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Clemency

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Jan 21, 2024
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to eliminate cuck factor i guess, otherwise your daughter may end up scandinavian :sneaky: :p for some reason, since i am sure reading dev roadmap that in the future the dev want to include some NTR feature by your slave, i mean mei backstory for example already show her cheating with other slave.
You are way overthinking this. Race is tied to GirlID because certain girls have a look that is associated with a race. There's no NTR feature. You can cuck Gregory and Connor but that's it. No one can get an NPC pregnant except you. You can turn off all TotaLube and it still won't happen. Don't read Caitlin or Leia or Loren's backstory if them having sex bothers you so much. In fact, do not ask the backstory of any slave that's not Lovisa. Even Aisha has some stories and she's a virgin.
 
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Natsidle

Newbie
Jan 25, 2018
17
7
Does anyone know if Atheist NPCs with high devotion can benefit from the same willpower increase that you do? I'm fighting to keep NPC willpower above 0 in a lot of cases and would mass convert the entire household if true.
 

Clemency

Active Member
Jan 21, 2024
840
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Does anyone know if Atheist NPCs with high devotion can benefit from the same willpower increase that you do? I'm fighting to keep NPC willpower above 0 in a lot of cases and would mass convert the entire household if true.
Well if you are having the same house problems as me (i.e. 0 Household Demoralization but NPC willpower is still trending downwards), I find getting them to 40+ Willpower stops that.

Other options include having uncorrupted Feminists and high willpower Advocates to raise Household Emancipation but even at 200 Household Emancipation I find that NPCs that go below a certain willpower threshold will get down to as low as 5 Willpower eventually.

I cannot find an NPC religion effect for Atheists in the wiki.
 

Crimson Fire

Member
Mar 12, 2022
193
407
what is the best way for making money in the game?
I'm sure someone has a better one, but the best I've found so far is workshops. With two fully upgraded and staffed workshops and just by buying materials from the Redhaven market, you can make a $48000/day profit by manufacturing and selling .30-06 rifles. Crafting something else might be even more profitable, but I haven't really had the reason to do any deep research into it with my current income. I did notice that at least with combat knives and spears you'll quickly saturate the market and start getting diminishing returns.
My method to make money is more or less the same. I have only one workshop (fully upgraded + i have a fusion reactor in my house to give it a bit more production) and according to my calculations i get about 40 000$/day profit from it by crafting .30-06 rifles and selling them at hamah bay. For resource aquisition i use Aimees store as you can get them slightly cheaper there after investing in her shop (doesn't make a massive difference). Knives are about as profitable as rifles and you don't have to travel to Hamah bay to sell them for a good profit, but once there are more than 5000 knives on the market in Redhaven the price drops making them less profitable. I decided against building a second workshop, as it would take another 7 high discipline and 1 high intelligence npc to run it and i think it might make me produce rifles faster than they deplete in the market in hamah bay, where i can sell them for 636$ per gun. But probably for the most money per day more workshops are the way to go at that point in the game.
I play on Grim Dark difficulty with a dying world setting and the world is mostly at 0 prosperity and low control. Maybe more prosperity slightly increases profit by making materials more affordable, but i am not sure if sell-prices of wepons might also be affected.

To get the money for my workshop i usually capture random bandits and sell them. Before that i usually go hunting and sell food when necessary to get some money + at night i craft knives to lvl smithing and also make a bit of a profit. This usually yields enough to nor go bankrupt while training combat skills in the dojo.
Surely there are other good ways to make money.

I theroized that maybe in super late game with enough Power Value Goldwalking might become quite profitable by marrying your slaves that are on goldwalking duty as according to the wiki if they are family 1/4 of your power value is added to their daily income, but you would need to have about 25k Power value to have them make $5k/day which is what a workshop worker makes under roughly ideal conditions.
I find the accountant in the bank an important NPC to have for wealth generation.

The game is a slave economy so slaves are the key to wealth and power.

Getting a combat team formed is key (which is why I turned all the mercs into Ladies) buying rope and turning combat encounters into a bunch of captured slaves quickly gets you income in the early game and power/standing in the mid to late game. In my opinion the 15pt trait Manhunter is one of the most important traits in character creation it gives +15% chance to capturing slaves and +15% sale price at crystal hills and watery eyes. Combat staffs with manhunter result in greater than 70% capture rates. And now that you can capture more than one slave per battle you will be able to generate income quickly.

Slaves turn from immediate cash gains in the early game to longer term investments in the mid to late game as slaves can be trained, given jobs or used to gift to fort Sera to gain standing and power. Slaves in fort Sera can be used as guards in other investment locations.

