The basic workshop isn't so badly unbalanced. It is "only" $409 per NPC. If you compare that to a single NPC with practically no effort making ~$2000 per day at the arena, then it is actually a bit low considering the cost and effort involed in setting it up.Some words about balancing issues in the current version.
BALANCING WORKSHOPS
Let´s talk first about the workshops. Workshops are the real cash cow in this version. You build one or more of them in your yard, assign one of your servants (High intelligence its best) as foreman, and up to 10 slaves as workers (High discipline work best) and they allow you to scrap merchandise, to work as a sweatshop and give you some money or put it to manufacture and it gives you build points that you can use to build things and sell them on the market.
The most profitable items to build are knives, that gives you 4$ of profit per build point right on the market or rifles, that sold overseas gives you 5$ of profit (discounting the cost of raw materials). Some numbers, with a workshop with a 65 INT foreman and a crew with average Discipline of 40
Basic Workshop: 35.000$ of investment, 810 Build points, 4.500$ daily with rifles. Sweatshop gives 225$
With floor and tools with upgrade 1: +10.000$, 1350 points or 6750$ daily with rifles. Sweatshop gives 548$
With floor and tools with upgrade 2:+100.000$, 2750 points or 13750$ daily with rifles. Sweatshop gives 828$
With tools upgrade 3: + 200.000: 4268 points or 20.350$ daily with rifles. Sweatshop gives 1350$.
The imbalance don´t came from a gameplay experience. In my run of 120 days I still have plenty of things to buy and upgrade. The imbalance come from a contradiction with the rest of the lore of the world. Thinks lack consistency.
First of all, the difference between Manufacture and Sweatshop. Yes, sure, building combat relate gear should be more profitable that building generic things, and also you need to care about going to buy raw materials, and going to sell your rifles. But should not be 15 to 20 times more profitable.
And second, the numbers don´t fit with the rest of the word build. With the very basic workshop you can hire Ayden, put him to work in a workshop and still you get a profit. A full professor in the Academy earns 110$. Hell, I can pay to my workers twice (with the very basic workshop) and still make a lot of profit!!.
There are, IMHO a need to fine tuning and balancing here.
The basic workshop isn't so badly unbalanced. It is "only" $409 per NPC. If you compare that to a single NPC with practically no effort making ~$2000 per day at the arena, then it is actually a bit low considering the cost and effort involed in setting it up.
But if we ignore the Arena... On planet earth there would labor unions and taxes to make sure that productivity increase doesn't scale linearily like this.
And it wouldn't be very fun to build stuff alone as mc if profit per build point was $0.5.
Maybe the solution would be to add an industrial faction / guild who force you to pay a huge percentage, making workshops less profitable? Or just add a significant penalty for machine and equipment wear?
Slaves being very inefficient builders could also be a solution.
It's still too early in the day for that guy to spawn. Wait til 8pm.Any help plz
And were is "AMBER MALL" i cant see it because I am missing something or there is a bug ? ( can´t make the quest "A Hundred Guns"
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I can also be done smoothly by reducing the prices depending on the quantities sold the previous weeks but perhaps it's more work and datas.Adding a form of income tax is something I've pondered about (easy solution) - or build a market saturation framework (advanced solution).
Selling 10,000 rifles, for instance, would saturate the rifle market for several weeks, forcing the player to focus on different manufacturing until rifles are back in demand.
ohhh upsss "8pm" I was by mistake at 8am there, thanks a lotIt's still too early in the day for that guy to spawn. Wait til 8pm.
I'm sorry I wasn't clear, the risk is not in the fighting it's just in the training, i.e. just her being there will have a chance of losing health. You can heal her with a tendstim or it will happen on its own if the chance to lose health doesn't happen. But, I get it, you're not happy with that and think it's borked. When I use the arena and want them to fight and they have some health loss I just heal them and do the fight, but that's me.I know that yes but here the girls loose health even when not fighting, and a lot of health. I can understand eventually that due to training they could have a low health recovery but here they loose health everyday without any fight so it makes the Arena unuseable.
Don't know if it's a balance problem or a bug but anyway it kills the Arena and Rebecca and I abandonned the use of this
Ok, I understand, so I just missunderstood how it works, I was surprised because the girls die in very few days in the Arena even if not fighting and in easy mode, I suppose they are one-shooted during the night in hard modeI'm sorry I wasn't clear, the risk is not in the fighting it's just in the training, i.e. just her being there will have a chance of losing health. You can heal her with a tendstim or it will happen on its own if the chance to lose health doesn't happen. But, I get it, you're not happy with that and think it's borked. When I use the arena and want them to fight and they have some health loss I just heal them and do the fight, but that's me.
