StationmasterDev

Member
Game Developer
Jan 14, 2018
389
935
Tourists come more frequently as your reputation goes up. Portals only help if you have a backlog, which the game will notify you about.
 

Mack Truck

Member
Jul 22, 2017
297
276
@StationmasterDev

While I have your attention. Quick bug report: Patreons are backwards when using the Drink Dispenser in the bar. The animation has their back to the machine bending down to open air.
 
Jun 13, 2018
352
352
Sent my ships out to capture a planet. One single planet. After that I was told I had no ships. So I figured "ok, they must have gotten damaged. I'll come back to this place later to get the other worlds.' Go back to my station and frown in confusion as the report saids one combat drone was damaged but nothing else. Went to look at all my ships and they all are red and being repaired.

Is this a bug? Has anyone else been told by the report after attacking a world that only one ship was damaged but then found all of their ships were damaged?
 
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green_vortex

Newbie
Jun 30, 2018
57
26
there was strange case, wich i can't completly repeat 4 confirmed bug, but when station has lack of bed and system show notice that slave has collapsed, i got halph of equipment was auto sold & rooms became empty
 

Enigma61

Newbie
Aug 10, 2017
18
29
What is the logic behind slaves becoming devoted? I understand the high obedience, low fear part, but still, many slaves do not become devoted even after a long time, while some become that way immediately after receiving them and resuming the game. Is it somehow predetermined or assigned randomly by events?

Also, my ships oftentimes too are all damaged after a battle, even if I only send out a few drones.
 

green_vortex

Newbie
Jun 30, 2018
57
26
IDEA: maybe add some theocratical stuff? Cult rooms? nuns ? missioners - desisions & canons that boost economics and allow capture worlds by propaganda? holidays parades across station lobby? torturing heretics (we already have beasts arena). random events with primitive worlds already has this type of content . After adding all of "offending everyone " content & storyline author trully can go to Steam, and enjoy selling hype IMHO
 
Jun 13, 2018
352
352
IDEA: maybe add some theocratical stuff? Cult rooms? nuns ? missioners - desisions & canons that boost economics and allow capture worlds by propaganda? torturing heretics (we already have beasts arena). random events with primitive worlds already has this type of content . After adding all of "offending everyone " content & storyline author trully can go to Steam, and enjoy selling hype IMHO
I like this idea a lot. Also what about adding a feature to the game that would allow for planets to be bought from factions? I think that could give an alternative to just straight up going to war with a faction over one planet. Oh! And to add to it, what about putting into place a means to sabotage factions so that they lose power and rep, which would allow for players to seemingly swoop in with a saving buy out offer for the faction which would make the faction sell a world, or even system, for a lot lower then they would have sold it for before the player sneakily messed their shit up?
 
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green_vortex

Newbie
Jun 30, 2018
57
26
I like this idea a lot. Also what about adding a feature to the game that would allow for planets to be bought from factions? I think that could give an alternative to just straight up going to war with a faction over one planet. Oh! And to add to it, what about putting into place a means to sabotage factions so that they lose power and rep, which would allow for players to seemingly swoop in with a saving buy out offer for the faction which would make the faction sell a world, or even system, for a lot lower then they would have sold it for before the player sneakily messed their shit up?
sabotage events on station from other fractions, hidden spies in devoted slaves , no one to trust / interrogation chemistry , sexual tortures and so on
 

HeroOfNought

Newbie
Jul 2, 2018
19
10
What is the logic behind slaves becoming devoted? I understand the high obedience, low fear part, but still, many slaves do not become devoted even after a long time, while some become that way immediately after receiving them and resuming the game. Is it somehow predetermined or assigned randomly by events?
I'm pretty sure it's about obedience over and beyond 100 (almost sure you don't even need 0 fear, just something less than 30). Check their kinks and set them up in places they'll like:
Masochism - Brothel
Sadism - Arena
Submission - Your Suite?
Pet - Suite Pet
Domination - Arena? I'm not sure on this one, might be based on if they win or not
Breeding - Dairy
Exhibitionist - Porn Studio

I don't know if there's a way to unlock the 'unknown' fetish area. And 'none' is pretty self explanatory (I'd just throw them in the Spa or implant the reward implant if you really want them). Also think letting them orgasm when you're with them helps, but at a much slower rate.
 
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Q Who

Well-Known Member
Donor
May 16, 2017
1,718
1,790
What is the logic behind slaves becoming devoted? I understand the high obedience, low fear part, but still, many slaves do not become devoted even after a long time, while some become that way immediately after receiving them and resuming the game. Is it somehow predetermined or assigned randomly by events?

