I've included the slave trade in the calculation in my reply; realistically i'd guesstimate no more than 5-10 of such slaves (for the total amount of 20-25 slaves in the household) since more than that and it becomes quite difficult to keep track on individual characters, their training goals etc. Not to mention simply not enough time in the game day to take care of them all.Not only. One player complained recently that they cannot fully engage in slaving trade and slave-based economy. And he was right, the game so far is not about running a slave enterprise. As another player pointed out:
"I dont see any reason to limit your slaves at all...its only a coders problem, not logistic, not logic, just coding nightmare since they need space, food and a schedule on who sleeps with you, could be auto picked the ones who performed best each day or you need a big orgy bed for the best performers and a few bedrolls for the worst..."
No, i was actually completely unaware such game existed. The game i had on mind was Accidental Woman (which am not saying is particularly good, as it suffers from bugs and poor design decisions, but it does implement large procedural semi-active NPC body count)And if you're referring to FC as an example of a great HTML based econo-simulator with lewd content capable of managing +100 NPC then I have to disagree.
Yes, any functional programming language will allow this; i'd offer Unholy Arts as a working proof of this concept -- it pits your character against a handful of NPCs who compete with you using the same tools and mechanics you're given. They're pretty much independent and move around the map and interact with one another according to their own personalities and strategies.Does a twine/sugarcube engine allow for creation of AI players whose intelligence and agency is not expressed through some random or criteria-triggered events, but are moving pieces in a playthrough, the way that AI players in Civ merchandize actually build their own civilizations, grow cities, expand territories, produce, move troops and all that jazz?
got another question how do i get a wife i tried looking it up on the wiki and got nothing
Lol I've been very curious about that as wellAnyo ne have Idea ABOUTthe PANTY symbol ??
i dunno if Grim has already answered this, but its not THAT hard. especially now that steam doesnt seem to care that much about content anymore.Hey GD. What are the economics of taking this to Steam? It's one of the few lewd games with enough depth to justify the work imo. You and your team work quickly enough that a cheap purchase + DLC modules would see some interest. And maybe a subscription access model similar to Paradox's EU4/CK3/HOI4?
Thanks for reporting. Both bugs fixed!Lovisa starts Rebecca's quest in her background dialog with maxed affection, even if you don't have Rebecca recruited yet.
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clarification: the $35k has no timer on it. that has been a common misconception that the date given was a deadline. i think Grim already fixed that in the latest version.Well, Strive for Power is on this site and does pretty much all what you describe Masters of Raana might have one day (with exception of marriage, iirc) If you were to compare them, where would you say this game pulls ahead? Little quests it had at the start were pretty nice, but ~2 weeks in the game bulk of this custom content appears exhausted, save for couple gated behind rather daunting amount of "socializing" grind. The game also imo shoots itself in the foot by creating a poorly thought-out setup where it asks you early on to raise 35k money in just a few weeks, which harshly discourages any sort of spending... including, ironically, buying slaves, improving your house and making investments that'd take months just to break even; making the overall experience rather limited and dull.
Thanks!Good game. Just a few things:
-Game is too grindy even for "beginner" mode. The grind isn't for me so I just save edited to increase the money and the attributes. Basically, give myself a baseline to actually be able to fight enemies well and be able to break slaves at will.
-I wish that the dev focuses more on the existing slaves' renders and stories rather than adding new slaves. In a game like this, no matter how much the quests go deep, I would imagine that the end goal for most players is to have a house full of slaves anyway so why not prioritize enriching the existing slaves first?
-As some have mentioned, increase the slave cap. There's never enough space for some people who just don't want to let go of anyone.
-I love how each slave has an interesting background. However, I think it's a wasted opportunity if it's not further explored in dialogues and sex in the form of "special dialogue" when they reach a certain status such as but not limited to:
+Rebecca/Aria (initially rude, strong willed, and rebellious) having special dialogue when they reach devoted/broken/cum-slave willpower status.
+Piper/Amelia (naturally sub) having special dialogue when they have high willpower.
+Caitlin/Lovisa/Juno/Rebecca (Pure/Vanilla) having special dialogue when they reach high corruption or get "Perverted" trait.
Anyway, I like the direction that the game is headed. These are just my insights as to what might be overlooked at the moment.
one guy spent all his time drinking and gambling. made a good living at it. hunting is more viable now. so is gardening/food trading. slave training/trading will be viable soon. prostitution is coming out next major update.just wondering other than going around murdering people and doing quest any other ways to make money that i might have missed?
Hmm... I suspect that accepting reality isn't especially high on the list of reasons people visit this site, much less play a game about managing slaves on an alien planet.
im not kidding. after playing free cities and strive 4 power and s4p conquest obsessively at different times. ive found that micromanaging more than a handful of slaves makes the interactions less enjoyable. in fact, if im not mistaken the corporations expansion in free cities was born partly out of the drive to reduce the amount of slaves a player needed to manage to be able to min/max his income, and abstracted it so player focus could return to individual interactions with his slaves.Here I thought he was kidding, I chuckled when I first read that--anyone else?
its coming along. keep in mind that Grim is self taught, and is still learning. its not his profession, its a hobby that grew over the course of just under two years.Still, this is not a slave economy simulator some players would like this game to be and HTML format is not best suited for such genre.
yah its doable, for sure. grim will get there.Ehh, from what i can see people are asking just to be able to keep all their pokemons. So that's 15 or so slaves... plus probably few randomly generated ones for training and sales once that's in, so round that up to 20?
This is hardly beyond abilities of twine/sugarcube -- you can find games even on this site which run simulations with 100+ npcs. And yes, they're browser games using the same engine.