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House of Rahl

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May 10, 2025
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what is the easiest task(s) to get the slave to do? i'm assuming kissing would be the easiest sex activity followed by the petting group?

and can yall offer any tips on the beginning? i've read a few guides that talk about managing to buy and sell a slave like every 10-20 days which i don't understand. it took me 100+ days to train a slave on normal, but now that i've basically ran away with the game on normal i was considering extreme. but i struggle with a few key areas. the first few days of getting the slave, specifically getting them to do anything is damned difficult. secondly extreme at most only lets you get up to 400$ at the start and that seems quiet tight for a budget. on normal i was going through around 150 every 10 days for isabella and 1 slave in the outcast (camira) house. i'm assuming i'll have to drop into the slums but that will just further complicate dealing with the first few days.

PS: i have never sold a slave to anyone but the auction thing. i read somewhere they gave the best money so never bothered with the rest and shot for A and above. don't think i can reasonably hit A with the low starting stats in extreme.
 
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Flying Geaser

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Jun 30, 2021
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what is the easiest task(s) to get the slave to do? i'm assuming kissing would be the easiest sex activity followed by the petting group?

and can yall offer any tips on the beginning? i've read a few guides that talk about managing to buy and sell a slave like every 10-20 days which i don't understand. it took me 100+ days to train a slave on normal, but now that i've basically ran away with the game on normal i was considering extreme. but i struggle with a few key areas. the first few days of getting the slave, specifically getting them to do anything is damned difficult. secondly extreme at most only lets you get up to 400$ at the start and that seems quiet tight for a budget. on normal i was going through around 150 every 10 days for isabella and 1 slave in the outcast (camira) house. i'm assuming i'll have to drop into the slums but that will just further complicate dealing with the first few days.

PS: i have never sold a slave to anyone but the auction thing. i read somewhere they gave the best money so never bothered with the rest and shot for A and above. don't think i can reasonably hit A with the low starting stats in extreme.
Tip for you:
Slaves that are weak in temperament, pride and nature are more obedient. Buy a slave with weak temperament and nature. Also use this wiki to know what affects temperament and nature so you don't accidentally break the slave.

but I agree with you I too find the 400$ starts deadly. I'm currently doing the normal scenarios on hard difficulty but atleast I have starting liquidity and skills.
 

House of Rahl

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May 10, 2025
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Tip for you:
Slaves that are weak in temperament, pride and nature are more obedient. Buy a slave with weak temperament and nature. Also use this wiki to know what affects temperament and nature so you don't accidentally break the slave.

but I agree with you I too find the 400$ starts deadly. I'm currently doing the normal scenarios on hard difficulty but atleast I have starting liquidity and skills.

i often have that page open to reference what will boost empathy or nature since those tend to be difficult to increase. on normal i kept trying to buy slaves with B+ temperament so i could use high boots for the +1 temperament buff daily to get that to S easy.

i know extreme requires +1 minimum rules (3). also x4 rent... i really hope that doesn't include food and w/e the other category is that keeps costing me a ton. whatever even is other for expenses? any change to the max of 2 reward/punish per day?
 
May 5, 2020
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what is the easiest task(s) to get the slave to do? i'm assuming kissing would be the easiest sex activity followed by the petting group?
the sex lessons with the lowest inherent repulsion values are kissing, seduction, and masturbation, all with repulse 0. handjob and footjob both have repulse 1, petting and paizuri have repulse 3. humiliation, surprisingly, has repulse 2. everything else is 4 or more. note that these values only impact what the slave is willing to do (not how well they do it!), and that whether or not a slave is willing to do a sex lesson also depends on their obedience and sex acceptance (sex acceptance depends on their mental state -- eg a frightened slave has sex acceptance proportional to fear, a hateful slave has sex acceptance inversely proportional to temperament, etc, check the code to see which does which).

the actual lowest repulse tasks in general are cleaning the house (between -12 and 0 repulse depending on stats), cooking dinner (between -8 and -4 repulse depending on stats), and athletics (between -9 and 0 repulse depending on stats). the formulas themselves are complicated but depend on stamina (higher is better), intellect (B+ or more is better), pride (lower is better), and nature (B+ or more is better).
 
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May 5, 2020
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whatever even is other for expenses?
'other expenses' is a charge based on your standard of living. the exact costs are listed on the and can be reduced by an assistant's accounting.

i know extreme requires +1 minimum rules (3). also x4 rent... i really hope that doesn't include food and w/e the other category is that keeps costing me a ton.
extreme only impacts rent. according to the code, it's actually base rent -- extreme difficulty charges normal rent, normal difficulty charges rent/4, easy charges rent/10. all other prices and expenses are unchanged, including the price of food/groceries.

as for dealing with rent on higher difficulties, you wanna live with the outcasts or in serpentine until you get your stats and wealth up. imo it's best to just spend the first 200 or 300 days in the slums (until the moneylender starts charging rent), you can do a lot of stat grinding in the slums even without a kitchen or bath. just rely on the pub for food and the spa for allure (you dont need to bathe frequently as long as your allure is high from the spa).
 
