- Nov 20, 2021
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So now there will be a cap on both, huh.
How do you train a slave ? Making them love you don't help, then whatever I try they don't progress much in anything and are worth sh#t to sell...
Do you have to break their will ? And then how given they refuse and end up unconscious if you're too harsh ??
Read it, it doesn't help much figuring out what's needed to raise a slave value...Is low Willpower a decisive factor, or are her skills more valuable ?You must be registered to see the links
Check out the |SLAVES| column.
Mostly their skills, obedience and sex experieneRead it, it doesn't help much figuring out what's needed to raise a slave value...Is low Willpower a decisive factor, or are her skills more valuable ?
since it is not a MP game, but a SP game, if you dont like it, dont do it.Yes, but merchants usually travel great distances to profit like this.
His travel distance was literally 1-2 clicks.
Plus this is a game, i am not fine with this method making hunting and every other money making method useless because it's too damn effective.
Here is a copy from wiki:Read it, it doesn't help much figuring out what's needed to raise a slave value...Is low Willpower a decisive factor, or are her skills more valuable ?
Well, at the very least, hunger could cause some npc's to have half their usual hp. Could be like a status effect perhaps.Ah, yes and if it still this example with food, there should be seasons in game, when farmers actually harvest their crops. So famine as well as good harvest can only occur during this time. And if it will be famine, it should be shit for everyone, including the player. And it can last for months, Ikaanos should become dangerous for everyone, since people will get mad and criminal activity will rise. I think it's a dangerous rabbit hole. Even paradox interactive who making their strategy games for years still making mistakes and players still finding ways to abuse their games
Edit. I actually wrote it because I don't remember if Ikaanos in good terms with their neighbors, maybe they will help and it won't be that dramatic.
Most likely, the player will need to defend his home every day from bandits. If influence it's the same as renown, people soon will find out that he is rich and that's mean he probably has food. They just don't know yet, that player is like these IRL weirdos who preparing for Apocalypse, was preparing thousands of rations in case of famineWell, at the very least, hunger could cause some npc's to have half their usual hp. Could be like a status effect perhaps.
And maybe rich targets like the player could land on events where they are attacked when traversing Ikaanos during these highly volatile times. Hm, there's another idea.
Random hungry bandit: *Hey mate, nice shoes, can i have them?*
Would love if people would come to attack me. Would make all the money invested in security and the training of three battle slaves not go to waste and it would spare me the hazzle of searching for them.Most likely, the player will need to defend his home every day from bandits. If influence it's the same as renown, people soon will find out that he is rich and that's mean he probably has food. They just don't know yet, that player is like these IRL weirdos who preparing for Apocalypse, was preparing thousands of rations in case of famine
And they all stored in his BDSM dungeon
This is something I'll be able to program much easier with the new Event (and escape) engine that's coming "soon".Would love if people would come to attack me. Would make all the money invested in security and the training of three battle slaves not go to waste and it would spare me the hazzle of searching for them.
Cool ideas.So, while i was mulling over all that market business, another food related idea popped into my magnificent mind.
I'll call it: Abundant or Poor Harvest event.
Let's say that a lot of food supply in Ikaanos depends on farmers, which is only logical.
Let's say those farmers can have poor harvest or abundant harvest.
Let's say which of the two they will land this year depends on things like weather, and raiders.
Poor harvest if they were raided a lot, and had shit weather on top of that.
Abundant harvest if weather was good, and they were successful at defending the harvest from raiders.
Both shit weather and raiders will have their own chance to appear, and their own chance to roll for destroying/stealing the harvest.
Perhaps farmers could roll their own dice to successfully defend against raiders and/or even rolling for a solution to counter shit weather.
So why all this happens?
Of course poor harvest means higher food price, just like famine but separate from it (or not?)
And abundant harvest means cheap food, not sure if it should be separate from famine or replace it entirely when the harvest is successful though.
Perhaps players could have an active hand in this, as well?
Killing raiders to reduce the chance of them attacking farmers, or paying raiders to increase that chance. Could make these raiders respawn after a while so that this becomes sorta repeatable quest. Could maybe even outfit raiders to increase the chance of their attack roll succeeding at defeating the farmers defense roll. Could do the same thing for farmers to increase the chance that their defense roll will defeat raider's attack roll. Plenty of options here.
Anyway, that's the outline at the top of my head. Feel free to mull over the details yourself.
I think this would be too difficult to implement. Also, could be abstracted as you intentionally storing foods that last years (liked dried rice and beans, or canned food) and possibly cycling them out (sell old rice and use the money to buy fresh rice).Simply an indicator that you're both reasonably intelligent and open minded individuals.
As to the discussion at hand...
Spoilage.
Some foods can be stored longer then others, but no food can be stored indefinitely. (Ever tried something that's been in the freezer too long? )
So... folks could buy as much as they want... but if they don't sell it in a timely fashion, it rots.
- train up a slave in gardening,Food production is free
I think changing daily is a bit too much market swing. Maybe change weekly? Or require repeated over time losses to become a famine?This is what I've coded into the engine so far:
New dynamic food system (WIP - up for discussion!)
The business of buying and selling food now demands more strategy, but can also provide a good yield for those who prepare and invest properly.
- There's a new random roll each day that determines the cost of food rations (3 or 4). This value is then further modified by various events - scourges, famines etc.
- Redhaven Market now has a pool of rations - that dynamically depletes and rebuilds itself. This pool will also be affected by the amount of rations the MC sells to the market.
- Redhaven Market starts to sell of more food rations after hitting 5,000 - causing the number to slowly decrease itself. - Redhaven market has a market cap (7,500). When reaching this cap, you can no longer sell rations to the market. The salesmen will however deplete this volume relatively quickly - down to 5,000.
- The market pool depletes very quickly during famines and somewhat faster during scourges.
- The price for selling and buying food will dynamically increase if the market pool is very low (below 250) or the opposite if it's above 5,000.
Food storage
- The MC can store a maximum of 1,000 rations in his home. If he exceeds this amount, rations start to spoil - (-25 per day).
- The MC can build a food storage silo/room that increases his maximum amount to 7,500. Exceeding this amount will lower rations with -25 per day.
Suggestions? Ideas?
famine | normal | excess | |
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