized persons - but regardless entry is regulated by the Great Houses), and recruiters (from the guilds or other citizens looking to recruit from the Slums). If we think that each Quarter has its own gate, then to pass through a particular gate you would need approval from the Great House that manages that Quarter, and while they might accept the sign of another Great House, depending on relations between the Great Houses or their level of suspicion, they might not. While not overt in the game texts, in a city with rival powers, there must be conflict at times.

At the base camp that players can visit at the Border of the Fog, the sergeant is described as "in charge of one of the many fortified camps on the border of the Fog. He and his soldiers are the first line of defense against all dangers that enter Rome from other worlds." And he says: "Civilians do not belong here, you had better go back to the protected area."

So we know that there are multiple camps surrounding the city. Where are the Slums in relation to these camps? Is there a second wall between the Slums and the soldiers' camps? This does not seem to be clearly stated, but we can make some inferences.

The player home in the slums has the following description: 'You had to live in the remains of a house that was half-eaten by the Fog. For slum this place was built very thoroughly, but staying here is not comfortable at all, and most importantly - very, very dangerous.'

I interpret "half-eaten by the Fog" to mean that anything the Fog touches, vanishes. If the rituals are not maintained by one of the Quarters, the Fog creeps closer to the city walls, and could even creep past the walls into the Quarter itself. If the Fog ever got close enough to the city to touch the walls, they would vanish too. There must be a limit to the effectiveness of the rituals (the Fog can be pushed only so far back and/or only so often) and there must be variation in how close the Fog approaches the city on a given day. It is unlikely that the city walls would be placed somewhere where their vanishing is even an occasional problem. Maybe some Great Houses are more effective with their Fog-pushing rituals and so their portion of the city wall is farther out. It is doubtful that the wall is perfectly circular all the way around the city, given how much of a premium is placed on space.

If any land outside the city walls is deemed "safe" there would be immense pressure from citizens to bring that land inside the walls. In other words, the land outside the main city walls is land that citizens do not want, which means it is land that is not considered safe. So the edge of the Fog must sometimes approach quite close to the city walls, vanishing anything in its path (such as the portion of the slums built outside the walls in that area). The residents of the slums in that area would need to flee closer to the city wall or to an area where the Fog is not as close, then return later when the Fog retreats again to rebuild (except for the unlucky ones who get caught unawares, possibly including the previous resident of that shack in the slums).

Also, because the citizens do not want their wall to be eaten, they would leave some buffer space beyond the wall where the Fog very rarely comes (rare but not never, so not safe extending the wall further), and so the land closest to the wall would be the most valuable (being least likely to get eaten). From the citizens' perspective, the residents of the slums are the least valuable persons in Eternal Rome (that aren't worth the effort to make dead), so it seems unlikely that they would invest in building a second wall (that would need to be regularly rebuilt, necessitating import of raw materials) to protect the slums from monsters. The residents of the slums are themselves a buffer to delay the ravening hordes of monsters constantly emerging from the Fog until patrolling soldiers from the camps can hunt them down. Why bother protecting the slums at all (with the soldiers)? Probably the soldiers are really more for protecting the city itself (some monsters can fly, and if enough monsters are allowed to accumulate, they could breach the walls or overwhelm the gate guards). Also, some of the residents of the slums are employed within the city, and having a place for their wage slaves to live outside the walls means the citizens can hoard more of the land within the walls for themselves, so the citizens have an interest in maintaining a minimum level of safety outside the walls so they don't have to constantly replace their workers.

So, how much space is there from the walls to the border of the Fog?

Considering that what the player encounters at the Border of the Fog is representative of what is constantly happening there, not only when the player decides to patrol, we see that there are hapless women from other worlds frequently stumbling out of the Fog, and then being caught and raped by monsters that emerge from it soon after. So the distance from the border of Fog to the Slums must be far enough (most of the time) that these women can't immediately run and hide between buildings, or else we would be encountering these scenes whenever we visit the Slums instead of only when patrolling along the border.

