The daily loop
You run a business empire one day at a time. Each day you assign workers to jobs in your buildings, press Next Day, and read the Daily Report. Here is what happens behind that button, in order:
- Bankruptcy check. If your money is at −5,000 or lower, the game ends.
- Timed traits tick down (Sick, Pregnant, Poisoned…), then the calendar moves forward one day.
- Morning upkeep for each worker: max health and energy are recalculated, comfort adds joy, and joy and relationship adjustments apply.
- Franchises pay out, then every assigned worker does their daily stories (jobs).
- Income and costs are added up. Costs are building upkeep plus worker comfort.
- Death check, then the nightly rest: health, energy and libido regenerate.
- Level-ups for skills and workers.
- Money is applied, followed by another bankruptcy check.
- Governor events, then random events, then the Daily Report.
Starting out
- You start with $6,000 and Building 1, which you can never sell.
- The Journal holds 16 objectives. Objectives 1–7 complete on their own. From objective 8 onward you press "Mark as Complete" yourself. Objective 15 asks for 3,000 income in a single day.
- The story ends in an Assassination or Blackmail ending, depending on the path you chose at objective 9.
Difficulty
| Difficulty | Comfort per level | Job earnings | Other effects |
|---|---|---|---|
| Story | 15 | ×1.3 | Failed jobs never lose money |
| Easy | 18 | ×1.15 | A failed job loses at most 25 |
| Normal | 20 | ×1.0 | — |
| Hard | 25 | ×0.85 | Building upkeep ×2, failure consequences ×2 |
| Nightmare | 30 | ×0.7 | Upkeep ×3, failure consequences ×3, −10 to every job roll |
Workers
Workers come from three places:
- Bought at the market. They want little comfort (around 1). Only bought servants can be sold, for level × 500.
- Recruited through recruitment events. You can start one a day from the menu. They want more comfort (around 4).
- Captured monsters, which can drop as loot from successful guild jobs.
Any worker can be fired, which pays nothing. Workers that aren't for sale can still go to a specialty buyer through the level-5 Discipline interaction (see Interactions).
Stats at a glance
| Stat | Range | What it does |
|---|---|---|
| Level | 1+ | Raises max health and energy and nightly regeneration. There is no level cap. |
| Health | max = 10 + 5 × level + bonuses | A worker at 0 health dies. Slimes reform for 3 days instead. |
| Energy | max = 5 × level + bonuses | Every job costs energy. At 0, the worker stops working (Rest jobs still run). |
| Skills | 0–100 base | Decide job success. Bonuses can push the total above 100. |
| Joy | 0–100 | Above 80: −3 rebelliousness per day. Below 20: +2 rebelliousness per day. It does not affect job rolls. |
| Rebelliousness | 0–100 | Above 80, a worker has a 20% chance to refuse work each day. Rest and Academy can't be refused. |
| Romance | 0–100 | Unlocks Romance interactions and romance stories. |
| Relationship | 0–100 | Unlocks Friendship interactions. It never drops below 10 + comfort level. |
| Comfort level | set by you | Costs money every day. Each level above the worker's desired comfort gives +1 joy per day, and each level above 1 gives +1 energy regeneration. |
| Libido (NSFW) | 0 – max (base 20) | Boosts sex skills by libido ÷ 2. Running below 0 turns into rebelliousness. |
How workers grow
- Worker level: successful jobs fill a counter. At 20 × current level successes the worker levels up and the counter resets.
- Skills grow with use. Every job adds a use to one of the skills it rolled, and enough uses raise the skill by 1. The cost in uses rises with the skill: 1 use at 0, about one more every 15 points up to 75, then it climbs steeply. Training and the Academy also add uses.
- Each level or skill point gained lowers rebelliousness by the worker's comfort level.
Rest, regeneration and death
- Every night: health +level +1 (+traits), energy +level + (comfort − 1) (+traits), libido +1 + level − 1 per sex job that day (never below −2).
- The Rest job in every building gives extra energy. With auto-rest on, tired workers rest by themselves below 35% and go back to work at 95%.
- Auto-potions: workers below 30% health or energy drink potions from stock at the start of the day.
- Death: up to 10 graves are kept at the Church. Resurrection costs 5,000 + 1,000 × (level − 1).
Libido (NSFW mode)
- Max libido is 20, plus traits and items.
- Sex skills get +libido ÷ 2.
- On non-sexual jobs, high libido is a distraction: −5 skill at libido 20, and −1 more per point above.
- If libido would drop below 0, the overflow becomes rebelliousness.
Getting workers
How every worker in the game joins your house. Generated workers (new names, random skills) also turn up in the market and in Recruit Workers once the named ones run out.
Recruited (20)
From the map: Recruit Workers, once a day. Unique workers only appear in the content mode their sheet belongs to (an SFW-only worker is never offered in NSFW mode, and the other way round). When every unique has been hired, Recruit Workers offers newly generated workers instead.
| Worker | Mode | How to get |
|---|---|---|
| Aelis | NSFW | Recruit Workers, with her own recruitment event. |
| Aspen | NSFW | Recruit Workers, with his own recruitment event. |
| Cedar | SFW | Recruit Workers, with his own recruitment event. |
| Chestnut | SFW and NSFW | Recruit Workers, with her own recruitment event. |
| Dahlia | SFW | Recruit Workers. |
| Fern | SFW | Recruit Workers. |
| Florian | NSFW | Recruit Workers, with his own recruitment event. |
| Holly | SFW and NSFW | Recruit Workers, with her own recruitment event. |
| Iris | NSFW | Recruit Workers, with her own recruitment event. |
| Jasmine | SFW | Recruit Workers, with her own recruitment event. |
| Laurel | SFW | Recruit Workers, with his own recruitment event. |
| Lily | NSFW | Recruit Workers, with her own recruitment event. |
| Margarita | SFW and NSFW | Recruit Workers, with her own recruitment event. |
| Marigold | SFW | Recruit Workers, with her own recruitment event. |
| Oak | SFW and NSFW | Recruit Workers, with his own recruitment event. |
| Poppy | SFW | Recruit Workers, with her own recruitment event. |
| Primrose | SFW | Recruit Workers, with her own recruitment event. |
| Rose | NSFW | Recruit Workers, with her own recruitment event. |
| Sage | SFW and NSFW | Recruit Workers, with his own recruitment event. |
| Violet | NSFW | Recruit Workers, with her own recruitment event. |
Bought (24)
From the map: Buy Servants. Five offers a day; one free refresh, a second one for $2,500. NSFW-mode games can also be offered the SFW workers below.
