BS2001

New Member
Jul 11, 2020
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Hi In some of the quests Professor Wolf offers to buy items. Is it ok to sell them or should I hang on to them? Thanks
 

Gunner Rey

Well-Known Member
Aug 15, 2018
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Patch notes are out on the wiki for the upcoming version:

Re: Traits

My tierlist:
  • S Tier: Manhunter, Debt, Brainy, Deadly Strike, Unlucky
  • A Tier: Party Animal, Tough, Wildborn (conditional)
  • Tier I Badly Want To Believe In It: Teen Subduer, Attractive, Crackshot,
I should explain Tier I Badly Want To Believe In It. Here, I list the traits that provide bonuses you can never get otherwise, traits that should flat out add value to your rolls independent of your trainable stats but I also do not see them as being too valuable or sometimes not even useful currently. Teen subduer, for example, is an always present bonus to your rolls if the description is to be believed. As long as the girl is 19 years old or less, it always applies. Especially helpful with an early Rebecca for Skullduggerist. But there's only so much points to go around.
I think Crafter belongs on the 'S' tier, that saves you a lot of grinding combat knives if nothing else and is dirt cheap.

Manhunter I can take or leave, I'd rather have Party Animal for 15. Brainy isn't required in my view, I've done a lot of runs starting with 25 INT and as long as you keep at it your INT will raise anyway, but I do consider the characters I build with it to be superior in the long run at least.

Teen Subduer is one I often take but I'm kinda on the same page as you are. It doesn't seem to help the dialogue charm attempts like I thought it would.

Attractive is worth it I think, for one thing it means that odds are I can strip most strumpets in three days or so with that bonus and you can use to it ask for sex and often that's the point you can change a girls whole demeanor towards you and being a slavegirl in general. It's the gateway drug to affection and corruption.
 
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khumak

Engaged Member
Oct 2, 2017
3,717
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I think Crafter belongs on the 'S' tier, that saves you a lot of grinding combat knives if nothing else and is dirt cheap.

Manhunter I can take or leave, I'd rather have Party Animal for 15. Brainy isn't required in my view, I've done a lot of runs starting with 25 INT and as long as you keep at it your INT will raise anyway, but I do consider the characters I build with it to be superior in the long run at least.

Teen Subduer is one I often take but I'm kinda on the same page as you are. It doesn't seem to help the dialogue charm attempts like I thought it would.

Attractive is worth it I think, for one thing it means that odds are I can strip most strumpets in three days or so with that bonus and you can use to it ask for sex and often that's the point you can change a girls whole demeanor towards you and being a slavegirl in generally. It's the gateway drug to affection and corruption.
I've tried crafter before but every time I do it, it doesn't seem worth it. It's not required because of the workshops until you get to the point where you're trying to make/repair hulk armor or something that the workshop can't do. It does require an annoying amount of grind if you want to get it to a usable level but you could skip that for 6 months, or a year, or ...forever.

To me for a Rise build it really comes down to whether you want your build to start off actually being good at 1 thing and suck at everything else, or if you want to pick up as many of the nice traits as you can that can't be duplicated via stat grinding later. For me that means basically a combat build vs a traits build. The combat build is clearly superior at combat and actually has some skill in melee/ranged as well. The trait build has basically no skill at anything but most of the good traits, and requires more stat grinding to actually be good at anything.

Getting more stats and/or traits for either case requires taking some much more unpleasant disadvantages than just debt/unlucky. Now if you were doing a pacifist build you could actually be good at something and still have most of the traits but a combat focus would be pointless since you'd be forever incapable of personally attacking anyone. One extra disadvantage can get you crafter as well though if you want it.

combat.jpg traits.jpg crafter.jpg
 
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Porrvald

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Sep 12, 2020
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I think Crafter belongs on the 'S' tier, that saves you a lot of grinding combat knives if nothing else and is dirt cheap.

Manhunter I can take or leave, I'd rather have Party Animal for 15. Brainy isn't required in my view, I've done a lot of runs starting with 25 INT and as long as you keep at it your INT will raise anyway, but I do consider the characters I build with it to be superior in the long run at least.

