Hans98

Member
Aug 3, 2018
182
139
Dunno,

But the vast majority of all the information you need is present inside the educator menu.

What's not explained there very well is what the actual caps are for each body type in physical training.

So, what are you looking to accomplish with an educator?
I wanted to increase corroption and lower willpower.
 
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Zarkhy

Well-Known Member
Nov 4, 2018
1,138
763
I wanted to increase corroption and lower willpower.
Turn on Dominate and Allow Sex.

Increasing corruption requires for the trainer to have 70 corruption. Turn on any 1 template, such as Mental.

The base skill is calculated mostly the same as Slave Master/Mistress in the wiki, only there's an adjusted bonus for high fame (number of combats fought) and a new value for affection towards the MC (-5 below neutral, 0 at neutral and +5 at Soulmate).

The educator will also by default train discipline up to his/her own value, max 100.

Trying to train non-slaves can get a little tricky, but it's explained well in the Allow Sex tooltip.
 

Crimson Fire

Member
Mar 12, 2022
195
427
I wonder how many people still has two workshops and how many demolished the second one to make room for the Annex in their yard after Aria's second long questline is complete.

Unless they no longer want a Training Dojo I guess. The educator job can suffice as substitute for it. Or they demolish the Grove or Stables.
I have two workshops but I don't build them in my yard. I have no desire for a tavern but maybe that's because I don't see the appeal to the taverns. So I use the two building spaces in the zone to build workshops and keep my yard for other things.
 

Zarkhy

Well-Known Member
Nov 4, 2018
1,138
763
Is Tuner Jackson need to be an educator to teach performance now ?
Does he need money ?
Or still the same no job and give him money ?
No change, I believe: No job and give money. I havent changed any settings after the latest update, and my gals keep improving Performance.
AFAIK that's correct, there's no change in Tuner's Manager trait, BUT you could now also make him an Educator to train Performace, Charisma, the Starlet trait and whatever else.

Anyone know how we can mod more educators and how many slaves they can train?
Do note that you can assign more than 4 people per Educator, they just start accumulating a small penalty per extra pupil.

IIRC Slave Masters/Mistresses at least bugged out at 8 or 9 trainees and wouldn't train them all. But that's still 3x7 people you can train, which is plenty enough for me.
 

tsap

Member
Apr 19, 2019
283
285
I wonder how many people still has two workshops and how many demolished the second one to make room for the Annex in their yard after Aria's second long questline is complete.

Unless they no longer want a Training Dojo I guess. The educator job can suffice as substitute for it. Or they demolish the Grove or Stables.
I have wondered already quite a long time about the popularity of workshops. I prefer having tavern(s), since they need less workforce than workshops and IMOP it is easier and simpler to draw in audience than manipulate the market.
No workshops for me, thank you very much, and even less than workshops I need annexes. Never again that shit after I once got rid of those and the damned retreat too as well. :)

Great game still, of course. Everything has been flowing nice and smooth in my games during several versions, but the lately increased gentle push to have more and more NPC:s in household feels a little bit exaggerated for my tastes. I have learned that even mercs would like to bring their relatives into my house, if I let them. One adorable innocent-looking slave would be happier in case I'd hire not only her sister, too, but also their parents (!). What the hell, I wonder. Soon I have everyone's best friends, worst enemies and every kind of relatives and their entertainers in my MC:s house if this trend goes on. Butlers now. Cattle herders and milkmen next?
 
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deptraivkl

Newbie
Oct 5, 2018
30
51
For a HTML game this game feels like such a hassle to play on JoiPlay.

With 1.0 scale I can't see the top of the screen, changed the width scale to 0.6 as recommended, seems fine at first but then the UI buttons and texts overlap and on top of each others. Is there a guide, or at least a solution for the overlapping?
 

bolondro2

Active Member
Oct 12, 2018
660
726
I have wondered already quite a long time about the popularity of workshops. I prefer having tavern(s), since they need less workforce than workshops and IMOP it is easier and simpler to draw in audience than manipulate the market.
No workshops for me, thank you very much, and even less than workshops I need annexes. Never again that shit after I once got rid of those and the damned retreat too as well. :)
The popularity of workshops? Easy to understand. My two fully upgraded worskshops give to me 18.000 construction points daily. That´s an income of 80.000 daily. Or 500 swords to rise factions/ fill the rebel ranks.
 