| Worker | Mode | How to get |
|---|---|---|
| Blanchefleur | NSFW | Buy Servants, about $1400. |
| Bud | SFW | Buy Servants, about $1300. |
| Camellia | NSFW | Buy Servants, about $1450. |
| Clover | SFW | Buy Servants, about $1300. |
| Daisy | SFW and NSFW | Buy Servants, about $1300. |
| Delilah | NSFW | Buy Servants, about $1300. |
| Dorian | NSFW | Buy Servants, about $1200. |
| Draven | NSFW | Buy Servants, about $1750. |
| Elena | NSFW | Buy Servants, about $1400. |
| Elowen | SFW | Buy Servants, about $1250. |
| Guy | NSFW | Buy Servants, about $1300. |
| Heather | SFW | Buy Servants, about $1350. |
| Ivy | NSFW | Buy Servants, about $1350. |
| Kael | NSFW | Buy Servants, about $1600. |
| Lyria | NSFW | Buy Servants, about $1700. |
| Ragnar | NSFW | Buy Servants, about $1650. |
| Selene | NSFW | Buy Servants, about $1850. |
| Seraphina | NSFW | Buy Servants, about $1900. |
| Sorrel | NSFW | Buy Servants, about $1350. |
| Sylvara | NSFW | Buy Servants, about $1250. |
| Talon | NSFW | Buy Servants, about $1700. |
| Thane | SFW | Buy Servants, about $1200. |
| Zinnia | SFW | Buy Servants, about $1400. |
| Zorak | NSFW | Buy Servants, about $1800. |
Joined through a story (5)
| Worker | Mode | How to get |
|---|---|---|
| Kar | SFW and NSFW | Recruit Workers, her own event only. SFW: once the Arena is unlocked. NSFW: after any ending of the Lanista's story with a female Lanista. |
| Kara | SFW and NSFW | Recruit Workers, her own event only. SFW: once the Arena is unlocked. NSFW: after any ending of the Lanista's story with a male Lanista. |
| Varra | NSFW | The Lanista's Arena story (NSFW): joins on the Dominion or Mixed ending. Varra or Varro, depending on the gender you choose at the first meeting. |
| Varro | NSFW | The Lanista's Arena story (NSFW): joins on the Dominion or Mixed ending. Varra or Varro, depending on the gender you choose at the first meeting. |
| Yvara | NSFW | Yvara's Academy story (NSFW): she joins on the Dominion or Mixed ending. |
Monsters (8)
Only in NSFW mode: Monster Taming is an NSFW job.
| Worker | Mode | How to get |
|---|---|---|
| Amanita | NSFW | Captured with Monster Taming at the Adventurer's Guild (10–15% per successful story). |
| Demon (any number) | NSFW | Captured with Monster Taming at the Adventurer's Guild; gets a new name each time. |
| Goblin (any number) | NSFW | Captured with Monster Taming at the Adventurer's Guild; gets a new name each time. |
| Lotus | NSFW | Captured with Monster Taming at the Adventurer's Guild (10–15% per successful story). |
| Moss | NSFW | Captured with Monster Taming at the Adventurer's Guild (10–15% per successful story). |
| Nuphar | NSFW | Captured with Monster Taming at the Adventurer's Guild (10–15% per successful story). |
| Orc (any number) | NSFW | Captured with Monster Taming at the Adventurer's Guild; gets a new name each time. |
| Slime (any number) | NSFW | Captured with Monster Taming at the Adventurer's Guild; gets a new name each time. |
Buildings
Each building has jobs (professions). Each job has a number of seats that grows by 1 per building level. Every building also has a Rest job with unlimited seats.
| Building | Jobs (base seats) | How you get it |
|---|---|---|
| Brothel NSFW | Prostitute 3, Masseuse 3, Expert Attendant 3, Stripper 3, Service 3, Manager 1 | Buy a map spot |
| Restaurant | Server 3, Cook 3, Manager 1 | Buy a map spot |
| Adventurer's Guild | Adventurer 5, Treasure Hunter 4, Boss Hunting 2, Monster Taming 2 NSFW, Manager 1 | Buy a map spot |
| Tavern | Bartender 4, Entertainer 3, Tavern Server 3, Manager 1 | Buy a map spot |
| Casino | Dealer 3, Guard 3, Casino Server 3, Manager 1 | Buy a map spot |
| Governor's Castle | Ambassador 3, Courtesan 3 NSFW, Servant 5, Pleasure Servant 3 NSFW, Prisoner 9 (unpaid), Guards 3, Chamberlain 1 | Story reward. Always level 5 and free of upkeep beyond level 1 |
| Academy | Academics, Amatory Arts NSFW, Hospitality Arts, Artisan Studies (99 seats each) | $15,000 tuition (a haggle can halve it). Each student costs 300 × (1 + 0.06 × (level − 1)) per day |
| Arena | Exhibition 8, Proving 5, Championship 3, plus three NSFW shows unlocked through the Lanista story | $10,000 permit, then win the opening trial |
Buying, upgrading and changing
- Map spots: Tavern $15k, Bluehouse $20k, Redhouse $25k, Greenhouse $30k. Each spot only allows some building types; the Greenhouse takes any.
