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Tripod70

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Wamekukyouzin
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Final
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Jun 5, 2022
Release Date
Jun 5, 2022
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English (Mostly) Translated
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Overview:
A strategy war game like Sengoku Rance.
The player can go on dates and break captives between war turns.
Has the best sex system, the most complete translation, and lots of random events.​

Text based, Simulator, Dating sim, Character creation, Anal sex, Gay, Lesbian, Titfuck, Group sex, Combat, Prostitution, Oral sex, Urination, Vaginal sex, Pregnancy, Spanking, Strategy, Corruption, Japanese game, Multiple penetration
Extract and run


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EXTRAS
Game Guide by FruitSmoothie

01.jpg02.jpg03.jpg
 
Could you provide some more information? Is this a text based brothel management?
 
Could you provide some more information? Is this a text based brothel management?
i would say its more to liberal crime squad and dwarf fortress had child game, will look more into it to see if its good or meh
 
Guide for EratohoK for version 2022-06-05.

This is a copy of the original post by @Fruitsmoothie on F95.
All the credit goes to him.


You probably want to start your first game with a 4-5 star power country. The map can be a bit confusing at first, but look for a territory that has few direct openings to other countries if you want an easier start. Tenshi (Blue) is 3 countries + 2 unclaimed countries and only has 2 entries by relay for example. Enemies need to waste a turn crossing a relay before they can attack you in that scenario, giving you time to shift your teams around and defend easily.

Remember to use choke points and relays properly. Remilia's territory is another that's pretty good for turtling as it's only open from SDMano. Some areas are misleading like Sunfield (Green) that looks fairly safe, but it's connected to a relay at the bottom of the screen that's easy to miss. During the War Phase, don't forget to check the "City List", it can warn you of openings that aren't really easy to spot on the map.

On higher difficulties, city defense becomes more important, so make sure to check a territory you're interested in for their def bonuses. The defense bonus is only applied to the Officers/troops garrisoned in the city, not to war parties hanging out on the city, so be careful. Because you can only put 2 Officers in the city at a time, they'll probably have poor attack on their own, but they can defend from almost anything with a 1.5x or higher defense bonus.

If you have a war party ontop of a defended city, any enemy attacking you will only have to fight the war party first if they don't defeat it. If they can defeat the war party, they'll automatically be drawn into a fight against the cities defenders as well in the same turn.

Not a lot to say here, a lot of the character creation is just how OP you want to start your character as. Cosmetic tags will often show up in sex dialog, but I haven't found any that actually affect gameplay yet. Body size can be modified and a larger than average penis will cause a lot of girls pain and need a lot more foreplay and training before the pain decreases, fair warning if you want to avoid them gaining trauma. Might have to spend a few more days fingering them until their holes stretch out. Raising starting sex skills will make training others much easier as well.

Some traits/growth options offer really great boosts that can make the game much easier, I don't recommend a lot of those types of traits unless you're hard roleplaying or just want a stupidly easy game or something. Some traits even have non obvious bonuses like "Animal Tail" allowing you to use your tail during sex for penetration. It's mostly a flavor thing as you'll eventually have ways of entertaining characters with tentacles or toys and such, but it can help early on.

For the gameplay options here, you can choose to start off as an officer instead of a ruler, though it changes the game significantly early on and I won't be covering that in my guide. The virgin option can alter everybody to virgins, I'd say about half the girls in the game are virgins by default, so if you'd rather have more than that, you might want to alter this. I haven't used it but I've heard it can mess with some events, up to you.

Special factions are factions that will rape characters that they capture. The normal factions don't rape at all I believe, so outside of events or player intervention, it's pretty difficult for random officers to be raped without these factions. This means there's a chance that characters you're interested in might be gangbanged to oblivion if you add these, without any way to stop it, so it's up to you if you want to add them.

The strength rating for Special Factions determines how many Officers they spawn with. 1 star is 1, 3 star is 5, etc. It also determines the activation chance of their unique skills. 1 are complete push overs, 3 is fairly balanced with normal factions, 5 is incredibly strong. If it's your first playthrough, you should probably stick to 1-2 factions and strength only to get the hang of how to deal with them.

To retrieve a character being raped by them before they're turned into complete sex slaves for the Special Faction, you'll likely have to get to their main base if possible (Use alliances through diplomacy to be allowed to travel through foreign lands quickly) and royally fuck them up. They don't hand over hostages easily through normal diplomacy. You may randomly get the character back while defeating their main forces.

Occasionally the faction will also put the character up on the Slave Market before they've even been branded, so keep a look out there for them. It can be quite a bargain to find them there before the more permanent damage is done. Once a character has been thoroughly broken in and turned into a sex slave by these factions, they'll have a trait that's extremely difficult to get rid of, it requires you to "Destroy their memories" from the special tab during interactions.


Playing as a Special Faction:

You can actually play as a Special Faction by choosing "Special" at the top right of the screen when selecting a starting position on the map. One of the perks of playing as Special Factions is that you tend to save a shit ton on recruitment costs because they can't recruit normally. You should have more spare money to buy items, skills, and train units early on compared to a normal faction. Don't forget to buy your Officers skills quickly, one of their weaknesses vs normal factions early on is that they don't have many skills and will be weaker than they appear initially because of it.

Special Factions will automatically train any characters you own, saving a lot of AP you'd normally need to use there. If you want them not to bang characters outside of prison, you need to modify that in the settings to "Only train captives", or they will rape and impregnate everybody constantly. That can become quite a hassle dealing with the constant pregnancies, so it's something to consider.

Once characters are branded with the Special Faction brand, you can easily Demand Submission from the character and raise their sex/relationship stats. The Special Faction brand is a huge bonus to pretty much any check. Most Special Factions seem to be a bit overpowered in comparison to normal factions, so you may want to turn up the difficulty when using them. A lot of them start off with a butt ton of consumables and sex toys (Only available during orgies sometimes, might be a bug), so don't forget to make use of them.

Getting into major spoiler territory for Special Factions now, might want to pass on the below info if you want to be surprised:


Bandits:


By default, Bandits won't start out with cities (Though this can be toggled). They seem to be able to hide out in Rally Points and can be extremely difficult to track down and defeat because of those attributes. Bandits have a lot of rape events that can be avoided with proper dialogue choices, though they do have some that can't.

After they train a girl into a sex slave, they seem much more likely to sell her on the Slave Market than to use her in battle. Make sure to check the Slave Market regularly, you can usually grab them in there before they're branded. Interestingly, I've seen a girl consensually join the Bandit Leader at the end of the war phase like it was a normal faction, she then of course, proceeded to be gangraped. Not sure if it's a bug, lol.

Bandits Officers Skill: Combat: (20/40/60/80/100%) Increases Fighting, Defense, Strategy when enemy Officers are women.


Hobgoblins:

They're pretty straight forward and probably function the most like a normal faction out of the Special Factions. All of their rape events seem pretty instant/unavoidable though and they have very few dialogue events compared to Bandits. Probably one of the strongest Special Factions, they snowball extremely fast. It seems their auto capture event is the most common out of all the Special Factions, they'll pretty quickly have 6+ captives being trained. They tend to make enemies much quicker than other factions as well because of that.

They also find a shit ton of additional troops through end turn events and even in combat. Once goblins train a girl into a sex slave, she'll join their faction and run around fighting for and attracting more troops for their faction.

Hobgoblin Officer Skill: Combat (15/20/25/30/35%): Increases number of soldiers based on country's rank.


Outsiders:

Outsiders are the science nerds of the Special Factions, they use things like hypnosis, machines, forced insemination, bestiality, strange drugs, etc. They mostly just seem to chill and perform weird experiments on the girls they capture. They have some events where they'll capture a girl and make some permanent modifications to them (The girl then manages to escape). Outsiders seem more likely to sell their slaves on the Slave Market than to use them in combat when they're done training them.

Outsiders actually have one of the best early game Special Faction skills, because they tend to start off weak, they pass that weakness off to their enemies with a decent success chance. They are difficult to fight well at all points in the game, any bonus you have over them in stats can be removed. A really great Special Faction to use for harder difficulties because they're so great at shutting down the early coalitions aimed at you.

Outsider Officer Skill: Troops (15/30/45/60/75%): Forces enemies to have less Attack, Defense, Intelligence than them.


Tentacles:

Tentacles launch into the game by taking over existing territories and brain washing some generic npcs to do their bidding. They're capable of creating their own Officers rather quickly (Improved pregnancy times) and seem to try to expand rather aggressively. Girls captured by them will be turned into seed beds for tentacles, strapped to walls and forced to give birth to new troops for them over and over and over. They are the only Special Faction I've noticed that will mindbreak girls pretty regularly with their automated training methods/tentacle births. Unlike most Special Factions, they don't have any auto capture events, they rely on their quick pregnancies to make new Officers instead.

The girls trained by them will usually end up with some pretty extreme pregnancy traits. I think the only way to retrieve a girl captured by them is to attack and defeat their main base, I haven't ever seen them sell captives. They also have an interesting event where one of their Infested Officers will get restless and use somebody to vent their sexual urges, potentially granting the Officer some decent stat boosts. Infested Officers start out with Witchcraft, making them a pretty great value. Not a bad idea to make some offspring with them early on. Be careful about falling asleep while banging the women Officers, they will summon tentacles on your ass.

Tentacles have a lot of events that might make your own life more difficult while playing as them if they aren't turned off. Their tentacle births can kill off legit pregnancies by default, and they really love randomly selecting characters for that kind of stuff. Because they super fertile womb any girls they train, you'll have a shit ton of extra pregnancies to worry about if you don't alter those settings as well. It's a good idea to go through their events and toggle shit or they can be pretty obnoxious to play as.

