- Jun 11, 2021
- 4,521
- 7,520
Labor isn't free, you had tobuy and train that slave. and there is the opportunity cost of not having work a better paying jobFood production is free
Labor isn't free, you had tobuy and train that slave. and there is the opportunity cost of not having work a better paying jobFood production is free
Only 6000 for the best gardening slave that instantly gives +100% food. Then an upgraded garden with gardentools gives so me 19 Rations every day which is enough to feed me and my harem everyday and leaves 4 rations for stash. That means that May-Linn is bringing about as much income as Nicole which if you sell all during famine with raiders even more then the best paid job at the golden dragon bringing.Labor isn't free, you had tobuy and train that slave. and there is the opportunity cost of not having work a better paying job
Production is free... Preparation costs a bit- train up a slave in gardening,
- buy tools,
- upgrade garden
For sure it's free
1. my upgraded garden with tools is giving me 11 rations a day. how did you get 19?Only 6000 for the best gardening slave that instantly gives +100% food. Then an upgraded garden with gardentools gives so me 19 Rations every day which is enough to feed me and my harem everyday and leaves 4 rations for stash.
Go play mortal online:The solution would be a feature to transform slaves in rations and leather!
Avatars that do not wear armor or clothes are completely naked. Naked players are a relatively common sight, either because they choose so or because they were killed and have not had a chance to restock. When the avatar is killed, the player loot bag includes a corpse and a named head. Corpses can be consumed, butchered or cooked. The heads can be collected as trophies or eaten. Occasionally, heads of well-known players are offered for sale on the game's official forums or the in-game trade brokers. Butchering a corpse yields materials including skin which can be used to craft clothes.
There is more than one way to earn dough in this game.Harvest figures, marketing management. Please dont turn this slave-management game, into a farming simulator. I was born and raised on a farm. There are reasons I left the farm and never looked back.
Great job at giving him ideas, i'm not responsible for what happens now.Bout all this MoR - Commodities & Future Markets EP, I think it's great the Dev and community are invested in making Raana a more colorful 'n' lively world, but this makes me a bit worried we're stepping on a road that will take away what appealed to me in the first place: its simplicity and the freedom it provides.
Because why stop at food? Surely those bullets don't magically spring in the weapon store, there are production and supply chains which can be disturbed by raiders or ramp up by the discovery of new ore mines, which would affect the job market and cause inflation driven by manpower shortages; and if the factories are on the hunt for able bodies, it's only logical there is a decrease in the number of common bandits, the crime syndicates would have a harder time recruiting and even your slaves might be more willing to make a run and build better lives for themselves.
There is also the question of your bottomless backpack, the infinite game on the hunting spots, fish on the water, endless merchandise... At some point "it's game logic" must prevail.
IMHO new features/mechanics should answer 2 questions: (1) are players obliged to deal with it? and (2) is the processing required noticeably higher? If either answer is yes, do not implement it.
A variation of $1 in ration price and a cap of 5000 is something I can ignore, if all background calculations required will affect performance I can't say. I just hope Grimm keeps MoR as a "be whomever you want to be" thing and don't turn it into a "be a farmer/speculator/HR manager who occasionally gets laid if not too tired" thing.
taxes are in the game, but the are negligible after early. also, SHHHHHHHHH.That was fast! I thought it will require much more time for that. The food is a commodity of prime necessity, so there should be law that will forbid anyone to deplete the whole market..
The most punishing action for player will be taxes, but for now we don't have them at all. And probably you should also have trading license and pay trading fee if you enter different cities. I don't know if we really need all these complexities..
Here is a copy from wiki:
You can obtain certain slaves for free in Raana or purchase them at Kymanto for varying amounts of money.
Develop these girls' obedience and useful skills. Then submit them to the Town Hall for testing and sell them if you believe the price is reasonable for the amount of time and effort you have invested in them. Excellent prices start at $15.000. If you want more, you must up the girl's abilities a few notches. We've heard rumors about the top girls garnering $18,000.
+ Influence | + Money | - Risk | + Skill-Requirements | ++ Money-Requirements
I haven't dipped my fingers into this because i don't really find it interesting so this is all that i can help with here.
Not bad. Not bad at all, i wonder how long did it take you to train her to cost this much.You must be registered to see the links
THIS IS THE CURRENT RECORD ON DISCORD:
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ROFLMAOWow the food market discussion got intense.
For my two cents this sounds like Feature Creep.
A: "Oo, this game has some sexy slaves to buy and fuck! Nice."
B: "Just wait until you see the detailed economic simulation of a city's food supply."
A: "Aw shit! Forget spanking hot chicks when I can watch those food prices go up and down!"
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Of course i would object, market was rather boring after all, why not improve it since we also had a perfect opportunity due to a loophole that was found? Now the market will be far, far more interesting. Everyone wins.yet VT, it was your objection to the existing market status, that led to what I am cautioning against. Id use your own words...if yu dont want to "engage in X", then dont.
I have fears concerning the overall development I see. Please dont get me wrong, GD has been and is a phenom Developer, responding readily to player input. My concern, those games in my age group will recognize I think (I'm 65 FTR)...
who remembers a Microprose serial of HUGE success; Masters of Orion? Then MOO 2 was a phenomenal game. Then came Quicksilver and MOO 3. I was active on the dev forums for MOO 3 from day 1 and from day 1, QS insisted they were opposed to games that created a micromanaging nightmare. Then with MOO 3, they developed a micromanaging nightmare. The only thing that saved that game, was the advent of player mods.
Harvest figures, marketing management. Please dont turn this slave-management game, into a farming simulator. I was born and raised on a farm. There are reasons I left the farm and never looked back.
these are valid concerns. there is another game listed here on F95 that has a appearance and other game elements that are very similar to MoR.Bout all this MoR - Commodities & Future Markets EP, I think it's great the Dev and community are invested in making Raana a more colorful 'n' lively world, but this makes me a bit worried we're stepping on a road that will take away what appealed to me in the first place: its simplicity and the freedom it provides.
Because why stop at food? Surely those bullets don't magically spring in the weapon store, there are production and supply chains which can be disturbed by raiders or ramp up by the discovery of new ore mines, which would affect the job market and cause inflation driven by manpower shortages; and if the factories are on the hunt for able bodies, it's only logical there is a decrease in the number of common bandits, the crime syndicates would have a harder time recruiting and even your slaves might be more willing to make a run and build better lives for themselves.
There is also the question of your bottomless backpack, the infinite game on the hunting spots, fish on the water, endless merchandise... At some point "it's game logic" must prevail.
IMHO new features/mechanics should answer 2 questions: (1) are players obliged to deal with it? and (2) is the processing required noticeably higher? If either answer is yes, do not implement it.
A variation of $1 in ration price and a cap of 5000 is something I can ignore, if all background calculations required will affect performance I can't say. I just hope Grimm keeps MoR as a "be whomever you want to be" thing and don't turn it into a "be a farmer/speculator/HR manager who occasionally gets laid if not too tired" thing.
that wasnt me, it was KhaiFirst.Not bad. Not bad at all, i wonder how long did it take you to train her to cost this much.
Actually, what is even the upper limit? Is there even an upper limit?
Can you work a slave enough to make her price go up to like... 100k?