Lurker452

Member
Jun 13, 2022
167
244
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

Active Member
Jan 21, 2024
980
1,274
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
 
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Kunt

Member
May 6, 2018
155
120
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
5
0
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

Engaged Member
Oct 2, 2017
3,909
3,965
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

Engaged Member
Oct 2, 2017
3,909
3,965
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

Well-Known Member
Nov 4, 2018
1,210
816
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

Engaged Member
Oct 2, 2017
3,909
3,965
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

Well-Known Member
Nov 4, 2018
1,210
816
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

Engaged Member
Oct 2, 2017
3,909
3,965
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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