May 5, 2020
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i've read a few guides that talk about managing to buy and sell a slave like every 10-20 days which i don't understand. it took me 100+ days to train a slave on normal, but now that i've basically ran away with the game on normal i was considering extreme.

don't think i can reasonably hit A with the low starting stats in extreme.
it's insane to think you could hit A or S from an extreme start for your first slave. if you're doing a true minimum stats extreme run, your only real option is to have your first slave be a gladiatrix d- slave contract, but even if you're not minimum stats you should still be only going for d- and d+ at first with absolutely no more than 30 days per slave, ideally selling them as soon as they hit the relevant rank threshold. the goal is basically to sell the slaves as soon as they turn obedient and live paycheck to paycheck until your stats get a little higher and you get enough of a nest egg to buffer as you push for more. what i usually do is have my first 2 slaves be D- gladiatrix guild contracts, then a D+ gladiatrix to bullhorn in the quarter of the outcasts, then a C+ concubine to any of the minor residents that want one (usually in the outcasts so i can get the reputation to rent a house there), and only then do i feel comfortable working on the special missions or pushing for higher ranks. once i get the special missions though, i do tend to go from C+ straight to S+ and selling at auction, unless i'm trying to become a patrician in a specific quarter.

there's probably different routing that doesn't require savescumming for the second slave (maybe you can get away with selling your second slave as D- or D+ at auction), but i don't think it's possible to do your first slave as anything but a gladiatrix contract starting from 0 stats and 200 sparks. the 30 day limit, of course, is to accommodate the moneylender, who is basically the only way to afford food while training a slave from scratch.
 

House of Rahl

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May 10, 2025
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it's insane to think you could hit A or S from an extreme start for your first slave. if you're doing a true minimum stats extreme run, your only real option is to have your first slave be a gladiatrix d- slave contract, but even if you're not minimum stats you should still be only going for d- and d+ at first with absolutely no more than 30 days per slave, ideally selling them as soon as they hit the relevant rank threshold. the goal is basically to sell the slaves as soon as they turn obedient and live paycheck to paycheck until your stats get a little higher and you get enough of a nest egg to buffer as you push for more. what i usually do is have my first 2 slaves be D- gladiatrix guild contracts, then a D+ gladiatrix to bullhorn in the quarter of the outcasts, then a C+ concubine to any of the minor residents that want one (usually in the outcasts so i can get the reputation to rent a house there), and only then do i feel comfortable working on the special missions or pushing for higher ranks. once i get the special missions though, i do tend to go from C+ straight to S+ and selling at auction, unless i'm trying to become a patrician in a specific quarter.

there's probably different routing that doesn't require savescumming for the second slave (maybe you can get away with selling your second slave as D- or D+ at auction), but i don't think it's possible to do your first slave as anything but a gladiatrix contract starting from 0 stats and 200 sparks. the 30 day limit, of course, is to accommodate the moneylender, who is basically the only way to afford food while training a slave from scratch.
would you mind going a bit more into this? how do you finish even a d slave in 30 days and where do you sell those? the first 3 days normally they refuse to do any work of any kind. leaving me to either give them 2 punishments a day to build fear in the hopes to get them to do tasks, or alternatively i can just let them do nothing for that time while explaining situation once a day and spend my time on the assistant or building up the slaver and basically wasting that stamina each day. the punishment route really hurts their mood so i've mostly avoided it since i figure that would be harder to recover from than losing the 3 days or more to letting them lounge about. after the initial 3 days i can normally get them to do something, though not always. from there it's a slow grind to get them to even consider doing half the available tasks. i've never sold to anything other than the auction. the npc's only offered like 500-1000 or something if memory serves and the guild contract offered even less i think. where as the auction for an s- was like 13k. it didn't seem worth it at all to deal directly with the npcs or was i missing something?
 