You may want to consider not using female tentacles Officers or removing the skill. When activated, it will remove the Officer from the current fight (But they will return for other fights, even on the same turn) and give a small to moderate boost to troop count. This means putting other skills on them and training their stats is a bit of a gamble since they might take themselves out of the fight. They're disposable basically, so you may not want to invest too much time in raising them if you want to use their unique skill.

Infested Officer Skill: Combat (15/20/25/30/35%): Trades a female commander for more soldiers based on Tentacle country's rank.


Vigilante:

Similar to Bandit faction with their scenes with a bit of indoctrination (Fairly vanilla gangbangs and such). Not a lot else to say about them, just a bit of different flavor changes. They seem like a combination of some other Special Factions and I haven't really seen anything too unique about them. Vigilante's seem more likely to use their slaves in combat rather than selling them on the Slave Market. They also have one of the safest/most versatile skills.

Vigilante Officer Skill: Combat: (20/30/40/50/60%): Increases own Fighting, Defense, Strategy.


Succubus:

By default, they can have some futas and crossdressers Officers spawn, which is rare for Special Factions. They appear to have one of the roughest starts out of the Special Factions because their auto capture event has a chance to fail. They assault girls in their dreams and can give them sex skills/experience without actual physical sex. The girl can then resist temptation and not join them. Seems about 50/50 or might have something to do with their sexual experience/traits.

Succubi have an event where they can steal and transfer stats from their prisoners to the Hero/leader, which might really suck if you plan to use the character yourself in combat eventually, or if your Officers are captured by an enemy Succubi country. A lot of their training events are just teasing and yuri and avoid penetration, so there's a chance the character might not lose any of their virginities immediately like with most other Special Factions.

So they'll have very few Officers compared to the other Special Factions and they seem to be a small threat early on as npcs initially. I guess fair enough, because their unique skill is one of the better ones even with its low activation chance. Once you get some boosts to skill activation from Research, they can be pretty scary.

NOTE: It appears many of the Succubus training and end turn event text is still untranslated atm. You may want to hold off on playing them if you aren't using a translator. They seem to only be about half translated or less.

Succubi Officer Skill: Combat (8/11/14/17/20%): Removes an enemy from the fight.


Cultist:

Gangbangs, tentacle monstrosities, mass brainwashing, they do a little bit of everything. They have some interesting scenes/events but still function a lot like most of the other Special Factions. I think they're more likely to use their slaves in combat than to sell them. Their skill is kind of iffy, requiring no magic by default to be useful. Interestingly, their leader starts with Witchcraft but the rest don't. It means their unique skill is useless on the leader.

Cultist Officer Skill (30/40/50/60/70%): When own magic is nil, temporarily adds magic ability.


Auto Capture/Obnoxious Special Faction Events:

You might want to turn off some of their events when playing as them or against them. Turning off their auto capture events can make them act more like a normal faction until they actually defeat others in battle. Sometimes their auto capture events can feel really unfair and kind of break immersion. If you do turn them off, you'll probably have to put them at 4-5 strength to make up for it since they can't recruit normally. Here I listed all the auto capture events I could find. Some Factions have other ways of capturing units, but there's a way to outplay those.


Snatched by Bandits/BANDIT_ARREST (Can be Toggled): Targets a wandering woman for capture/rape.

Outsider Pheromone/GAIRAI_PHEROMONE (Can be Toggled): Targets a woman that isn't special/master for rape/capture.

狂信者の妊婦拉致/CULTIST_PREGNANT_ABD (Can be Toggled): Targets a pregnant officer for rape/capture.

Goblin Prisoner Abduction/GOBLIN_PRISONER_ABD (Can be Toggled): Targets a female officer for capture/rape. Seems to have a high proc chance.

Succubus Temptation/SUCCUBUS_DREAM (Can be Toggled): Targets an officer for lewd dreams. Gives the character sexual experience without physical sex (Or losing virginities). Has a chance to capture but can fail.


ERB\SYSTEM\SP_COUNTRY\GAIRAI\GAIRAI_FUNCTIONS (@GAIRAI_BRAINCONTROL): Gairai = Outsiders. An event that occurs at the end of the war phase that auto captures a character. Can't be toggled off in game and needs to be modded out in Notepad++ or whatever. Make sure the file is saved as ERB type and you save a backup.

ERB\SYSTEM\SP_COUNTRY\VIGILANTE\VIGILANTE_FUNCTIONS (@VIGILANTE_KIDNAP): An event that occurs at the end of the war phase that auto captures a character. Can't be toggled off in game and needs to be modded out in Notepad++ or whatever. Make sure the file is saved as ERB type and you save a backup.

ERB\SYSTEM\SP_COUNTRY\TENTACLE\TENTACLE_FUNCTIONS (@TENTACLE_FORCE_PREGNANT): An event that occurs at the end of the war phase that rapes/impregnates one of your officers. It can kill normal pregnancies, so you may want to turn it off even though it probably isn't as bad as the others listed here. Can't be toggled off in game and needs to be modded out in Notepad++ or whatever. Make sure the file is saved as ERB type and you save a backup.

For modding those out, I think you can just remove the "CALL VIGILANTE_KIDNAP(DAY % 5 == 0)" type of stuff at the top of the file.

Special Factions have a lot of auto training methods for their prisoners, meaning all of the training/relationships perks here become less useful for them. This makes Engineering, Witchcraft, Super Growth and such a much better option than anything that helps improve relationships. You won't have trouble turning characters into willing fuckdolls with any Special Faction even without the usual traits.

Heavy Drinker:

Resistance to alcohol. This tooltip is pretty misleading, there are only a few drinking events and they aren't really a huge deal if failed. It's mostly whether or not you can see a sex scene or not. It's nice because it's difficult to acquire in comparison to the other traits, but it also doesn't help you nearly as much as the other traits early on or really at all atm. Haven't found a way to acquire this naturally yet.

Recommendation as starting bonus: 1-2/5 depending on how much you value it for not being easily available in other ways.


Providence:

Makes it easier to gain favor with others. This is a trait that could actually make training slaves more difficult as you don't want favor of others to go higher than their submissiveness/dependence, so avoid it if you are even considering raising slaves. Later on it can be useful even for slave routes, just not a good idea to start with it. Can be gained from the Love/Submit clear event that occurs when you have enough girls at Love/Submit.

It's worth a bit less than Lordly because there are so many alternate ways to raise favor. Dates, visiting nations, gifts, etc.

Recommendation as starting bonus: If you want only lovers: 2.5/5, else 0/5


Lordly:

Makes it easier to increase the submissiveness of others. This is required to train certain bratty and mentally tough characters like Remilia who take no submissive increases no matter how badly you beat them early on. It's basically necessary later on for slave training and should be taken early from the Love/Submit clear event menu if you don't take it as a starting bonus and want slaves. Can be gained from the Love/Submit clear event that occurs when you have enough girls at Love/Submit.

Recommendation as a starting bonus: If you want only slaves: 3/5, else 0/5


Dependable:

Makes it easier to increase the Dependence of others. Dependence is required to increase relationships, but it has a lower priority than Favor/Submissiveness. You can get characters to Love/Submit easily without this, though it is nice for getting them up to Slave/True Love. The major relationship shifts happen at Love/Submit, which hurts its score a bit as a starting bonus. True Love/Slave is a bonus and is really only super useful for reducing the cost of buying Officer known skills for your hero. You'll still need a shit ton of money to make use of that perk, so it's more a mid game/late game thing.

It's a pretty safe choice if you plan to have both lovers and slaves. Can be gained from the Love/Submit clear event that occurs when you have enough girls at Love/Submit

Recommendation as starting bonus: 2/5


Witchcraft and 10 Magic:

Tentacles are a high tier improvement to sex training all around as they allow you to stimulate up to 3/8 characters and all their body parts at the same time that can't be done otherwise without a shit ton of toys. It's pretty broken for turning characters into sex slaves quickly. Although you can buy the tentacle book for 100k from the shop, that can take a while to save for when you're constantly hiring officers and troops.

When using tentacles for sex (Especially egging characters), it increases your magic ability which can also increase your combat strength, so it's a deceptively useful thing to have early on. Many events also appear to be magic checks, so the sooner you have magic, the better. Tentacles/magic can be super helpful early and this is quite a contender to the Super Growth/Hard Worker start. Can be bought from the shop for 100k.

Recommendation as starting bonus: 4.5/5


Engineering:

Makes it faster/cheaper to research items. This kind of sucks until you buy the book from the shop for 50k that unlocks more research options. Not really an early game trait because of how expensive all the Lewd Book stuff is, even though it's essential later on. Can be gained from the Love/Submit clear event that occurs when you have enough girls at Love/Submit.

Recommendation as starting bonus: 1/5


Skills: Super Growth and Hard Worker:

Makes skills grow quicker, gain more exp. OP, this is the best starting bonus for a new player that wants their hero to quickly become strong. The cost in the shop for both is 200k, so it also beats out the Witchcraft book for money savings. It's pretty hard to save for these with all the hiring you'll want to do early on, and then you might have to decide between the tentacle book or one of these. Best to just take this early on if you plan on getting these.

A little lesser known perk of this is that your offspring have a chance of inheriting these abilities. Although they can also inherit other traits, this is probably the most useful for them to gain since they'll desperately need a ton of training quickly coming that late into the game to be viable as Officers. Can be bought from the shop for 100k each.

Recommendation for starting bonus: 5/5


Insatiable:

Decreases loss in strength/willpower for the hero during sex. As mentioned in the tooltip, this quickly becomes obsolete, especially if you're using tentacles. This is especially useless when training slaves since you'll usually have to stop to prevent them from mindbreaking long before your personal stamina is an issue. Can be gained from the Love/Submit clear event that occurs when you have enough girls at Love/Submit.