There is also mention of enemies "fleeing the battlefield" when you prevail in an encounter, which suggests at least some amount of open space along the border. Considering that the priests perform their Fog warding rituals daily, my interpretation is that Fog advances a large amount every day, and the rituals push it back a more-or-less equal amount (with some give-and-take day-to-day, but an equilibrium is maintained over time). The space over which the Fog moves each day would be left barren or filled with random structures taken from across the multiverse (like waves depositing shells on the seashore). It is within that "high tide"/"low tide" space that the soldiers from the base camps patrol, and the most dangerous time to be in the Slums would be just before the priests do their daily rituals, when the Fog has reached its closest approach point for the day.

So when the Slums are referred to as being "at the Border of the Fogs" when you meet Isabella, it does not necessarily mean that the edge of the Fog is right next to the outer edge of the Slums, but at "High Fog" (to coin a phrase) it comes quite close. And anything left beyond the outer edge of the Slums usually vanishes the next day when the Fog rolls in.

With this interpretation, the base camps would be built close to the city walls and would have Slums on either side of them. In other words, the Slums are sandwiched between the city walls and the Fog, with soldiers patrolling the empty space between the Slums and the Fog, following the shifting boundary edge. Residents closest to the camps would be safest, of course.

Residents of the Slums are at constant risk of attack by monsters that slip past the patrolling soldiers, particularly at "High Fog" when there is little space between the edge of the Slums and Fog for the patrols to move around in, and there is even risk of Slums residents having their homes (and themselves) vanish into the Fog when the priests have a bad ritual day or the Fog is more rapacious than usual.

It is worth (pun intended) noting that the key ingredient for the Fog warding rituals, Sparks of the Flame of Creation, are contained in all living souls (according to game texts), and they can be extracted and imbued into objects, which forms the basis of enchantments as well as the physical currency of Eternal Rome. Sparks can be dissolved into a soul and then used to power magic, as described when the master casts spells or your slave takes enchanting lessons. Presumably casting spells without first absorbing Sparks is possible too, but would deplete the soul of the caster.

That gives an idea for a lore-friendly gameplay change: allow casting spells when you can't afford them, and drain the master's health [strength, allure and libido] stats instead. It would apply only when the slaver has run out of physical sparks. It would be interesting to see if this could be exploited by players. They could deliberately wait to take a loan until the end of the decade and meanwhile spend their master's stats on magic to help with training. But once the loan is taken, they would be spending physical sparks again for magic until it runs out, and on the hook to pay back the loan plus interest, discouraging any unnecessary spending. Other sources of income - selling previously and cryo-stored trained slaves, winning in the arena, etc. - could be used to avoid game over for a longer period, while keeping saved sparks deliberately as low as possible. Overall, I doubt it would significantly alter game balance, but it might be enough to save an otherwise hopeless situation. But we could make an option for the player to drain themselves instead of using physical sparks even when they have enough, introducing another dimension of gameplay strategy by turning the master's stats into another resource to be exploited. The drain rate would need to be balanced to exceed the rate at which the master can train up those stats, of course. For the first few slaves on a hard start, spending some of the master's stats instead of sparks could give more time to achieve difficult guild contract specializations like concubine, gladiatrix or pony, or shorten the time to complete the contract if the sparks saved on magic were spent on classes at the academy, but depleting the master's strength can lead to death, so it can only be taken so far...

There is also mention of the Vatican providing Sparks daily to each of the Great Houses, with the Praetor in each House being the person responsible for these deliveries. Where does the Vatican obtain all of those Sparks? We know that sparks exist in living souls, but can they be extracted by force? Does the Vatican engage in daily vampiric (soul-draining) rituals? One reason to doubt this is the practice of selling slaves to the butcher. If a slave is worth 5 sparks dead, then the Vatican must not be able to get more than 5 sparks from them while they are still alive, or else unwanted slaves would be sold to the Vatican instead of to the butcher. Still, even if the Vatican could forcefully extract only 1 spark per soul, if they have a method of obtaining victims that costs less than that, they would turn a profit.