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bolondro2

Active Member
Oct 12, 2018
660
726
But this came with a caveat. REplenishing of Steel/fasteners in the market. Not sure if it´s bugged, or working as intended, or if I´m missing some fine point but, at this moment, I have 2 workshops and I had a big buy of steel/fasteners. Something like 50.000 of steel. And take note of the steel remaining in the market. 749.000 of steel remaining. I have consumed all the 50.000 steel (plus the steel production of my mine, now defunct) and checked how many steel there are in the market. 749.000 remaining. Zero replenishing.

Prosperity of Ikaanos it´s 40(normal) and Control 20-24 (disorder). May be with Control above 25 or better prosperity would be some replenishing of the stocks, but it´s something that it´s something that concerns me. In previous versions it was not an issue, you can always buy (albeit at a higher price) but now


  • You can no longer buy wood, fasteners, steel and durasteel if the purchase button exceeds current Market Supply.



Have anyone played long enough to give an answer tho the question of what would be the replenishment rate of this valuables?
 

Lurker452

Member
Jun 13, 2022
163
241
Supposedly if I have an Educator with the Scavenger trait and I assign the Adventures Template they will give their students the Scavenger trait once their Survival hits 60+. However I'm not seeing Scavenger show up, even as a partial... for that matter NPCs with the trait don't show it when you click the "?" next to Traits.

Do I need to do something else as well? Just wait? Has it worked for anyone?
 

tsap

Member
Apr 19, 2019
283
285
The popularity of workshops? Easy to understand. My two fully upgraded worskshops give to me 18.000 construction points daily. That´s an income of 80.000 daily. Or 500 swords to rise factions/ fill the rebel ranks.
May I ask how many workers are involved?

(I have 8 slaves at the moment - Aria already a chancellor - plus the MC. One reliable slave working as barkeeper and one Lezzlie Winnipeg-class singer/dancer should suffice to keep one tavern going. While I couldn't compete with workshops in total income, I think I might come close with ROI [return on investment] and keep abreast with cash per capita. I'd really hate to put the majority of my household into workshop for a whole day...
Taking MORE slaves than 8? Nah
... :))
 

bolondro2

Active Member
Oct 12, 2018
660
726
May I ask how many workers are involved?

(I have 8 slaves at the moment - Aria already a chancellor - plus the MC. One reliable slave working as barkeeper and one Lezzlie Winnipeg-class singer/dancer should suffice to keep one tavern going. While I couldn't compete with workshops in total income, I think I might come close with ROI [return on investment] and keep abreast with cash per capita. I'd really hate to put the majority of my household into workshop for a whole day...
Taking MORE slaves than 8? Nah
... :))
16 all in all for both. No. You are not even close in Income, per capita or else as ROI.

A workshop cost 35$k base +10k+10k+25k+75+200k or 355. Both, 770. Plus 300k of fusion reactor, 1.070K all in all.I get my money back in 13-14 days. Once with the investment recovered, it´s 5.000 per worker.

You can earn money (plenty) putting Ayden to screw bolts...
 
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megamanx06

Member
Mar 13, 2019
254
268
Supposedly if I have an Educator with the Scavenger trait and I assign the Adventures Template they will give their students the Scavenger trait once their Survival hits 60+. However I'm not seeing Scavenger show up, even as a partial... for that matter NPCs with the trait don't show it when you click the "?" next to Traits.

Do I need to do something else as well? Just wait? Has it worked for anyone?
Haven't tested myself, but it seems like for now Scavenger isn't listed in the trait value list, which means there's no UI way to check progress on it. You can check through console if you know the AV number of the person in question

SugarCube.State.active.variables.npc.av[number].traitscav

See if that returns something that's not zero. If it does, then the trait is being trained
 
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