Recommendation for starting bonus: 1/5


50000 gold:

A bit better than it might seem because money at the start is incredibly difficult to come by. This allows you to hire a bunch of girls and get more AP sooner, allowing you to train more officers faster, start up labor quicker, boost character's stats faster, etc, etc. It gets the ball rolling into mid game for you much quicker. Even though some traits are worth more, they aren't as widely versatile as the pure gold here. I'd still recommend Super Growth/Hard Worker instead for new players on Normal difficulty, but this can help your overall country more and severely cuts down on the early game slog for more experienced players. It opens up a lot more options for different playstyles than most traits here.

This becomes much more viable/useful on higher difficulties that have an extremely rough start without something like this. Sometimes you need to forgo an overall better long term starting bonus just to survive early game basically. Don't overlook this too much just because it isn't very exciting or the best value.

Recommendation for starting bonus: 4/5


Hypnotism:

Allows you to hypnotize characters from the interaction menu (It's not a disposable item and can be reused). This is actually not nearly as strong as it seems. You need to build up your hypnotism levels with your hero and the character you want to hypnotize before this is really useful, and by the time you do, you could have just be raising your other skills/relationship stats instead. Characters will still refuse sexual interactions with this until your level is extremely high, it basically just applies a bonus modifier to interactions that's around 15-45+ early on. Because you don't gain relationship boosts with them when they're hypnotized, it means you'll be relying almost entirely on that boost to get anything done. It's basically delaying relationship improvements early on to make them easier later on.

A character that was difficult to interact with without hypnotism will still be a nightmare to interact with it as traits like Prideful, Aloof, Defiant are still applied during hypnosis interaction checks for some reason. You'd need an ungodly amount of hypnotism levels to be able to make them do even basic shit because of that. About the only early game boost with this is that hypnotized officers won't refuse to train with you, so you can level your combat stats pretty quickly early on with anybody.

Mostly a roleplaying option, it doesn't have a ton of use early on vs the other options here. It is pretty fun to play with though. Interestingly, kissing options are more difficult under constant hypnosis than breast/clit caressing, which is the opposite of normal because kissing gets a low favor penalty (-40 if 0 favor) and breast/clit caressing just gets a lesser -10 from "lack of consent" instead.

Late game this is completely broken and can skip over large steps in relationship boosting, but to raise it to a level where that's possible in reasonable amount of time requires you to already have about 8 consenting Officers (Mass hypnosis of 8 characters at a time from the "Sleep With" window gives crazy Hypnosis exp). You can research this after buying the Lewd Catalog.

Recommendation for starting bonus: 2/5 or for roleplay.


3 characters with Traits: Promised Body and Consent:

Promised Body and Consent means you can quickly turn even assholes into lovers/slaves with little effort. Even Remilia can be fucked day two or so with this. This bonus is really useful for characters that are difficult to love/slave like Remilia, but it's much less useful on docile or average characters. If you plan to start in a country with a bunch of difficult officers, it's an option to get them quickly under your control so you can focus on training their combat stats instead of wasting time training them into lovers/slaves.

If you want to be especially cheesy, you can also use this on other faction leaders and make diplomacy checks with them much easier right off the bat.

Mostly a roleplay option, but it can save a lot of struggling early on as girls that dig you won't mind training with you as much/at all. You'll be close to unlocking the first Slave/Love clear event bonus immediately with this if you quickly submit/love 3 girls as well, just need 2 more girls.

Recommendation for starting bonus: 3/5 or for roleplay


Training Items:

Deceptively useful for an experienced player. The camera and film can be used to record and sell sex films for profit or to hire additional troops, though it does require a ton of orgasms to make a decent profit. This actually is worth more than the pure gold option by far if you want to be kind of exploity. It doesn't just give you basic stuff, it also gives you vibrators and strapons and such that require research time and a ton of money. Not a bad option at all to start with. The combined cost of all the items is worth 148,000, and you can sell them back to the shop for full price (This should probably be fixed).

Broken if you sell them back to the shop, or still incredibly useful if you plan to legitimately use them all. You can keep the useful items and only sell back the optional stuff and still have more than the starting 50k option. 150k at the start means you'll be able to steam roll most factions right off the bat.

Recommendation for starting bonus: 3-5/5

To start with, you need to be careful about how you approach girls because you can lock yourself into a relationship route with them. If you plan to go the Slave route with a girl, don't raise her favor at all until you've gotten her to Submitted to be on the safe side. Slave is much easier to reach because the Love route requires raising favor, which can be quite expensive. The benefit of the Love route is you can continue using the Officer in labor and war parties while you're training them, unlike Slaves that will have to sit in jail until they're properly Submitted to you. Although which traits the routes remove is something to consider, it's not that big of a deal really. You can eventually train anybody however you want, so it's mostly a flavor thing.

Love/True Love Info:
Love: 1,500 Favor, 300 Dependence required. Removes Reserved and Apathetic traits (This includes Prideful).
True Love: 10,000 Favor, 3,000 Dependence, Service C required. Removes Aloof trait.
Stat UP: SLG Stat Cap, Favor, Dependence, Desire
Stat DOWN: Inhibition, Anger, Sadness, Fear

Submitted/Slave Info:
Submitted: 1,500 Submission, 300 Dependence required. Removes Reserved and Defiant traits.
Slave: 10,000 Submission, 3,000 Dependence required, Service C required. Removes Repressed trait.
Stat UP: SLG Stat Cap, Relationship, Desire
Stat DOWN: Inhibition, Anger, Sadness

Stubborn and Sassy are also broken, which happens when a girl "loses her self esteem", which appears to happen when she submits.

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Submitted/Slaves can also be branded for further bonuses in the Other tab during sexual interactions with the "Demand Submission" action. Make sure not to miss it, it's the tier 2 relationship tree for slavery and can easily be skipped over on accident. The lover version is Confession, acquired in the normal interaction options (Not during a sex scene). Submission can be gained during orgies (Though it requires you to single target the girl to be available), but confession requires 1 on 1.

Once characters have a high relationship with you (True Love and Slave in particular), you'll be able to easily train their combat stats with them even if they would normally get pissed off or anxious with you during those types of training. It's a good way to spend AP when you don't have anything else to do. You'll also get a 50% discount on buying their skills for your hero (Does not apply to other officers).

Relationships have a ton of additional bonuses btw, so it's useful to train characters you don't even care about. Beyond adding more AP for owning more Officers, every 5 characters you get to Love/Submit unlocks a new trait for your MC. Improving the Favor, Dependence, Submission, Dominance of characters also increases their SLG abilities, strengthening them quite a bit. Every girl the player has "won over" also improves the MCs stats by 2% (Up to 100 people, for a total of 200% increase). Favoriting and marrying also increases SLG stats of characters. So: Relationships are the key to turning the MC and your Officers into powerhouses.

Interactions:

This allows you to interact with your officers, wanderers chilling in your territory, and allies that are hanging out around you. It can be a bit confusing at first because not everybody listed here by default is one of your officers. Interactions here are mainly for raising favor, training stats, and leading characters into the love focus early on. There's a lot to take in here and explain, but I'll try to explain most of it.

You decide who leads the conversation, some characters will get pissy at you if you take the lead, or anxious with you if you expect them to lead and they're the passive type. If you find even basic conversations are making the girl angry, you probably have to switch to them leading and that will raise their dominance and make them even more difficult to control in the future. You want to start with basic conversations if starting from 0 favor, some will randomly fail if the girl is difficult.

If you want to raise relationship with a character that has difficult traits like Prideful/Defiant/Sassy/Aloof (Remilia, cough cough) and such, you might want to take them on several dates to raise their favor before even attempting to interact with them, or they may never get to higher favor levels as they'll fail and drop favor often even with basic conversations. You can fix angry with chatting, or anxious with gentle physical contact, just make sure it's used with their preferred lead choice. Alcohol can pretty drastically improve your overall chance of succeeding at any interaction here and also improve a character's mood, just make sure that they don't hate alcohol by checking their info. It's another way to bypass a pissy character other than dating to raise favor first, and doesn't waste AP like dates.

Physical contact and Playing With Hair and such becomes more likely to succeed as favor raises, around 300-400 favor is a pretty safe spot to start with that for most girls, though it can vary heavily. Flirting, Lewd Talk, Gazing At Each Other is the next step up past Physical Contact and Headpats. You can also buy a comb from the shop that is a bit better than Physical Contact, it's more likely to succeed and a bit better relationship boost, so it's highly recommended. Some characters will let you comb their hair or get a bit physical with them immediately, but it is a bit rare. Lewd Talk is one that's deceptively difficult to achieve success in for how high it is up on the action list, be careful about trying that as it can piss people off pretty quickly. The officer usually needs to be at the level where they're fine with kissing and groping and such before it's successful. It's really important to pay close attention to the text here when trying physical contact because the character's personality matters greatly. Some characters will love headpats and some will find it patronizing for example.

Breast/Clit Caress and Kissing stuff will auto fail if your relationship with the character isn't high enough. You aren't penalized at all for checking if those will be successful (It doesn't even use a turn), unlike the other commands. So feel free to test those to see how far from them you are. Groping stuff tends to be more difficult than kissing. Some characters will allow quick kisses and long kisses, but get pissed off at french kissing because it's considered a more lewd/perverted option, be careful about that. You could end up lowering their mood/favor to the point where they won't accept kiss actions anymore even if they're at the level where they accept it if they're kind of a prude.

Take Outside is a special dating service that has a lot more flavor text and options than the date option from the normal menu. It's mostly for immersion/roleplay, but it does have some unique traits not available elsewhere. Riverside has bathe/swimming options, Flower Garden has a "Make flower garland" option. Forest has "Hunting". Some girls may have additional locations they can visit like the hotsprings. I'm not sure exactly what unlocks all of these though. Castle Town has a gift shop that sells items that can drastically increase favor (For absurd prices) and a "treat to dinner" option that makes all interactions more likely to succeed. This is something you might need for difficult skill checks.