Most of the women who wander in from the Fog get enslaved, and all slaves are female. What happens to men who wander in from the Fog and don't stay in the Slums? Many of the story mode master characters have stories about coming from other worlds. They all somehow avoided being murdered in the Slums and somehow became slavers. Butler's story mentions that he "put a lot of effort to gain the status of a slaver." Of course there are other Guilds besides the slavers (for example, the Illusionist Guild that maintains the illusion of the sky and sun for the artificial beach, which is actually in a cavern in the Serpentine Quarter). So some of the skilled male migrants arriving from the Fog may be able to secure jobs for themselves and survive that way. But if they can't show their worth, what is done with them? They could be slaughtered for food, but I don't see any text suggesting that in the game (pigs are specifically referenced as female). Hmm...

In addition to "honest" workers (residents of the Slums who have day passes to go to work in the city), we know that the Slums contain gangs of thugs (we sometimes see them catching girls at the border). Probably the members of gangs who are not also in the first category (workers) eke out their meager living by 'protecting' (extorting) residents (pay the dominant local gang to leave you alone; they try to keep other gangs away so residents keep paying them) and by capturing men and women who stumble out of the Fog and selling them to Slaver's Guild representatives or delivering them to recruiters in the hope they might have some valuable skill. This possibility of value to a recruiter is probably how most men emerging from the Fog survive their initial encounters with the gangs; they get captured and handed to the recruiters for a few sparks, or rejected and then either get forcibly inducted into the gang that caught them -- attrition undoubtedly being high -- or sent back into the Fog (dead or alive at the whim of the gang in question).

Naturally, as available space is finite, the Slums are very densely populated and the residents of the Slums must be fiercely competitive as every resource is scarce. Anyone living in the Slums must have protection of a gang or a Great House or Guild in the city (as the player does, being a slaver) to discourage other residents of the Slums from stealing everything they have, killing or enslaving them.

If the equilibrium between the priests and the Fog boundary ever shifted outward (meaning that a section of the Slums is no longer at constant risk from the Fog), the Quarter of the city on that side would expand outward, taking over part of the Slums there, because the citizens in that Quarter would hardly care to leave the expanded territory to the poor. But equilibrium shifts outward probably do not happen (the rituals are well-established, as is the behavior of the Fog: the rituals are probably about as effective as possible already). On the other hand, equilibrium shifts inward could happen when a Great House falls out of favor with the Vatican. Their Archbishop would be given less Sparks for rituals and would lose some ground (and some of the Slums) on that side (but probably the Vatican still would give them enough sparks to avoid the Fog reaching the city wall), until they patch up their differences. That would be tough luck for the Slums residents from that area, who would have to relocate around the outside of the city to the Slums in the territory of one of the other Great Houses.

Incidentally, there is mention of "Camira war camps" in the Fenris master character's background, but I see nothing else in the game text about them. Possibly this is a reference to the base camps outside the section of the city walls belonging to the Camira (Outcasts) Quarter. Or possibly there are some wars being fought elsewhere in the multiverse that the Outcasts are involved in. (If the Fog can be navigated, it stands to reason that Eternal Rome can wage war against peoples in other worlds and establish colonies, demand tribute, and do the other types of things that foreign invaders do after defeating the locals.)
It's nice your bring so many evidences with you to backup your point about the lore.

I cannot address each points (no computer to copy paste, no free time). But I wholeheartedly agree with the idea of being careful about the pre-existing lore. We might have had unproper interpretations considering the location of the slums in comparison to the fog.