- Upgrade from level N to N+1 costs N² × 1,000 ($1k, $4k, $9k, $16k). The max level is 5.
- Change type for $1,000. This resets the building to level 1, 0 reputation and no skill bonus.
- Sell a building for its purchase price − $5,000 (not Building 1).
- Building skill (Hag Potions, Ingredients, Equipment…) = level × 10, plus up to +50 in bonuses. It is used for building checks in random events.
- Reputation rises with good jobs (+10 critical, +5 success, −5 failure) and brings more stories per worker. Its cap is level × 200, plus your best manager's level × 200.
Daily costs
- Building upkeep: 100 / 300 / 500 / 700 / 900 for levels 1–5 (×2 on Hard, ×3 on Nightmare). Your first building pays no upkeep at any level, and the Governor's Castle always pays the level-1 rate.
- Comfort: comfort level × 20 per worker on Normal (15–30 depending on difficulty).
- Skill bonus: $100 per +10 building skill bonus.
- There is no separate wage per worker any more; comfort is the wage.
Jobs and earnings
Each worker does at least 1 story per day. Busy buildings add more: reputation ÷ 400 extra stories per worker, up to 6. Each story rolls d100 against the worker's skill:
| Roll | Result | Reputation |
|---|---|---|
| ≤ 10% of the target (max 25, min 1) | Critical success | +10 |
| ≤ target | Success | +5 |
| ≤ target + 10 | Mediocre | 0 |
| above that | Failure | −5 |
The target is the average of the story's skills, adjusted by story difficulty, the worker's matching traits (about ±3 each), staff synergy and policies, capped at 100. Some relationship stories can't fail.
Pay comes from each story's own formula, usually 50 + skill on success and 50 + skill × 2 on a critical. Mediocre pays about the skill value. Failure costs money: the further the roll missed, the more it costs, but only half of what the formula says (since 0.9.6.2t1). On top of that:
- Traits multiply pay. Each trait counts for at most ×1.2, and all traits together for at most ×1.5.
- Business Acumen adds +10% per point.
- Staffing: if a building's core job is empty (Prostitute, Cook, Adventurer, Bartender, Dealer), everyone in that building earns ×0.5. A staffed Expert Attendant gives the Brothel ×1.1. Each Service, Server or Entertainer worker adds +1 to every roll in their building (up to +40).
- Difficulty and the monthly card multiply the final amount.
Managers and management skills
- A Manager seat in a building calms it down: each manager lowers that building's random event chance by 10 points (minimum 5%). Managers also raise the building's reputation cap.
- Your own management skills add +5 per point to the matching worker skills and stats. They are Whore Mastery (sex skills), Combat Instruction (Combat, +10 health), Servant Training (−10 rebelliousness cap), Gang Leader (+10 energy) and Business Acumen (+10% earnings).
- Manager Level raises how many interactions you can do per day (2 + level).
Monthly conditions
From the third month, every month draws one card from a deck of 16. A card raises or lowers some skills (±10) or the earnings (×0.9–1.15) of certain buildings or jobs. The same card never comes up twice in a row, and you can switch the system off.
Franchises
Franchise Holdings are off-map businesses: $10,000 to set up, upgrades at level² × 1,000. Workers sent there leave the roster and earn about 10 + 1.5 × level + 0.75 × average skill per day.
Traits
There are 205 traits. Races (Human, Elf, Dwarf, Orc, Ogre, Demon, Angel, Goblin, Half-Breed, Slime, Centauride, Transformed) are traits too. A trait can:
- Add or remove skill points, health, energy, libido and regeneration.
- Multiply earnings, from ×0.5 (Reforming) up to ×1.2 (Idol, Porn Star, Transformed).
- Set caps and minimums (e.g. Dependant caps rebelliousness at 50).
- Change stats every day (e.g. Obedient: −1 rebelliousness per day).
- Expire after a number of days: Sick 7, Poisoned 7, Cursed Vitality 7, Pregnant 100, Trial Worker 30.
- Conflict with other traits. Gaining one removes the other, e.g. Rebellious vs Dependant, Obedient and Meek.
Magic traits stack: Strong Magic, Powerful Magic and Psychic all need Magical first.
Races (12)
Every worker has one race. Races are traits too.
| Trait | What it does |
|---|---|
| Angel | Divine beings radiating purity and grace, naturally obedient and joyful. [+12% $, -15 Rebel, +20 Joy, +4 Charm, +3 Craft] |
| Centauride female only | A woman with horse features: tireless runners with powerful legs and boundless stamina. [+5 Agility, +5 Energy] |
| Demon NSFW | Infernal beings with dark charisma and expertise in forbidden pleasures. [+15% $, +12 Rebel, +5 Extreme, +3 BDSM, +2 Craft] |
| Dwarf | Sturdy and resilient folk known for their combat prowess and practical wisdom. [+10 Health, +3 Combat, +2 Clever] |
| Elf | Graceful and magical beings with natural affinity for mystical arts and agility. [+10% $, +4 Craft, +2 Agility] |
| Goblin | Small, mischievous creatures with quick reflexes and cunning minds, perfect for agile tasks. [+5 Rebel, +15 Joy, +4 Agility, +3 Clever, +2 Extreme] |
| Half-Breed | They are of mixed heritage, making them exotic and highly sought after. [+15% $] |
| Human | The most common race, adaptable and versatile in all situations. [+1 Clever, +2 Service, +2 Charm] |
| Ogre | Large and powerful beings with impressive physical capabilities. [+15 Health, +8 Rebel, +3 Combat, +2 Sex] |
| Orc | Fierce warriors with natural combat instincts and dominant personalities. [+10 Rebel, +4 Combat, +2 BDSM] |
| Slime NSFW | A gelatinous creature: her fluid body molds to any shape, but her mind never quite sets. Almost impossible to truly destroy - cut her apart and she just pools back together. [+1 Health Regen, +15 Joy, +3 Extreme; reforms instead of dying; Clever capped at 50] |
| Transformed | They have undergone magical transformation, granting otherworldly appeal and enhanced abilities. [+20% $, +5 Extreme, +2 Charm] |
Traits workers can be born with (111)
New workers roll their traits from this list.