Training and Internal Affairs allows you to train SLG stats with the character. How much exp you both gain depends on your levels in comparison to each other and various traits can modify it as well. The lower member is more likely to gain more exp. The character's personality, traits, and growth method matter a lot here, some characters will happily train with you immediately, and some will get angry/anxious with you even if you try to train in something they seem to enjoy, so be careful about their mood altering during this. Watch out for Lazy characters here.

Special allows some various special commands. By default there's not a lot here. Do nothing wastes a turn, Confess professes your love for the character (High relationship requirement). Some extra stuff can be added here like Hypnosis. A special command is available for girls that have been turned into sex slaves for special factions to "Destroy their memories". It's an incredibly difficult skill check to make. The girl needs to be head over heels for you, and you may need to take her outside for a date first.

The Other tab during sex interactions may have an option to Demand Submission from your slaves. If successful, it will brand the target and give them bonuses similar to slavery with a new trait. It's the "Fallen" equivalent for slaves. Highly recommended for slaves and extremely easy to miss.

You can also chat up and convince a wanderer/allied Officer to join you from here, though it's really difficult to do early/mid game before somebody snatches them up from the Recruit menu or your alliance with them ends. Allied Officers are especially a pain in the ass because their relationship with their leader is usually really great and it's a massive penalty against that check.


Sleep With:

Unlocks when you have characters in your country with the "Consent" trait. Consent is acquired from interacting with a girl and successfully pushing her down on the bed for sex when it ends (Or Demanding Submission from a Submitted/Slave character during sex). This allows you to consensually bang multiple characters at the same time, unlike the interaction menu that only allows 1 on 1 stuff. The number of characters you're allowed to sleep with at once can get pretty crazy with this command, it appears to go up to 8. This is a great way to hyper train characters with tentacles and make super profitable sex videos.

If you manage to get a character to Consent but they still hate you, restraints can prevent them from leaving an orgy prematurely. Look out for "Angry/Rage" and "Deperessed" moods. If restraints remove those moods, it should prevent it. Be quick about it, because they'll likely leave in the first couple of turns.


Nightcrawl:

Nightcrawl allows you to sneak into a foreign officer's bedchambers at night and rape them. It pits your power level up against theirs for whether or not you can even attempt it. You can bring along assistants that have "Consent" with you and it adds their power level to your power level. You'll likely need to do that for 95% of the characters here as the foreign officers tend to have absurd power levels.

It's a pretty difficult thing to be successful at early on and you'll likely just piss them off if you can even attempt it, but later on you can train characters from here pretty easily and it becomes a bit OP. I haven't used this much personally, but if you can rape a girl to submission, she'll be much easier to handle in diplomacy and I think it might even allow you to get them to join you if you manage to brand them/force submission.


Public Use:

Pits you or your officers with Consent at the mercy of random npcs. You won't be able to act here and just have to let the npcs do whatever to you/your officers. The more they orgasm, the more money you make. It should be noted that by default, the characters here are much more likely to be male. I think you can alter/turn off gay content in the settings, but I dunno. I haven't used this much personally, it seems more geared towards a female hero playthrough or if you're the type that wants to pimp out your girls. There are better ways to make money, so it's mostly a flavor thing.


Give To:

Sends some of your Consenting officers to others to be played with. Just a flavor/personal preference type thing. Can be fun to watch, but uses a shit ton of AP (1 per character).


Imprison:

Imprisons characters for slave training. They'll take a hefty favor penalty, so it's recommended to avoid wasting any turns raising the favor of characters you plan to eventually turn into slaves. Get this out of the way as soon as possible so their slave training can start.


Punishment:

Where the slave training happens. You can target up to 3 characters at a time with this, and there's really no penalty to it so it's highly recommended. Willpower determines how quickly a character will break. If the red bar fills up during Despair, the character can mindbreak and be seriously fucked up. It's recommended to end punishment before then. Characters seem to need about 1500 Submission and 300 Dependence to acquire "Submitted", and about 10k Submissive and 3k Dependence for "Slave".

"Demand Submission" from the other menu can brand characters and force them to join your country. It also gives a bunch of other bonuses similar to submission/slavery. It's not that difficult of a check to make, submitted characters will always succeed, so make sure to use that.

At the end of your turn, you can decide what happens to characters while sitting in jail:

None:

They're idle. This doesn't improve Willpower recovery any more than the other options. No changes occur.

Torture:

Will abuse the character without raping them. This is the only option I've noticed that will decrease Willpower recovery. Not really recommended unless you don't plan to train the character the next turn to save AP or something because the gains are tiny in comparison to actual training.

+: Perversion, Masochism, Bondage
-: Favor slightly, Assertiveness (In bed)

Body:

Raises Sex skills but not Sex experience (Other than orgasm). Basically the character is toyed with by randos without any penis penetration or kissing or anything. This is a pretty "safe" method of training if you don't want your officers/slaves to be fucked by others (Though there is still finger insertion/licking and such). Also doesn't alter their Assertiveness or Perversion. The gains aren't huge, but they can add up over time.

+: Sex skills, Orgasm Exp

Milking:

Attempt to make the girl lactate with drugs and preps her to be milked. Lactation may not occur at all if you just put a random non lactating girl in here. I've run a whole train of slaves through this for 5 turns and they still aren't producing milk. Not recommended if the girl isn't already lactating I guess.

+: Perversion, Masochism
-: Assertiveness (In bed)

Sex:

The character is gangbanged. They're likely to lose any virginities they had. Surprisingly doesn't hurt their favor for you or alter any relationships with you.

+: Sex Skills, Perversion, Sex Exp
-: Assertiveness (In bed)

Brothel:

Lovey dovey sex in a brothel with a customer. Doesn't gain gangbang exp, so it appears to be 1on1. Doesn't alter Assertiveness or Perversion like most options here oddly enough. Also can make a pretty sizable amount of money if they're skilled enough. This is probably the end goal for any slaves you don't plan to make free officers as it's just passive money income while other money making methods like this require AP. Just toss Generics and characters from the Sex Market in jail and set them to brothel and forget about them.

+: Sex Skills, Sex Exp, Money


Persuasion:

How you convince officers to join you without torture. Usually takes 1-3 turns. The characters recruited in this way will have high loyalty towards you and won't be likely to fight you for quite a while even with high ambition.


Skills:

Allows you to buy skills for your hero or officers. You can learn abilities that any of your officers have (That aren't "Exclusive" anways), so it's highly recommended that you check out the skills of any potential officer. Some have surprisingly OP skills for their power level that you can acquire for yourself or other officers (Some male characters you might otherwise avoid because of reasons may have OP skills for example). You get a 50% discount if the character is a slave/lover, so it's recommended to wait to buy a character's skill until your relationship with them is great. This menu also allows you to remove obnoxious skills, like Flandre's Insanity that has a 40% chance to make her bail on combat.

Don't neglect skills (Even on your Officers), it's easy to forget about them with how much requires your money in this game, but you'll eventually find yourself losing horribly to enemies that are seemingly weaker than your armies. That's a good sign that you're being outclassed in skills. Even some of the cheaper skills are worth grabbing temporarily over having few or no skills. It's not a bad idea to at least pick up some of the 8k skills early on. The level of ability gives you a clue to how powerful it is. Level 3 is pretty good, level 5 is OP. You probably want to avoid level 1-2 abilities, there aren't a lot of great ones at those levels and there's usually a better tiered version from a character you can find.

Skills can also turn the tide of a battle currently in progress. If you feel like you'll lose a battle soon in the Governing Phase, you can pick up some skills from the Base Phase to help out your war parties. Also don't forget that children have a chance to inherit their parents abilities. If you plan to make a rather large family, make sure you wait to start on that until all parties involved are loaded up with powerful abilities. Exp gain in particular is extremely important for them to be able to catch up in stats to your experienced Officers in a timely manner.

Some quick recommendations:

War Party characters: Get stuff to reduce army fatigue, get capture skills, get stat boosting skills and/or direct damage skills, get stuff to reduce the chance of strategy fucking you over.

Garrisoned characters: Get stuff to increase enemy fatigue, get capture skills, get skills that reduce damage all parties take (If you want to be able to turtle hard).

Garrisoned units don't seem to get tired, so they don't need fatigue reduction for their own troops. They also don't seem to be able to be routed, so you don't need to worry about negating those. When it comes to direct damage skills vs stat raising skills, that's tough to say, though Garrisoned Officers will benefit less from the stat boosting of Fight/Strategy at least since there are only 2 Officers allowed per building. Defense boosting could still be viable though.



Labor:

One of the easiest and cheapest methods for training a character's SLG stats and also makes a decent amount of money. You can only train 10 at a time however, so you have to decide who to raise. I really recommend you focus on Attack, Defense, Strategy early on until your characters are fairly proficient in those because they're the main stats needed to be successful in a fight. Below B or so in any of those and they'll barely be fodder if you're forced to use them in a war party.

Porn can potentially give WAY more money than brothel options and other money making options here, but it does mean taking up a valuable labor/stat raising slot for money making. Your choice.


Characters:

Lets you check the status of every character in the game once you change the filter setting from "Officers/Captives/Friends" to "All". Useful for keeping tabs on what's going on around the game world. The notable stuff to watch for is Pg for Pregnant, or Pr for Prisoner.


Relations:

Allows you to send characters money to improve their diplomatic opinion of you. You can also do this from the war screen, but that applies to their entire country. It's kind of something you can avoid completely unless you're really trying for a specific diplomatic play. There are usually more important uses for money and it's more of a late game/high game difficulty type thing.


Go on Date:

Quick way to raise favor with an officer of your own. It's between about 150-300 favor for 3k money, actually a really good deal for characters if you're going for a Love relationship with them. This is almost essential early on for dealing with difficult characters before interactions will become reliable.