But we also thought of things visually. For exemple, it's hard to picture any habitation in the border of the fogs, with its image. Yet there was a moneylander there. We decided to put the slums inside the wall, and imagine there are walls inside walls (kind of like Attack on Titans, but with almost no one to guard there, so monsters can enter, make the rules, and be sedentary... It fits with how the moneylander himself looks). We changed Isabella dialogue in dev' version from "into the city" to "into the actual city". And that way, we removed all the "unfamiliar house" that used to be there without ever being useful.

Now about the fogs surrounding each house... We have to think about the loaded map picture. The idea (especially for the new UI to come) is to take this map picture and visually define where is each quarter located (so you just have to click on it). This means that so far, White Town is not at the center anymore but above a mountain, with a litteral view on all other neighborhoods. The only obstacle for that is that the slums and the Gate aren't seeable, so we're stuck. Either we find another picture that 100% fits all quarters (which has been impossible thus far) or we make the current one works and adapt some of the game's dialog (so White Town wouldn't be at the center anymore for exemple).

Edit: and about the shack being "eaten" by the fog, it's not so much of a stretch of mind to think the fog went there, making monsters be in their elements and humans not able to see much of what was going on when the fog was present. Monster being so fast and destructive than when it was over, the shack looked like a tornado came to destroy it even if that was just brute force.

Because otherwise, it'd mean that you literally can't patrol the "border of the fogs" otherwise you risk touching the actual fog and see your hand disappears and vanish (unless your body is stronger than the houses in the slums). Same for people traveling on foot through the fog, how would they do? Same for girls that get lost there; I think they are more hiding from monsters and trolls for hours, rather than trying to avoid a bunch of super destructive fog trails.
 
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Lokplart

- I can code, I guess :D
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Low-quality food is already there -- you eat from cans, their cost being included in the 20 sparks per decade living expenses.
I think you should be able to cook yourself one better then F- food in the slums. Maybe an S+ would give you C- food, A+, B+ would give you D- food, the rest if F-.

Washing has alternatives. You can go to the spa, the beach, or send your slave to the hot springs.
Yeah but those cost. It's not that hard to get some water into a big container and get in it.

Thieves Guild ... will have to think about it more. Would it be tolerated?
Why wouldn't it be tolerated? It could have clients up in the highest districts who pay for their services for a lot of reasons, like gathering blackmail or intel, spying, etc.

A fake great house is an amusing concept, but aside from delusions of grandeur what would that entail?
Another client.
A quest (Maybe tied in to the thieves guild).
He could be a secret member of the trade guild, making sure to send as much of the illegal money that flows through the slums into the guild.
You proposed some 'protection' taxes events. Those thugs would ask for money in the name of the King of Beggars. So while selling a slave to him wouldn't be a necessity to advance in the game, making good relation with him would have a benefit in making the number of attacks fewer if not none. His influence would also reach the Quarter of the Outcasts so selling to him would save you 2 quarters of attacks.
 
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As long as the cooking and bathing in the Slums is limited, I am okay with it. I want to keep the feeling of living in the Slums being really unpleasant.

The protection I was describing was premised on the idea of multiple gangs competing with each other. If this King of Beggars is the leader of a dominant gang in the Slums, it would fit my concept. But, I thought there would be other gangs seeking to displace his gang and take over the territory (and the 'tax' revenue from the residents there). I suppose it is not impossible that there could be a sufficiently effective and ruthless leader to overpower all other gangs, but it would likely split up after his eventual death as all the former lieutenants decide they want to be the new King.

Of course, these protection payments would make the game start more expensive, so we will need to compensate for that.
 
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so monsters can enter, make the rules, and be sedentary...
There is an important distinction between monsters and non-humans (beastmen, undead, etc.). Eternal Rome is not only for humans, but monsters are creatures that come from the Fog purely to hunt, rape, kill, destroy ... wild, not civilized. Even if they are intelligent and able to communicate, their behavior sets them apart from creatures that come to the Eternal Rome to become part of the society.

