phrekfix

New Member
Nov 11, 2019
6
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
3,937
3,997
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
3,937
3,997
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
1,255
836
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
3,937
3,997
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
1,255
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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
3,937
3,997
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.
 

Lurker452

Member
Jun 13, 2022
178
249
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.

View attachment 4668025 View attachment 4668026
Thank you. I note you've got over 2k soldiers at Fort Sera; I thought I'd reached a point around 200 where they stopped adding power. I'll have to try again.
 

bolondro2

Active Member
Oct 12, 2018
698
745
Thank you. I note you've got over 2k soldiers at Fort Sera; I thought I'd reached a point around 200 where they stopped adding power. I'll have to try again.
thee are a point where sending troops stop increasing the power of Fort Serra. They only increase your standing (and not by a lot) and when you fill the bar, the power of Fort Serra increase just by a point. In my games usually I reach this point when I complete Aria rebellion quest, or a bit later.
 

khumak

Engaged Member
Oct 2, 2017
3,937
3,997
thee are a point where sending troops stop increasing the power of Fort Serra. They only increase your standing (and not by a lot) and when you fill the bar, the power of Fort Serra increase just by a point. In my games usually I reach this point when I complete Aria rebellion quest, or a bit later.
I believe you still get a point of power for each full bar of standing once reaching 150 so you do still indirectly boost power that way, but yeah slave donations past that point are not going to give you that much of a boost. Same goes for the vikings.

From 0 to 150 standing though, slave donations are the most efficient way to boost both the vikings and Fort Sera IMO. I wait til that point before I start dumping swords on both of them (aside from completing the initial quest for Fort Sera of course).

Fort Sera can be drawn from directly for the soldiers the rebels want though which means if you're donating to Fort Sera, by the time you start the rebellion you can probably complete that part of the Rebel's requirement instantly and just have weapons left to donate to finish them off. There are also some events that draw from Fort Sera if they have more than a certain troop count (200 or so I think)? I just find it a convenient place to dump the majority of all the male slaves I get once I get the vikings to 150 standing.
 

Clemency

Active Member
Jan 21, 2024
999
1,313
Thank you. I note you've got over 2k soldiers at Fort Sera; I thought I'd reached a point around 200 where they stopped adding power. I'll have to try again.
Some donated captives still add +1 power to Fort Sera. These are the ID 5-15 captives. Try donating a Hulk, or Injured Hulk, or a Black Gunner.

Here is an old list of those enemies (from nouseforaname3, with final additions by me):

1. "Order of the Red Tide" (Marston Fort): Everyone but the young swordsman and the Shildaro, have an id which is at least 5;
2. "Hide your Daughters" (Marston Fort): Warlord (7);
3. "Lonely Rangers" (Marston Fort): Space Marine (7) and Sharpshooter (5) at the first position (other Sharpshooter are "worthless");
4. Last marston fort Bandit group: Raider Chief (5);
5. Neo Mexican Cartel (Stokke Fort): El Capataz (7), "Knife" Soldado (7), Brawler (7);
6. "Riffraff" (Stokke Fort): Veteran Thug (7), Thug (7), Brawler (7);
7. "Celior Looters" (Stokke Fort): Celior King (10) and Raider Chief (5);
8. Last stokke fort Bandit Group: Raider King (7) and Raider Chief (5);
9. Darkmere Highwayman (respawnable with 5 enemies): Highway Captain (7) and Highwayman at position 4 and 5 (5 each), the two others are only a 4;
10. Stokke Hills respawnable bandits (lower left corner): Raider Chief (5), but to meet him, one must engage the group between 7 pm and before midnight;
11. Scavenging ambush: Cocky Youth (5), all others are lower
12. Swamptribe: Only the Sampking and the not spawnable Swamp Prince have a high enough id (the Swamp Prince does not spawn, as the number of remaining swamptribe members is never a multiple of 4).

From the Bandit Subfactions (Kasey Park Robbers, Dockyard Punks and Redhaven Tigers) only the Punk King (5; Kasey Park Robbers) and the Alpha Tiger (7; Redhaven Tigers) have a high enough id. From Almers Karate School only the Karate Master is not a "wuss" and has an id of 5. [...] From the Black Scorpion groups, only the enemy at positions 1 is always an eight (all others are 0); from the Wrangler group, you would want the Wrangler; and you might also want Damian Watts from the group with Zenobia, as he also has an id high enough to boost the power of Fort Sera by 1 (if power is already 100).