Visit Nations:

Has you meet with a random officer from the country chosen, usually improves favor quite substantially (Even more than low level dates). If a foreign faction has few officers, this can be an easy way to improve your relationship with their leader, as they're more likely to be chosen with this. Not a terrible way to spend AP if you want to eventually turn everybody into lovers, but it's useless on the slavemaster route unless you're trying to win over a character to make use of them as a spy (Can help during battles occasionally).


Favorites:

Can alter a character's stats once per game. Not really needed as you can just train them yourself in various ways. They also can lose some stats during this.


Arena:

Shows up every 3 days. The entry fee is 5k, so make sure you always have 5k left over at the start of days that are multiples of 3. Really useful for making money and training units. Male characters can rape the losers on victory here. Raping a girl can end up with a a huge submissive change for that girl towards you, that can really speed up the submit/slave process. If you manage to defeat a country leader, it may also hurt their country's strength a bit. Interestingly, your own officers can show up here as well, be careful about raping them, you could hurt relations with them if they aren't into that.

Try not to miss Arena days, they're basically always worth the AP cost as long as you can win.


Just Friends:

Prevents intimate relationships. Really only if you don't want to accidentally get a dude or somebody you hate interested in you. Sometimes there are random events that improve relationships with everybody, or you could have an event that triggers some gay content with somebody if they have a high relationship with you or something you may not want to see.


Items:

Comb: Unlocks a mid tier physical contact action during interactions with a high success chance. Recommended to be bought early if you plan to make a lot of lovers.

Whip, Needle, Rope, Enema, Gag, Blindfold, Razor, Nose Hook: Bdsm stuff. A lot of these can be used on multiple girls at the same time like the Blindfold and Rope. It can be difficult to train multiple girls at once without some of these. These have a high submissive gain when used initially and make slave training much much easier. Optional for lovers but can be essential for slave training as normal actions might not bypass a characters resistance to submission gains.

Lewd Catalog: Unlocks a bunch of high tier research stuff. Some of this is pretty crazy. Bestiality options, gender changing, hypnosis shit, etc. The stuff unlocked from this tends to be incredibly expensive and time consuming to research. It's highly recommended you get the Engineer trait before you bother with this.

Witchcraft Book: Tentacles and magic, if you've read the starting bonus section above, that explains how useful this is.

Sex Book: Increases the Sex Knowledge of a character. I think this can improve brothel gains of characters, but I haven't bothered much with it.

Alcohol/Ambrosia: Makes interactions all across the board easier with characters you give this to. Just make sure they don't hate alcohol by checking their info. It can be pretty costly for a temporary boost to favor gains, but it doesn't use additional AP like dates. Useful for dealing with Sassy/Prideful types if you have some disposable income. Ambrosia is the version for people that hate alcohol.

Lotion: It's needed for some sex acts, and highly recommended for some girls who have trouble getting wet or have little sexual exeperience. You'll have to spend several turns licking them without lotion to reach similar effects. Not bad to keep some on hand.

Condom: Reduces pregnancy chance. Girls keep semen in them for several days depending on how large the load was, so even if you bang them on a safe day, it might carry on until they're ovulating. Vaginal sex is always risky, especially if you can cum a lot.

Scapegoat Doll: Really useful, especially if you're the type that doesn't want to savescum events. There's a lot of shit that can just suddenly take you out for 2-3 turns, so it's not a bad idea to have one of these on hand. Not really needed if you savescum though. When the hero/player is injured, they really won't be able to do jack shit during the Base Phase, so don't wait until it's too late to pick up at least one of these.

Stamina Pill (Aphrodisiac research needed I think)): A bit of a weird item because you don't appear to be able to use this on yourself, you have to get somebody else to use it on you during sex. Stamina pills will make it so anybody can last through training/sleep with without passing out, which can drastically increase exp and relationship gains. They are kind of expensive and lategameish to use just for early training and by the time you can afford to spend a lot on these, you need them less. So they're in a bit of an awkward zone. You may want to buy some for characters with a pain intolerance since they'll be unconscious more often than they'll be awake during normal slave training without this.

Video Camera/Tape: Can record sex and be sold, used to alter diplomatic relationships, or to hire additional troops. Really versatile and I recommend you pick it up when you can spare the money for it mid game. The more characters orgasm, the stronger the effect. So it's not really an early game thing unless you build to be an early sex trainer. It takes some skill and having a lot of characters with "Consent" to be worth the cost of tapes.

This is your main money making late game if you aren't running a large brothel/porn studio or something. Tapes can quickly get up to 20-30k per AP as long as you have 8 characters to bang. A great reason to keep around weaklings.

Collar: Allows for public sex. You can take the characters out into public during sex and random npcs may join in. You control the npcs, so you don't have to worry about anything too weird happening.

Aphrodisiac: Makes the character it's used on orgasm more often, which can increase Submission/Dependence gains a bit. Researching this also unlocks several other new research items.


End Turn:

You can end your turn without spending all AP for some minor money or experience gains for your hero, but it's really not recommended. Doing pretty much anything else will result in better gains.

Policy:

Most the time you'll probably want Econ until all your cities are maxed on it, then you can swap to defense or recruiting or whatever.

Cancel Defense/Auto Defense:

Just some QoL stuff to make things easier to swap around. Something that isn't too apparent immediately is that you really don't need casual defenders/troops around on normal difficulty, it's better to have war parties because they're mobile and do the same stuff. I recommend leaving the minimum of 500 units everywhere almost always when quickly expanding. The only reason to place officers in a city instead of a war party is if you're training them using various buildings as well.

This changes on higher difficulties of course. When Officers are garrisoned in a city, they and the troops garrisoned there with them can benefit from the "Defense Bonus" of the city. Major cities may have a 1.5-2.5 defense bonus, making it a great way to stall out difficult enemies. Of course because you can only have 2 Officers in the city, your attack may suffer and it may be difficult to defeat them in a timely manner without some help.

City List:

Really nice way to keep track of what's going on with your territories. "Safe" means that it can't be attacked that turn no matter what, and thus doesn't need defenders. "Front" is exposed to another party but may not be in immediate danger. "Incoming" means that that area will likely be attacked that turn if the enemy nearby isn't intercepted beforehand (Sometimes this bugs out and will show an enemy currently in battle with you preparing to move somewhere, even though they're stuck in battle and can't move.). "Attacking" means that there's a fight in progress there.

Research:

You should always have a research skill training, there's no penalty to it. The Combat and Taxation lines are the most helpful early on. You pretty desperately need all the shit in these lines, it's hard to pick something else until their research times get really high. Defense and Conscription can be useful, but they're a lower priority than Combat and Taxation in my opinion. City fire support allows you to damage enemy troops that are nearby a city you own at the end of the war phase, so that's not terrible to pick up early on if you're defending a lot of territories. Haggling and Employment can almost be ignored entirely early on, they're more late game/optional stuff and you really won't have time or need for them in most games.

Diplomacy:

At the start this seems kind of pointless, but midgame it becomes essential to survive if you're not straight up turtling. As your borders expand, you won't be able to watch every angle as well, and enemies will take advantage of that whenever possible. Don't make the mistake of thinking you can leave a front open to somebody, you are constantly at war with anybody you aren't allied to. To avoid losing a lot of territory while trying to expand, it's wise to start making alliances with others. One less enemy to worry about, and a few less cities needing babysitting for some turns can do wonders for you.

You can also shit on various countries with scandals and such and make them more desperate and willing to cooperate with you, though most of that is rather expensive. It requires force to get a ruler to offer their body to you. A sneaky way to get to capturing the ruler for sex training is to capture enough of their officers and offer them a Hostage Negotiation. It's much more difficult for them to decline if you're offering to return your prisoners to them.

If you have an extremely positive relationship with a leader, they may willingly join you with annexation. You'll gain all their territory and be able to choose to recruit, enslave, or abandon any of their Officers.

Alliances and such tend to require positive relationships instead. Alliances with other countries also allow you to travel through their territory. It can be useful if you desperately need to get across the map for some reason (Like taking out bandits that are raping people you don't want raped). The more a country likes you, the longer the alliance lasts as well. The minimum rounds temporary alliances can last seems to be about 3, but it can go up to like 10 at least.

Automatic donations are also a good plan once you have some treasury income for the same reason. The less people hate you, the better. It might seem like a drain of resources, but you'd just be spending that much or more buying troops for them to be slaughtered in an instant if a coalition gets on your ass. If people like you, you'll be so much safer overall.

Recruit:

One of the most important things to look out for when checking viable recruits is their skills. Their SLG stats can be trained, mind/skills can be altered, sex can be trained, etc. Characters can have unique SLG skills however that you might want for your hero or other officers. Don't let their rating fool you into not checking them out for viable skills. Some characters might seem great on the surface with really high stats and all, but they could have shit skills. Some might seem bad but have OP skills. Skills can completely change a fight one way or another. The game isn't just about the raw stat abilities of officers involved. There are characters that can straight up remove enemies from the fight and basically auto win on chance.

Unaffiliated units that lose their country tend to end up here, if they aren't captured by enemies anyways. After they heal, they'll show up here as long as they aren't grabbed by somebody else first. So if somebody you wanted to capture in battle ends up fleeing and evading capture, don't fret, you can probably just buy them here.

Slave Market:

Allows you to buy characters that will immediately let you do pretty much anything to them (Most start with Slave, Consent, Promised Body). Actually not a terrible way to acquire useful units, some even have decent skills. This also will allow you to buy characters that were trained into slaves by Special Factions. So you can occasionally get OP units for much cheaper than if you bought them from the Recruit menu, if you don't mind that they've been thoroughly broken in sexually. Characters bought from here can quickly become really great passive income if you throw them into jail and set them to "Brothel" at the end turn screen, not a bad investment.

Characters that were raped and turned into sex slaves may have a trait that's extremely difficult to get rid of such as "Bandit Sex Slave". You need to interact with them, swap to the special menu, and "Forget Memories" to remove this. It's an extremely difficult skill check, I think it's the hardest thing to succeed at, so goodluck with that. You can take them outside and take them on a date beforehand to improve the chance of success, it can be quite a costly and time consuming process. That or just override their gangrape with your own gangrape until they'll do whatever you want.