Teen Subduer is one I often take but I'm kinda on the same page as you are. It doesn't seem to help the dialogue charm attempts like I thought it would.

Attractive is worth it I think, for one thing it means that odds are I can strip most strumpets in three days or so with that bonus and you can use to it ask for sex and often that's the point you can change a girls whole demeanor towards you and being a slavegirl in generally. It's the gateway drug to affection and corruption.
This turned out to be the best long term build, that I could think of:
1715199512111.png

He is a wildborn, manipulative, genius, adapt slaver, with almost all non-combat bonus traits.

He can basically fuck any girl, wherever and however he wants on day 1.

He will reach well beyond 100+ intelligence and manipulation skill from books and courses.

He can relatively easy train himself to become very good in any profession (with professor at Furrys tavern being the slowest).

Early game he has the option to pick up Loren or Kyle to hunt for cash.

I did consider also giving him Crafting but figured, meh, he can just craft some extra bolts later, if he really wants to become a crafter and then I just put those last points on copulation, in lack of something better to spend them on.
 
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Porrvald

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Sep 12, 2020
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I've tried crafter before but every time I do it, it doesn't seem worth it. It's not required because of the workshops until you get to the point where you're trying to make/repair hulk armor or something that the workshop can't do. It does require an annoying amount of grind if you want to get it to a usable level but you could skip that for 6 months, or a year, or ...forever.
Crafting bolts only takes 30 minutes each, and gives you chance to improve skill each time.

If you have lots of stamina and spend most of the day doing that, you will get very high artisan and blacksmithing stats already within a month or two. But it is still a drag, and also very anticlimactic when you realize that you need high science skill on top of that to craft the good stuff.
 

Gunner Rey

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Aug 15, 2018
1,081
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Crafting bolts only takes 30 minutes each, and gives you chance to improve skill each time.

If you have lots of stamina and spend most of the day doing that, you will get very high artisan and blacksmithing stats already within a month or two. But it is still a drag, and also very anticlimactic when you realize that you need high science skill on top of that to craft the good stuff.
Maybe Crafter isn't that mandatory, but it is kinda nice to be able to make pistols right away and not have to grind yourself out of the hole of starting with a '10' where it seems to take forever to get to where you can craft Duraplate and the really interesting ones.
 

khumak

Engaged Member
Oct 2, 2017
3,717
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Maybe Crafter isn't that mandatory, but it is kinda nice to be able to make pistols right away and not have to grind yourself out of the hole of starting with a '10' where it seems to take forever to get to where you can craft Duraplate and the really interesting ones.
There was a version awhile ago where 10 blacksmith/artisan wasn't enough to even make combat knives. You could make whips, but you couldn't make the components for it which means you couldn't make anything. So literally the only way to gain skill if you started at 10 was to read the books. I'm glad Grim tweaked that.
 
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Porrvald

Active Member
Sep 12, 2020
596
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Maybe Crafter isn't that mandatory, but it is kinda nice to be able to make pistols right away and not have to grind yourself out of the hole of starting with a '10' where it seems to take forever to get to where you can craft Duraplate and the really interesting ones.
I recently experimented with different crafter starts.

Adept business man with Crafting trait makes it possible to craft combat armors as soon as you read the Ingots book and build a smithery.

Combat armors are very profitable. They only cost a few hundred in material and sell for 1600 each.

But with barely enough crafting skills you need to spend lots of time crafting each armor and you end up needing lots of stamina to effectively do it.

And to upgrade your crafting to duraplates (which are very profitable at ~3-4k each)... you need 85 black smithing + 40 science. And long before you are able to reach those levels, you can already afford a workshop.

If you instead go all in on expert business man and add a bit of academic on top, then you can relatively easily go straight to Duraplate production. But you still need to train lots of stamina, since you couldn't affords spending points on that during creation... So, it becomes a very heavy creation point investment for a not so quick income afterall.

It also becomes very annoying on Grimdark dying world that Niko is the only place you can buy textiles needed for combat armors and duraplate armors and that you need to fight bandits to be able to visit his store after day 1.

And once you actually do get effecient, a workshop quickly becomes affordable and then begging the question, what are you going to do for the rest of the game, with a guy very specialiced in something which is effectively obsolete soon after building a workshop.

