Clemency

Active Member
Jan 21, 2024
632
683
Sending someone to the academy as a student displays "Daily Chance Gain". Sending someone as professor instead displays "Daily Gains" along with smaller n%. Am I right to assume that while the student stats are a chance increase, the professor is fixed?
 

Bodo Boderius

New Member
May 3, 2017
3
2
After starting a new game on Grimdark + Dying work, with focus on hunting to afford a workshop and then hire a bunch of morons with a 60 INT techie Mae as foreman, I came up with quite different numbers:

I can't sell rifles at Hamah bay because of anarchy and getting ambushed + killed more often that not when trying to pass Kasey's park. So, knives it is.

Basic workshop, with 4 moron workers (33 avg. discipline) and a 60 INT foreman, only produce 270 production points per day.
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10 knives sell at $800 in the marketplace and cost 100 production points.

Each batch has a total material cost of $510:
20 steel x $23 = $460
10 wood x $5 = $50

So, each batch results in $290 net profit.

270 production points / 100 = 2.7 batches per day = $783 daily net income.

Then there is the additional daily cost of $20 x 15 food rations = -$300
And salary cost for the moron workers: -$64

Resulting in daily profit after all expenses: $783 - $364 = $419

If I compare that with a large garden:

Base garden: $1500 (2R)
Upgrade tools: $300 (4R) + $600 (2R)
Upgrade garden: $700 (2R) + $1500 (4R)
Total garden cost: $4600 (14R)
Income: 14 rations x $20 = $280 daily income

Additional daily profit from a $35000 workshop with 1 slave + 4 morons: $419 - $280 = $139

So, yes, when you can afford a heavily upgraded workshop, with lots of skilled slave workers and have easy access to Hamah bay, then workshops are extremely profitable. Before then, not so much.
By the time you got the 35K (day 6-7 mentioned here sounds possible if you really focus, not renovating your house and hunting down some bad guys), you should also have captured enough (or almost enough) female slaves to fill your 11 slots. Build the workshops a soon as possible, and from then on, it becomes sustainable almost instantaneously. Even with 10 undisciplined workers (getting this to max is top priority, before any upgrades), you can quickly pay for the two 10K upgrades by producing knives, selling them at the nearby market and buying raw material at Aimee's. I only then do the first very basic upgrades on the house, and once you can afford the 25K upgrade (which is the last one you need for a very long time) you will gain about 2000 production points per night. I find knives the most effective option (some clicking every morning, but OK), far better than automatic rifles - for those, you lose a lot of time travelling and still make far less than with the knives. My strategy is to build a second workshop next, and populate it to the max, same upgrades (2x 10K, 1x 25K), and keep churning out knives, nothing else. Of course, you can switch for one shift to swords, cross-bows, pistols and automatic rifles to meet the needs of Belials and Fort Sera, but for making money, knives it is. Find and replace your foremen with the highest intelligence guys/girls you have available, and assign your workers to a high discipline slave mistress (you can have up to 3, each one can train up 4 slaves, and this will quickly make a difference).
I completely gave up on autorifles - the knife approach keeps you enough time to build your character or train, as you only lose some 2 hours every morning. Avoid Hamah Bay by avoiding auto rifles, knives are faster and earn you more profit...
Only if you intend to produce plasma rifles etc, upgrade one of the two workshops (which costs you a whopping 75 K + 200 K) - but in terms of profits, this pays no reward. You only avoid the reputation penalty for buying plasma rifles (but you should be able to capture enough in the battle field at any rate).
 
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bolondro2

Active Member
Oct 12, 2018
532
594
If I were Grimdark I would only fix it, if I would also make sure (at the same time), that the pc/mc would sleep at least 6-8 hours (to regenerate more or less most stamina) and if that would mean, that the mc/pc is only getting up at noon or early afternoon.
The stamina regen should be tied, one way or another, to the number of hours you sleep. the way it´s actually done in the game feels deeply wrong to me.

Either the game should forces your char to go to sleep once you have finish an activity and its´s between 00 and 07 (Ie, you start training ang 11.30 and when you finish at 0130 or 0230 you can not star another activity) or you can go to sleep whatever you want, but then sleep for at least 6 h.
 
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kiljaeden

Active Member
Jun 2, 2019
785
850
End day reports should be accessible always. I don't know why I have to sleep before midnight to see them. Anybody actually sleep at 11 pm in this game?
 