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ReC3KS

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would you mind going a bit more into this? how do you finish even a d slave in 30 days and where do you sell those? the first 3 days normally they refuse to do any work of any kind. leaving me to either give them 2 punishments a day to build fear in the hopes to get them to do tasks, or alternatively i can just let them do nothing for that time while explaining situation once a day and spend my time on the assistant or building up the slaver and basically wasting that stamina each day. the punishment route really hurts their mood so i've mostly avoided it since i figure that would be harder to recover from than losing the 3 days or more to letting them lounge about. after the initial 3 days i can normally get them to do something, though not always. from there it's a slow grind to get them to even consider doing half the available tasks. i've never sold to anything other than the auction. the npc's only offered like 500-1000 or something if memory serves and the guild contract offered even less i think. where as the auction for an s- was like 13k. it didn't seem worth it at all to deal directly with the npcs or was i missing something?
The 3 or 2 rules is the key, if you don't set enough rules, she will never get disciplined. as long she is not getting depressed is eazy, if she is following rules, just skip days, she will get enough obedient to do some task, then you can reward or punish her. balance mood and rules enforcement is the key, some clothes increment mood, never give her a reward if she doesn't deserve it, you can make her battle or participate on race, then you can give her a reward and this will increment her mood. Or you can savescuming for a brony trait girl, that trait is just OP, you can make her wear pony stuff, and those stuff, increment a lot taming per day and make her happy. just skip enough, and you slave will become a obedient slave ready to be fuck and trainned.
 

House of Rahl

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May 10, 2025
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The 3 or 2 rules is the key, if you don't set enough rules, she will never get disciplined. as long she is not getting depressed is eazy, if she is following rules, just skip days, she will get enough obedient to do some task, then you can reward or punish her. balance mood and rules enforcement is the key, some clothes increment mood, never give her a reward if she doesn't deserve it, you can make her battle or participate on race, then you can give her a reward and this will increment her mood. Or you can savescuming for a brony trait girl, that trait is just OP, you can make her wear pony stuff, and those stuff, increment a lot taming per day and make her happy. just skip enough, and you slave will become a obedient slave ready to be fuck and trainned.
since brony is a hidden trait and new slaves tend to be very against pony training wouldn't it take weeks and weeks to even see if the slave has that trait just to save scum? that seems like a lot of time burned. also in the start even isabella doesn't listen all that great and she starts with decent obedience and other aura stats, at least on extreme. on the normal gameplay her work was perfect or praiseworthy pretty consistently even from the beginning.

i have two ideas at the moment. either i don't take a slave and just stick with isabella trying to get her trained for gladiatrix and pony races asap and hope that is enough to make a small profit enough to afford a slave and start work there. or just go straight into slave + isabella but the food cost might bankrupt the small 400 starting capital you're limited to.
 

ReC3KS

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Oct 12, 2021
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since brony is a hidden trait and new slaves tend to be very against pony training wouldn't it take weeks and weeks to even see if the slave has that trait just to save scum? that seems like a lot of time burned. also in the start even isabella doesn't listen all that great and she starts with decent obedience and other aura stats, at least on extreme. on the normal gameplay her work was perfect or praiseworthy pretty consistently even from the beginning.

i have two ideas at the moment. either i don't take a slave and just stick with isabella trying to get her trained for gladiatrix and pony races asap and hope that is enough to make a small profit enough to afford a slave and start work there. or just go straight into slave + isabella but the food cost might bankrupt the small 400 starting capital you're limited to.
hahahahahaha, no bro, just buy a pony equipment and try to equip to the slave, if she has brony trait, will be reveal.
 
May 5, 2020
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would you mind going a bit more into this? how do you finish even a d slave in 30 days and where do you sell those? the first 3 days normally they refuse to do any work of any kind. leaving me to either give them 2 punishments a day to build fear in the hopes to get them to do tasks, or alternatively i can just let them do nothing for that time while explaining situation once a day and spend my time on the assistant or building up the slaver and basically wasting that stamina each day. the punishment route really hurts their mood so i've mostly avoided it since i figure that would be harder to recover from than losing the 3 days or more to letting them lounge about. after the initial 3 days i can normally get them to do something, though not always. from there it's a slow grind to get them to even consider doing half the available tasks. i've never sold to anything other than the auction. the npc's only offered like 500-1000 or something if memory serves and the guild contract offered even less i think. where as the auction for an s- was like 13k. it didn't seem worth it at all to deal directly with the npcs or was i missing something?
i think it's much more effective to tank the mood loss. when i'm at that stage of the game, usually i go for one punishment a day, but the girls end up getting to despair level 2 by the time they're obedient. once they start following orders (either 'do gymnastics' or 'clean the house' to start), i give them the warm plaid as soon as possible (decreases despair at the end of the day) and reward them with fun (also decreases despair) as much as i can. i also frequently use encourage and take them to the spa to keep their mood at calm or hopeful, so despair doesn't increase further (of course, i also use the sundress and light slippers, but that goes without saying). datura and alcohol also help a lot, but alcohol is addictive so i usually just use datura. by the time they have positive obedience (officially reaching D- rank), i've usually managed to get their despair back to 0.

