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desmosome

Conversation Conqueror
Sep 5, 2018
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First you need to buy the right book from the bookstore, and then talk to the owner about it.

Then, once you send a suitable girl to work there, a progress bar appears in the quest log and it's going to take a while to fill up.

Of course, to actually do the quest you need to be on a version where the quest has been implemented.
Actually, I just bought out all the books and nothing happened. I did browse through her books initially, and there was a conversation about her hiding something. Then the Secret Garden quest appeared. But I don't know how to actually investigate. Because I did have Juno working there for a while without anything happening.
 

Kunt

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May 6, 2018
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Actually, I just bought out all the books and nothing happened. I did browse through her books initially, and there was a conversation about her hiding something. Then the Secret Garden quest appeared. But I don't know how to actually investigate. Because I did have Juno working there for a while without anything happening.
You put Juno working there, then you click the quest agains and check it the bar is getting filled.
Once it's filled you check journal again, it says that you can check your library. Apparently you have to have a book there already (like the one from the temple) but I cant tell you more cause idk.
 
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Zarkhy

Engaged Member
Nov 4, 2018
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Do we have to equip the guards and captain? Like does it improve their guard ability?
Does it improve their ability? No

Should you equip them?

There's a new feature coming where there may be raider attacks on your house if control is low. Not sure if equipment is necessary there, haven't tried it.

Actually, I just bought out all the books and nothing happened. I did browse through her books initially, and there was a conversation about her hiding something. Then the Secret Garden quest appeared. But I don't know how to actually investigate. Because I did have Juno working there for a while without anything happening.
You investigate by having the worker there AFTER getting the quest.

But like I said, you need to be playing a version where the quest is completed and not a WIP. Maybe post a screenshot of the quest log?
 

Clemency

Well-Known Member
Jan 21, 2024
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There's a new feature coming where there may be raider attacks on your house if control is low. Not sure if equipment is necessary there, haven't tried it.
Do we have to equip the guards and captain? Like does it improve their guard ability?
Per the progress news in discord, in the new patch (alpha and upcoming public release), guard equipment now affects guard pool value, so they can resist raider attacks better.
Do you guys just spam workshops in every part of the yard and the 2 slots in the city and spam building something in particular?
I only get one Workshop. Manufacturing is very profitable, but I also like having other buildings. I keep the Elder Grove for Tori's sake. I get the Annex because I want 120 total NPC slots/space. I get the Stables because why not. I keep a Training Dojo. And I have a Gazebo. That is all 5 of my backyard slots. I have my one workshop outside, and a tavern just so I have a tavern.

A second Workshop might make Aria's second questline faster but after that, you can demolish it. After over 1000-2000 days, your workshop will probably look like this and you can just make do with one, unless you really keep using the production points (I keep forgetting to min-max market supply the later in the game I am and so my weapon market supply can sit at a low value and I forget for a hundred days to to use it up, pump weapons until 15,000 market supply so market supply can start going back down again):

Screenshot 2025-03-21 180447.png
 
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Kunt

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May 6, 2018
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Per the progress news in discord, in the new patch (alpha and upcoming public release), guard equipment now affects guard pool value, so they can resist raider attacks better.

I only get one Workshop. Manufacturing is very profitable, but I also like having other buildings. I keep the Elder Grove for Tori's sake. I get the Annex because I want 120 total NPC slots/space. I get the Stables because why not. I keep a Training Dojo. And I have a Gazebo. That is all 5 of my backyard slots. I have my one workshop outside, and a tavern just so I have a tavern.

A second Workshop might make Aria's second questline faster but after that, you can demolish it. After over 1000-2000 days, your workshop will probably look like this and you can just make do with one, unless you really keep using the production points:

View attachment 4667401
Damn, 120 foreman and 100 average discipline
Also you got 10 workers so that's a legacy version right?
How is the tavern money wise? What are your main sources of income?
 