Explore:

Always a gamble, a lot of events end in rape or sex. Occasionally there might be a decent money gain or loss, sometimes small stat increases. A lot of these events seem to be aimed towards characters with penises. If you send a woman to them, they'll often only be able to exit out instead of being able to bang the various event characters like characters with dicks can.

Honestly these events seem to me to lean toward inconsequential sex exp or bad shit. The boosts are generally small, but the bad events can really fuck you over. If an officer is injured here, they'll be removed from their war party and such. The events here can be entertaining and there are a few that are incredibly useful, but overall you won't be missing too much if you don't explore much or at all. I actually don't recommend exploring when you're strained by war. An injury or having all your money dumped from an event here can fuck you royally.

The Scapegoat Doll from the item shop can drastically decrease the chance of penalty from exploration events, though they're quite expensive and difficult to afford early on. Once you can afford them consistently, exploring becomes a lot better (Or just not as terrible).

Buildings:

For the most part you want to go with income buildings early on and 1 laboratory. Once you have enough territory and safe zones, you can consider the stat boosting buildings in safe zones (As far from any enemy borders as you can place them) to train your weaker Officers by placing them in the city to defend them. Just remember that there's a cooldown of a turn when you remove an Officer from there. That means a good rule of thumb is to train your strongest officers with the "Labor" menu during Base Phase, and to train your weakest officers in buildings during the Governing Phase.


Random Notes:

Invasion_Force.jpg

1: When attempting an invasion, make sure you check the "Strongest enemy city defenders" information. A territory that seems really safe to attack may actually have sudden defenders on it. Notice above how it initially seems like the only defenders of that city are the 3100 troops. If you're wondering where an attack came from out of nowhere, it's usually this (Or an enemy allied against you). Basically the enemy can field units to defend last second just like you can.

Invasion_Force_2.jpg

2: Tiredness can pretty drastically reduce your armies effectiveness, thankfully disbanding them and remaking the war party will instantly fix that. Don't bother keeping the War Party around and waiting for tiredness to naturally decrease if you have a free turn to wait without them. You can also pick up some skills that reduce fatigue for your Officers that regularly fight outside of garrisons. Garrisoned Officers don't seem to get tired.

Characters seem to need about 1500 Submission and 300 Dependence to acquire "Submitted", and about 10k Submissive and 3k Dependence for "Slave".

1: 3 girls at a time, there's really no penalty for training 3 vs 1/2. You should probably try to wait until they have max Willpower if possible or their sanity will decrease too quickly if they lack sex exp. Later once they have some experience, you can get quite a bit of training out of them even with half starting Willpower.

2: Buy the Rope, Blindfold, maybe the Gag and Nose Hook too.

3: Start by hitting "Do to all", that targets all the girls, apply the BDSM gear to them.

4: Single target them individually and use cunnilingus or anilingus on them all once, this can drastically reduce how much pain they feel and how quickly their sanity drops. It's worth the turns, especially if they have a pain intolerance. Once you have a decent income, you can also buy lotion instead, you're able to apply 3 bottles of lotion to the 3 girls in a single turn (Though it means 600 money every training session down the drain).

Without lube/foreplay, the girls with pain intolerance won't last more than a few turns before mindbreaking without a lot of sexual experience if you just ram it in. It's less of an issue once most girls are properly trained since they'll get wet just from you applying the bdsm gear. Girls who pass out from pain during sex will also miss some experience, so lube is super important to train slaves quickly. Fingering can reduce that vs normal sex, but you can only train 2 girls at a time like that. It might be needed for girls with pain intolerance.

5: Go back to all target and spam Use in Turns (Use anal if you don't want to risk pregnancy of course). Quit the training before the girls are going to cap out the Despair bar or they'll mindbreak.

6: Pick up the Lordly trait first out of the special menu (You get sent there every time you get a 5 girls to love/submission), then Dependable. Lordly allows you to train girls that are highly resistant to suffering like Remilia. Dependable will help you get girls to Slave quicker.

7: Don't forget to "Demand Submission" from all your slaves from the Other tab before releasing them, it's more stat boosts for free (It's the 2nd tier of the relationship tree). This seems to be pretty easy to do if they're already at "Submit" and may increase their gains faster to "Slave". After that you can release them from prison and continue their training to "Slave" from the "Sleep with" menu instead. That allows you to train 8 girls at once instead of 3, they also don't have a Despair bar to worry about in there.

8: Mid game the summon tentacles commands drastically increases how quickly you can train girls. You can stimulate every part of all 3 of the girls at the same time, removing some of the only restrictions training multiple girls at the same time has. Highly recommended to save for it if you want to turn girls into orgasm machines quickly. Just be careful with it, some Prideful girls will lose their Submissive and Dependence gains if you are overstimulating them with too many penetrations. It can also cause a lot more pain than just buttsex on its own, making character pass out (And missing exp and relationship gains until they wake up). You should wait to use multiple tentacles/insertions on a character until they're fairly well trained basically or it can decrease your gains.

9: Late game Hypnosis can be used to cheese girls into branded or really anything immediately. It requires an absurd amount of levels in hypnosis to be able to do this. The best way to train Hypnosis up to that level is to wait until you can bang 8 characters in the "Sleep With" menu, which requires 8 characters at "Consent". Hypnotize them and you'll get 8 exp a turn as long as none break.

At this point, training Slaves becomes much easier. Just target all, Hypnotize them, single target them all, Demand Submission. Target all, cancel the hypnosis and continue on with their training as usual, enjoying the extra Submission/Dependence gains immediately.

This guide will assume that you didn't choose anything that gave you starting money, because that drastically changes what options you have available to you this early on.

Turn 1:

Base Menu:


If you started without money, there's not a lot you can do at the moment but some interactions with your officers. Try to find ones that are easy going and strong and train with them through the interaction menu. You'll need the early stats as you start off pretty weak. You'll also want to set all your officers to labor jobs. It's a good idea to focus on Attack/Defense/Strategy first because you'll want everybody to be able to fight. Politics and the other stats are side bonuses you can worry about later. Politics can almost be ignored if you just plan to turn everybody into slaves as it's mostly used for persuading prisoners to join you peacefully outside of minor combat bonuses.


Governing Menu:

You'll have a bit of money from labor and things are cheap on the first turn. Use the training discount to raise the Attack/Def/Strategy of whoever you feel needs it most. The boost is a lot more apparent to people with low levels, so if you see a weakness in an otherwise strong character in one of those 3 aspects, focus on that.

Next up you'll probably want to buy a unit or two if you're able from Recruit. The first one has a major discount if under 7 stars, so try to buy the most expensive character you're interested in first. Your priority early game is to get a bunch of extra officers to increase your AP. The starting AP of 2 makes it pretty difficult to get anything done. Just remember to check their skills, aim for characters with a lot of tier 3 or better skills and unique skills you may be interested in learning for your hero. Don't worry too much about their overall strength/star rating. It's actually not that difficult to turn anybody into a decent fighter, especially if you grab them this early. Just try to spend as much money as you can buying units, they can all go into Labor next turn and pay back a lot of their cost.

Research targets I recommend this early are Fairy Support and Mutual Funds. The Combat and Taxation trees are probably the best to focus on early game. In order of priority, I'd say: Combat = Taxation > Defense > Conscription > Diplomacy > Employment (You'll soon be drowning in prisoners from fighting and this is almost useless).

Exploring can be dangerous when you're at war since there's a decent chance of the character being injured or losing a shit ton of money, but since war doesn't start for several turns still, it's fairly safe to try out.


Turn 2:

Base Menu:


If you managed to hire enough new officers, you might have 3 AP this turn. This is when some stuff can actually start happening. If you have enough money and are going for a lover focus with your officers, it's wise to pick up a comb right now from the shop. Otherwise just save for now. Remember to put your new units into Labor. This is when you really have to decide if you're going the mainly lover route or the slave route with a lot of your officers.


Slave Route: This is the time when you want to start throwing some officers in prison and training them. You can train 3 at a time, so throwing in 3/6 at a time is wise, leaving the spares out of prison for now to make money with Labor. It's best to train as many characters as you can into submission before war starts, it's much more difficult to not have your strongest Officers available for combat when war begins. For now, your best method of training is likely to just target each girl individually and lube her up with Rimjob, then target all the girls, and stick it in their butts repeatedly with "A Insert in turns". You really don't want a pregnancy this early.

Remember that some characters are impossible to train this early because of difficult traits like Stubborn, Prideful, Composed, Aloof, so watch out for those. Don't even bother trying to turn characters with multiple difficult traits like that into sex slaves yet unless/until you have the Lordly perk.

Love Route: Going the love route is just spamming interactions and trying to build favor with characters for now. Choose whether to lead or allow them to lead depending on their assertiveness. You won't have enough relation with most girls for physical contact just yet, so stick with training SLG skills and chatting.


Governing Menu:

Still not much you can do here yet. You want to make sure you have at least 5k at the end of this phase to be able to enter the arena next turn, so save up this turn.


Turn 3:

Base Menu:


Arena time if you managed to save up at least 5k like I mentioned. You desperately need this for your hero, it's a massive stat boost and even can be a decent gold gain. Pick an enemy that's at least 10-20 combat rating below you if you're not the savescumming type. The battles can be fairly rng, unless there's a weak officer here, you'll probably be stuck fighting a weak enemy (60) for now. Rape them if you don't mind being a bit naughty, it's just free sex experience and the unnamed enemies here can't get pregnant or have their relationship with you altered or anything like that. You'll probably make about 2-3k and get a few levels in all combat stats this early.