Hunting (optionally as an expert scholar) --> Invest profit in Gardens --> Sell food --> Invest in Workship is typically just as effective... Not to mention arena fighting. And hunting path actually gives you some increase in stealth skill, which is useful for other things later in the game.
 

addasus

Member
Oct 30, 2019
101
76
Is there any reason to give more money to Fort Sera once you are the leader?
Yep.

Just go to the fort, and click on "Faction Overview." It opens a menu where you can donate money, arms, or conscripts.

Now for my question: Does anyone know what the new trigger(s) are for the dinner quest with Roo and Walton? Do I need to have dinner alone with them, with certain characters, etc? Keep trying different combos, but nothing's working.

Alternatively, what's the console command I need to fire this quest up?

Edit: Saw you were looking for a *reason*, not a means.

I think there's still a reason. I've gotten random events about them getting into fights, and I think that giving them more resources is tied to increasing their power, and gives them a better chance in fights.
 
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khumak

Engaged Member
Oct 2, 2017
3,717
3,751
Is there any reason to give more money to Fort Sera once you are the leader?
There's not much reason to keep giving them money but there is a good reason to keep giving them slaves. The income they give you increases with their standing until you hit the cap of 150. After that you can't increase standing anymore (you can briefly push it to 151 but it will immediately drop back to 150). You can continue to increase their power infinitely though and that will also increase the income they give you.

The main reason to keep giving them slaves though is that once they reach 200 manpower there is a random "Company Ready" event you can get where the republic will take 10 soldiers from Fort Sera as recruits and you will gain standing with the Republic. Republic standing is very hard to get otherwise and very powerful, although it's not obvious until you have significant investments. Republic standing works like the accountant bonus and magnifies all of your investment income.

The vikings will give you more income for slaves than Fort Sera will so you might want to just keep Fort Sera supplied with enough manpower that they're always above 200 after that Company Ready event and give the rest to the vikings. Alternatively you can keep Fort Sera above 200 and sell the rest. Slaves can sell for a lot, and you can just as well keep the vikings happy donating rifles and swords.
 

khumak

Engaged Member
Oct 2, 2017
3,717
3,751
I recently experimented with different crafter starts.

Adept business man with Crafting trait makes it possible to craft combat armors as soon as you read the Ingots book and build a smithery.

Combat armors are very profitable. They only cost a few hundred in material and sell for 1600 each.

But with barely enough crafting skills you need to spend lots of time crafting each armor and you end up needing lots of stamina to effectively do it.

And to upgrade your crafting to duraplates (which are very profitable at ~3-4k each)... you need 85 black smithing + 40 science. And long before you are able to reach those levels, you can already afford a workshop.

If you instead go all in on expert business man and add a bit of academic on top, then you can relatively easily go straight to Duraplate production. But you still need to train lots of stamina, since you couldn't affords spending points on that during creation... So, it becomes a very heavy creation point investment for a not so quick income afterall.

It also becomes very annoying on Grimdark dying world that Niko is the only place you can buy textiles needed for combat armors and duraplate armors and that you need to fight bandits to be able to visit his store after day 1.

And once you actually do get effecient, a workshop quickly becomes affordable and then begging the question, what are you going to do for the rest of the game, with a guy very specialiced in something which is effectively obsolete soon after building a workshop.

Hunting (optionally as an expert scholar) --> Invest profit in Gardens --> Sell food --> Invest in Workship is typically just as effective... Not to mention arena fighting. And hunting path actually gives you some increase in stealth skill, which is useful for other things later in the game.
I've tried focusing on something other than combat in the early game but I have never found anything as effective so far at building both influence and money. This is especially true if you can do it with low salaries, at least until you start seeing plasma drops. A tier 6 bounty as an example can drop up to 2 plasma guns plus you can capture an injured hulk which always sells for over $4000. So that ranges from about $6k per bounty if no plasmas ever drop up to about $15k per fight if 2 plasmas drop.

I haven't gotten as far as tier 7 bounties in this game yet. In previous versions I found them less profitable than tier 6 due to the cost of stims, doctor's kits, and armor repairs but you can get hulk parts.

