I dont think there is any reason to donate to any faction, since no interaction yet implementedMale slaves that are worth more than spare change are better donated to factions like Fort Sera, are they not?
I always assumed that the slave stats was irrelevant when donating slaves. Is there anything to indicate that it matters?Male slaves that are worth more than spare change are better donated to factions like Fort Sera, are they not?
Enemy id matters not stats, but the <300 and <600 male captures, who do not increase Fort Sera power past 100 never seem to have good stats.I always assumed that the slave stats was irrelevant when donating slaves. Is there anything to indicate that it matters?
By donating to some factions they will eventually contribute to my own faction power. It has limited use in the current version though, so might not be worth it. Some factions, though I am uncertain if they are ones that accept slaves, give cash for standing, I am unaware if that scales to faction power. Furthermore, might be very long time to return as pay off as I could have got by selling the slave.I dont think there is any reason to donate to any faction, since no interaction yet implemented
You are "mostly" right about the 6 days cool off period. but only if his value, either in Watery Eyes or Chrystal it´s above 600. It it´s below 600, you can sell them ASAP. Best market, you must check them case by case.I am still learning the game. The male slaves I capture and add to my household intending to sell them. Am I correct it’s best to keep them 6 days to avoid a reduction in sale price? What jobs do people have them doing and which is the best slave market to sell them? Thank you.
Seems like none of your followers (and mc) does have at least 60 in medical, which is necessary. Both a medical value of 60+ and 100+ (of mc and followers) does increase the usage of combat tendstim in battle by one - meaning mc and followers each having a medical skill value between 60 and 99 would give 5 usages and mc and followers each having a medical value of 100+ would give 10 usages of combat tendstims in a combat round (complete combat round of all friends and foes). The combined medical skill value (sum of all medical skills) is totally unimportant.Do anyone know how to use the Combat Tendstim? I have 14 in my inventory (4 found in Ikaanos and 10 purchased in the Mastersphere), The medical skill of my team it´s above 150 but the button remains unselectable). My Medical skill it´s 38
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Thank you everyone for your helpI am still learning the game. The male slaves I capture and add to my household intending to sell them. Am I correct it’s best to keep them 6 days to avoid a reduction in sale price? What jobs do people have them doing and which is the best slave market to sell them? Thank you.
Sounds like we follow a similar strategy regarding slave captures. Early game, I keep all the females and sell all the males except the workaholics who are not addicts. I do that for about the first 3 weeks to a month since you need money for so much stuff during that time period. After I get my workshop up and running I donate all of the male slaves to the vikings who are not workaholics and not addicts. If I get more than 10 randoms with workaholic then I don't bother keeping those anymore.Generic male slaves undergo a transformation and are classified in three tiers based on their id number: punk tier, middle tier, and space marines tier.
Punk tier is for punks, young punks, old punks, and anyone with an id of 0. They typically have shit starting discipline (their processing display screen says -15), prone to Addiction, and shit intelligence.
Space marine tiers are at id 7 to id 15. They are not all space marines. The warlord of the Hide Your Daughters crew for example is id 7. They can have huge starting health and their processing display says +15 discipline.
I keep every workaholic male slaves I get as well as some perfectionists with good starting discipline. Enough to fill one workshop. And then I sell the rest immediately in batches. I process them in batches too since if you do that, the time does not progress from the processing/selling of the first one. I sell them to afford building the workshop and afterwards I just send every capture I get to Fort Sera. I need the fort to get 200+ men for the Fort Sera political event that raises Republic Standing to proc. It might not do much now but its a good way to raise the notoriously grindy republic standing. Also, increasing Fort Sera's power increases its income slightly. Its not much but I would rather gain the small income increase from him than sell him in Watery Eyes for a quick $4k when I am 100 days in. At day 10, I would have sold him. I am probably just too lazy though.
Works as you say. I added Caitlin as a follower (skill 60+) and then I can get one use per round.Seems like none of your followers (and mc) does have at least 60 in medical, which is necessary. Both a medical value of 60+ and 100+ (of mc and followers) does increase the usage of combat tendstim in battle by one - meaning mc and followers each having a medical skill value between 60 and 99 would give 5 usages and mc and followers each having a medical value of 100+ would give 10 usages of combat tendstims in a combat round (complete combat round of all friends and foes). The combined medical skill value (sum of all medical skills) is totally unimportant.
Added a new injector tendstim type that can be used in combat situations. Number of uses per turn depends on your group's total Medicine skill (60+ adds 1 use, 100+ adds 2 uses). You're able to purchase combat injectors at The Mastersphere.
Is your MC's Medicine skill 40+? If not read a medical book or three.WTF! I can not teach Medicine!!!
How I´m supposed to rise the Medicine skill of my followers?
I haven't used them much so far, but from what I have seen so far when I have used them I can't think of any instance where it wouldn't have been better to just attack instead of using the combat stim. Losing the damage output from that attack to use a stim would require the stim to heal a lot for it to be worth it to me and they don't seem to at the medical skill my mercs are at. I don't have anyone above 100 medical yet though.Seems like none of your followers (and mc) does have at least 60 in medical, which is necessary. Both a medical value of 60+ and 100+ (of mc and followers) does increase the usage of combat tendstim in battle by one - meaning mc and followers each having a medical skill value between 60 and 99 would give 5 usages and mc and followers each having a medical value of 100+ would give 10 usages of combat tendstims in a combat round (complete combat round of all friends and foes). The combined medical skill value (sum of all medical skills) is totally unimportant.
If you use the healing you don´t lose your attack.I haven't used them much so far, but from what I have seen so far when I have used them I can't think of any instance where it wouldn't have been better to just attack instead of using the combat stim. Losing the damage output from that attack to use a stim would require the stim to heal a lot for it to be worth it to me and they don't seem to at the medical skill my mercs are at. I don't have anyone above 100 medical yet though.
If I have someone who is being targetted and they're low on health, healing themself for 30 health is not going to save them from being taken out by the next enemy's attack. Getting a kill shot might though.
Ahh didn't realize that. I'll have to try them again. Thanks.If you use the healing you don´t lose your attack.
Is this option to heal during combat available in the public version?If you use the healing you don´t lose your attack.
Oh, I'm past the Haruto Pai bounty. Not on a new start, updated save. I don't see it at the Doctor's Hall. Where do you buy it?It should be. As long as you have the injector, you can use it. Looting the Haruto Pai bounty apartment gives you some. I think one other quest gives it since I had a couple injectors even without buying one.
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