Yep.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.Is there any reason to give more money to Fort Sera once you are the leader?
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 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.
Thank youAs of now there's no value to hanging on to it, just take the money.
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.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.
Early non-violent, Grimdark dying world, start typically looks like this: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.
i agree with you,Rebecca is very important,but luckie(name from Wiki) also import 。Patch notes are out on the wiki for the upcoming version:You must be registered to see the links
Re: Traits
My tierlist:
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.
- 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 really mean that ,i play the game than 1500 game days.Selling grain always Profitable。only urban titan was a really trouble。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?
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. soPatch notes are out on the wiki for the upcoming version:You must be registered to see the links
Re: Traits
My tierlist:
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.
- 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,
The problem with starting very low on Acemical and science skill, with the plan to use Furrys educational system, is that it takes about a year of socializing before you reach those max values.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
Can I assign Nicole as news broadcaster in upcoming public release? It was not there in 8.3.1Hey guys!
MoR's next release is just a couple of hours away.
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You always were able to assign her. That has never stopped. In 0.8.3b onwards, you have to build her a news office first in the basement level of your house. To have that option, you had to have asked her for her hopes and dreams which requires her to be at low corruption and decent willpower.Can I assign Nicole as news broadcaster in upcoming public release? It was not there in 8.3.1
And make sure she has no title and no job assigned.You always were able to assign her. That has never stopped. In 0.8.3b onwards, you have to build her a news office first in the basement level of your house. To have that option, you had to have asked her for her hopes and dreams which requires her to be at low corruption and decent willpower.
Maybe because it’s paid?)))) And in html it’s fineWhy HTML tho, it looks good from the sub-menus and all (by good I mean work has been put into it seemingly at least) but why not use Unity or even UE. I don't mean UE for the graphics, but for even games like this (top-down style), it can work. At least better than HTML.
Well judging on the images, the protag is male, so most likely this is a villain protag, male protag, harem style game, but alas the protag looks too handsome, as is standard for this kind of games.