as for economics -- the first D- guild contract is gonna get you a total of $310 ($60 up front, $250 at completion), not counting the speed bonus/penalty. that's why i call it 'paycheck to paycheck' -- you're barely making more than you spend, even with the coliseum. usually, what the economics look like for me is $30-50 per week on slaver food (from the pub, $50 if i'm being aggressive with trying to raise strength but $30 on the first week regardless since you start at F-) and $20 per week on slave food, $43 at the start on clothes (sundress, slippers, thick steel rings, collar), $20 on piercings (for the steel rings), and $9 for the plaid. i consider these the bare necessities, so for the 30 days of training, the economics is typically +$150 from the coliseum, -$190 from food, -$72 from one-time expenses. that leaves your profit as $198 sparks, or $98 sparks if you use the moneylender (the $100 spark interest is no joke, but it's often necessary early on to avoid going broke). that leaves $98 to spend flexibly. you'll almost certainly spend more and find yourself in the red, which is fine for the first slave -- a lot of that is gonna be one-time purchases that persist between slaves, for instance. i usually spend $40 on the formal suit, $40 on the anal pear and gag, and $15 on a dagger, leaving me with $3 in profit (and so $203 in remaining savings, requiring a lot of deliberation on how much to spend on the spa, the beach, datura, pollen, and kamra.
the point is to get your stats up enough that you're in the green for the second one -- for the second one my only long-term purchases are the vaginal beads and chastity belt. remember, better gear and stats = less investment in datura and the spa, investment in pollen and kamra = faster training = speed bonus from the contract.
after that, if you're playing it safe, you should be able to do a third D- slave without the moneylender (not needing to pay $100 in interest is huge), but instead i usually instead try to push for a D+ gladiatrix to sell to Bullhorn in the quarter of the outcasts (minimum of $750 from him, more if you take time to maximize her charm -- significantly more profitable than those first guild contracts). that's almost always enough to pay the second tier of interest to the moneylender (pushing for D+ forces me to take the $1000 spark loan at some point, which charges $250 in interest).
the D+ slave isn't easily repeatable, because there's only a single minor resident in the game that buys a D+ gladiatrix... but there's a ton that buy C+ concubines, so that's the obvious next step. they're not as profitable as you might want compared to the D+ slave (minimum of $1000, not a very big bump compared to D+), but the concubine specialization is way easier to train than any of the other non-gladiatrix specializations (you can train sex skills without relevant skill levels slowly, while others hard require the slaver to have a certain skill level or use the slave school). there are 9 (!!!!) total minor npcs looking to buy a C+ concubine, but you probably only need to sell one (or two, if you're taking things slow) before you move into the 'normal difficulty' state of the game (doing the special orders, moving into an apartment, having some real stats, training devoted slaves, etc etc)

the first slave is 100% the most punishing -- it's really, really, really tight economics. starting with $200 sparks is just such a low stopgap. look at all the math i did for it, compared to what i did for the others. you be way more lackadaisical with your training and purchases after the first two slaves, because you can afford to be suboptimal and fuck up and experiment.
 

superrisky

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Quick question. In the tutorial, when you give the slave clothes their appearance reflects what they are wearing. This is also the case in the screenshots i've seen online. However, when I play the main game my slaves always appear naked even when I give them clothes. Is there a way to fix this?
 
May 5, 2020
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Quick question. In the tutorial, when you give the slave clothes their appearance reflects what they are wearing. This is also the case in the screenshots i've seen online. However, when I play the main game my slaves always appear naked even when I give them clothes. Is there a way to fix this?
yeah you can fix it by drawing clothing sprites for every slave in the game. right now only the three tutorial slaves have clothing sprites drawn but if you lock the fuck in we can change that
 
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Quick question. In the tutorial, when you give the slave clothes their appearance reflects what they are wearing. This is also the case in the screenshots i've seen online. However, when I play the main game my slaves always appear naked even when I give them clothes. Is there a way to fix this?
As the user above said, it's not a bug, it's how the game has always been. The tutorial slaves being able to wear clothes is one of the most recent features.

I'm curious, where did you see screenshots that hinted at seeable customizable clothes on the slave? In the OP of this thread at least, there isn't. It means there might be a parallel community I don't know about ^^
 

House of Rahl

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hahahahahaha, no bro, just buy a pony equipment and try to equip to the slave, if she has brony trait, will be reveal.
blasphemy. what is this sorcery? lol. ty.


i think it's much more effective to tank the mood loss. when i'm at that stage of the game, usually i go for one punishment a day, but the girls end up getting to despair level 2 by the time they're obedient. once they start following orders (either 'do gymnastics' or 'clean the house' to start), i give them the warm plaid as soon as possible (decreases despair at the end of the day) and reward them with fun (also decreases despair) as much as i can. i also frequently use encourage and take them to the spa to keep their mood at calm or hopeful, so despair doesn't increase further (of course, i also use the sundress and light slippers, but that goes without saying). datura and alcohol also help a lot, but alcohol is addictive so i usually just use datura. by the time they have positive obedience (officially reaching D- rank), i've usually managed to get their despair back to 0.