| Trait | What it does |
|---|---|
| Actress | They are a skilled actress with exceptional charm and performance abilities. [+15% $, +5 Charm, +3 Striptease] |
| Adventurer | They have explored dangerous places and gained valuable experience. [+2 Combat, +2 Agility] |
| Aggressive | They are aggressive and dominant, excelling in combat and BDSM activities. [+3 Combat, +2 BDSM, daily +0~1 Rebelliousness] |
| Agile | Agility improves performance in physical tasks and dance routines. [+1 Agility, +1 Striptease] |
| Assassin | They are a trained assassin with exceptional combat and agility skills. [+5 Combat, +4 Agility] |
| Audacity | They have bold confidence that attracts clients and increases earnings. [+10% $, +2 Charm] |
| Beautiful | Clients love beauty. Increases earnings when clients are seeking attractive servants. [+10% $] |
| Beauty Mark | They have a distinctive mark that enhances their natural beauty. [+5% $, +1 Charm] |
| Brawler | They are experienced street fighters with excellent combat skills. [+4 Combat] |
| Charismatic | Charisma attracts clients and increases tips during high-demand events. [+8% $, +2 Charm] |
| Charming | Charm enhances performance and attracts high-paying clients. [+8% $, +2 Charm] |
| Clever | A clever servant can make smart decisions, slightly boosting earnings. [+2% $, +3 Clever] |
| Clumsy | They are prone to accidents and lack coordination. [-2 Agility, -1 Striptease] |
| Confident | They exude self-assurance and perform excellently in social situations. [+2 Charm, +1 Striptease] |
| Conservative | They prefer traditional approaches and avoid extreme activities. Cannot have Open Minded. [-2 Extreme, -1 BDSM, Max Rebelliousness 80] |
| Cool Scars | They have attractive battle scars that tell stories of adventure. [+2% $, +1 Combat] |
| Crazy | They have unstable mental health, affecting their performance and behavior. [Daily -3~+3 Rebelliousness, -1 Charm, -1 Service] |
| Cum Addict NSFW | They are addicted to semen, enhancing oral skills and libido regeneration. [+3 Oral, +3 Libido Regen/day] |
| Cute | They have an adorable appearance that melts hearts. [+8% $, +2 Charm] |
| Delicate | They have a fragile constitution but refined grace. [-10 Health, +2 Charm, +1 Striptease] |
| Deluxe Derriere NSFW | They have an exceptional posterior that commands premium rates. [+10% $, +3 Anal, +1 Striptease] |
| Demanding | This worker has high standards and expects better accommodations. Increases desired comfort level by 5. |
| Dependant | They rely heavily on others and form strong emotional bonds. Cannot have Rebellious. [+15 Relationship, Max Rebelliousness 50] |
| Determined | Determination helps servants push through tough tasks, slightly boosting stamina. [+3 Health Regen, +1 Sex] |
| Dumb | They struggle with intellectual tasks and learning new skills. [-3 Clever] |
| Elegant | Elegance not only enhances the servant's presence but also entices premium clientele. [+8% $, +1 Striptease, +1 Charm] |
| Elegant Eyes | Unique traits like elegant eyes are highly sought after by discerning clients. [+5% $] |
| Energetic | An energetic servant has an extra boost in energy, allowing for more client engagements per day. [+10 Energy] |
| Exhibitionist NSFW | They enjoy being watched, excelling in striptease and charm activities. [+8% $, +3 Striptease, +2 Charm] |
| Exotic | They have an unusual and captivating appearance that draws attention. [+12% $] |
| Fertile NSFW | They are highly fertile, attracting clients seeking pregnancy. [+8% $] |
| Firm Ass NSFW | They have a well-toned posterior that enhances their physical appeal. [+8% $, +2 Anal, +1 Striptease, +1 Agility] |
| Flat Chest NSFW female only | They have a flat chest that appeals to clients with specific preferences. [-3% $, +2 Agility, +1 Combat] |
| Fleet of Foot | They are exceptionally quick and agile on their feet. [+3 Agility] |
| Flexible | They have exceptional flexibility that opens up new possibilities. [+8% $, +2 Agility, +2 Striptease, +1 Sex] |
| Good Kisser NSFW | They are skilled at kissing, enhancing their oral and charm abilities. [+5% $, +2 Oral, +1 Charm] |
| Graceful | Gracefulness enhances performance on stage and attracts premium clients. [+5% $, +2 Charm, +1 Clever] |
| Great Figure | They have an exceptional figure that captivates clients and enhances their appeal. [+10% $, +2 Charm, +1 Striptease] |
| Hardworking | A hardworking servant increases overall efficiency and regenerates health faster. [+1 Health Regen, +1 Sex, +1 Anal, +1 BDSM] |
| High Libido NSFW | An unusually high sex drive leads to faster libido regeneration and higher capacity. Cannot have Low Libido. [+5 Libido Regen/day, +5 Libido, +5 Libido Max] |
| Idol | They are a pop idol with exceptional charm and performance skills. [+20% $, +6 Charm, +3 Striptease] |
| Large Breasts NSFW female only | They have an impressive bust that attracts significant attention. [+10% $, +2 Sex, +2 Striptease, +1 Charm] |
| Large Hips NSFW female only | They have wide hips that enhance their appeal and performance. [+8% $, +2 Sex] |
| Large Penis NSFW male only | They are exceptionally well-endowed, commanding premium rates. [+15% $, +4 Sex, +2 Anal, +2 Homo] |
| Lazy | A lazy servant loses energy faster and underperforms in client services. [-1 Energy, -1 Special] |
| Long Legs | Long legs enhance their grace and agility, making them excellent performers. [+5% $, +2 Agility, +2 Striptease] |