Clemency

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Jan 21, 2024
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Damn, 120 foreman and 100 average discipline
Also you got 10 workers so that's a legacy version right?
How is the tavern money wise? What are your main sources of income?
1.) Workaholic has a chance to passively grow Discipline every midnight by +1 to a cap of 100. One scripted/unique NPC has the Stormchild trait, which has a chance to raise Intelligence by +1 per vaginal orgasm in non-bondage sex.
2.) Yeah. Using the console command SugarCube.State.active.variables.oldworkshop = true (or was it SugarCube.State.active.variables.oldworkshop = 1) brings back the legacy workshop.
3.) The tavern is earning me ~$1,800 per day at 1000/1000 Reputation with Gambling turned on but I have no prostitutes assigned. Don't want one, don't need one.
4.) Workshop Manufacturing is my biggest income source. My biggest passive income earner is the Catholic church though since I pumped over 1,500 days of Zapin Fields rations output to raising Catholic Church power (I own the Catholic Church via getting to 100 standing with them). Actually, no, my biggest passive income earner is Armand, because he gives me $40,837 daily from his accounting skills (my Business income is $64,405 per day and accountants' money earning scales off of your business income -and their accountant skills, administration stats, and intelligence)

Screenshot 2025-03-21 182832.png
 
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Kunt

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May 6, 2018
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1.) Workaholic has a chance to passively grow Discipline every midnight by +1 to a cap of 100. One scripted/unique NPC has the Stormchild trait, which has a chance to raise Intelligence by +1 per vaginal orgasm in non-bondage sex.
2.) Yeah. Using the console command SugarCube.State.active.variables.oldworkshop = true (or was it SugarCube.State.active.variables.oldworkshop = 1) brings back the legacy workshop.
3.) The tavern is earning me ~$1,800 per day at 1000/1000 Reputation with Gambling turned on but I have no prostitutes assigned. Don't want one, don't need one.
4.) Workshop Manufacturing is my biggest income source. My biggest passive income earner is the Catholic church though since I pumped over 1,500 days of Zapin Fields rations output to raising Catholic Church power (I own the Catholic Church via getting to 100 standing with them). Actually, no, my biggest passive income earner is Armand, because he gives me $40,837 daily from his accounting skills (my Business income is $64,405 per day and accountants' money earning scales off of your business income -and their accountant skills, administration stats, and intelligence)

View attachment 4667452
May I ask where that bussiness income comes from? I've read te wiki and bussinesses dont give that much income and you have to invest a ton on them.
 

bolondro2

Active Member
Oct 12, 2018
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How do i start the secret garden quest? Do I just send Juno there to work or is there some other menu for the investigation? I had her working there for a week and nothing happened.
Send a slave with better int stats. Juno it´s not the sharpest knife in the box....
 

Clemency

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Jan 21, 2024
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May I ask where that bussiness income comes from? I've read te wiki and bussinesses dont give that much income and you have to invest a ton on them.
Income from factions you own or the Mosque scales linearly with their Power Value. As I said, I pumped over 1,500 days of food/rations earning from Zapin Fields into the Catholic Church. It was around ~5,850,000 rations by rough calculations (3,900 x 1500). I had no other uses for that much food and my market supply for food was already way capped, so sell price was very low, so it was free power value.
I also pumped a lot of swords into Fort Sera (labeled Marston Fort in the income screen), but this is mostly for the Masters of Raana achievement, because the power value to income conversion for Fort Sera sucks balls compared to Warrior's Hall (labeled Odensborg in the income screen) and the Catholic Church. My Warrior's Hall income is not high because this method of earning money is worse than just outright selling the items your Workshop made, so I did not pump swords into Warrior's Hall.

(This is a 2,500 days in-game save. Don't overthink your business income too much at Day 100 or even day 300 based on what I have at day 2,500. Craft knives. Craft rifles. Sell them. You will have time enough later to pump swords into Warrior's Hall when your market supply is at 15,000 and you are waiting for it to go down and you just want to see some passive income.)