as for economics -- the first D- guild contract is gonna get you a total of $310 ($60 up front, $250 at completion), not counting the speed bonus/penalty. that's why i call it 'paycheck to paycheck' -- you're barely making more than you spend, even with the coliseum. usually, what the economics look like for me is $30-50 per week on slaver food (from the pub, $50 if i'm being aggressive with trying to raise strength but $30 on the first week regardless since you start at F-) and $20 per week on slave food, $43 at the start on clothes (sundress, slippers, thick steel rings, collar), $20 on piercings (for the steel rings), and $9 for the plaid. i consider these the bare necessities, so for the 30 days of training, the economics is typically +$150 from the coliseum, -$190 from food, -$72 from one-time expenses. that leaves your profit as $198 sparks, or $98 sparks if you use the moneylender (the $100 spark interest is no joke, but it's often necessary early on to avoid going broke). that leaves $98 to spend flexibly. you'll almost certainly spend more and find yourself in the red, which is fine for the first slave -- a lot of that is gonna be one-time purchases that persist between slaves, for instance. i usually spend $40 on the formal suit, $40 on the anal pear and gag, and $15 on a dagger, leaving me with $3 in profit (and so $203 in remaining savings, requiring a lot of deliberation on how much to spend on the spa, the beach, datura, pollen, and kamra.
the point is to get your stats up enough that you're in the green for the second one -- for the second one my only long-term purchases are the vaginal beads and chastity belt. remember, better gear and stats = less investment in datura and the spa, investment in pollen and kamra = faster training = speed bonus from the contract.
after that, if you're playing it safe, you should be able to do a third D- slave without the moneylender (not needing to pay $100 in interest is huge), but instead i usually instead try to push for a D+ gladiatrix to sell to Bullhorn in the quarter of the outcasts (minimum of $750 from him, more if you take time to maximize her charm -- significantly more profitable than those first guild contracts). that's almost always enough to pay the second tier of interest to the moneylender (pushing for D+ forces me to take the $1000 spark loan at some point, which charges $250 in interest).
the D+ slave isn't easily repeatable, because there's only a single minor resident in the game that buys a D+ gladiatrix... but there's a ton that buy C+ concubines, so that's the obvious next step. they're not as profitable as you might want compared to the D+ slave (minimum of $1000, not a very big bump compared to D+), but the concubine specialization is way easier to train than any of the other non-gladiatrix specializations (you can train sex skills without relevant skill levels slowly, while others hard require the slaver to have a certain skill level or use the slave school). there are 9 (!!!!) total minor npcs looking to buy a C+ concubine, but you probably only need to sell one (or two, if you're taking things slow) before you move into the 'normal difficulty' state of the game (doing the special orders, moving into an apartment, having some real stats, training devoted slaves, etc etc)

the first slave is 100% the most punishing -- it's really, really, really tight economics. starting with $200 sparks is just such a low stopgap. look at all the math i did for it, compared to what i did for the others. you be way more lackadaisical with your training and purchases after the first two slaves, because you can afford to be suboptimal and fuck up and experiment.
whoa. nice run down. interesting to see how someone else approaches this. i read a lot about slippers and sundress, but normally i never use them. i don't really understand the appeal when they don't give any boosts to training. typically i go for sneakers for athletics spam and w/e uniform i plan to make them specialize in; maybe gladiator as an example since that's my first goal for isabella. then the ornamental collar. i often will also pick up the rubber gloves and headband for the +1 to maid, cook and nurse. finally i'll grab the high boots for the passive +1 temperament per day that will replace the sneaker after they finish getting their endurance to A or S. oh and the vaginal beads at the start though those seem hard to get a random slave to use, however isabella will use them immediately and she doesn't seem to have as negative a response as having her nipples pierced for the nipple chain day 1.

in the beginning i often try to pickup the aramid suit armor for slave gladiators and the aketon plus whip and katana for myself to grind strength, combat, and whip experience. in extreme though i can't afford $150 for the whip and katana so instead grabbed the knife and 9 tails for $25. all in this comes to right at $250. would love to be able to add the gag and deprivation suit to this but that's really pushing it.