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Clemency

Active Member
Jan 21, 2024
632
683
My daily schedule currently:

7:00 am - wakeup, one blowjob
7:18 am - go outside, fast travel to Whitehaven
7:24 am - arrive at Whitehaven, Academy still closed, one session in Historical Society
9:24 am - enter Academy, tutor Science
3:30 pm - leave Academy, one session in Historical Society
5:30 pm - Town Hall, bounty
6pm-12am - bounty, clean up Stokke and Marston forts once the raiders have stayed long enough there, capture the respawning raider chief in Stokke at 7pm+, sometimes I kill the highwaymen in Darkmere, encourage girls, raise some sexual skills, request sex (dominant) for manipulate and fear farm (I hope 2 Fear is enough for the 10% chance to raise discipline or I am just wasting my time with Fear otherwise, the stat is useless to me outside of that).
12:06 am - factory then pool party
2:06 am - two sessions in the dojo at 2 hours each
6:06 am - sleep

Every 7 days, I go to Hamah Bay, sell my wares, kill the two charucks, go home, kill the highwaymen.

I never really sleep before midnight ever since my stamina got high enough to handle it.
 
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caju

Well-Known Member
Oct 5, 2017
1,276
1,229
End game reports should be accessible always. I don't know why I have to sleep before midnight to see them. Anybody actually sleep at 11 pm in this game?
All the calculations are done at midnight. You going to sleep at 6 am doesnt change that
 

kiljaeden

Active Member
Jun 2, 2019
785
850
All the calculations are done at midnight. You going to sleep at 6 am doesnt change that
You don't get my point. Game should have a separate tab for daily reports. I wanna see which slaves out of 60 increased their corruption and discipline for example. Why do I need to check every single one of them manually because I slept at 1 am instead of 11 pm.
 

Kurvita

New Member
Nov 2, 2019
4
2
I notice that having the Stealth Armor slowly decreases my companion's HP, is this a bug, it's supposed to do that or it could be another thing? I emphasize again that it only happens to those who use stealth armour.
 

Porrvald

Active Member
Sep 12, 2020
596
635
The stamina regen should be tied, one way or another, to the number of hours you sleep. the way it´s actually done in the game feels deeply wrong to me.

Either the game should forces your char to go to sleep once you have finish an activity and its´s between 00 and 07 (Ie, you start training ang 11.30 and when you finish at 0130 or 0230 you can not star another activity) or you can go to sleep whatever you want, but then sleep for at least 6 h.
This is obviously correct.
If Grimdark doesn't want anyone doing anything between midnight and morning, he could easily implement the same mechanic as 0 stamina between 00:00-07:00. You can't do shit, you need to sleep. Problem solved.

If wanting to be less restrictive and more realistic, but still motivate player to sleep, then a stamina penalty for missed sleep would be the way to do it. Then he could also remove the silly restriction that you are not allowed to wake up your slaves.
 
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GD-studios

The Budman
Game Developer
Nov 20, 2021
880
3,078
In line 130220 (v8.3h) there is the variable $nipplewar, maybe the variablename should be changed to $nipplewear.

Maybe also a little look might be in order, if it is really intended, that npcs with 29 < willpower < 40 should have a lower selling price than slaves with a willpower of more than 40 (see lines above 130015-130031).

About $daycount and addmins/addhours:
a) Line 129209: there is $daycount+=3, but addmins 30, that does not match, either addmins 18 or $daycount+=5.
b) line 298258-298259 (Piker's Pond): there is addmins 15, but daycount+=3, that also does not match, either addmins 18 or daycount+=2.5 (as $daycount should also be able to handle floating point numbers and for comparing if $daycount is gte or lte a integral number it does not matter, if $daycount is a floating point number or also an integral number).

And I did not find any more mismatches, concerning $daycount and addmins/addhours in v8.3h.
All fixed. Daycount bugs are high priority. ;) Thanks for reporting.
 

bolondro2

Active Member
Oct 12, 2018
532
594
Some note from Grimdark in Discord about flooding the markets, implemented in V0.83a7

Weapon prices are now governed by market supply/demand.

When the market cap reaches 15,000+ for one weapon, that weapon will generate less cash when sold, forcing an entrepreneur to focus on something else that is in more demand. There's also a second threshold at 25,000 and a third at 50,000. Having 50,000+ rifles on the market will drop sell prices with more than 50%.

If something is *in demand*, with a supply below 5,000, sell prices increase from the default price (market supply: 5,001-14,999).

Not all weapons have been implemented for today's release - we'll start with crossbows, pistols and Remington rifles.

A weapon type's market supply decreases with 10-100 units/day.

Low Control further accelerates the market supply drop (up to x3 than default).