Screenshot 2025-03-21 182822.png
 
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Lurker452

Member
Jun 13, 2022
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Income from factions you own or the Mosque scales linearly with their Power Value. As I said, I pumped over 1,500 days of food/rations earning from Zapin Fields into the Catholic Church. It was around ~5,850,000 rations by rough calculations (3,900 x 1500). I had no other uses for that much food and my market supply for food was already way capped, so sell price was very low, so it was free power value.
I also pumped a lot of swords into Fort Sera (labeled Marston Fort in the income screen), but this is mostly for the Masters of Raana achievement, because the power value to income conversion for Fort Sera sucks balls compared to Warrior's Hall (labeled Odensborg in the income screen) and the Catholic Church. My Warrior's Hall income is not high because this method of earning money is worse than just outright selling the items your Workshop made, so I did not pump swords into Warrior's Hall.

(This is a 2,500 days in-game save. Don't overthink your business income too much at Day 100 or even day 300 based on what I have at day 2,500. Craft knives. Craft rifles. Sell them. You will have time enough later to pump swords into Warrior's Hall when your market supply is at 15,000 and you are waiting for it to go down and you just want to see some passive income.)

View attachment 4667676
Would you be willing to share how you got Marston Fort/Sera income that high? I have 150 standing and my income is under $1,000 a day.
Is that just giving food to the Catholic Church until you reach standing 100 or did you do anything else there?
 

Clemency

Well-Known Member
Jan 21, 2024
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Would you be willing to share how you got Marston Fort/Sera income that high? I have 150 standing and my income is under $1,000 a day.
Is that just giving food to the Catholic Church until you reach standing 100 or did you do anything else there?
As I said, income scales with power value. My Fort Sera has a high power value because I pumped so many swords into it, way way more than is necessary to reach 150 standing. Each donation of 20 swords increases the Fort's power value by 1.

My Catholic Church also has a high power value because each 750 rations donate increases power by 1 and I donated around 5,850,000 rations. You do not need 5,850,000 rations to get 150 standing. But you need 5,850,000 rations to get probably 7800 power value.

Screenshot 2025-03-21 230303.png Screenshot 2025-03-21 230319.png
 

Kunt

Member
May 6, 2018
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Income from factions you own or the Mosque scales linearly with their Power Value. As I said, I pumped over 1,500 days of food/rations earning from Zapin Fields into the Catholic Church. It was around ~5,850,000 rations by rough calculations (3,900 x 1500). I had no other uses for that much food and my market supply for food was already way capped, so sell price was very low, so it was free power value.
I also pumped a lot of swords into Fort Sera (labeled Marston Fort in the income screen), but this is mostly for the Masters of Raana achievement, because the power value to income conversion for Fort Sera sucks balls compared to Warrior's Hall (labeled Odensborg in the income screen) and the Catholic Church. My Warrior's Hall income is not high because this method of earning money is worse than just outright selling the items your Workshop made, so I did not pump swords into Warrior's Hall.

(This is a 2,500 days in-game save. Don't overthink your business income too much at Day 100 or even day 300 based on what I have at day 2,500. Craft knives. Craft rifles. Sell them. You will have time enough later to pump swords into Warrior's Hall when your market supply is at 15,000 and you are waiting for it to go down and you just want to see some passive income.)

View attachment 4667676
how do you know exactly what factions are worth and when and how to invest on them?

I find it hard to tell by the wiki
 

phrekfix

New Member
Nov 11, 2019
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Hi, I just updated to the new version and can't seem to find the Slave Master/Mistress option in the jobs / titles screen for NPC's ?? Did something change that i haven't found yet as I have been searching .... Thanx !!
 

khumak

Forum Fanatic
Oct 2, 2017
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I only get one Workshop. Manufacturing is very profitable, but I also like having other buildings. I keep the Elder Grove for Tori's sake. I get the Annex because I want 120 total NPC slots/space. I get the Stables because why not. I keep a Training Dojo. And I have a Gazebo. That is all 5 of my backyard slots. I have my one workshop outside, and a tavern just so I have a tavern.