Continue training characters as you did before. If going the slave route, pick up the Blindfold and/or Rope from the shop, they're pretty decent submission gains and can be used on all 3 slaves in a single turn. If going the love route, you might want to start taking girls on dates and buying wine/booze to make physical contact stuff more likely to succeed. You can also save a bit of money to hire more girls from the Governing Menu if you don't yet have 3 AP, that should be a priority first. 3 AP is a huge boost. 4 AP is nice, but it takes quite a few more officers to achieve.

Punishment: You can skip punishment this turn if you're worried about the character's willpower. When you start with only half willpower this early, your slaves-to-be won't last long in training since they still hate being raped. It's up to you, there's not a lot else to spend AP on this early if going the pure slaver route though, building favor with whatever girls you still have outside of prison will be wasted when you imprison them afterall.

Training only 2 characters at a time allows you to finger them simultaneously, which drastically increases how long the training can last since it doesn't drop mood as badly as sex, it's something to consider and could actually end up being faster depending on the character's traits.


Governing Menu:

More of the same, buy some units if you can afford to, especially if you don't have 3 AP yet. Also you should have 3k in the treasury now, so buy a Laboratory building if your territory doesn't already have one. If it does, buy a Private Market.


Turn 4:

Base Menu:


Not much change here, just keep training your characters. At this point you can probably start with more physical interactions if going the love route. Slave route may also have some new characters to imprison. Remember to try to keep the slaves in your dungeons in multiples of 3 to not waste any AP/potential Exp.

Governing Menu:

Not much you can do here again, recruit if able. Though by now the cost is starting to scale up and it might be difficult to afford anybody from here if you've managed to pick up quite a few officers. It's still not too risky to go exploring, so have fun with that for now. Diplomacy might be enabled now, but it's still pretty pointless for now unless you have some characters with high sex skills to pleasure enemy leaders.


Turn 5:

Base Menu:


Again, more of the same. The love route probably hasn't changed too much, but in the slave route, you've probably started to have some characters submitting to you. Remember to "Demand Submission" from the characters that have submitted to you from the Other tab during sex training. It's a surprisingly easy skill check if the character is submitted to you. You can remove them from prison at this point. Branding gives Consent that allows those characters to use: "Give To", "Public Use", "Night Crawl", and "Sleep With", once they're released from prison.

"Sleep With" is probably the best perk of characters reaching Consent from a training standpoint. It allows you to train up to 8 characters at once and they don't have a Despair bar to worry about like while punishing them. This is where you want to train characters from Love to True Love or Submit to Slave to save a shit ton of AP and time.


Governing Menu:

You can probably afford another building now, probably go with a Market still. Might be too early to be worrying about training your low characters with buildings because your territory isn't too secure as small as it is now and you could lose those areas. Remember to have 5k saved for the Arena next turn.


Turn 6:

Base Menu:


More of the same, you've kind of got down your training routine and Arena fights down at this point. You might start to have some girls falling in love with you by now if you've been focusing on certain ones more. Remember to Confess to them during interactions (Before sex).


Governing Menu:

War begins next turn, you might actually want to save up your treasury points to buy more troops next turn if you're on a higher difficulty setting. If not, you can probably grab another income building.


Turn 7:

Base Menu:


War starts this turn when swapping to the Governing Menu, shit is about to get real. Hopefully you've been able to get several characters to Submit to you by now on the slave master route and you've released them from prison. You'll need at least 2-3 of your stronger Officers ready to form a war party next turn. If you've been following my advice, you should have at least 4-5 submitted by now. You could also have 4 AP by now which makes training characters much easier. Getting to 5 AP takes a while, so there's less rush to recruit new units at this point. Just worry more about training your current units, you'll capture plenty of enemies soon enough.

Before going to the Governing Menu, it's wise to look carefully through the skills of all your Officers and remove the problematic skills from them with the "Forget" tab in Skills if you have the money. Some have skills that are purely negative (Flandre's Insanity), or so have some that increase one attribute and decrease another that you may not want. You probably don't have the money for any decent skills for your Hero atm, don't worry too much about that. You really want to save up for the 100k ones (50k if high relationship with that character). On the plus side, you may be able to put your sex skills to use for diplomatic purposes on the Governing Menu if you've been training slaves. If your Hero isn't in a war party, they can bang the leaders of other factions for relation improvements with the Discussion option.

Also, if you manage to get 5 characters to submission/love, pick up the Lordly/Dependable trait on slave route, or Providence/Dependable on the love route. These will make boosting relationships much much easier.


Governing Menu:

There's a lot of new stuff to worry about. Diplomacy and maintaining alliances start to actually matter a bit, especially on higher difficulties. A sum up is that aggressive playstyles are much more difficult to use on higher difficulties. On normal, you don't need to worry too much and can get away with just about anything, but above that will require some thought before you even begin doing war shit, lol.

How aggressively you can play at the start also depends on how strong you are and how safe your early moves are. Try to avoid opening yourself up to more than 2 fronts at least in these early war turns (You can keep track of that with the City List). You'll often be converting your Treasury funds into Drafting as well. Converting your pocket money into Treasury is a move mostly saved for desperation once it gets up to x3 or higher multiplier, because the conversation rate is pretty terrible. Early on when it's 1-1 or 1-2 ratio it's not a bad deal. Time to go over the strategies to use here:

Full Turtle:

Full Turtle means you use a chokepoint on the map to make sure that you have no more than 1 front to enemy forces, then you proceed to do nothing, lol. It's placing all your best officers and troops in one garrison that has a high defense bonus (1.5x or higher recommended). and basically making it impossible for anybody to take that territory. The enemy ai isn't the smartest and will eventually throw themselves at you and die, you can then collect their officers and continue being passive until the next faction comes along and tries the same thing. This is by far the safest and easiest method of playing the game, but it can also be the most time consuming.

I think the best territories to start a game at for this are:

1: Gengetsu (Yellow - SE side)
2: Keiki Haniyasushin (Pale yellow - NE side after taking Animal from Saki Kurokoma)
3: Yumemi Okazaki (Pale Pink - SE side)
4: Tenshi (Blue - NW side): Although it has two openings, the one on their east side is fairly safe and you'll have plenty of warning of incoming threats.

Pros:

1: You're essentially unbeatable. Even with much less troops and weaker Officers than most factions, it's difficult for any faction to deal with such a condensed defense. The defense bonuses of some cities is absurd. Just remember that war parties don't benefit from the bonus, only units stationed in the garrison do.
2: You're extremely unlikely to lose any Officers or territories to enemy factions (Other than Special Factions).
3: Requires little or no effort on the strategy and diplomacy front (You shouldn't even need alliances).
4: Probably the most viable strategy for playing on super high difficulties.
5: Quickest Governing Phase, usually takes a minute or less.

Cons:

1: You'll have next to no income coming in from the Governing Phase and will likely quickly require additional income sources like pimping your officers out or lots of slaves in the brothel.
2: Passive gameplay, meaning it's likely to take much much longer to conquer the map.
3: Extremely slow Officer/Hero growth. The combination of poor income, and not having enough buildings to train your Officers will hurt.
4: Poor diplomacy bonuses, people will consider you weak for not owning many territories and will be less likely to go along with diplomacy checks.
5: Difficult to stop Special Factions since you can't move around the map easily and you don't have many troops. If an Officer you like is taken by one, you might have to just wait for them to be broken in and sold on the Slave Market to get them back.
6: Your solider limit will cap quickly and you won't get any natural regen from them. Any troop gains over 10-20k will cost money.


Partial Turtle:

Partial Turtle is the balance between the two extreme gameplay types. It's basically making sure you never have more than 1-2 fronts open to enemies while still trying to expand (Remember anybody you aren't allied with is an enemy), using careful planning of which areas you take and using permanent and temporary alliances all the time. You put all your forces on those 1-2 defensive areas and wait until enemies are weakened from attacking those areas to expand and deal with the rest of their territory.

Pros/Cons:

1: It's balanced, offering some safety of turtling and some of the income and diplomacy boosts of the other two strategies.


Aggressive Expansion:

The riskiest, and probably the most exciting method is just wildly trying to expand. Of course trying to hide behind choke points and ralleys as much as possible, though by turn 20-30 you're going to have a shit ton of openings anyways. This strategy is INCREDIBLY difficult to use on higher difficulties. Because you'll own more territories, you'll be seen as more of a threat and people might even ally against you. You'll have more pushing power in diplomacy and your income will be tremendous as well. Because you have more territory, you can use more training buildings for your weaker Officers as well. Permanent alliances are basically pointless here and you will make a lot of enemies. Because you're expanding so rapidly, it also means placing Officers and troops in garrisons is usually pointless outside of training, they'll quickly be left behind, meaning your defense bonuses of cities will often go to waste.

Pros:

1: Fastest gameplay and time to conquer the map.
2: Lots more income, it's a lot quicker to buy what you want from the Base Phase, which also helps with relationships and strengthening your units.
3: Better diplomacy scores, easier to make other factions do what you want.
4: Easiest to shut down Special Factions with. Often only requires a single alliance to reach the Special Faction base because of how much territory you own. You can also shove a shit ton more troops on the Officers you send there to beat them down instantly.
5: The only strategy that won't cap out on conscription limits quickly, so you'll still have natural troop recruitment instead of needing to buy any new troops you need.

Cons:

1: Riskiest gameplay by far. You will lose territories, you will lose Officers to enemy factions, you will often have to forcefully break apart your war parties (Putting them on a 3 turn cooldown) and abandon troops to survive and keep your Officers out of the hands of other factions.
2: Extremely difficult or impossible to use on the hardest difficulties. Spreading yourself thin when the whole world wants you dead is a bad play afterall.
3: Seems like you're more likely to be targeted by Special Factions the more you expand.
4: If you become a large threat, some factions may ally against you, this is when shit really hits the fan.
5: Governing turns take much longer, it may take 5-10 minutes to get through all the planning, defense, diplomacy shit every turn. There's basically never a chance to rest, every governing phase will require effort by mid game.
6: The game may end before you really get to play with a lot of the end game research/building stuff if you're super aggressive on easier difficulties.