| Loose NSFW | They can accommodate larger groups and extreme activities with ease. [+5% $, +2 Group, +1 Extreme] |
| Low Libido NSFW | A naturally low sex drive caps libido at 5 and reduces starting libido. Cannot have High Libido, Nympho or Satyr. [-5 Libido, Max Libido 5] |
| Magical | The worker uses magic, granting them mystical abilities and enhanced magical performance. [+8% $, +3 Craft] |
| Magnetic | Magnetic traits draw clients in and substantially increase the earnings per client. [+15% $, +10 Romance, +1 Charm] |
| Maid | They are trained in domestic service and hospitality. [+3 Service, +1 Charm] |
| Manly | They have a masculine appearance that enhances combat but reduces charm. [+3 Combat, -2 Charm] |
| Masochist NSFW | They derive pleasure from pain, excelling in BDSM and extreme activities. [+10% $, +5 BDSM, +3 Extreme] |
| Mature Body | A mature body exudes confidence and experience, attracting discerning clients. [+12% $, +2 Charm] |
| Meek | They are submissive and obedient, reducing rebelliousness and improving service. [Daily 0~-2 Rebelliousness, +1 Service] |
| Merciless | They show no mercy, excelling in combat and BDSM activities. [+3 Combat, +3 BDSM] |
| Mystical | A mystical servant possesses an otherworldly allure that clients find irresistible. [+10% $, +4 Craft] |
| Nerd | They are highly intelligent but struggle with social interactions. [+3 Clever, -1 Charm] |
| Nervous | They are easily startled and perform poorly under pressure. [-1 Charm, -1 Combat] |
| Nice Tan | A nice tan makes a servant more appealing, increasing client tips. [+5% $] |
| No Gag Reflex NSFW | They lack a gag reflex, allowing them to excel in deep oral activities. [+8% $, +5 Oral] |
| Numb NSFW | They have reduced sensitivity, allowing them to endure more intense activities. [+2% $, +2 BDSM, +1 Extreme] |
| Nympho NSFW female only | Insatiable female sexuality keeps libido at minimum 10 and provides bonuses to sexual skills. [Min Libido 10, +3 Sex, +2 Oral]. Female only. |
| Obedient | They follow orders without question and aim to please. Cannot have Rebellious or Aggressive. [Daily -1 Rebelliousness, +2 Service, +10 Relationship] |
| Open Minded NSFW | They embrace new experiences and unconventional requests with enthusiasm. [+2 Extreme, +2 Group, +1 BDSM] |
| Optimist | They maintain a positive outlook that brightens everyone's day. [+20 Joy, +1 Charm] |
| Perky Nipples NSFW female only | Their perky nipples enhance their appeal and striptease performances. [+5% $, +1 Charm, +2 Striptease] |
| Pessimist | They expect the worst and their negativity affects their performance. [-20 Joy, -1 Charm] |
| Pierced NSFW | They have strategic piercings that enhance certain activities. [+8% $, +1 Oral, +1 Sex] |
| Pierced Clit NSFW female only | They have a pierced clitoris that enhances sexual performance and earnings. [+10% $, +2 Sex] |
| Pierced Nipples NSFW female only | They have pierced nipples that enhance their appeal and earnings. [+8% $, +1 Charm] |
| Pierced Tongue NSFW | They have a pierced tongue that significantly enhances oral skills. [+8% $, +4 Oral] |
| Playful | A playful servant often lifts the mood, attracting clients who value light-hearted service. [+1 Special] |
| Porn Star NSFW | They are a professional porn star with exceptional sexual skills across all activities. [+20% $, +6 Sex, +3 Anal, +3 Oral, +3 Group] |
| Powerful Magic | Requires Magical. Cannot have Strong Magic. They wield powerful magic, making them exceptional in craft and combat. [+15% $, +7 Craft, +6 Combat] |
| Princess female only | They have a regal attitude that attracts premium clients but demands better accommodations. [+15% $, +4 Charm, +2 Comfort Desired]. Female only. |
| Psychic | Requires Magical. Psychic abilities that enhance magical, mental, and combat capabilities. [+8% $, +4 Craft, +3 Clever, +2 Combat] |
| Quick Learner | They pick up new skills and techniques faster than others. [+2 Clever] |
| Radiant | A radiant appearance not only boosts client satisfaction but also improves health regeneration. [+10% $, +1 Health Regen, +10 Joy] |
| Rebellious | They resist authority and prefer to do things their own way. [+1 Combat, daily +0~2 Rebelliousness] |
| Robust | A robust servant has extra health and recovers more quickly from injuries. [+10 Health, +2 Health Regen] |
| Sadistic NSFW | They derive pleasure from dominance and control over others. [+4 BDSM, +2 Extreme] |
| Satyr NSFW male only | Primal male sexuality keeps libido at minimum 10 and provides bonuses to sexual skills. [Min Libido 10, +3 Sex, +2 Group]. Male only. |
| Scarred | Permanent scarring that slightly reduces charm effectiveness. [-2 Striptease] |
| Sensitive NSFW | They are highly responsive to touch, enhancing the experience for clients. [+5% $, +1 Sex, +1 Oral, +1 BDSM] |
| Sexy Air NSFW | They exude a sexy aura that captivates clients and increases earnings. [+10% $, +2 Charm] |
| Sharp-Eyed | They have keen eyesight that enhances their cleverness and combat accuracy. [+2 Clever, +2 Combat] |
| Shy | They struggle with social situations and group activities. [-2 Charm, -2 Group] |
| Singer | They have a beautiful voice that captivates audiences. [+4 Charm, +2 Striptease] |
| Slow Learner | They need more time to master new skills and concepts. [-2 Clever] |
| Small Breasts NSFW female only | They have a petite bust that some clients find particularly appealing. [+2% $, +1 Agility, +1 Charm] |
