Klaabu

Member
Feb 19, 2019
145
79
I got weird save today - loc Emerald city - slave market, every time i load it - its stormchild- only name, age and stats a different, is it bug or something?
 

Porrvald

Active Member
Sep 12, 2020
597
635
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.
 

GD-studios

The Budman
Game Developer
Nov 20, 2021
880
3,079
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.

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.
 

Osso

Newbie
Apr 30, 2017
35
61
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" :(
1709476732400.png
 

Strec

Active Member
Feb 20, 2018
585
373
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.
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.

Anyway the more the sandbox mode is good the harder it is to balance so good luck :)
 

JaxMan

Active Member
Apr 9, 2020
727
652
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 :)
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.
 

Strec

Active Member
Feb 20, 2018
585
373
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.
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 mode :D

The lack of documentation don't help.
 

bolondro2

Active Member
Oct 12, 2018
532
594
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.
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 Curry
 

bolondro2

Active Member
Oct 12, 2018
532
594
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.
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.
 
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Porrvald

Active Member
Sep 12, 2020
597
635
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.
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.
 
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bolondro2

Active Member
Oct 12, 2018
532
594
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.
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 are right. Violence it´s a factor greater in Raana that in USA. But fashion, hobby or collecting are less important in Raana that in USA. And also the average men in Raana is a loot poorer that the average men in US, and he may perfectly want to get a gun but will be a lot harder for him to afford it. Lot of differences from one place and other, for sure, and it´s not an easy task decide which factors should be taken into account, and how to weight them.

I just have thrown some data over the board and made a comparison based in only one factor (a major one), population. If you take in account other factors you can correct my figure of "3.000 guns per month produced in Ikaros" up or down. But I believe that it would be hard to get a 300 or 30.000 figure.
 
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Warscared

Well-Known Member
Jan 26, 2021
1,791
11,037
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.
AND WHAT GOVERNMENT IS GOING TO STEAL THAT MONEY FROM ME?
fucking commies always running out of others people money!
well i am arming all my people with automatic rifles and i wanna see how they are going to enforce those taxes on me!
if they try to pry it from my cold dead hands there won´t be any future money to be had
(i mean my guards cause fuck it, i am willing to sacrifice them for money but not my own life...)
not to mention that a raid against me will cost them greatly in terms of soldiers ammunition and equipment!
Considering how much they payed for the northern mercenaries
just loosing 1 of those soldiers nullifies what they can scrap from the rubles of my household!
so all i can say to whoever thinks is the government is for them to stick those taxes between their 2 moons!
(seriously... the name of the religion is the 2 moons and nobody made a joke about the black hole between the 2 moons?)
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.
yeah well guns in the USA currently is of better quality cause its not slaves building them...
so they are suposed to last longer.... well considering the pay the living standards and the lack of rights...
nope still not slavery... furthermore in Ikanos the tear and wear should be much worse...
even the freaking enviroment is out to get you....
so check the wear and tear in desert enviroment and then double that amount for weapon usage...
they are not using crossbows and swords cause its cool...
they use them cause weapons are not trully reliable and probably tend to jam and corrode pretty fast!

Refusing to pay will spawn a tax collector with heavy leather armor. You have been warned.
good now allow me to buy a few strap on´s for my top 5 gladiatrix´s and unleash them on that tax collector...
lets see how long that heavy leather armor can withstand a 117 melee expert with 95 dexterity,
i mean with the suport of 5 plasma guns from my top warriors and the other really strong gun for the rest of my fortified household!

taxation is theft... wtf does the goverment provide to justify those taxs? i have to keep redheaven secured with my own forces...
i pay 60$ a day per student for schooling my younger ones, fuck i had to dig a well they do not even provide clean water!
i cleared the swamps and several other areas of bandits while the soldiers scratch their balls in their fort ...
 
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RobertoSuarez

New Member
Nov 19, 2023
13
21
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.
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).

I would think you can do whatever you want with a slave's daughter (that's easily done by just removing the checks before sex). Same as you could do whatever you want with a slave, and yet, sometimes you get denied sex.

I wanted to do something more grindy and in line with the rest of the game (but at the same time not to lose a lot of time coding inside what I consider to be spaghetti code). You'll do your pro decadency speaches, will talk and say to her that she's sexy, will start seduction and give her some kisses, and you'll get her to accept a blowie. Get her to do that a couple of times, and she will accept anal, but still be affraid of getting pregnant. Normalize that and ger her to cum several times and she'll eventually accept vaginal too.

But anyway, if it does break immersion for you... just don't download my patch :)

It also breaks the immersion that in a world with slavery, killing, rape, etc. you're too worried about banging a 17 year old chick, when you can do so legally today in most of the world (historically, this would be once she gets her period). I get it, this one is on Patreon.

When you go to Talk ---> Ask Something ---> Background and she does not make up a new family to tell in her background, I guess
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.
 

Strec

Active Member
Feb 20, 2018
585
373
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...
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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.

Except in the mass of money makers with 2 attributes and 3 features, so as soon as a game begin to gain some complexity and to offer the player enough choices, the only way to balance a game is "internally" with a complete abstract on any reference of the real world (which by the way is far to be the same for everybody).

Here there is an universe with depth, enough features to permit some sandboxing, and a solid way of dev. The most (only?) important objective must be to balance the carreers.
- How much must I invest to be autonomous as a slave catcher/trader, to be a perfect scientist or to be the master of trade in Ikaanos?
- How long will it need to amortize the investments

If a carreer is out of bonds compared to the others the balancing is done by modifying a setting that don't influence the others, if possible...

It is a long, long work, generally done when the dev is almost finished :)
 

caju

Well-Known Member
Oct 5, 2017
1,276
1,229
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!
 

Seamonkey

Member
Oct 24, 2017
302
362
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!
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.
 
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