Even just random bandits around town though sell for anywhere from about $500 at a bare minimum up to $2-3k fairly commonly.

The main issue with a combat start is merc salaries if you take the top tiers and the cost of outfitting everyone with armor. I find that once you get to tier 6 bounties nothing less than duraplate will do, so might as well get it early and save on stims later. I tried to cut corners this game and wait til I had both the Walton's investment and Roos before I bought my 2nd suit of duraplate. Didn't quite make it. Got Waltons but not Roos before the tier 6 started showing up and almost lost Cassius as a result.

Workshops are definitely a huge money maker eventually, although if you have bad luck on people with workaholic you might end up with an average discipline of like 40 which lowers production. I found 10 randoms with workaholic very early but most of them are still in the 45-50 discipline range. Mae is my only unique to roll workaholic who wasn't guaranteed to have it. Also got an unusually bad roll on Int with Stormchild as my foreman. She'll have 120 eventually but for now she only has 81.
 
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JaxMan

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Apr 9, 2020
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I recently experimented with different crafter starts.

Adept business man with Crafting trait makes it possible to craft combat armors as soon as you read the Ingots book and build a smithery.

Combat armors are very profitable. They only cost a few hundred in material and sell for 1600 each.

But with barely enough crafting skills you need to spend lots of time crafting each armor and you end up needing lots of stamina to effectively do it.

And to upgrade your crafting to duraplates (which are very profitable at ~3-4k each)... you need 85 black smithing + 40 science. And long before you are able to reach those levels, you can already afford a workshop.

If you instead go all in on expert business man and add a bit of academic on top, then you can relatively easily go straight to Duraplate production. But you still need to train lots of stamina, since you couldn't affords spending points on that during creation... So, it becomes a very heavy creation point investment for a not so quick income afterall.

It also becomes very annoying on Grimdark dying world that Niko is the only place you can buy textiles needed for combat armors and duraplate armors and that you need to fight bandits to be able to visit his store after day 1.

And once you actually do get effecient, a workshop quickly becomes affordable and then begging the question, what are you going to do for the rest of the game, with a guy very specialiced in something which is effectively obsolete soon after building a workshop.

Hunting (optionally as an expert scholar) --> Invest profit in Gardens --> Sell food --> Invest in Workship is typically just as effective... Not to mention arena fighting. And hunting path actually gives you some increase in stealth skill, which is useful for other things later in the game.
The way I look at it is you created a craftsman who works out of his own shop making handcrafted items to sell. Like the artisans did historically. Or you go the way of the capitalist, who builds the means of production and exploits his workers to steal the value of their effort to enrich himself. I think you just need to pick one role play route. Now if you want to role play that the artisan decides to become a capitalist you just accept that you have skills that you no longer use and move on.

As an aside, what determines what items you can build in the workshop? Is it based on you're own crafting/artisan levels, i.e. your workshop can't manufacture duraplate unless the MC has the ability to craft it?
 

Porrvald

Active Member
Sep 12, 2020
596
634
I've tried focusing on something other than combat in the early game but I have never found anything as effective so far at building both influence and money. This is especially true if you can do it with low salaries, at least until you start seeing plasma drops. A tier 6 bounty as an example can drop up to 2 plasma guns plus you can capture an injured hulk which always sells for over $4000. So that ranges from about $6k per bounty if no plasmas ever drop up to about $15k per fight if 2 plasmas drop.

I haven't gotten as far as tier 7 bounties in this game yet. In previous versions I found them less profitable than tier 6 due to the cost of stims, doctor's kits, and armor repairs but you can get hulk parts.

Even just random bandits around town though sell for anywhere from about $500 at a bare minimum up to $2-3k fairly commonly.

The main issue with a combat start is merc salaries if you take the top tiers and the cost of outfitting everyone with armor. I find that once you get to tier 6 bounties nothing less than duraplate will do, so might as well get it early and save on stims later. I tried to cut corners this game and wait til I had both the Walton's investment and Roos before I bought my 2nd suit of duraplate. Didn't quite make it. Got Waltons but not Roos before the tier 6 started showing up and almost lost Cassius as a result.