Additional ones: The named guy in tier 6 and 7 bounties. Then the HULK, Injured HULK, Ultra HULK, Black Gunner, and Cyber Lord from Tier 6 and 7 bounties.

how do you know exactly what factions are worth and when and how to invest on them?
There's only four factions that do this scaling income. Fort Sera, Warrior's Hall (Aesir), The Great Mosque (Muslim) although you cannot own the faction and stops at 70 Standing, and The Holy Virgin (Catholic). Warrior's Hall accepts slaves and swords, the Mosque is the slowest since you mostly donate merchandise, and the Catholic Church accepts rations. And Fort Sera has worse power value to income conversion, in exchange for converting 100% of its power value to your household power value. (What does your house's power value do? Nothing much except for some story events check, e.g. getting Tori, but the household power value to clear those is not that high. At 10,000 household power value, you gain the Masters of Raana achievement. It does nothing, but it's an achievement.)

Warrior's Hall is the fastest to pump but it is also an opportunity cost problem. Every production points and steel you spend crafting swords is production points not creating a weapon to sell. If your best-selling weapons have reached 15,000 market supply, have at it while you wait for the market supply to slowly lower again, or if you just want to have passive income and not have to think about it. You need to be Aesir to donate, which is not a problem since Aesir has combat bonuses at high devotion.

The Catholic Church is slow but, after Zapin Fields is fully set up, its literally just the rations that your house accumulates after so many days. They also consider Aesir an enemy religion, so you cannot donate.

The Mosque accepts most religions, I think, but hoarding merchandise is even slower.
 

Kunt

Member
May 6, 2018
161
125
Some donated captives still add +1 power to Fort Sera. These are the ID 5-15 captives. Try donating a Hulk, or Injured Hulk, or a Black Gunner.

Here is an old list of those enemies (from nouseforaname3, with final additions by me):

1. "Order of the Red Tide" (Marston Fort): Everyone but the young swordsman and the Shildaro, have an id which is at least 5;
2. "Hide your Daughters" (Marston Fort): Warlord (7);
3. "Lonely Rangers" (Marston Fort): Space Marine (7) and Sharpshooter (5) at the first position (other Sharpshooter are "worthless");
4. Last marston fort Bandit group: Raider Chief (5);
5. Neo Mexican Cartel (Stokke Fort): El Capataz (7), "Knife" Soldado (7), Brawler (7);
6. "Riffraff" (Stokke Fort): Veteran Thug (7), Thug (7), Brawler (7);
7. "Celior Looters" (Stokke Fort): Celior King (10) and Raider Chief (5);
8. Last stokke fort Bandit Group: Raider King (7) and Raider Chief (5);
9. Darkmere Highwayman (respawnable with 5 enemies): Highway Captain (7) and Highwayman at position 4 and 5 (5 each), the two others are only a 4;
10. Stokke Hills respawnable bandits (lower left corner): Raider Chief (5), but to meet him, one must engage the group between 7 pm and before midnight;
11. Scavenging ambush: Cocky Youth (5), all others are lower
12. Swamptribe: Only the Sampking and the not spawnable Swamp Prince have a high enough id (the Swamp Prince does not spawn, as the number of remaining swamptribe members is never a multiple of 4).

From the Bandit Subfactions (Kasey Park Robbers, Dockyard Punks and Redhaven Tigers) only the Punk King (5; Kasey Park Robbers) and the Alpha Tiger (7; Redhaven Tigers) have a high enough id. From Almers Karate School only the Karate Master is not a "wuss" and has an id of 5. [...] From the Black Scorpion groups, only the enemy at positions 1 is always an eight (all others are 0); from the Wrangler group, you would want the Wrangler; and you might also want Damian Watts from the group with Zenobia, as he also has an id high enough to boost the power of Fort Sera by 1 (if power is already 100).

Additional ones: The named guy in tier 6 and 7 bounties. Then the HULK, Injured HULK, Ultra HULK, Black Gunner, and Cyber Lord from Tier 6 and 7 bounties.


There's only four factions that do this scaling income. Fort Sera, Warrior's Hall (Aesir), The Great Mosque (Muslim) although you cannot own the faction and stops at 70 Standing, and The Holy Virgin (Catholic). Warrior's Hall accepts slaves and swords, the Mosque is the slowest since you mostly donate merchandise, and the Catholic Church accepts rations. And Fort Sera has worse power value to income conversion, in exchange for converting 100% of its power value to your household power value. (What does your house's power value do? Nothing much except for some story events check, e.g. getting Tori, but the household power value to clear those is not that high. At 10,000 household power value, you gain the Masters of Raana achievement. It does nothing, but it's an achievement.)