my general plan for economy was to try to not get a slave and instead just me and isabella focus on boosting her nonsex stuff including endurance as a main goal and get her into gladiator and pony matches to stay afloat. once she can win gladiator and pony matches i figure if we're bringing in a small profit i can afford to add a slave and throw isabella into assistant role while she helps me train the slave and i get time to work on building strength, combat, and whip skills up. when fight or race day roll around though i plan to stow the slave in a cryo-capsule so i can then put isabella back into the slave slot to use her for the competition. after i use a spa message to lower the amount of negative stamina and i think this also helps speed recovery from injuries? finally can just grab the slave back outa the capsule once i swap isabella back to assistant and i think it only costs $1 plus the two trips to serpentine as well as the half star of slave stamina to go in and outa the capsule (not 100% this works as i laid out)

every time i tried to use the additional taming items like the nipple chain or the thick rings you mentioned they didn't seem to have any effect on passive stat gain. even the steel collar which says +2 to taming only did 1 per day. thought this was weird but read somewhere else there was a taming per day limit though i duno why it would be limited to only 1.

included an image of the stat distribution i was considering. i'm on 2.3 btw. the fetishism one is a left over 5 points. alternatively could drop the strength and fetishism to f and get back the 100 to bring up the starting capital to 400 but that won't make a big difference if i can't break even or better with those fights and races. would be interested to see what you think of my strategy. always nice to have someone point out holes in your strategy so you can tighten it up.
 
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i read a lot about slippers and sundress, but normally i never use them. i don't really understand the appeal when they don't give any boosts to training.
they're both 'always liked', so they both grant the pos_clothes mood buff for +1 mood (looking at the code, it looks like it doesn't actually stack, so you only need one... oops, learn something new every day). the sundress also neutralizes the nakedness debuff, but anything will do that. if a slave has an affinity, of course it's more cost effective to give them liked clothes relevant to that affinity, but unless you savescum you're not gonna find out until you start training them (which requires them to already be obeying orders, a few days in... so it's especially not cost effective).

typically i go for sneakers for athletics spam and w/e uniform i plan to make them specialize in; maybe gladiator as an example since that's my first goal for isabella.
the problem is most of the useful main clothes are revealing, which causes a negative moodlet until they get their first exhibitionism level. sneakers is almost certainly a good strategy though, thinking about it. i should try sneakers+sundress next time. or maybe even just sundress and no shoes at all, to save $5

then the ornamental collar
why? it has the same effect as the leather collar except it gives extra style and exoticism. even if the slave has the hidden trait that makes it grant a positive moodlet, i don't think it's worth the extra $17. it's worth it for when you start selling slaves at auction or to consumers (because then style has an effect, since it's one of the only ways to max out style), but not for the guild contracts at all, especially not when every spark counts.

i often will also pick up the rubber gloves and headband for the +1 to maid, cook and nurse. finally i'll grab the high boots for the passive +1 temperament per day that will replace the sneaker after they finish getting their endurance to A or S.
this also makes sense for higher level slave training, but definitely not the first two slaves. you shouldn't be getting their endurance above B+ anyway, there's not nearly enough time for that and higher endurance = higher food costs. the gloves and headband are also, in my opinion, not worth the cost with the early game margins.

oh and the vaginal beads at the start though those seem hard to get a random slave to use, however isabella will use them immediately and she doesn't seem to have as negative a response as having her nipples pierced for the nipple chain day 1.
the reason i use heavy rings instead of the nipple chain is that they bypass the clothing taming cap. the nipple chain is just an item that has +taming as an attribute (so it's subject to the cap, which is almost certainly going to be 2 at the start of the game since you have no aura), but the heavy rings add taming after the cap is applied, so with them you can get +5 taming per day (though i usually just get +4, since any +taming other than the collar and heavy rings have too big a negative impact on mood for their price).

also, the reason i dont buy the vaginal beads at first is you need the chastity belt to force the rule. that's why i usually buy them together for the second slave, after selling the first.

in the beginning i often try to pickup the aramid suit armor for slave gladiators and the aketon plus whip and katana for myself to grind strength, combat, and whip experience. in extreme though i can't afford $150 for the whip and katana so instead grabbed the knife and 9 tails for $25. all in this comes to right at $250. would love to be able to add the gag and deprivation suit to this but that's really pushing it.
i'd recommend just doing the net and trident option for slave gladiators, that way you don't have to buy armor. i've never had difficulty winning the fights, the net is just really strong with the debuffs it inflicts. also, the lash/cat-o-nine-tails allows you to grind whip experience too, for a whole $40 less, so get that instead (but i only get the lash after my first slave, i get the dagger first to grind regular combat experience -- maybe i should try just doing the lash instead one day). come to think of it, i probably shouldn't be getting the dagger at all -- you can get combat experience up to D- even from losing, so i should just throw myself at the arena until i get there.