Very High Prosperity might also add (up to 50) units to the market supply.
It´s a nice steep in the right direction, and have been implemented for some other weapons, auto rifles and shotguns (and knives, I think, because I see them at 96, and if IRR its regular price were 80, but I don´t see the supply number or the pop un telling that the market it´s undersupplied).

Nice. Ant this moment it´s more profitable build shotguns that rifles, and knives at home´s door are more profitable that sell rifles overseas. You need to keep an eye on it

But I don´t see it working properly. It have a problem, It try to get a "one size fits all"

5000 to 10.000 cheap weapons, like knives, spears, even swords. Sure, make sense.May be even a bit low
5000-to 15.000 rifles or shotguns? Mmmm, may be, sees a bit high but who knows..
5.000 to 15.000 auto rifles? No. Clearly to high. The full Skyguard it´s 11.000 strong..
5.000 to 15.000 plasma rifles? What kind of dope are you smoking, bro?

I have the feeling that the saturation of the market and the daily drop down of the product should be related, in some way with the production point cost of the weapon. Knives cost 10pp a piece, Rifles 90pp a piece, the normal supply of knives and daily drop of knives should be 9 times higher of the normal supply and daily drop of Rifles. Or something in this ballpark.

The important thing, IMO, it´s to have the mechanic. Adjusting the numbers, either one number for each weapon or grouping the weapons in broad categories (cheap, mid, expensive, really expensive) should be an easy task to fine tuning it.

And now an unrelated subject. It´s about the cost (in materials and production points) of the various items. Sure, there are items more profitable that others, but nothing too blatant. Except for the crossbow. The regular selling price of a crossbow it´s 80$. You need 4 steel, 2 wood and 2 fasteners, and that´s a regular price in the normal market amount for 84$, or 74 at Aimee´s. And costs 500 production points.

Just for comparison, a pipe gun (not the most profitable thing) cost 300 pp, the cost of raw material, at regular prices it´s 120 and the selling price it´s 200. May I suggest changing the crossbow to 2 steel, 4 wood and 2 fasteners (regular price 48) and 150pp? This will be still worse that the pipe gun, but no something that nobody ever will produce
 
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AL0694

Newbie
Aug 20, 2021
85
3
My daily schedule currently:

7:00 am - wakeup, one blowjob
7:18 am - go outside, fast travel to Whitehaven
7:24 am - arrive at Whitehaven, Academy still closed, one session in Historical Society
9:24 am - enter Academy, tutor Science
3:30 pm - leave Academy, one session in Historical Society
5:30 pm - Town Hall, bounty
6pm-12am - bounty, clean up Stokke and Marston forts once the raiders have stayed long enough there, capture the respawning raider chief in Stokke at 7pm+, sometimes I kill the highwaymen in Darkmere, encourage girls, raise some sexual skills, request sex (dominant) for manipulate and fear farm (I hope 2 Fear is enough for the 10% chance to raise discipline or I am just wasting my time with Fear otherwise, the stat is useless to me outside of that).
12:06 am - factory then pool party
2:06 am - two sessions in the dojo at 2 hours each
6:06 am - sleep

Every 7 days, I go to Hamah Bay, sell my wares, kill the two charucks, go home, kill the highwaymen.

I never really sleep before midnight ever since my stamina got high enough to handle it.
did u pick the cult of the elder religion, also have you done the urchin quest
 

vphoenix

New Member
Dec 28, 2020
2
3
Guys where is the Skulduggerist title, I've seen it in wiki, but I can't find it.
I have finished her quest unlocked in background.
by inpect the code, I think the condition is affection > 50 and talk to her about "HOPES AND DREAMS? ".
 

bolondro2

Active Member
Oct 12, 2018
532
594
Yes and now the real discussion about buying and selling girls (later npcs) at the auction houses can start.
I never have said "no" to an invitation to have a drink, a diner, or a discussion about the mechanics of economics in a game I enjoy!!!(y)(y)

We must first define what point of view you are going to use. One thing it´s the point of view of the artist that try to make a perfect piece of slave and sell her with the same broken hearth that an artist have when he sell the sculpture ha have been working the best part of a year and another it´s the point of view of the industrial that buy 2 slaves every single day and sell 2 slaves every day. The dilettante or the professional.

I´m going to stand from a point of view of the professional. Seems a lot more interesting to me. After all, if you are an artist, dirty money is not your drive, your drive it´s pride in crating a masterpiece.

