Sarius_1

Newbie
Nov 4, 2017
20
32
53
Not sure about the exact number but in the period where the thing don´t worked right, about a dozen, or at least ten. I have reduced the number to 6 and seems to work fine now
I think that is quite interesting. It seems that only about 6 or 7 guards are affected by the captains training (I assigned almost my whole household as guards, but only some received melee / ranged stats. And there were more than 6 with low enough stats to be able to receive training benefits) but i couldn't find any obvious evidence for that in the code.

The relevent part in the code seems to be:

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I think the reason, that not all guards are affected by training is, that the variables with _chance in their name are the same variable through the whole loop. But every guard with high enough stats to reduce training chance does reduce the _chance variables so that after the loop passed enough of your guards with high enough (>= 50) skills it becomes impossible for any of the remaining guards to improve their skills.
I think this is most likely a bug and not an intended feature. To fix this one could either move the initialisation of the random loops into the for-loop (would make the training sucess chance among slaves independent. Not sure if that would be intended and is possibly computationally a bit more expensive than it is now) or create copys of them and only modify the copys in the loop (would be closer to how it works at the moment)

My suggestion to change that part in the code would be:

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So GD-studios feel free to edit this part of the code the way i suggested so that skilled guards don't have a negative effect on other guards training chances (if they are before them in the $npc list, which i am not sure how it is ordered) in the next version of the game.
 
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Clemency

Well-Known Member
Jan 21, 2024
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I think the reason, that not all guards are affected by training is, that the variables with _chance in their name are the same variable through the whole loop. But every guard with high enough stats to reduce training chance does reduce the _chance variables so that after the loop passed enough of your guards with high enough (>= 50) skills it becomes impossible for any of the remaining guards to improve their skills.
Interesting. I always thought the guard training penalty was intended like the slavemistress training penalty above 4 assigned trainees, so you can avoid an entire battalion being trained all at once. I did not think the penalty stacks like that.

My suggestion to change that part in the code would be:

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Gonna try this one and I also posted the screenshot of this post and the bug post above in discord.
Time for my wife to show her quality.

Screenshot 2024-12-01 233810.png
 
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GD-studios

The Budman
Game Developer
Nov 20, 2021
944
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I think that is quite interesting. It seems that only about 6 or 7 guards are affected by the captains training (I assigned almost my whole household as guards, but only some received melee / ranged stats. And there were more than 6 with low enough stats to be able to receive training benefits) but i couldn't find any obvious evidence for that in the code.

The relevent part in the code seems to be:

You don't have permission to view the spoiler content. Log in or register now.

I think the reason, that not all guards are affected by training is, that the variables with _chance in their name are the same variable through the whole loop. But every guard with high enough stats to reduce training chance does reduce the _chance variables so that after the loop passed enough of your guards with high enough (>= 50) skills it becomes impossible for any of the remaining guards to improve their skills.
I think this is most likely a bug and not an intended feature. To fix this one could either move the initialisation of the random loops into the for-loop (would make the training sucess chance among slaves independent. Not sure if that would be intended and is possibly computationally a bit more expensive than it is now) or create copys of them and only modify the copys in the loop (would be closer to how it works at the moment)

My suggestion to change that part in the code would be:

You don't have permission to view the spoiler content. Log in or register now.

So GD-studios feel free to edit this part of the code the way i suggested so that skilled guards don't have a negative effect on other guards training chances (if they are before them in the $npc list, which i am not sure how it is ordered) in the next version of the game.
Yeah that bug was reported a few days ago so there's a fix for it in 0838. :) I'll add a small saturation penalty based on the number of guards but it won't be near as penalizing as the current (unintentional) one.

0838 Public ETA: 1-2 weeks.

After that I'll start working on threesomes.
 

bolondro2

Active Member
Oct 12, 2018
748
809
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You can see it as a bug, or as a feature. After all, even if some of the guards don´t need training at all, if your Guard Corps it´s too big, your Captain can be commanding a desk, being too busy with the pay rolls, dealing with insurances, caring about the state of the equipment and smoothing the small grudges of his guards and have no time at all to do training work
 
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OneMoreZoner

Newbie
May 23, 2022
80
124
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Here is a modest QoL improvement proposal:

Reduce your meele clicks by up to 50%!!

As of ver. 0837, melee strikes require 2 or 3 clicks (Strike Enemy+Targetting) or (Power Strike+Strike Enemy+Targetting). Since high melee skill rewards constant use of the power strike, high melee skill players are 'punished' with an extra click.

Solution: Make Power Strike button double as a Strike Enemy button. Then melee is always 2 clicks (Strike Enemy+Targetting) or (Power Strike+Targetting).

Implementation:

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Enjoy.

;)
 
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Nov 22, 2017
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Hello :) I just started playing the game and I have to say it's amazing, addictive to the max! So I have a question: What's the fastest way to stabilize your financial situation so that the money doesn't run out quickly?
 