Workshops are definitely a huge money maker eventually, although if you have bad luck on people with workaholic you might end up with an average discipline of like 40 which lowers production. I found 10 randoms with workaholic very early but most of them are still in the 45-50 discipline range. Mae is my only unique to roll workaholic who wasn't guaranteed to have it. Also got an unusually bad roll on Int with Stormchild as my foreman. She'll have 120 eventually but for now she only has 81.
Early non-violent, Grimdark dying world, start typically looks like this:

First two weeks
Hunting twice per day: ~80 food
Sell the food for $10-20 each =~$1200 per day.
Train stamina every evening after hunting.
Put Kyle as gardener and build small garden + 3 big gardens for additional 59 food per day and a total investment of ~15k.
You now have a daily income of ~$2k and ~50 stamina.

Next three weeks
Buy May-Lynn if you have access to Crystal Heights.
Keep training stamina.
You now have a daily income of ~$3k and ~90 stamina.

Next few weeks - get rich
Buy a workshop for $35k + 2 x $10k upgrades, for a total of $55k and staff with whatever lazy dimwit numbnuts you can find and put Doyle as foreman, and let them produce rifles to be sold at Hamah bay.
Start training strength or melee.
You now have a passive income of around $5k from gardens and workshop.

Re-invest the income towards further workshop upgrades.
Even with lazy idiot slave labor you will produce a passive income above $10k.
You can optionally improve the workforce to significantly increase that income.

At this point you are strong enough to give Lovisa a fair fight and you can pretty much focus on anything you want, such as for example picking up Ayden, Einar and some other mercenaries to start ruling the outside world.
 
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弗罗多

New Member
Jun 7, 2020
4
4
Patch notes are out on the wiki for the upcoming version:

Re: Traits

My tierlist:
  • S Tier: Manhunter, Debt, Brainy, Deadly Strike, Unlucky
  • A Tier: Party Animal, Tough, Wildborn (conditional)
  • Tier I Badly Want To Believe In It: Teen Subduer, Attractive, Crackshot,
I should explain Tier I Badly Want To Believe In It. Here, I list the traits that provide bonuses you can never get otherwise, traits that should flat out add value to your rolls independent of your trainable stats but I also do not see them as being too valuable or sometimes not even useful currently. Teen subduer, for example, is an always present bonus to your rolls if the description is to be believed. As long as the girl is 19 years old or less, it always applies. Especially helpful with an early Rebecca for Skullduggerist. But there's only so much points to go around.
i agree with you,Rebecca is very important,but luckie(name from Wiki) also import 。 {CBCFE1F2-3D6E-47ba-A520-89A70EB0DB93}.png
 

弗罗多

New Member
Jun 7, 2020
4
4
As recently discussed. Manhunter increases capture chance from 81% to 96% when MC is using staff and no change when MC is using whip or when other party members try to capture someone...
It also increases sell price...But that is kind of meh...

Is that really something you consider red?
i really mean that ,i play the game than 1500 game days.Selling grain always Profitable。only urban {1C169439-D24B-4117-929E-6F200100BF89}.png titan was a really trouble。
 

弗罗多

New Member
Jun 7, 2020
4
4
Patch notes are out on the wiki for the upcoming version:

Re: Traits

My tierlist:
  • S Tier: Manhunter, Debt, Brainy, Deadly Strike, Unlucky
  • A Tier: Party Animal, Tough, Wildborn (conditional)
  • Tier I Badly Want To Believe In It: Teen Subduer, Attractive, Crackshot,
I should explain Tier I Badly Want To Believe In It. Here, I list the traits that provide bonuses you can never get otherwise, traits that should flat out add value to your rolls independent of your trainable stats but I also do not see them as being too valuable or sometimes not even useful currently. Teen subduer, for example, is an always present bonus to your rolls if the description is to be believed. As long as the girl is 19 years old or less, it always applies. Especially helpful with an early Rebecca for Skullduggerist. But there's only so much points to go around.
oh, i know brainy is important 。but furry collge can improve academics till 80,science till 60. and in the academy 130+ academics is enough,they wont pay your more wages,even you academics 160+. but i know not everyone has patience. so
 
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