Workshops as stated above in the quoted pots are vital but so are the slaves to power them

I would add that multiple workshops are good not for immediate wealth generation but for turning goods into standing. Most places have three goods at least one of which you can create in a workshop if not more and you can make the thing they want and give it to them. Getting to 70ish standing (often the max) or complete take over can also yield you a passive investment income. This is a long play not a short play as the number required are not something you can make in a month but over a year you can spread your influence into multiple power groups using multiple workshops.

At a certain point money becomes less of an important goal. Turning money into standing and power becomes more important. And turning goods into standing also becomes important. I have found that when your income becomes 10k+ per day from investments and not selling goods in a store you have to change gears. You should be taking steps to increase your standing with various power centres and increasing your "influence" to all legit power centres.

In my opinion criminal activities while good for quick cash gains early hurt your influence too much to be a good strategy in the long term. The catholic church is an example regardless of your religion you can gain control of the church by raising your standing and the church provides passive income, same as the other churches in the game. The key with the catholic church is they are able to own regardless of religion. Some you can't gain standing at all without joining and still others allow investment up to standing lvl 70. Pretty much any group that allows you to give them cash or items to increase their power and standing can be invested in up to at least lvl 70 standing and that will provide you income as well eventually.

Remember this game is played over multiple in game years. There is a lot of content and the core game loop of growing your power is pretty good. I also play on dying world and grimdark difficulty but my control in my games shoots through the roof once I get my team in place because so many combat encounters result in increased control. The game's harder difficulty of Grimdark makes long term play easier because it spawns more bandits which means you can capture them. With the change of being able to capture more than one female and one male per battle it is easier to turn combat into gains, but it also switched combat from ranged to melee based as you are doing more combat staff attacks then ranged attacks. This means that getting strong characters with good strength and having melee traits are more valuable now then previously.

I have only recently started a new game because of testing out female conversion tweaks with this version of the game and needed to test characters, quests and so on, I find the game more enjoyable in the early game because i can turn combat strength into wealth gains easier.
 

Sarius_1

Newbie
Nov 4, 2017
18
26
Does anyone know if Atheist NPCs with high devotion can benefit from the same willpower increase that you do? I'm fighting to keep NPC willpower above 0 in a lot of cases and would mass convert the entire household if true.
Having your Headmaid have high willpower will help keep your NPCs Willpower high.
NPCs with below 40 or so Willpower have a higher chance to have their willpower trend towards the headmaids willpower.
So if your Headmaid has low Willpower all your NPCs with below 40 Willpower will soon have roughly the same Willpower as her.
 

Crimson Fire

Member
Mar 12, 2022
193
407
Does anyone know if Atheist NPCs with high devotion can benefit from the same willpower increase that you do? I'm fighting to keep NPC willpower above 0 in a lot of cases and would mass convert the entire household if true.
Well if you are having the same house problems as me (i.e. 0 Household Demoralization but NPC willpower is still trending downwards), I find getting them to 40+ Willpower stops that.

Other options include having uncorrupted Feminists and high willpower Advocates to raise Household Emancipation but even at 200 Household Emancipation I find that NPCs that go below a certain willpower threshold will get down to as low as 5 Willpower eventually.

I cannot find an NPC religion effect for Atheists in the wiki.
Why do you want NPCs with high willpower? Willpower isn't important in the grand scheme of things.

A slave mistress with 40+ willpower, and 40+ in the pure trait (the default is 50) so they don't need to actually have the pure trait. is not perverted or a nympho has a chance to raise assigned slaves to her by +1 (up to 80) each day. You have to assign slaves to a Mistress to make it work. You assign a slave to a mistress by going to the slave you want assigned click on them go to house rules and on the second page you should see all the slave mistresses in the household each one can have 5 slaves they train.

Actually read this...
Increasing Willpower
  • "Encourage" the NPC (females only).
  • A with 40+ Willpower, 40+ Pure trait, 9 or less Fear, 30 or less Respect, and 50 or less Nymphomaniac trait or 50 or less Perverted trait has a daily chance of increasing the Willpower of Slaves & Convicts assigned to them by +1 (cap: 80).
  • Assign slave to the "Science & Hardware" or the "History & Anthropology" (daily chance of +1 increase 8% and 6% respectively).
  • Assign slave to the .
  • Lecture (= preach) "Pro Willpower" in your , and all will have a reasonable chance of having their Willpower increased by 1 point.
  • NPCs with the trait have a +15% daily chance to increase their Willpower naturally.
  • A Household's value gives a chance of increasing the Willpower of one or more of the NPCs in it each day.
Source
 
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Crimson Fire

Member
Mar 12, 2022
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Having your Headmaid have high willpower will help keep your NPCs Willpower high.
NPCs with below 40 or so Willpower have a higher chance to have their willpower trend towards the headmaids willpower.
So if your Headmaid has low Willpower all your NPCs with below 40 Willpower will soon have roughly the same Willpower as her.
Did not know this about the head maid. Thanks for the heads up

For others wanting the source
 

Crimson Fire

Member
Mar 12, 2022
193
407
Finally did this whole Rebellion thing and installed a negative willpower no administration skill whatsoever Aria. Meh. Seems to me it doesn't change much if at all. Control immediately fell apart but i don't know if it was because of this or that's a normal thing as it sounds reasonably after a collapse of government.