In your first turns you'll probably be sticking with Full Turtle or Partial Turtle, you likely still don't have many powerful Officers, especially if you're training them into slaves. On lower difficulties you can form a war party with "Unit - Form Unit" and be a bit aggressive. You should probably only take 1 area this turn unless you need 2 to protect a relay or choke or something. On higher difficulty you'll probably want to place your strongest Officers in a building with 1.5x or higher defense modifier and shove all the troops you can buy into that garrison instead, then the waiting begins.

Remember how I mentioned you can fuck your way to diplomacy? Yeah, characters here don't mind banging each other for diplomatic favors I guess, even if they're rather shy. You get this from the Discussion option during diplomacy attempts with another nation. This causes a 1 turn cooldown on the character, but that refreshes on next turn, so it just means the character can't be placed in a building or used in a war party this turn. Sex will increase your relations and decrease hostility with the entire country depending on the skill of the character sent.

There's really no reason not to do it every turn as long as you have a spare sex able character (Hero by default can, or somebody with a Sex Knowledge of 3 or better like characters from the Sex Market). About the only thing you have to worry about is that whoever you send other than the Hero may take some relationship penalties with you. This is also considered a rather submissive act (Your character isn't leading during this). Keeping people happy when you can is wise. If people like you, they're less likely to conspire against you and join an alliance against you.


Turn 8+:

Base Menu:


Not too much left to talk about here. Keep training your units and such as usual. Try to save up for the tentacle book if you don't already have it, it greatly improves your ability to sex train characters and the magic doesn't hurt. Tentacle egging births also drastically improve your magic, though they do remove characters from defense/war parties because they count as regular births for that.

Eventually try to pick up the Engineer Trait (After Lordly, Dependable, Enchanting, if slave route) and research Hypnosis from the shop. Once trained (Recommended to train with 8 characters during Sleep With sex) it will make your life much easier all around when it comes to relationships and training.

When you have spare AP, use it to Sleep With as many characters as you can to try to train them from Love/Submit to True Love/Slave. Once your sex skills are good enough and you have tentacles, you can also pick up the Video Camera and start making money selling sex tapes. Even though you can make sex tapes a bit earlier, it's really best with 8 characters and tentacles, you can make 25k+ per AP. Hiring units from sex tapes is also usually a much better value than buying them or the money here late game if you need troops.

Once you have some Slave/True Love characters and money, you can start handing out big skills (50k+) to your Hero and favorite Officers. Your Officers don't get the relationship discounts and might have to stick with the level 3-4 skills, but your Hero should be able to get the level 5s. Don't neglect Capture skills, they can drastically improve how many enemy Officers you acquire in combat. It's also a good idea to give the characters you usually use in war parties skills to reduce fatigue as well or you'll have to disband them frequently to rest.


Governing Menu:

Let's talk about one of the last major threats here: Coalitions.

Coalitions against you are the fuck you in particular, game ending, death flag type of events. There's no easy solution to them, this is where your current troops are really tested. A bunch of enemies form an alliance against you and all decide to fuck up your life together. They hard focus you and try their best to wipe you off the face of the earth.

One of the worst things about this is that it fucks with your chokepoint strategies because all the enemies allied against you can move over eachother's territory instantly. What may have been a single weakness against a single faction can quickly turn into a fucking nightmare with enemies pouring in one after another through that small opening. Really the best thing you can try to do if you have enough territory is try to get as far away from your frontlines you can't defend and be prepare to turtle in high defense buildings/territories and lose a shit ton of territory until they're satisfied. Ceeding territory you're guaranteed to lose to factions you want to improve relations with is also wise. You can actually create a bit of a barrier with this by ceding territory to people not in the coalition against you and restricting the coalition's access to your territory.

There's really no way to fight these at higher difficulties early on. You may even have to escape your own territory to a different territory that isn't allied against you if possible to prevent being ganged up on. The only way to avoid a ton of losses is probably asking for ceasefires when able. Your goal during these is just survival of as many Officers as you can hold on to, try not to get greedy and think about expanding or protecting your territories. Even at normal difficulty, you may be surprised by how suddenly brutal things can get for you during this. They don't all strike turn 1, they usually take a few turns to prepare to shit on your life. I hope you manage to get a nice chokepoint with 1.5x defense modifier before one of these hits.

Coalitions against you seem much more common on higher difficulties btw, it's one of the first real slaps in the face you get from trying to move up the difficulty.

Random Notes:

Invasion_Force.jpg

1: When attempting an invasion, make sure you check the "Strongest enemy city defenders/field officers" information. A territory that seems really safe to attack may actually have sudden defenders on it. Notice above how it initially seems like the only defenders of that city are the 3100 troops. If you're wondering where an attack came from out of nowhere, it's usually this (Or an enemy allied against you). Basically the enemy can field units to defend last second just like you can.

Invasion_Force_2.jpg

1: Game won't copy text to clipboard.

Help at the top left of game window, Settings, Clipboard, toggle copy to clipboard.

2: The game triggers my antivirus. ”Uwasson.A!ml" or whatever.

Known issue, play at your own risk. Considered a false positive for now, but who knows. This may impact many Era games.

3: I was attacked from out of nowhere.

Could be a lot of things, enemies can place defenders last moment, especially common if it's their last territory. When invading, check the "Strongest Enemy Field Officers/City Defenders" information. Enemies may have allies that will move over their land and attack you as well, be careful about who you pick a fight with. Also look out for "Incoming" in the City List, chances are good that area will be attacked at turn end (Unless the enemy planning to move is already in battle and stuck in place).

4: How do I get more AP?

Hire more Officers.

5: How do I make more money?

  1. Treasury buildings/research.
  2. Put characters (Slave Market has cheap options) in prison and set them to "Brothel".
  3. Labor, especially Porn Star (Might require high sex stats).
  4. Research the Camera/Video Tapes, make characters orgasm a lot while recording (Sleep with allows 8 consenting Officer orgies at a time).
  5. Public Use.
  6. Arena every 3rd turn.
  7. Shakedown an enemy country by demanding money through diplomacy.

6: How do I heal an injury?

There are no ways to heal an injury that has already occurred to my knowledge. Some characters might naturally be able to avoid injuries due to traits like Lucky. There are some skills that can heal characters that lose a battle, but it's best to avoid an injury in the first place by buying Scapegoat Doll early.

7: I can't find an Officer anywhere in the world even though they're unaffiliated.

They may be injured and will have to recover before they can show up in the Recruit menu.

8: I can't raise Favor/Submission/Dependence no matter what I do with this character.

Some characters have traits that make them extremely difficult to boost relationships with. First make sure you're using the right "Lead" preference when choosing interaction/sex options. Assertive characters won't like it if you try to lead them, Shy characters won't like it if you try to make them lead. Next check them for difficult traits like "Prideful". Characters with a lot of difficult traits will require you to have traits like Lordly to be able to train them as slaves. Some characters will also require you to date them to raise favor before interactions become more reliable.

9: The game is too difficult, I keep getting overrun by powerful enemies.

A lot of things can cause this. Most common is expanding too quickly, or pissing off a bunch of other nations by failing certain events or keeping a lot of their prisoners. Diplomacy becomes essential later on to prevent being ganged up on. Just becoming too powerful will also make you enemies.

On the war front: Turtle more by placing Officers/Troops in a garrison at a choke point with a high defense bonus. This is essential at higher difficulties to survive. Also don't neglect skills, if you find yourself losing often to enemies that seem weaker stat wise, it's likely because you've been neglecting skills.

On the diplomacy front: Make automatic donations as soon as you have some spare treasury income, even if it's only 100-300 per country. They seriously add up over time and will protect your ass and keep everybody but the people you're actively fighting pretty friendly with you.

10: My character revolted out of nowhere.

Some characters will basically always revolt no matter what you do (Short of keeping them in prison), even if they're trained into slaves. Check their personal info and it might hint at that. If they aren't even Submitted/Love relationship yet, high ambition can cause this as well.

11: How do I quickly get a character back that was captured by a Special Faction?

Make a shit ton of alliances through diplomacy until your alliances connect to the Special Faction territory, this allows you to move over their land. Walk right up to the Special Faction's main base. Destroy them. Some will also sell them on the Slave Market.

12: Continuous actions during sex will continue even if you swap to different characters or different targets.

You can command multiple characters to penetrate a single character or multiple characters in different holes this way, you're not limited to making them alternate in a single hole like vaginal.

13: How do I heal Mind/Spirit Broken?

Mind Broken can fix with rest, Spirit Broken requires an end turn event where a doctor will cure them for a cost.

14: How do I turn off a Special Faction's events? I can't find it in settings.

Some Special Factions have events that can't be toggled off in game and need to be modded in the files. Scroll down to the bottom of the "Special Faction" spoiler in my guide for detailed info on that.

15: Making friends in other nations.

It can be tempting to try to grab all of the officers for yourself, but sometimes leaving them in an enemy country or even giving them to enemy nations can be wise (Especially if they're weak). Friends/slaves/lovers that belong to another country can sometimes help you in battle against that country as spies, they can help you Nightcrawl better there, they can also potentially revolt against the enemy and make many of the other officers leave, weakening the country. Lots of tricky diplomacy stuff possible with that if you're into that.

16: Help Updates.

The ingame help menu and New Player Guide notepad in the game files were recently updated and have added a shit ton of new explanations for things to help out newer and veteran players, make sure to check them out.

17: Quantity over Quality first.

Numbers are really important in battle when it comes to troops and Officers. It's better to have a team of mediocre Officers than trying to super train up one Officer. The fight skill adds up all of the Officer's fight scores so a bunch of average Officers could beat 1-2 incredibly strong Officers, and they're much easier/cheaper to train at lower skill levels.

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