- Jul 10, 2018
- 924
- 2,441
Core Sluttiness only usually decreases as a direct result of serums you are giving.There are couple things i dont understand, core sluttiness is keep dropping, i thought it would not be changed? my main problem is all stats keep falling regardless what, so i cant do really any progress with any character. i take them to date and have some fun but then we go back their sluttiness in single digits again i start all over. what am i doing wrong?
The serum trait to boost sluttiness, for instance is a temporary boost only while the serum is in effect, and when the effect ends that boost is removed because it was never permanent. So if you give serums with that sluttiness boosting trait they get +15 core sluttiness when it takes effect, and lose it again, -15 core sluttiness, when its duration ends, even if that overlaps with the duration of another dose or another serum.
There's also other serum traits that reduce core sluttiness, such as the one that boosts obedience but in turn causes prudishness. Those traits that reduce stats over time can seriously drain core sluttiness, so at least as the game mechanics currently work, I wouldn't use them at all. There's always another way to get the positive effect without such a high cost.
Happiness should be about the only stat you actually have to think about and work at. For this reason it is vital to recruit very selectively for people that have a like or love for working, or for the specific type of work they will do, for the type of clothing your uniform is, etc. Otherwise you can still manage things, but it takes much, much more micromanagement, continually seeking out employees with low happiness and giving them rewards (of various sorts) or compliments in order to raise their happiness.
Bear in mind that happiness 'normalizes' at 100. Anytime a character has a happiness that is above or below that amount then over time it will naturally head towards 100. Doing jobs they love, wearing clothes they love, or it being a day they love, will all raise happiness a little for each time period spent doing that thing. That's why carefully selecting employees that love what they will do is so important a strategy.
If they actually dislike the type or colour of clothes of the uniform, or the type of work they are doing, their happiness will just tick down every time period faster than you can keep up with. Paying them 5 more than their wage expectation has a minor effect, while paying them 15 more than their wage expectation has a much bigger effect, and is less micro-management than giving individual bonuses and rewards. So if you have a good income, you may consider that.
Obedience is a very easy stat, since for a start it generally doesn't need to be high - you only need high obedience in a very few situations, like selecting their wardrobe. High obedience will also help keep an employee from leaving due to low happiness, but higher happiness would have done the same. Several reward actions can boost Obedience a little, and staff in the Research department gain (I think) +5 Obedience every time they test a serum for you. Obedience also has no core or 'normalized' level, so it only increases or decreases based on your actions or serums. This makes it very easy to raise and it doesn't decrease on its own.