| Small Penis NSFW male only | They compensate for their modest size with skill and charm. [-5% $, +1 Oral, +1 Charm] |
| Smoker | They smoke regularly, which affects their health but adds to their mystique. [-5 Health, +1 Charm] |
| Smooth Talker | Being a smooth talker means better negotiation with clients and increased earnings. [+12% $, +3 Charm] |
| Social Drinker | They enjoy social drinking, which enhances charm but slightly affects health. [-3 Health, +1 Charm] |
| Soft Ass NSFW | They have a soft, inviting posterior that clients love to touch. [+5% $, +1 Anal, +1 Charm] |
| Stiff | They lack flexibility but make up for it with other strengths. [-3% $, -2 Agility, -1 Striptease, +1 Combat] |
| Strong | They possess exceptional physical strength and endurance. [+5 Health, +3 Combat] |
| Strong Magic | Requires Magical. They possess strong magical abilities, significantly enhancing craft and combat skills. [+5% $, +5 Craft, +5 Combat] |
| Tall | Their height gives them a commanding presence and combat advantage. [+5% $, +1 Charm, +2 Combat] |
| Tattooed | They have artistic tattoos that add to their rebellious appeal. [+5% $, +1 BDSM, +1 Extreme] |
| Teacher | They are skilled educators who build strong relationships through knowledge. [+3 Clever, +2 Charm, +1 Craft, +10 Relationship] |
| Tight NSFW | They have exceptional muscle control that clients find irresistible. [+10% $, +2 Sex, +2 Anal] |
| Tomboy | They prefer physical activities and have a tough, independent attitude. [+2 Combat, +1 Agility] |
| Tone Deaf | They cannot carry a tune and struggle with musical performances. [-2 Charm, -1 Striptease] |
| Tough | They can endure hardship and recover from injuries quickly. [+8 Health, +1 Combat] |
| Troll Blood | A drop of troll essence grants powerful daily recovery. [+10 Health Regen per day] |
| Tsundere female only | They act cold but are actually warm inside, creating an appealing contrast. [+12% $, +2 Charm, daily -1~+2 Rebelliousness] |
| Waitress | They are experienced in customer service and hospitality work. [+4 Service, +1 Charm, +1 Agility] |
| Wise | Wisdom increases decision-making skills and helps recover health quickly. [+2 Health Regen, +2 Clever] |
| Yandere NSFW female only | They are obsessively in love, which can be both appealing and dangerous. [+15% $, +2 Charm, +4 BDSM, -10 Relationship]. Female only. |
Story, status and reward traits (74)
Never rolled at random: they come from events, recruitment choices, interactions, the governor, the Arena or a character's story. Temporary ones show how many days they last.
| Trait | What it does |
|---|---|
| Aelis, The Charming Waitress | Aelis' service is perfect and her smile keeps customers happy. [+10% $, +4 Service, +1 Energy Regen] |
| Aelis, The Exquisite Dancer | Aelis' dancing is a miracle worth seeing at least once in life. [+10% $, +4 Charm, +1 Energy Regen] |
| Amanita, Queen of the Rafters | Amanita chose her own home and can cross its highest beams before a pursuer reaches the stairs. [+6% $, +5 Energy, +5 Agility] |
| Amanita, The Unshockable NSFW | Amanita turns provocation into fearless spectacle on terms that remain unmistakably her own. [+6% $, +10 Joy, +5 Extreme] |
| Arcane Adept | Requires Magical. Initiated into the arcane mysteries by a true archmage. They channel magical energies with newfound mastery. [+6 Clever, +5 Craft, +3 Combat] |
| Arena Champion | Crowned by the sands after five special match victories. +5 Combat, +5 max Health, +1 Energy Regen. If defeated in a special match, this trait is lost instead of the fighter's life. |
| Arena Exhibitionist | The champion who once fought to be watched for skill now craves to be watched for this. The Lanista has turned the old arena instinct inside out — the crowd, the eyes, the roar of an audience — and aimed it at the body they spent a lifetime armoring. Being seen used to be a matter of honor; now it is a matter of hunger. They perform their own undoing and love the noise it makes. [+8 Libido, +5 Libido Regen, +6 Joy, +10% Earnings, +5 Charm, +5 Striptease, +3 Sex, +2 Group] |
| Badly Burnt 7 days | Severe burns requiring 7 days recovery. Suppresses vitality and regeneration. After recovery, gains Scarred trait. (Assigned by events only.) |
| Barkeep's Wisdom | Trained by the legendary Old Morrow. Sees through facades and knows exactly what every patron needs. [+8% $, +2 Health Regen, +15 Joy, +8 Charm, +7 Service, +6 Clever, +4 Striptease] |
| Best Friends | A deep bond of trust and companionship. Brings steady happiness and helps them recover from the day's strain. [Daily: +1 Joy | +2 Energy/day, +5 Max Energy] |
| Blademaster | Trained by a legendary warrior in the ancient arts of combat. Their blade becomes an extension of their will, striking with precision and power. [+5% $, +15 Health, +6 Combat] |
| Broken Champion | The Lanista serves your house because they owe you everything — the Arena, their freedom, the breath still in their body. They run the fighting pits by day and answer to you by night. The owing has hollowed something out of them. [-2 Energy Regen, -5 Joy, +5 Rebelliousness] |
| Card Shark | Trained by the Phantom Dealer. Fingers move with impossible precision—cards dance and flow like living things. [+8% $, +10 Energy, +2 Health Regen, +10 Agility, +8 Clever, +8 Hand, +4 Charm] |
