Charisma raise by the guide (receptionist) assignmentI don't know, if it was asked before, but how to rise charisma of the girls... ?
Charisma raise by the guide (receptionist) assignmentI don't know, if it was asked before, but how to rise charisma of the girls... ?
This has been a bug for some time now. Only way I've found to remove them is to find that slave in the Slave list and Sell her from the list. The DEV knows about it but it's low priority so I don't expect it to be fixed in the next patchHaving trouble with the area. Every area I put down and assign people to get the first assigned slave stuck in mid teleport. They are now in limbo in the center of the station and my areas are completely useless. Any tips to fix this?
it can be very promising to teach kids (espesially old age), the mechanics of society control with sex& booze , violence & total control. ex: with 100 loyal slaves control 500+ crowd and so on/ there can be quests for consumption control, or over exploitation & lgbt paradesTL;DR :
- random events occur out of sight. Make them regular events so players know and play accordingly (option to filter them out).
- "Boredom", "Citizens tired" and the likes... these events could be removed in favour of "warning icons" or better yet, "stat gauges". If "satisfaction" is >75%, tourists are satisfied. Below that, it starts becoming an issue.
- introduce one or a few elements to make early management more challenging. Expenses, satisfaction + appeal, citizens' happiness...
- give citizens a use. Why keep them happy? Because they're working for you, possibly manning your fleet. Unhappy citizens, no citizens. No citizens, no fleet.
- selecting several slaves at once in slave list screen.
- add an option to have "favourites" (with a star symbol). Maybe create groups of slaves too to avoid looking for the slaves you want through the entire list every time.
I'm pretty sure the military aspect consists completely of unmanned ships and maintenance equipment, drone ships and drone repair systems if you will.(TL;DR at the end)
So I had read in the changelog that you now had random events to spice up your station management life. I played and...saw nothing? Confused, I kept on playing. At one point, I decided to check how much money hydroponics make. Opened up the economics screen and there, I saw the latest random events.
Bad, really bad place to put them. Most players wouldn't even notice! Random events are fun because you have to play around them. If you don't even know they exist, then they're worthless. I'd suggest to change them into regular events, give that huge empty column on the left something to be filled with other than "Boredom". They could always be filtered out if the player so desires.
Speaking of "Boredom" events, these probably shouldn't be events at all. You could have icons at the top of that column (rather than at the bottom). If the "boredom" icon is lit up, you have entertaining issues. If greyed out, all is well.
Alternatively (probably the better option too), you could have gauges you want to keep maxed. If "boredom" falls below I don't know, 75% for instance, the gauge starts changing colours to indicate a rising concern. Other gauges would be "lodgings" (for tourists), "apartments" (for citizens), "beds" (for slaves) and... and wait, that's all? Shouldn't there be something to make the management part challenging at first (rather than sit around, waiting for money to accumulate), before you take on the galaxies head-on with your fleet? Such as:
- expenses (I don't think you can lose money other than via events or buying stuff, the only staff you have are slaves)
- security
- satisfaction (tourists)
- happiness (citizens)
- appeal (some buildings increase that yet it's shown nowhere - if tourists are bored, this should get negative, reducing the number of tourists)
Citizens... Lazy bastards who you accomodate without being given anything in return. They don't even work, they do nothing. If they were employed, you'd actually want to keep them happy or risk losing your staff. If your military men are citizens, that means no more army. Wouldn't that be a shame?
Last point, selecting several slaves at once to change their job in bulk instead of one by one (in the slave list screen). This would be I think a fairly welcome addition to the game. Some could be "favourites" - indicated with a star symbol. There could even be the creation of groups of slaves. An example of how it could be useful: let's say a random event renders your brothel much less productive than porn studios or dairies for a short while. Select a group of slaves, switch them from brothel to porn studio or dairy. Event ends, switch them back to brothel. Saves lots of clicking and looking through all your slaves to send them where you want.
TL;DR :
- random events occur out of sight. Make them regular events so players know and play accordingly (option to filter them out).
- "Boredom", "Citizens tired" and the likes... these events could be removed in favour of "warning icons" or better yet, "stat gauges". If "satisfaction" is >75%, tourists are satisfied. Below that, it starts becoming an issue.
- introduce one or a few elements to make early management more challenging. Expenses, satisfaction + appeal, citizens' happiness...
- give citizens a use. Why keep them happy? Because they're working for you, possibly manning your fleet. Unhappy citizens, no citizens. No citizens, no fleet.
- selecting several slaves at once in slave list screen.
- add an option to have "favourites" (with a star symbol). Maybe create groups of slaves too to avoid looking for the slaves you want through the entire list every time.
Pretty sure as well. Drones are probably used for maintenance too. Doesn't mean citizens can't be used for something - post-prod for your porn studios for instance. Perhaps even a few military men as a safety measure against hacking and jamming. I'm sure there are some jobs that even in that universe couldn't be filled in by robots. Though maybe "loyalty" rather than "happiness". Wouldn't make sense if you're playing like a heartless mastermind.I'm pretty sure the military aspect consists completely of unmanned ships and maintenance equipment, drone ships and drone repair systems if you will.
Tried this but any slaves assigned after doing it just get stuck as well. I got lucky and one slave was able to pass through the teleport into the xeno pit but that was it.This has been a bug for some time now. Only way I've found to remove them is to find that slave in the Slave list and Sell her from the list. The DEV knows about it but it's low priority so I don't expect it to be fixed in the next patch
Hmm here's a thought. In my current playthrough I haven't had this issue. Only thing I did different is to make sure that there is space for the slaves to walk to any assignment. I usually put the Arena slave cages/pods (can't remember their name) in whatever corner is free. This time I made a room just for them and put them so they don't block eachother. Slaves now walk into and out of them freely instead of having to be teleported to go anywhere. I suggest you try doing this and then assigning slaves to the arena. I am curious to know if that fixes itTried this but any slaves assigned after doing it just get stuck as well. I got lucky and one slave was able to pass through the teleport into the xeno pit but that was it.
Gave this a try, and for a moment it appeared to work, but then it went right back to trapping my slaves in limbo. Will try this again later as right now I don't have the time.Hmm here's a thought. In my current playthrough I haven't had this issue. Only thing I did different is to make sure that there is space for the slaves to walk to any assignment. I usually put the Arena slave cages/pods (can't remember their name) in whatever corner is free. This time I made a room just for them and put them so they don't block eachother. Slaves now walk into and out of them freely instead of having to be teleported to go anywhere. I suggest you try doing this and then assigning slaves to the arena. I am curious to know if that fixes it
Edit: I am attaching a screenshot of my Arena Slave room.
@crash.7ds
Thx for uploading.
Just a question for a bug.
Is it normal that we cant use the Sensory Noise and Lobotomize Implants? I cant add them to Slaves. No matter the Stats or where they came from.
The New Sensitivy implant doesnt change anything? Cant see changes in Stats when i use it.
And the Rules Assistant seems to be broken again. Every time i Load a save it fills up with Random Rules.
When i use the Sucubus Serum and then get the Slave Pregnant it Glitches into something like a Lightning Storm and this applies to the Child too.
Thx for answers to anyone.
Um who is your post directed to?Does the pathing allow for collision? Might be worth opening up 2 cell wide corridors.
Slaves could be trying to walk past each other, and the collision detection might be causing their AI to wig out.