As a professional, you are severely limited. You are limited in days (you must sell slaves fast, because you buy slaves every day and if you don´t sell fast your home will be overboard and you can not dedicate lot of time or fatigue to improve an slave (because you are processing 8-12 slaves to sell at any given point). You need to be fast, efficient and impersonal.

a) Why it is currently preferable, to buy at Watery Eyes, ignore the "value" of the girl/slave, but only look for the modifiers to charisma, beauty and willpower. (Buy girls at Watery and sell them later at Crystal Heights).
I will buy at Crystal Heights mostly, and sell whatever the price seems higher. There are modifiers that count in one market and not in the other. In most cases the modifiers are making buying in Crystal hill more expensive, but they affect to extremely high values, in the 80+ range (for Beauty "just" 70+). You can make a 50 f5 run and find none (or just one) of this super high factors.

But there are a few modifiers that make more expensive buying at Watery Eyes.

ST 40 to 49 (+10 to +19) it´s an extra +200 in Watery Eyes
ST 50 to 59 (+20 to +29) it´s an extra +400 in Watery Eyes
ST 60+ (+30+) It´s an extra +800 in Watery Eyes

And in a Crystal Hill 50 f5 run I get something in this values in 18 cases so roughly 1 in 3 cases.

And there are Age. Age above 30 it´s a -1000 in Crystal hall, and of no value in Watery eyes. And again, I get in a 50-f5 run 18 30+ slaves.

Just for this one alone, I will buy in Crystal hall. In fact, I believe it´s a viable strategy just go to the auctions, buy all the 30+ years old slaves (and the oddball with +30 or close enough ST) and sell it at Watery Eyes. Just playing with the +800//+1000 modifier.

b) Why actively modiffing stats/skill of girls (slaves), except for Willpower (grinding down), Corruption (increasing) and Beauty (surgery), is currently not that profitable.
I believe that´s a matter of world design and world lore.

A Highly skilled (70+), highly inteligent (60+) Doctor have a value of 2.200$. If Scientific or academic, 2000$. A 60+ Beauty, Highly corrupted (70) slave it´s worth 5100. It is what it is and you, as an slaver, don´t argue with the Market. Sure the result it´s that nobody train slaves to be doctors or academics. And oddly, that passes a reality check with flying colors. A Doctor or an Academic slave it´s an oddball. We are talking of a Doctor or an Academic that falls into slavery, not about an slave trained to be a doctor. that can happen, yes, but it would be an slave from a great house that it´s trained for internal use and prestige reasons, but not about a trade practice.

And be aware of surgery increased beauty. It´s only profitable if the slave crosses the 80 threshold



c) Whether it's better to keep a virgin slave an uncorrupted virgin or selling her later as a highly corrupted and totally devoted girl (-15 willpower and 80+ corruption) or in which cases one is preferable over the other.
Always keep her virgin. No questions. If you keep her virgin you get +7500$ (supposed you lower her EP to 5 or less) In the same moment you fuck her, you are throwing those 7500$ to the sewer. Corruption 80+ gives you only 3800$, and it will be a lot of extra work (pleasurable work if you want, but work at all)

d) In which cases it is best to outright sell, recently captured, high willpower female convicts than to grind down their willpower or wait at least a few days before selling.
It´s always worth wait at least 4 days. Even the most worthless slave (less that 1000) in the setting with the most expensive food (20 per ration, 60$ a day if you feed her at 3R, so a total of 240$) and you get an increase of price of 400$, and, at least, 8 influence putting her to work as a maid. And you can go full miserly (shame on you) and feed her with only 1 ration.

But about grinding the willpower, I´m not so sure if they are worth the fuss. it will depend of how big it´s your slaves-for-sale backlog at the moment. But I will let her mostly untouched. They have usually pretty high willpower, and grinding let´s say from 60 to 29 it´s just a 400$ increase, and a lot of clicks and time. If you grind willpower, you grind to the -5 bottom

h) Why girls should usually treid to be sold at Crystal Heights and not Watery Eyes.
Mostly because people are lazy and don´t check both markets. There are by far more cases where you get better prices in Watery Waters.
 
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Clemency

Active Member
Jan 21, 2024
632
683
You can have a 100/100 corruption virgin with high sexual skills and -5 willpower.

A slavemistress with nymphomaniac or perverted trait with low corruption will increase her trainee's sexual skills without using her for sex.

Lowering willpower can be done entirely via oral sex.

The most efficient corruption raising method involves entirely oral sex.
 
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ordos

Member
Aug 21, 2018
247
136
Please help!
I missed an opportunities to catch theese NPCs when the household was limited. Quests finished.
Can I add them by editing save?
Akari Ito (Kasey's Park)
Zenobia (The Ring)
Talika (Haruto Pai Bounty) (edited)

Also I started my game before career ranks was implemented. I want to edit save to have a Soldier tier 3 reduce Einar Corso's daily salary and job in the weapon store become available for slaves
 
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