Fapmigo

Active Member
Feb 21, 2020
509
1,046
253
How can I add or donate workers to the Kahill mine?
I have 3 captured slaves and there's no option to donate them like at Fort Serra
 
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Hairybum

Newbie
Aug 24, 2022
38
33
53
The NPC you transfer must have a Melee or Ranged weapon skill of 40 or better. Also the NPC's attitude to the MC must be Friendly or better. Works fine for me.

However its much easier to just bring in guards from Fort Sera, if you have gained control of that place. Any random slave you hand over to the fort instantly becomes a potential guard no matter skill levels or attitude to the MC.
1. The Captain currently only trains the first few guards. Do you have any other guards assigned who are "soaking" the training"?
2. The Captain doesn't train 100%; if his skill is 100, he'll train about 2/3 of the time for ranged and/or melee (he won't necessarily train both) - and less frequently for Discipline.
 

Clemency

Well-Known Member
Jan 21, 2024
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Hello :) I just started playing the game and I have to say it's amazing, addictive to the max! So I have a question: What's the fastest way to stabilize your financial situation so that the money doesn't run out quickly?
The most reliable repeatable way across any difficulty settings is the Workshop, set to Manufacturing. You assign it workers with decent to high discipline (of note here is the Workaholic trait which passively increases discipline to 100 over time) and a foreman with decent to high intelligence, leave it for a day and after that the workshop has gained production points. You buy materials from Aimee's Goods in Stokke Hills discounted, you use the production points generated and the materials to craft weapons to sell. Knives are the easiest for beginners since it is very production point efficient and you just sell it to the marketplace next to your house, no need to minmax its selling price. You can also use that money to upgrade your Workshop more, to get more production points generated.

Eventually you will transition to rifles and auto rifles, which sells more at Hamah Bay than at the marketplace so you have to craft them for a week, hoard them, take the ferry once you have enough crafted, and go to Hamah Bay to sell them in bulk. (There's also a shortcut in your house to the Red River Basin straight to Hamah Bay after you visited the ferry once but I have yet to test how time efficient it is so test it for yourself.)

Items have a market saturation. Once there are 5,000 of a weapon, they get a slight sell price decrease. Again at 10,000 market supply, and then especially at 15,000 market supply. Take note of that. By this time though, you probably have an established house, very stable finances, and you can just get all the investments, and craft swords to donate to Warrior's Hall in Watery Eyes (as an Aesir religion follower) or to Fort Sera after you get ownership of it in a quest (automatic trigger at 4000 influence). This is passive income that will pay off at a thousand days in or so, not at day 100. There's also donations to House Carozza to gain standing with them (capped at 80). You gain ownership of Warrior's Hall at 100 standing, each donation gets you closer to that (note: some factions do not give money nor can you own them). Each donation to a faction increases its power, and increased power means increased passive daily income. Notes about which faction you can own here.

If you can enter Emerald City, go to Crystal Heights Bank and get a loan of $25,000 to help kickstart your Workshop. You can also hire Armand, one of the two NPCs (the other is Adrienne with worse starting stats) who specializes in (you can assign it via the NPC Menu ---> Jobs and Titles page 2) and has a 45% bonus to the daily passive income.
 
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nejfan

Member
Aug 30, 2017
113
287
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Genuine question, how much content are there for the npcs? I kinda dislike management games where almost every npc has the same sex dialogue/scenes. Do the unique slave npc's have unique dialogue/scenes or do they all basically behave the same as the randomly generated ones once you've enslaved them? Do the unique slaves interact with each other?

I don't really wanna play another free cities tbh.
 

nejfan

Member
Aug 30, 2017
113
287
202
The path that exists is the Aria Rebellion path.

The other path is turning her into a sex slave for the Kymanto Hall. That path is not fully fleshed out.
Am I reading this correctly or are you saying the options are limited to not enslaving her and making her a ruler or making her a slave for someone else? I don't like these choices lol. I'd much rather take over myself and then just... keeping her for myself?
 
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Mar 6, 2020
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Hello :) I just started playing the game and I have to say it's amazing, addictive to the max! So I have a question: What's the fastest way to stabilize your financial situation so that the money doesn't run out quickly?
Be a slave owner, slave trader

When you have enough money, invest everything you need to invest

Pay attention to Rebbeca, she is very useful if you want to increase your investment

Choose the religion "Islam" to increase your investment by 8%.

Adrienne Keller is great for accounting to increase money

other slaves try to get them to become professors at Whitehaven Academy
 
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Zarkhy

Engaged Member
Nov 4, 2018
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Am I reading this correctly or are you saying the options are limited to not enslaving her and making her a ruler or making her a slave for someone else? I don't like these choices lol. I'd much rather take over myself and then just... keeping her for myself?
Those are the two story paths, the rebellion path (making her the leader) having plenty of content, but that does not remove her permanently from the game. Also, for all intents and purposes she is one of your slaves.

If you wanted to just make her one of your slaves, you're not obligated to follow either quest path, but there is no path for you becoming the supreme leader. You're just a guy with some slaves.
 
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