my general plan for economy was to try to not get a slave and instead just me and isabella focus on boosting her nonsex stuff including endurance as a main goal and get her into gladiator and pony matches to stay afloat. once she can win gladiator and pony matches i figure if we're bringing in a small profit i can afford to add a slave and throw isabella into assistant role while she helps me train the slave and i get time to work on building strength, combat, and whip skills up. when fight or race day roll around though i plan to stow the slave in a cryo-capsule so i can then put isabella back into the slave slot to use her for the competition. after i use a spa message to lower the amount of negative stamina and i think this also helps speed recovery from injuries? finally can just grab the slave back outa the capsule once i swap isabella back to assistant and i think it only costs $1 plus the two trips to serpentine as well as the half star of slave stamina to go in and outa the capsule (not 100% this works as i laid out)
this type of thing works after the first three slaves, but before then you can't really hope to train up an assistant like that without going broke. isabella is never a factor for me in this routing since you only get her after you move out of the slums. also, it only really works temporarily -- once the moneylender starts charging you slum rent, it's way less effective so you have to refocus slave training again.

every time i tried to use the additional taming items like the nipple chain or the thick rings you mentioned they didn't seem to have any effect on passive stat gain. even the steel collar which says +2 to taming only did 1 per day. thought this was weird but read somewhere else there was a taming per day limit though i duno why it would be limited to only 1.
that's because of the daily limit on taming (the exact formula is dynslave_rate['instinct'] += max(0, min(6 - slave['ego'], max(2, master_supermacy/2), daily_bonus['instinct']))), but like i said, the thick rings should bypass that. the code looks like this:
Code:
        ! Heavy rings instinct bonus and mood penalty
        tmp = 0
        !if $dynslave['earrings'] = 'heavy_gauge_rings': tmp += 0
        if $dynslave['tongue'] = 'heavy_gauge_rings': tmp += 2 &! no effect alone; combine with navel, clit or nose ring for +1 instinct
        if $dynslave['nipplerings'] = 'heavy_gauge_rings': tmp += 3 &! +1 instinct alone; inferior to nipple chain which gives +1; slot uses 2 rings (slightly cheaper than nipple chain)
        if $dynslave['navel'] = 'heavy_gauge_rings': tmp += 1 &! no effect alone; combine with tongue or clit for +1 instinct
        if $dynslave['clitring'] = 'heavy_gauge_rings': tmp += 2 &! no effect alone; combine with navel, tongue or nose ring for +1 instinct
        if dynslave['nose_piercing'] = 1: tmp += 1 &! no effect alone; combine with tongue or clit for +1 instinct
        dynslave_rate['instinct'] += tmp / 3 &! up to +3 instinct rate if 5 rings are worn in tongue, nipples, navel, clitoris and slave has a nose ring
        dynslave_rate['mood'] -= tmp &! at most -0.9 mood (at most -0.8 without nose piercing)
        killvar 'tmp'
note that the code increases instinct rate directly, instead of contributing to daily_bonus['instinct']. instinct is the in-code internal variable name for taming.

included an image of the stat distribution i was considering. i'm on 2.3 btw. the fetishism one is a left over 5 points. alternatively could drop the strength and fetishism to f and get back the 100 to bring up the starting capital to 400 but that won't make a big difference if i can't break even or better with those fights and races. would be interested to see what you think of my strategy. always nice to have someone point out holes in your strategy so you can tighten it up.
oh, shoot, i didn't realize you were starting with stats -- all my routing is around a 0-stat 200-spark start. starting with 400 sparks instead of 200 is huge, so i'd prioritize that. gives you way more wiggle room with the first two slaves, or maybe even lets you get away with just training a D+ gladiatrix for bullhorn from the very start. i don't think you should start in any of the great houses, it's not hard to build up reputation and join a house once you move out of the slums. slummaxxing is an extremely powerful strategy for the first 200 days, because the moneylender doesn't charge you slum rent until day 200. don't invest anything in libido, you'll lose it from not having sex and being pent up gives you a mood penalty. i'd probably invest in B+ strength and B+ dominance first and foremost, you can maintain B+ strength with $5 pub food and B+ dominance would be huge for early-game aura. A+ magic seems pointless to me, spells are way too expensive early game and it's one of the easiest skills to grind. getting from F- to D- just costs $30 once you can afford it (15 failed auspex casts), and after that magna magnifika will let you grind mage experience over time. i don't think i'd invest in torture skill either, it's not too hard to grind and having low torture skill doesn't really have any major detriments if you're careful with bruising. i'd probably keep B+ teaching, B+ stewardship, and B+ artistry -- that's a lot of skill training you wouldn't otherwise have access to, and it lets you train the assistant and artist specializations even from the slums. there's 3 minor residents looking for a D+ assistant, which would be massive early game (and possibly easier than training a gladiatrix, since there's no requirements on temperament or nature for the specialization). i might even bump medic skill from A+ to S+ -- it seems really powerful to just have that from the start, since you could get away with not healing slave wounds at the medical center, and you could use calculated portions from the start to save on food. if there's any points left you could get B+ hand skill, for the synergy that allows you to heal bruises by medic skill through the sensual massage reward (though that doesn't really impact D- slave training, since slaves only accept massages as a reward when they have enough obedience to reach D+)



edit: i decided to play around with the custom start to see how many points there actually were, and i think i'd distribute them like this: 1747102566167.png
instead of increasing medic skill to S+, i decided it would be better to increase dominance and teaching to A+, since that would have much more early-game impact. i might try a run like this, just to see how it compares to a 0-stat start.
 