Now about the fogs surrounding each house... We have to think about the loaded map picture. The idea (especially for the new UI to come) is to take this map picture and visually define where is each quarter located (so you just have to click on it). This means that so far, White Town is not at the center anymore but above a mountain, with a litteral view on all other neighborhoods. The only obstacle for that is that the slums and the Gate aren't seeable, so we're stuck. Either we find another picture that 100% fits all quarters (which has been impossible thus far) or we make the current one works and adapt some of the game's dialog (so White Town wouldn't be at the center anymore for exemple).
I understand the difficulty of finding a suitable image, but the only way that it makes sense for the city to be space-limited is if it is completely surrounded by the Fogs and therefore cannot expand outward. If that is the case and there are four Houses that are given sparks every day to push back the Fog, then there are two possibilities: the four Houses surround the White Town, or the White Town is a fifth district (with the entire city being approximately circular). But if White Town is a fifth district, then it would be strange to refer to the four other districts as Quarters. And the White Town would need to perform Fog pushing rituals too, which is not mentioned.

Edit: and about the shack being "eaten" by the fog, it's not so much of a stretch of mind to think the fog went there, making monsters be in their elements and humans not able to see much of what was going on when the fog was present. Monster being so fast and destructive than when it was over, the shack looked like a tornado came to destroy it even if that was just brute force.

Because otherwise, it'd mean that you literally can't patrol the "border of the fogs" otherwise you risk touching the actual fog and see your hand disappears and vanish (unless your body is stronger than the houses in the slums). Same for people traveling on foot through the fog, how would they do? Same for girls that get lost there; I think they are more hiding from monsters and trolls for hours, rather than trying to avoid a bunch of super destructive fog trails.
Yes, I have come around to this interpretation too. The Fog itself is not destructive on touch, but monsters roam within the Fogs and it is the monsters that are dangerous. You patrol along the border instead of inside the Fogs because (a) it is hard to see within the Fogs; and (b) you lack the training to safely navigate in the Fogs and could get lost or even stumble into a portal.

My sense is that the city of Eternal Rome is actually "in" the Fogs also, but has repelled them to create a region of safety. And the Fogs are a sort of in-between realm that touches the entire multiverse. Something along the lines of the but maybe the portals do not take the form of puddles... They might even be invisible (though if you encounter one, it still teleports you)... but if so, they must be detectable with magic. If the position of the portals is fixed in relation to the Eternal Rome, it would be possible to create maps that a mundane could follow, and to march armies through them etc. Even if they move, as long as it happens slowly, or a capable mage is leading the way, it still could work.
 

Asia Argento

The Golden Dragon Princess
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Since this is a user modded thing and not a dev... and I am not sure on how hard it would be on Qwerty, but not sure if it would be at all given you can hoard endless slaves in cryo chambers, but what about adding a 3rd slot that would serve as a permanent kept slave. Idk how many times I have accidentally sold Isabella forgetting that once you click on auction it means you are automatically selling the slave being trained to lose her and having to scrap a pt...

Also, any chance on a stamina freeze being implemented? The 5 bars deplete quickly meaning days fly by so fast... especially when you lose a bar literally walking to the shop to buy supplies... sooo... idk if its possible but I figured I would make these suggestions and at worst... i get a no... but ty for taking the time to answer if you do and thanks again for your hard work, Qwerty.

have a nice day, everyone.
 

Asia Argento

The Golden Dragon Princess
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I've added a confirmation prompt for the auction.

Sandbox mode starts with 10,000 sparks, so having a selector for that isn't necessary. The faction toggles in custom mode are not in sandbox mode because in sandbox mode you always start with faction reputation equivalent to having all of those boxes checked. Sandbox also gives you twice as many points for character creation, and the option of starting as a Patrician.
 
