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It's roughly what bormoth has said to swap a captive to a servant. The minimum subservience is 35, but it also requires loyalty 10 which (for captives/servants) is largely influenced by subservience (it can be offset by the other stats, particularly fondness or love, though).

The best way to raise overall subservience is to do both basic and advanced obedience training; it directly affects the value subservience settles at and is likely to add the obedience trait that helps further. There's also obedience reinforcement to help raise it up.

I'll think about adding a toggle to swap how the glossary is sorted; having both is probably good.

Also a stupid question does mental condition, physical condition or stuff like boredom or lust affect the loyalty(or where it settles and tends to move)? or happiness or they just there to serve as interrupts on different rests to make sure you have enough service buildings. Because still contemplating how to combat loyalty loss due to intensive work.... Though I guess mental state for prisoner.... is just hint of day stop messing with their brains every day and it would settle back.

Boredom and lust affect satisfaction which affects loyalty by changing respect (and to some extent fondness and love); they also have direct effects on respect/fondness/love (it's meant to kind of model a mix between longer term satisfaction and immediate issues).

Mental/physical condition and wounds don't (broadly, some danger is expected is the idea there).

There's some balance/functionality issues I need to address with characters taking time off, but I'm intending to handle them after certain related things are added as it'll probably be kind of half fixed and need to be redone if I do it now.

Ah so placeholder, but something to play around because the characters seem more tending to go on trips if they lack something. but was not sure, if those affect anything other than interrupting and causing some problems due to reject to get day off activities.