Sep 21, 2018
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I like the way you think! Unfortunately I haven't this far seen any way to pay rent for the old lady in the first place.

Using first someone's pure generosity to then collect rent from subtenants sounds to me exactly like something the House Carozza would do, but perhaps I am just unaware of some finer details of the rental systems of Ikaanos.

Please tell me exactly how you rent houses from old ladies if you will, so I could perhaps do the same in my own game.
You cant rent apartments in the game.
 
Sep 21, 2018
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Trying to set up a team of good scavengers from "random" captures is proving difficult (while also trying to keep other functions manned). Is it possible to guarantee a significant flow of merchandise every day, so you can use manufacturing more often? I have 8 scavangers all with the scavenger trait, survival skills vary and some other traits like nerd or techie. Apart from end-of-day scavenging, I'm getting what I can by scavenging with my main combat squad (because I'm also trying to be ambushed to hunt down and sell more slaves while also possibly getting a bit more merchandise). Should I, instead, equip and train a secondary squad of my 4 scavengers with best fighting skills, and only scavenge with them? With what I'm gathering, certainly less than 100 merchandise per day and a lot of scrap metal and other crap I'm already sitting on too much of. Can't produce more than a batch of 50 rifles, say, every 2 to 3 weeks. Or keep the sweat shop running and forget about it (runs out of merchandise faster than I can refill it). Not necessarily anything wrong, it's just that manufacturing doesn't seem to be the fast cash farming method people say it is. Maybe it was nerfed? Should I be looking into gunpowder and making ammo instead of rifles? I did the math for weapons, and standard rifles (non-automatic) seem to have the best return per materials and production units combined, but didn't include ammo in my spreadsheet.

Another question, if I eliminate a faction (say, the red river pirates) to stop their impact on my investments, do they have a chance of returning if control is very low, or are they gone for good? Since high level enemies seem to be the quickest cash cow available, I'm reluctant to do away with them completely
1. The scavenging part is pretty early game, and even if you dedicate an entiree household to scavenging they still woulndt bring enough to feed your workshop, you need either to buy it or set the orphanage to do things for you.
2. Eliminate factions dont come back.
 

cleanfeel

Active Member
Jun 16, 2017
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Great, so, from the 0.8.4.4 changelog:
Aria's quest > Kymanto route (CHAPTER I)
If you decide to honor your family's connections with The Kymanto Syndicate and hand over a fully trained Aria to Chancellor Mordecai Adler, you'll now be contacted by an envoy after 7+ days (in Redhaven, at noon), with an invitation to speak with The Chancellor himself

Now the changelog didn't have a mention of any influence limit, so I may have misremembered that, or maybe you just need to meet the limit to be able to enter the palace area (10k?). So if you wanna find out for sure, make a save, pass like 7 days and hang around Redhaven at noon to see if it works.
It's not working for me unfortunately. Do you know where it is in the code? Maybe I can read it.
 

Clemency

Well-Known Member
Jan 21, 2024
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Is it possible to guarantee a significant flow of merchandise every day, so you can use manufacturing more often? [...] Can't produce more than a batch of 50 rifles, say, every 2 to 3 weeks.
You use manufacturing more often by buying the materials discounted from Aimee's Goods and turning them into profit.
 
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