Warrior's Hall is the fastest to pump but it is also an opportunity cost problem. Every production points and steel you spend crafting swords is production points not creating a weapon to sell. If your best-selling weapons have reached 15,000 market supply, have at it while you wait for the market supply to slowly lower again, or if you just want to have passive income and not have to think about it. You need to be Aesir to donate, which is not a problem since Aesir has combat bonuses at high devotion.

The Catholic Church is slow but, after Zapin Fields is fully set up, its literally just the rations that your house accumulates after so many days. They also consider Aesir an enemy religion, so you cannot donate.

The Mosque accepts most religions, I think, but hoarding merchandise is even slower.
So you jump from religion to religion? You said you were the catholic leader if im not mistaken
 

desmosome

Conversation Conqueror
Sep 5, 2018
6,566
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Is bad to just stay atheist the whole time? Also, if I build the Elder shrine in lush grove, will it convert me eventually due to the +1 devotion thing?

Another unrelated question. It says I can check the notes in library for the Secret Garden quest, but I don't see nothing there.

Also, what does it mean when a slave is broken? How do you achieve this?
 
Last edited:

Clemency

Active Member
Jan 21, 2024
999
1,313
So you jump from religion to religion? You said you were the catholic leader if im not mistaken
For legitimate runs, if their income is your goal, yes. Just two religions actually: Aesir and Catholic. For Catholic, you can hoard the rations until you have a very large stockpile, convert once, donate it all, then convert away again. Or you can stay a Catholic. Either way, these are your choices to make.
Is bad to just stay atheist the whole time? Also, if I build the Elder shrine in lush grove, will it convert me eventually due to the +1 devotion thing?

Another unrelated question. It says I can check the notes in library for the Secret Garden quest, but I don't see nothing there.

Also, what does it mean when a slave is broken? How do you achieve this?
You can stay Atheist the whole time. Some people do it for unlimited wives. Some just like the flavor of being Atheist too.

The Lush Grove does not convert. I have not heard of cases of it converting people. The +1 Devotion is when you are already Cult of the Elder.

A slave is "broken" at 0 willpower. They exhibit drone like behavior and a lot of checks in the game become almost an auto-win (e.g. threesomes, though it starts auto succeeding at 4 willpower, marrying NPCs with high checks against marriage, etc). They also lose their hopes and dreams, and their quests cannot be accessed until you raise their willpower again.
 

Zarkhy

Well-Known Member
Nov 4, 2018
1,255
836
Another unrelated question. It says I can check the notes in library for the Secret Garden quest, but I don't see nothing there.
Known issue in the current release, the notes don't show up if you have nothing else in your library.

Go do some other quest that gives you something to read in your library, and the Secret Garden notes should show up as well.
 

UnderPM

Newbie
Mar 21, 2020
54
48
Hi everyone. I have a lot of trouble to start the sunderland quest. I have Ayden "soulmate" affection, i have the "more information aviable" on the background choice option, but one i click on it, it's just a wall of text and nothing to click on. Do i have to do something specific after than ? I even did his RPG stuff, but nothing happened.
 

Zarkhy

Well-Known Member
Nov 4, 2018
1,255
836
Hi everyone. I have a lot of trouble to start the sunderland quest. I have Ayden "soulmate" affection, i have the "more information aviable" on the background choice option, but one i click on it, it's just a wall of text and nothing to click on. Do i have to do something specific after than ? I even did his RPG stuff, but nothing happened.
What does Ayden Rhoades have to do with the Sunderlands?

You're looking for Connor Sunderland. You need to carouse at the Divine Juices (Watery Eyes tavern) and then unlock the "Strange-Looking Mercenary" rumor, which makes Connor available at the Warrior Hall, next to Divine Juices.

Get him to Amiable and then ask about background.
 

desmosome

Conversation Conqueror
Sep 5, 2018
6,566
14,914
Is there something about Michelle that makes her lose affection? I seem to remember something about Adrienne having to be in the house and not far away. Not sure where I can check this trait... but does putting Adrienne as Herald or performer mean she is too far away?
 

Zarkhy

Well-Known Member
Nov 4, 2018
1,255
836
Is there something about Michelle that makes her lose affection? I seem to remember something about Adrienne having to be in the house and not far away. Not sure where I can check this trait... but does putting Adrienne as Herald or performer mean she is too far away?
IIRC it only affected her Happiness, not Affection. Herald and Performer are not "away" assignments.

If she's losing affection, maybe she's a Feminist or has built up Fear. There's also a random -1 affection chance (until you reach Undying?).
 
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