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Okjjnk

New Member
May 14, 2025
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0
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Hello,
I'm playing this game again for the first time in almost 10 years, since version 1.7.5.
But the game feels completely different now.
First of all, there's very little time to train the slaves.
It's hard to train them properly, and even when I do, it's really rare to get results above 3.
Their obedience barely goes up, and it drops quickly too.
Because of obedience alone, a slave's rank can drop from D+ to F- in just one day.


Do I need to completely change the way I play the game? I honestly have no idea what I'm doing anymore.
 
May 5, 2020
48
37
53
Hello,
I'm playing this game again for the first time in almost 10 years, since version 1.7.5.
But the game feels completely different now.
First of all, there's very little time to train the slaves.
It's hard to train them properly, and even when I do, it's really rare to get results above 3.
Their obedience barely goes up, and it drops quickly too.
Because of obedience alone, a slave's rank can drop from D+ to F- in just one day.


Do I need to completely change the way I play the game? I honestly have no idea what I'm doing anymore.
i haven't played the old versions, but the only way for a slave to go from D+ to F- is to drop from 5 obedience points (or more) to 0 obedience points (or less) in a day, which should be very difficult. it's easy to lose 2 points from mood (if your slave's mood cap is above optimistic during early stages of training, you're definitely doing something wrong), and accidentally gaining a level of spoilage takes away another 2, but how do you lose the fifth one? if you're gaining 2 levels of spoilage in a day you're clearly rewarding her way too much, and if you managed to lose an entire level of taming, habit, or awareness... i have no idea what you're doing. or a level of fear, for that matter, when your slave doesn't have a single level of devotion yet. maybe your slave has a stat distribution that allows her to lose obedience by gaining a level of pride or temperament or something? but unless you let her disobey too much or she has incredibly low starting temperament, both of those things should be really unlikely (and gaining a level of nature or intelligence should be downright impossible that early).

what exactly are you doing to bring a slave from D+ to F- in a day? do you have a save with the D+ save?
 

Okjjnk

New Member
May 14, 2025
6
0
1
i haven't played the old versions, but the only way for a slave to go from D+ to F- is to drop from 5 obedience points (or more) to 0 obedience points (or less) in a day, which should be very difficult. it's easy to lose 2 points from mood (if your slave's mood cap is above optimistic during early stages of training, you're definitely doing something wrong), and accidentally gaining a level of spoilage takes away another 2, but how do you lose the fifth one? if you're gaining 2 levels of spoilage in a day you're clearly rewarding her way too much, and if you managed to lose an entire level of taming, habit, or awareness... i have no idea what you're doing. or a level of fear, for that matter, when your slave doesn't have a single level of devotion yet. maybe your slave has a stat distribution that allows her to lose obedience by gaining a level of pride or temperament or something? but unless you let her disobey too much or she has incredibly low starting temperament, both of those things should be really unlikely (and gaining a level of nature or intelligence should be downright impossible that early).

what exactly are you doing to bring a slave from D+ to F- in a day? do you have a save with the D+ save?
Looking at the thread, it might be a bug, so I'm planning to install the latest version for now.
By the way, is there a way to maintain the master's Strength stat in the slums?
My original plan was to raise all of the master's stats while staying in the slums, but perhaps due to the food, the mater's Strength stat eventually dropped all the way to F.
 
May 5, 2020
48
37
53
Looking at the thread, it might be a bug, so I'm planning to install the latest version for now.
By the way, is there a way to maintain the master's Strength stat in the slums?
My original plan was to raise all of the master's stats while staying in the slums, but perhaps due to the food, the mater's Strength stat eventually dropped all the way to F.
eat at the pub. $3 food maintains C- strength, $5 maintains B+ strength. anything higher requires the restaurant (the $8 5-merit reward, so hard to do daily) or a kitchen.

you can also counteract strength loss by fighting at the coliseum, though it's a little pointless -- if you have A+ strength and eat B+ food, you'll lose 1 point of strength rate per day, which has to be counteracted by 1 coliseum fight (which is a net energy loss compared to just having B+ strength, unless you have the bull ring).
 
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