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Lokplart

- I can code, I guess :D
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The protection I was describing was premised on the idea of multiple gangs competing with each other. If this King of Beggars is the leader of a dominant gang in the Slums, it would fit my concept. But, I thought there would be other gangs seeking to displace his gang and take over the territory (and the 'tax' revenue from the residents there). I suppose it is not impossible that there could be a sufficiently effective and ruthless leader to overpower all other gangs, but it would likely split up after his eventual death as all the former lieutenants decide they want to be the new King.
I don't think the city is known for it's competitive environments but for it's deeply rooted monopolies. If the King has the trade guild backing him up it would make sense for him to at least have the majority of influence.
I would like to think of the King of Beggars as an intelligent person that chooses to run his operations in the slums because of the ease with which he can find people desperate or foolish enough to join him. People that he can control and later betray or blackmail.
So there would be other gangs but nothing that he can't control.
I don't think the King's death will be an event in the game. But it would be an interesting idea.

Of course, these protection payments would make the game start more expensive, so we will need to compensate for that.
Actually, no we don't. Paying would be the worst option available. Lets encourage the player to take action!
If you start with a good fighting skill, resist or if you don't train him a slave. If you train him a slave, he would pay you half her value but would stop asking you for money, at least until he gets bored of the girl you sent and starts again.
We'll need to fine tune that cooldown time after you train him a slave so that it's not too fast but also make sure it fires a couple times before you move into the serpentine quarter and leave his sphere of influence.

But if White Town is a fifth district, then it would be strange to refer to the four other districts as Quarters
Quarters is a bad name for them. There is no way the Outcasts would be in the situation they are unless they are unless they are more prone to monster attacks which means they have to be more outwards then the other 3. It wouldn't be far fetched to say that the Vatican has have found a way to keep the fog at bay on their side and greedy nature of the leaders of the city would make it so they would keep that method for themselves.

So we would have the White Town, up their mountain, with their top secret way of keeping the fog away from that side of the city. The Bull, The Necropolis and The Serpentines around the White town in an arc. Then The Outcasts in an arc around all 3 districts. The big gate would be around The Outcasts, then the Slums would be around the big gate and then the scrap gate kind of like this:
1598130541917.png
 
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I don't think the districts would be laid out that way, too spread out. The Great Houses would each take a radial slice extending from the edge of White Town to the city wall, like pizza slices with the tips pointing towards White Town (and the tips cut off where White Town's outer edge intersects them), instead of concentric arcs like you drew them.

Basically what I was describing earlier, except this has all four districts on one side of White Town instead of encircling White Town all the way around.

I don't think any of the Great Houses are facing attacks from monsters inside the city. What makes you think Camira is more prone to monster attacks?
 

Lokplart

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I don't think the districts would be laid out that way, too spread out. The Great Houses would each take a radial slice extending from the edge of White Town to the city wall, like pizza slices with the tips pointing towards White Town (and the tips cut off where White Town's outer edge intersects them), instead of concentric arcs like you drew them
Yeah but, in that way, there is no reason why the Outcasts quarter would be so underdeveloped compared to the other 3. The Serpentines have tech, The Necropolis has magic, The Bull has strength and a lot of other shit. What does the Outcasts distric have?

If you think about it, this way makes a lot of sense. The outcasts are a district composed of citizens from all three districts above that have been pushed out for various reasons. Traitors, politic interests, crimes etc.
Maybe not exactly these borders but this layout.
 

qwertyu12359

Jack-o-nine-tails
Game Developer
Aug 1, 2017
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Yeah but, in that way, there is no reason why the Outcasts quarter would be so underdeveloped compared to the other 3. The Serpentines have tech, The Necropolis has magic, The Bull has strength and a lot of other shit. What does the Outcasts distric have?

If you think about it, this way makes a lot of sense. The outcasts are a district composed of citizens from all three districts above that have been pushed out for various reasons. Traitors, politic interests, crimes etc.
Maybe not exactly these borders but this layout.
I think the Outcasts have dragons

This info comes out of my ass I know. But I remember having read it somewhere. Maybe the diary or something close to that. :illuminati:
 

Lokplart

- I can code, I guess :D
Game Developer
Jul 28, 2018
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I think the Outcasts have dragons

This info comes out of my ass I know. But I remember having read it somewhere. Maybe the diary or something close to that. :illuminati:
I thought the Bull had dragons? There's no fucking way the Outcasts have dragons dude.