She failed her "historical moment" speech and since then had a -5 control event and a faield to acquire state funds one but the same time two successful even occurred as well which were both combat oriented.

It was funny to see the republic in minus funds because some project costed 2 million and the republic had only 1.

As of now i don't see how having a beefed up Aria makes any kind of difference. The negatives are minor nuisances really as far as i can tell. Maybe later in development an incompetent Aria will have more severe consequences. Currently i feel like raising her intellect and administration skill is a waste of effort.

Buuut i suppose breaking her willpower and remaining loyal to Kymanto+II.Republic similarly so. I don't see currently how we prosper from selling her broken since putting her on the throne comes with benefits. Might as well make it worthwhile.

I definitely think so that this is a major crossroad since the plot obviously distinctively differs if we put her on the throne or we remain with the II. Republic.

Bit a concern is to found out what the Chancellor wielded. I feel like the storyline is building up to something grim since the clutches of this cult reached too high and too deep. It think whatever wanted to come through the Gate.. succeeded to a degree and Raana is facing some sort of an apocalypse.
I am curious about this whole quest line. I tend to prosper under the current regime so I don't really support Aira I tend to corrupt her and break her and then add her to the household and leave it.

Is there a downside to not installing the 3rd republic?
 

Crimson Fire

Member
Mar 12, 2022
193
407
So, wiping out Red Tigers in Redhaven will also not increase the income right?
Wiping out most gangs wont increase investment income. The dock gang is an exception only in so far as they decrease investment income. What killing gangs does is increase your influence there is usually a one time bonus for killing gangs. Also if you use capture tactics with gangs you get unique NPCs, more slaves which means more money or more importantly standing/power/manpower at key money generating locations. In the mid game i try to capture every bandit and turn them over to Fort Sera or the mines. The power of bandits is that they are a source of free slaves.
 

Ennoch

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Is there a downside to not installing the 3rd republic?
Don't know. Still playing the incompetent Aria as Chancellor game.
One misses the two books from the palace for now and you gain 80 standing with the new republic but it's super weak so the money that gives is on par with the 10+ standing yield from the old one because that's much more established, rich and powerful.

In the long term, judging what we find out about Mordechai, i'd say leaving the II. Republic carry on will either be a bad ending or it will have to go eventually. But the chancellor definitely cannot stay. OR perhaps that's the dark path. The bad guy route. Go full occult and i suppose the II. Republic is a better option. I don't know how the dev intends to handle these various paths in the future.
 

NamelessSoul

New Member
Sep 11, 2021
3
0
hi im trying to find out how to edit the game when you make a new character i have work out how to change the points you start with and how to have 3 expert skill classes by changing this line
Ntrait][$crepoints-=120, $back_doc to 3, $mastertitle to 1] to Ntrait][$crepoints-=120, $back_doc to 3, $mastertitle to 0]
but i want to make it that you can pick all 6 at the start instead of 3 and i just cant find what i need to change i think i need to change this here

<<if $crepoints gte 20 and $back_doc lte 0 and _nuso lte 2>>[[Novice (20)|Ntrait][$crepoints-=20, $back_doc to 1]]<</if>>
<<if $back_doc lte 0 and _nuso gte 3>><p class="ulsmallused">Novice (20)</p><</if>>
<<if $back_doc gte 1>><p class="ulsmallselect">Novice (20)</p><</if>>
<<if $back_doc lte 0 and $crepoints lte 19 and _nuso lte 2>><p class="ulsmallused">Novice (20)</p><</if>>

but i cant work out what i need to do anyone know?
p.s my skills at editing is just randomly doing things on notepad
 

Clemency

Active Member
Jan 21, 2024
840
1,017
Why do you want NPCs with high willpower? Willpower isn't important in the grand scheme of things.
To you.

We were discussing the strange unexplainable phenomena of willpower below a certain threshold decreasing in your household automatically (my headmaid is naturally not malevolent, my Demoralization is 0 because who wants Fear generation, and nobody is wearing any collars, no slavemistress reducing willpower). I tend to blame my 14 Malevolent NPCs but there's no effect code under /* Acc Effects */ that does it so for now it remains unexplainable.