Making 2000 in the arena means that you are able to defeat the best of the best combatants in an spectacle that it´s watched live by thousands of people and by Ensys by hundred of thousands. You are the Raanic equivalent of Lebron James or Steph CurryThe basic workshop isn't so badly unbalanced. It is "only" $409 per NPC. If you compare that to a single NPC with practically no effort making ~$2000 per day at the arena, then it is actually a bit low considering the cost and effort involed in setting it up.
That´s could be an elegant solution, yes.Selling 10,000 rifles, for instance, would saturate the rifle market for several weeks, forcing the player to focus on different manufacturing until rifles are back in demand.
Maybe need to consider that the need for guns is significantly bigger in Ikanos due to violence? On the other hand there are of course competitors to consider as well. But it still gets weird to use USA as baseline.That´s could be an elegant solution, yes.
The number of saturation could be fairly low, after all Ikanos Colony have a population of only 1.250.000 habs. USA have 330M habs and the total production of guns of all types (Rifles, handguns, shotguns) it´s, give or take, 10M anualy or 800.000 monthly.
Scaling by population, the equivalent or 800.000 guns of all types in USA in a month would be 3.300 guns in a month in Ikanos. Two Improved One workshops (35.000$+10.000$+10.000$) can pour 1.000 guns in a month easily, and that´s an 30% increase in all firearms and may be doubling the production of rifles.
I have used USA as a baseline because it´s a country with lots of guns in hands of the public and a country that it´s easy to get data about. Yes, for sure should be more accurate to put a baseline about the number of guns sold in a failed state with an endemic low intensity civil war between several factions. But hey!, my deep research of 2 minutes on google was fruitless...Maybe need to consider that the need for guns is significantly bigger in Ikanos due to violence? On the other hand there are of course competitors to consider as well. But it still gets weird to use USA as baseline.
AND WHAT GOVERNMENT IS GOING TO STEAL THAT MONEY FROM ME?Adding a form of income tax is something I've pondered about (easy solution) - or build a market saturation framework (advanced solution).
Selling 10,000 rifles, for instance, would saturate the rifle market for several weeks, forcing the player to focus on different manufacturing until rifles are back in demand.
yeah well guns in the USA currently is of better quality cause its not slaves building them...That´s could be an elegant solution, yes.
The number of saturation could be fairly low, after all Ikanos Colony have a population of only 1.250.000 habs. USA have 330M habs and the total production of guns of all types (Rifles, handguns, shotguns) it´s, give or take, 10M anualy or 800.000 monthly.
Scaling by population, the equivalent or 800.000 guns of all types in USA in a month would be 3.300 guns in a month in Ikanos. Two Improved One workshops (35.000$+10.000$+10.000$) can pour 1.000 guns in a month easily, and that´s an 30% increase in all firearms and may be doubling the production of rifles.
good now allow me to buy a few strap on´s for my top 5 gladiatrix´s and unleash them on that tax collector...Refusing to pay will spawn a tax collector with heavy leather armor. You have been warned.
In my mind it absolutely does not break the immersion, but immersion means different things for different people (there are a lot of things in game that can break immersion: like winning a fight and getting just one gun or even none, being able to capture only 1 slave at a time, etc. -- these are subtleties but are needed for balancing the game).In a world which is harsh, corrupted and focused on slavery I can't see any link between incest and a carebear "daddy issue" and can't really see why a daughter have to be managed in an other way than any forced slave in the household and surely not by introducing any new usage of any trait, there are so many attributes and variables useable for this...
It's better to have no access to a feature than to create "fake access" breaking the immersion.
Oh, I haven't tried, but my guess is that she will still say she's your daughter. I didn't remove the variable, I just changed what it makes you able to have sex with her in the sense that if she's your daughter you need to grind a little. I was going to add an incestuous trait but decided against it because I didn't know if I could pull it off and decided to go for the daddy issues trait approach.When you go to Talk ---> Ask Something ---> Background and she does not make up a new family to tell in her background, I guess
Any comparison between a gameplay and the IRL or any try to be too "realistic" is always inadequate and if used to try to balance the game it will conduct directly the dev to an asylum.I have used USA as a baseline because it´s a country with lots of guns in hands of the public and a country that it´s easy to get data about. Yes, for sure should be more accurate to put a baseline about the number of guns sold in a failed state with an endemic low intensity civil war between several factions. But hey!, my deep research of 2 minutes on google was fruitless...You don't have permission to view the spoiler content. Log in or register now.
I am sorry to be the one to have to inform but unless you follow the Two Moons, you already pay taxes. You are subject to a property tax as a landholder, as can be seen under your expenses.I have my Redhaven fort full of heavily trained, heavily armed women.
I have my swamp fort full of hundreds of well trained people led by a woman who wants my D
And I have the laeder of the resistance forces as my loving slave (Aria)
I am NOT paying taxes!