| Cedar, Debtbreaker | Cedar turns predatory accounts back on their authors and makes optimism practical. [+5% $, +5 Joy, +4 Clever] |
| Cedar, Voice of the Debtors | Cedar can turn private hardship into public solidarity without losing his warmth. [+5% $, +5 Joy, +4 Charm] |
| Chestnut, Heart of the Wayhouses | Chestnut makes a relay stronger than any single runner through preparation and trust. [+5% $, +5 Joy, +4 Service] |
| Chestnut, Windroad Runner | Chestnut can cross the old roads where wheels, weather, and hesitation fail. [+5% $, +5 Joy, +4 Agility] |
| Construct | They are an artificial construct with triple the health but reduced libido. [3x Health, -10 Libido] |
| Courtesan's Grace NSFW | Trained by Madame Celestine, whose grace enchanted emperors. Has mastered the art of refined seduction. [+8% $, +2 Health Regen, +25 Joy, +15 Libido, +10 Charm, +7 Sex, +6 Oral, +6 Striptease, +5 Service, +4 Special] |
| Curious | A crack has opened in the old discipline. The Lanista has started to wonder what the guard was ever protecting — to catch themselves looking, to let a glance hold a beat too long before the fighter's reflex pulls it back. Nothing has been surrendered outright; the code still mostly stands. But curiosity is how every wall comes down, one honest question at a time, and they have begun to ask. [+2 Libido, +2 Charm, +1 Striptease] |
| Desire Whisperer NSFW | Trained by the legendary Desire Whisperer. Has mastered the art of intimate communication, sensing hidden desires. [+8% $, +2 Health Regen, +30 Joy, +20 Libido, +9 Charm, +8 Oral, +6 BDSM, +5 Sex, +5 Striptease, +4 Service] |
| Divine Touched | Blessed by divine powers through a high priest's ritual. Radiates warmth and serenity, bringing comfort to those around them. [+5 Health Regen, +10 Joy, +4 Charm, +3 Service] |
| Fortune's Favorite | Trained by 'Lucky' Mathias Cross. Possesses an uncanny intuition for timing and fortune. [+8% $, +10 Health, +3 Health Regen, +20 Joy, +9 Clever, +7 Charm, +5 Agility, +4 Hand] |
| Futa NSFW female only | They possess unique anatomy that attracts specialized clientele and commands premium rates. [+15% $, +3 Special] |
| Gay NSFW male only | He is drawn exclusively to men, and his work reflects it. Same-sex encounters are his craft; clients outside his preference are handled through the Homosexual skill. |
| Graceful Server | Trained by Sebastian Crane. Moves like flowing water, anticipating needs and making every patron feel like royalty. [+8% $, +12 Energy, +15 Joy, +10 Service, +7 Charm, +6 Agility, +4 Craft, +3 Clever] |
| Harem Member NSFW | A kept member of the manager's harem. Highly trained for intimate work, and kept under strict control. [+5 to all sexual skills, Max Rebelliousness 20] |
| High Roller's Eye | Trained by Victoria Sterling, the Casino Queen. Has developed a supernatural ability to identify valuable patrons. [+8% $, +10 Health, +8 Energy, +15 Joy, +10 Charm, +7 Clever, +4 Agility, +3 Hand] |
| House Servant | A trained house servant: discreet, orderly, and reliable. Excels at housework and presentation, with low tolerance for disorder. [+10 Service, +5 Charm, +5 Clever, Max Rebelliousness 20, Comfort Desired 1] |
| Jasmine, Bridge Between Rivals | Jasmine preserves dignity on both sides while building a third path neither rival could see. [+5% $, +5 Joy, +4 Charm] |
| Jasmine, Keeper of the True Account | Jasmine reconstructs truth from ledgers, letters, and the details others overlook. [+5% $, +5 Joy, +4 Clever] |
| Laurel, Keeper of Confidence | Laurel's perfect service is no longer submission; it is evidence, control, and chosen dignity. [+5% $, +5 Joy, +4 Service] |
| Laurel, Master of the Room | Laurel commands a hostile room through composure, memory, and impeccable social judgment. [+5% $, +5 Joy, +4 Charm] |
| Lesbian NSFW female only | She is drawn exclusively to women, and her work reflects it. Same-sex encounters are her craft; clients outside her preference are handled through the Homosexual skill. |
| Lotus, The Pactweaver | Lotus can rewrite obligation into a covenant where skill is offered but never owned. [+6% $, +5 Joy, +5 Craft] |
| Lotus, The Unbound Star | Lotus turns a command into a performance whose meaning and ending belong only to her. [+6% $, +10 Joy, +5 Charm] |
| Loves you | Deeply in love with the manager. Works with unwavering dedication, but has little desire to entertain clients. [+15% $, Max Libido 5, Max Rebelliousness 20] |
| Marigold, Bright-Eyed Investigator | Marigold makes tangled evidence understandable without losing sight of the people inside it. [+5% $, +5 Joy, +4 Clever] |
| Marigold, Sealwright | Marigold crafts safeguards that ordinary people can verify and forgers cannot cheaply copy. [+5% $, +5 Joy, +4 Craft] |
| Master Chef | Trained by Master Ambrose Laurent. Doesn't merely cook—creates edible memories that patrons will remember forever. [+8% $, +15 Health, +2 Health Regen, +20 Joy, +8 Service, +10 Craft, +5 Charm, +4 Clever] |
| Moss, The House Shield | Moss protects a room with terrifying economy and never confuses strength with cruelty. [+6% $, +15 Health, +5 Combat] |
| Moss, The Measured Hand NSFW | Moss controls dangerous people through precision, restraint, and an authority quieter than rage. [+6% $, +10 Health, +5 BDSM] |
| Nature's Blessing 90 days | Blessed by the natural world, their connection to flora and the elements brings comfort and serenity. [+4% $, +2 Charm, +2 Service, +2 Craft] |