Is there a downside to not installing the 3rd republic?
For starters, you have no minigun.
 

Bonercat

Newbie
Apr 14, 2021
62
12
You are way overthinking this. Race is tied to GirlID because certain girls have a look that is associated with a race. There's no NTR feature. You can cuck Gregory and Connor but that's it. No one can get an NPC pregnant except you. You can turn off all TotaLube and it still won't happen. Don't read Caitlin or Leia or Loren's backstory if them having sex bothers you so much. In fact, do not ask the backstory of any slave that's not Lovisa. Even Aisha has some stories and she's a virgin.
nah i know just make some joke

yeah right now its not, but apparently dev did want to add some ntr feature in the future though here one i found.

https://f95zone.to/threads/masters-of-raana-v0-8-3-7-grimdark.100207/post-13315668

"- Random arousal boost? - Girls may be seen masturbating in their room (private room or dorm), hitting on a male NPC or asking the player for sex) "

the mei backstory is simply just an example of slave have pass life where she cheat with other slave. since thats the one i know of.

i vaguely remember theres more than this in the dev planning though but i cant found it.
 

Ennoch

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Oct 10, 2017
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I tend to blame my 14 Malevolent NPC
Malevolent doesn't decrease willpower despite what the in game description says. The wiki on Malevolent was edited twice. In July and just recently in October. Was explained in the change that the wiki description reflects the code. Thus in the code there is no willpower decrease. Just as you claim there isn't. It's most definitely not Mal. that decreased willpower.

The willpower of your headmaid might affect it though since a Head Maid tries to adjust every convict/slave's willpower to her own.
 

Ennoch

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What am i looking at? This effect doesn't have a limit, if her willpower is 45 then that is the value she tries to bring others to.
People keep tanking further below you say?
 
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bolondro2

Active Member
Oct 12, 2018
592
641
I find the accountant in the bank an important NPC to have for wealth generation
That´s a big, big understatement, if any. He is not "important". Armand Blackford is absolutely crucial, and should be hired the first day you can enter in Crystal Hills, and you must pay more attention to gain his goodwill that the attention you pay to any chick.

The first day that you can enter in Crystal hill (in my build usually I can enter day 1 but usually wat till day 2 in order to have some 10.000 saved) you must visit the bank, take the loan (this 25.000$ + 10.000 it´s the first workshop) and hire the good old Armand Blackford, one of the mainstay of your household. The downsides of hiring him are a 1000$ investment, a daily expense of 60$ and 3 rations. And yes, at start his Accounting it´s useless (you still have not get investments to put him to work as an accountant) but

He starts with Int 75, so he possibly will be the best choice as a Foreman of your workshop for a while.
He starts with Disc 95, so if you put him to work as a worker in your workshop he will boost your production. It´s not unsusual to have at start workers (with the penalty of with 45+Despising) at work.
He will be a great Slave Master if you assign him to this task-. With his Int+Disc, being work alcoholic and above 35 years old his Slave Master skill would be above 100, and he will be second to none training the vital Discipline of your early workshop employees.

So even with no real Accountant work for him, he will not be idle at all and will earn his money by large.

But all of this it´s small potatoes. Here it´s the big deal.

When Selling slaves, having Armand in your employ adds +$50 to their , or +10% if he is Amiable or better (has 60+) towards you
Just with his starting affection and selling 2 slaves per day, you pay his wages and food. Raising his affection to Amiable can be, at the start of the game with the map full of red mushrooms to clean, a source of thousands of $, and they would be early in the game, when your workshop based economy it´s not at full scale
 
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bolondro2

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One misses the two books from the palace for now and you gain 80 standing with the new republic but it's super weak so the money that gives is on par with the 10+ standing yield from the old one because that's much more established, rich and powerful.
With my "Bismarck-with-tits" Aria I get above 3000$ of passive income each turn. By far more that anything I have get from the old Republic.
 

Ennoch

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With my "Bismarck-with-tits" Aria I get above 3000$ of passive income each turn. By far more that anything I have get from the old Republic.
Low standing. I had ~15 standing and was gaining around that amount. "By far more" only stands if you weren't gaining Rep.Influence. So this varies widely depending your playstyle and what you achieved, how many times the event where the Republic hires your soldiers from Sera triggered which raises standing with +1 each time.

Edit: Checked it. Yes. Your statement is mostly correct. The old republic standing doesn't yield that much compared to what you get from the New one, i forgot Control. The difference for me is roughly 3k.

So yes. Old was 2k, New one is 5k.
 
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