Also, my ships oftentimes too are all damaged after a battle, even if I only send out a few drones.
Certain events and text only appear if the slave is devoted and has the devoted tag. I think that it is just a random event that chooses a slave, in the same manner, as falling down and other slave events. Basically, I think it is a way you can have happy willing slaves if you prefer.
 

mecha_froggy

Active Member
Oct 17, 2018
913
1,661
Just read the dev notes about gender pronouns in the game for the gender update. Here's my 2 cents on "it" vs "they":

Just make up a new word. After all, this is science fiction, not reality. Call them "Ser" or "Thop" or whatever floats your boat.
 

mecha_froggy

Active Member
Oct 17, 2018
913
1,661
As always, more suggestions for non-sex stuff:

  1. Ways to increase the tech level on owned planets, and a way to increase happiness other than "fitness propaganda."
  2. Tailor planest upgrades/edicts based on total population instead of just flat rates for everything. Low-pop colonies should be cheaper to develop than larger ones, but also pay more once developed. It's a balance.
  3. Option to duplicate surgery options as pharmacy options. You can do that now with body morphing, but I mean things like reward/punishment implants, fertility, etc. For example, instead of paying 25,000 for a fertility implant, also offer "fertility drugs" that just cost 25 per day. How long do you plan on keeping the slave or maintaining the treatment?
  4. Option to group owned colonies by solar system. Basically another folder layer, so instead of just a list of all colonies have option for "System names->click on system->shows colonies in just that system"
  5. A goddamn pause button - especially for the galaxy screen.
  6. Ship damage should not automatically be exactly 50% of the purchase price of the ship. Make it variable, anywhere from 5% to 100% (i.e. lose the ship). This would come into play even more when you implement slaves as ship captains, later.
My last idea is a bit more complicated and ties into making the factory other than a linear cash-printing machine. Factories should need resources, and their revenue should be tied to the availability of those resources. Where do we get them from? Colonies. While high-tech colonies obviously have their own factories and generate more wealth straight to you, low-tech colonies could now be made economically rewarding because they have more raw resources that can be feed into your station's factories - lumber, minerals, food, water, etc. The locals aren't using it but maybe you can?

Again, using the whole "Build Points" idea from before, there is so much that can be done via factories if you decide to go with this. So instead of raw credits have factories produce "build points" that can be used to purchase station upgrades, rooms and furniture. You could also use it to build and repair your fleet, rather than just throwing cash at everything. Later on, once that foundation is in place, you can expand the build points and factories into specific goods and link those to specific items. Naturally this plays into the laboratory & research tree idea. So now you've got low-grade metals, high-grade metals, crystals, plastics, food, pure water, hydrogen, inert gases, etc. Different items will require different amounts of each, and different rooms might consume them as well (like an eatery consuming food & water, or your fleet needing hydrogen as fuel to move around the map).

Why go through all this effort? Because once you add a research tree you can strip away a lot of existing items and move them into the research tree instead. In other words, players would no longer be able to just go out and write a check for a battleship or a time machine - they'd have to actually built it themselves, because shit like that should not be for sale no matter how libertarian society has become. Super high end stuff of all kinds should only become unlocks of technological advancement, and require more exotic materials to build. And this is where, at this next step of development, high-tech worlds aren't just cash machines but rather the places that give you the more exotic materials to work with. Example: Tech 8 = low-grade metals, water, food. Tech 30 = plastics, hydrogen, medicines. Tech 70 = exotic crystals, computer parts, cybernetics.

Of course you could always sell your surplus for cash, and probably should lest it just pile up forever. (For more on resources and production I suggest playing "Distant Worlds Universe," which does it this excellently).

But let's face it, if all you needed was lots of cash to conquer the galaxy then your rivals would have already done it by now. You, the player, should only be able to succeed where they didn't because you're thinking outside the box - your using your 100 Smarts slaves as researchers for stuff that they haven't thought of, yet. Your 100 Agility slaves are flying starfighters and racking up kills with ease. You're using your factories to make new kinds of weapons that your rivals just don't have because all they've been doing is piling up credits all their lives. Your station is the best because it's more than just a glorified brothel - it's a small city, with residents, goods & services, and a thriving internal marketplace of it's own. And to borrow a phrase from Stellaris: You're not just building out, you're building tall. You're developing your colonies, improving them, and by doing so giving your little empire more power projection than it's size alone would suggest.
 

green_vortex

Newbie
Jun 30, 2018
57
26
As always, more suggestions for non-sex stuff:

  1. Ways to increase the tech level on owned planets, and a way to increase happiness other than "fitness propaganda."
  2. Tailor planest upgrades/edicts based on total population instead of just flat rates for everything. Low-pop colonies should be cheaper to develop than larger ones, but also pay more once developed. It's a balance.
  3. Option to duplicate surgery options as pharmacy options. You can do that now with body morphing, but I mean things like reward/punishment implants, fertility, etc. For example, instead of paying 25,000 for a fertility implant, also offer "fertility drugs" that just cost 25 per day. How long do you plan on keeping the slave or maintaining the treatment?
  4. Option to group owned colonies by solar system. Basically another folder layer, so instead of just a list of all colonies have option for "System names->click on system->shows colonies in just that system"
  5. A goddamn pause button - especially for the galaxy screen.
  6. Ship damage should not automatically be exactly 50% of the purchase price of the ship. Make it variable, anywhere from 5% to 100% (i.e. lose the ship). This would come into play even more when you implement slaves as ship captains, later.
My last idea is a bit more complicated and ties into making the factory other than a linear cash-printing machine. Factories should need resources, and their revenue should be tied to the availability of those resources. Where do we get them from? Colonies. While high-tech colonies obviously have their own factories and generate more wealth straight to you, low-tech colonies could now be made economically rewarding because they have more raw resources that can be feed into your station's factories - lumber, minerals, food, water, etc. The locals aren't using it but maybe you can?

Again, using the whole "Build Points" idea from before, there is so much that can be done via factories if you decide to go with this. So instead of raw credits have factories produce "build points" that can be used to purchase station upgrades, rooms and furniture. You could also use it to build and repair your fleet, rather than just throwing cash at everything. Later on, once that foundation is in place, you can expand the build points and factories into specific goods and link those to specific items. Naturally this plays into the laboratory & research tree idea. So now you've got low-grade metals, high-grade metals, crystals, plastics, food, pure water, hydrogen, inert gases, etc. Different items will require different amounts of each, and different rooms might consume them as well (like an eatery consuming food & water, or your fleet needing hydrogen as fuel to move around the map).

Why go through all this effort? Because once you add a research tree you can strip away a lot of existing items and move them into the research tree instead. In other words, players would no longer be able to just go out and write a check for a battleship or a time machine - they'd have to actually built it themselves, because shit like that should not be for sale no matter how libertarian society has become. Super high end stuff of all kinds should only become unlocks of technological advancement, and require more exotic materials to build. And this is where, at this next step of development, high-tech worlds aren't just cash machines but rather the places that give you the more exotic materials to work with. Example: Tech 8 = low-grade metals, water, food. Tech 30 = plastics, hydrogen, medicines. Tech 70 = exotic crystals, computer parts, cybernetics.

Of course you could always sell your surplus for cash, and probably should lest it just pile up forever. (For more on resources and production I suggest playing "Distant Worlds Universe," which does it this excellently).

But let's face it, if all you needed was lots of cash to conquer the galaxy then your rivals would have already done it by now. You, the player, should only be able to succeed where they didn't because you're thinking outside the box - your using your 100 Smarts slaves as researchers for stuff that they haven't thought of, yet. Your 100 Agility slaves are flying starfighters and racking up kills with ease. You're using your factories to make new kinds of weapons that your rivals just don't have because all they've been doing is piling up credits all their lives. Your station is the best because it's more than just a glorified brothel - it's a small city, with residents, goods & services, and a thriving internal marketplace of it's own. And to borrow a phrase from Stellaris: You're not just building out, you're building tall. You're developing your colonies, improving them, and by doing so giving your little empire more power projection than it's size alone would suggest.
ays to increase the tech level on owned planets, and a way to increase happiness other than "fitness propaganda."
easiest way to economically control happines/income forom colonies - taxes, more complicated banking currency manipulations more... corruption + fed reserve system.. random politica events with enslaving labour unionists vs enslave management...

for other stuff you need to hire non-slave personell (slave - researcher it is nonesense! Games should give kids correct knwoleges & dependencies) IMHO after or just befor steam release station will be subdevided for official level with only top tier geishas and arenas temples e.t.c (decorations people like ), corruption level with brothels & financial offices, factory & science level ,mil base , slaves level wish tortures & interrogation
 

Mack Truck

Member
Jul 22, 2017
297
276
I've done a complete search for the trait intelligence and have yet to find any answer to what that stat does. All I find is everyone asking but NO one answering what role it helps.
 
3.70 star(s) 53 Votes