A quick look in the code and the only mention of dragons is this:
'If Mistress of Camira House accept me into pack of her "dragons" I will be a big shot among nonhumans. I just need to remember about their feud with the Taurus House.<br>' + _

Which seems to be just a nickname for her knights for whatever she has there
 
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Aug 20, 2020
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The Mistress of Camira house IS a dragon... $npc_info['tiamath'] = 'The ancient dragon Tiamat has ruled the Camira House unchallenged for so long that no one remembers a time before her. Her undeniable power and wisdom make her an unrivaled ruler. But fortunately she is not vain. At least not in the human sense.'
 
Aug 20, 2020
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The "basic" nature of the residence available to the player in the Outcasts Quarter possibly reflects a lack of care about civilized niceties, but it certainly does not reflect a lack of power, in my view. The Taurus House and the Camira House are rivals/feuding, because the Taurus are all about being "civilized" (the Gentleman's Club is full of elitists, in other words), and they view the beastmen and non-humans as lesser. The Camira are just different, you see.
 

Lokplart

- I can code, I guess :D
Game Developer
Jul 28, 2018
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Yeah but she's just ONE dragon. That's not equal to the outcasts having dragons, as in: many of them ready to fight. In Serpentine, everyone has tech, in necro, everyone has magic, etc.
They are very underdeveloped compared to the other 3 no matter how you look at it so having be on equal grounds with the other ones just doesn't make sense to me..
My point is that exiles or missfits from those 3 districts must go somewhere and I highly doubt that they're just yeeted into the slums or the fogs
 

qwertyu12359

Jack-o-nine-tails
Game Developer
Aug 1, 2017
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I think you're both right at the same time. The outcast ruler is a dragon, and let's say she's not a shitty one; she's able to have equal footing to the other house masters, which allows the neighborhood to have equal military strength to the other quarters (except the Vatican).

On the other side, the people there ARE Outcasts and the neighborhood has almost as poor living conditions than the Slums as explained by the Real Estate slave. (y)
 
Aug 20, 2020
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Some examples of residents:

Garsid (who gives you the Chimaera gem)
Mystra (of the shop of mysteries, including but not limited to alchemy ingredients...)
Lord Pira (He can be found in one of the demonic temples in the quarter of the outcasts)
Archmage Kurfilinn (His palace is to be sought in the quarter of the outcasts)
Countess Elizabeth Batory (She lives in a mansion on the outskirts of the outcasts quarter)
Archbishop SHAITANA (Do you know what it takes for us to keep at bay the Fogs and expand House ownership? These rituals require sparks, yes. But also they require a masterful performance. I have to pick out the temple maidens myself, and the requirements are high, so I’m willing to pay well for the help. Our rituals must contain immature virgins, not yet experienced in the act of love. But at the same time she must be a potion master, because she will personally mix the Great Elixir. To participate in the rituals, the virgin also must sing well, dance and play the dulcimer. And in general, she should be pleasing to God.)
Magnaga (She has an exotic cult sanctuary in the quarter of the outcasts)
Prince Charming (His castle is in the quarter of the outcasts)
Sphingy (She lives in the library in the quarter of the outcasts)
Uncle Bo

Yes, there are plenty of poor misfits, and in fact most of these are misfits too. But these are not so poor. They are, however, different. My point is that "poor living conditions" to a non-human is a different standard. Just because it is not comfortable for humans does not mean it is not comfortable for the non-humans who live there.
 
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MrCrazy123

Active Member
Feb 6, 2019
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If I wanted to play this game would I be best served downloading the thing in the OP or going to the connected dev thread and downloading whats over there instead?
 
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