A second Workshop might make Aria's second questline faster but after that, you can demolish it. After over 1000-2000 days, your workshop will probably look like this and you can just make do with one, unless you really keep using the production points (I keep forgetting to min-max market supply the later in the game I am and so my weapon market supply can sit at a low value and I forget for a hundred days to to use it up, pump weapons until 15,000 market supply so market supply can start going back down again):
I would agree that there are diminishing returns for workshops but more than 1 does make a significant difference in the early to mid game. Once you're earning massive amounts of money from factions, more than 1 doesn't really matter much but it does help for donations to the bandits and the rebels which takes quite awhile with only 1 workshop. I usually end up with 2 workshops long term.

Stables reduces travel time so that one is a high priority for me. The Gazebo is kind of a waste now IMO since dinner parties are better but there's not much else you can put in the small build slot. I put a small garden there instead since I don't really find a reason to use pool parties anymore.

Dojo I consider a mandatory early game build but once MC and my A team are maxed on combat/physical stats I demo it and replace it with something else.

Grove isn't really worth it but I prefer to keep it as well. What can I say, I'm a tree hugger :)
 

khumak

Forum Fanatic
Oct 2, 2017
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Hi, I just updated to the new version and can't seem to find the Slave Master/Mistress option in the jobs / titles screen for NPC's ?? Did something change that i haven't found yet as I have been searching .... Thanx !!
It was replaced with the Educator job which is dramatically superior and works on servants and mercs as well (but not Paragons).
 

Zarkhy

Engaged Member
Nov 4, 2018
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It was replaced with the Educator job which is dramatically superior and works on servants and mercs as well (but not Paragons).
I don't know if it's "dramatically superior". It's better. Ability to train Charisma and certain traits is great.

But OTOH it's now harder to gain/maintain corruption and lower Vanilla via a trainer.
 

khumak

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I don't know if it's "dramatically superior". It's better. Ability to train Charisma and certain traits is great.

But OTOH it's now harder to gain/maintain corruption and lower Vanilla via a trainer.
Maybe, but it also added the ability to train up previously untrainable traits like brawler, scavenger, techie, nerd, etc. So unlike previous games I no longer feel the need to do any save scumming when picking up my NPCs with the possible exception of maybe making sure Cassius/Truls/Aaron all have Malevolent (which still can't be trained as far as I know).

Sometimes I'll still reload if a get a unique that has zero traits since I find that annoying. I don't care what she has as long as it's not NOTHING. Addiction is the only other reason I can think of I would reload if a unique got it (haven't had that happen so not sure if it's possible). I have had a unique get mentally challenged but I believe that was bugged and shouldn't happen unless they're guaranteed like Rifle Savant.

I'm the type who likes to mold my slaves/mercs/servants into who I think they should be. Don't really care how bad they start off as long as what I want is trainable. The new Educator system seems to be perfect for that, albeit still missing a few traits that I would like to be able to train up and/or remove (would like to train Lovisa to not be Shy or Nicole to not be Shamefast for instance). Would also be nice to train up people for size queen/oral fixation and some of the other sex related stuff just for fun.
 

Zarkhy

Engaged Member
Nov 4, 2018
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Addiction is the only other reason I can think of I would reload if a unique got it (haven't had that happen so not sure if it's possible).
I'm pretty sure Aiko Hayashi (merc in Kasey's Park) can show up with Addiction.

Definitely something to avoid.
 

khumak

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I'm pretty sure Aiko Hayashi (merc in Kasey's Park) can show up with Addiction.

Definitely something to avoid.
I think there have been some bugs with Addiction in the past like there were with Mentally Challenged. I don't think uniques are supposed to be able to get either of those unless they're guaranteed to have them. Could be wrong though. As an example, in a previous version my game was bugged such that the final reward for the secretive interrogations (Julie Wilson) was guaranteed to be mentally challenged. She's not supposed to be. I don't remember what triggered the bug. I have never seen a unique with Addiction but other people have reported seeing it. It's such a debilitating trait that I would always reload or just edit my save to remove that if someone had it.

I do think Addiction could be made to be more interesting if training it out of enough people gave MC some kind of permanent bonus. Maybe a chemist trait or something that gives a permanent passive bonus to stims or something? I still wouldn't want to have to deal with it on my uniques but I could deal with say 10 randoms suffering through withdrawl for a year or whatever for that.
 
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