| Nuphar, The Unbroken Whole NSFW | However many shapes Nuphar takes, every part carries the mind and name she chose. [+6% $, +10 Joy, +5 Special] |
| Nuphar, The Uncatchable Tide | Nuphar can flow through the smallest weakness in any cage and leave her chosen name behind. [+6% $, +5 Energy, +5 Agility] |
| Oak, Charterwright | Oak builds instruments that make old boundaries visible, repeatable, and hard to falsify. [+5% $, +5 Joy, +4 Craft] |
| Oak, Keeper of Living Records | Oak preserves knowledge as a living chain of observation rather than a dead page. [+5% $, +5 Joy, +4 Clever] |
| Open-Minded | The wall the champion built is coming down in courses. The Lanista no longer treats desire as a weakness to be drilled out — they have decided, with a fighter's blunt honesty, that a thing enjoyed is not a thing lost. The old shame is gone; what replaces it is appetite, met head-on and without apology. Eleven seasons of holding the line, and they have simply chosen to stop. [+4 Libido, +2 Joy, +3 Charm, +2 Striptease, +1 Sex] |
| Pathfinder | Trained in wilderness survival and precision combat by a master ranger. They read the land like a book and strike with unerring accuracy. [+5 Health, +4 Combat, +4 Agility, +4 Clever] |
| People's Champion | Blessed by a legendary hero. Radiates confidence and inspiration that draws others to them. [+8% $, +25 Health, +10 Energy, +20 Joy, +8 Charm, +5 Service, +6 Combat, +4 Clever, +3 Striptease] |
| Perfect Palate | Trained by Countess Vermillion Ashford. Possesses an almost magical sensitivity to flavors. [+8% $, +8 Energy, +2 Health Regen, +8 Clever, +7 Service, +6 Charm, +5 Craft] |
| Pin-Up Barbarian | Nothing of the old code survives, and the Lanista does not mourn it. The scarred champion of eleven honest seasons has become pure spectacle — the barbarian on the poster, the body as pin-up, every inch of the fighter's discipline reforged into appetite and display. They are entirely unbound: no shame, no reserve, no line they will not cross laughing. What the sand made, you have wholly unmade, and they thank you for the ruin. [+10 Libido, +6 Libido Regen, +10 Libido Max, +8 Joy, +15% Earnings, +6 Charm, +7 Striptease, +4 Sex, +3 Group, +2 Extreme] |
| Poisoned 7 days | Suffering from poison. Reduced vitality until cured or the poison runs its course. [Health capped at 2, Energy capped at 2, -3 Combat, -3 Agility] |
| Poppy, Contractbreaker | Poppy recognizes circular obligations and knows exactly where to break their logic. [+5% $, +5 Joy, +4 Clever] |
| Poppy, Voice Unbound | Poppy gives frightened witnesses room to breathe, then makes certain their names are heard. [+5% $, +5 Joy, +4 Charm] |
| Pregnant NSFW female only 100 days | The worker is pregnant, reducing energy and physical performance for an extended period. [-5 Energy, -10 Combat, -10 Agility, -3 Striptease, -3 Sex, -5 Extreme, -5 Group, +5 Special] |
| Primrose, Courtwise Curator | Primrose reads contracts and cultures with equal care, protecting art without surrendering its meaning. [+5% $, +5 Joy, +4 Clever] |
| Primrose, Moon Lantern Artist | Primrose performs with an authorship no imitation can reproduce. [+5% $, +5 Joy, +4 Charm] |
| Reforming 3 days | Still pulling herself back together after being undone. Sluggish, soft and barely functional until she sets again. [-50% $, -20 to all skills] |
| Reluctant Gladiator | The Lanista works for your house by choice, but the Arena still claims their days. They give you the evenings they can spare; the double life of master and servant wears at the edges. [-1 Energy Regen] |
| Sacred Touch NSFW | Trained in millennia-old techniques by a temple practitioner. Touch carries ancient wisdom, creating transformative experiences. [+8% $, +20 Health, +10 Energy, +4 Health Regen, +10 Special, +8 Hand, +7 Sex, +5 BDSM, +5 Service, +4 Oral] |
| Sage, Ballad of the Open Road | Sage can give a crowd one voice and make secrecy collapse beneath a memorable chorus. [+5% $, +5 Joy, +4 Charm] |
| Sage, Ciphersong | Sage carries instructions through rhythm and turns coded performances into precise plans. [+5% $, +5 Joy, +4 Clever] |
| Scholar's Joy 90 days | Graduated from the Academy with honors. Knowledge and dedication shine through in every task. [+4% $, +1 Health Regen, +10 Joy, +4 Clever, +3 Charm, +3 Craft, +2 Service] |
| Shadowdancer | Trained in the arts of shadow and misdirection by the guild's masters. They move like smoke and strike like lightning. [+8% $, +5 Agility, +4 Striptease, +3 Charm] |
| Shaken by the Governor | The governor's cruelty has left a mark. This worker lives in fear until the tyrant is dealt with. [-2 Charm] |
| Sick NSFW 7 days | The worker suffers from illness, weakening health and charm. [-5 Health, -2 Charm] |
| Tale Weaver | Trained by the Wandering Muse. Has mastered the ancient art of weaving words into magic. [+8% $, +3 Health Regen, +25 Joy, +10 Charm, +7 Clever, +5 Service, +5 Striptease] |
| Trial Worker 30 days | On a probationary period, eager to prove their worth. Works with extra dedication to earn a permanent place. [+4% $, +10 Joy, +4 Service, +3 Charm, +2 Clever] |
| Unbroken | The champion's code holds, whole and unbent. Eleven seasons on the sand taught the Lanista to wear the body as armor and keep want behind the guard, and none of that has slipped — clothes stay on, the composure never cracks, nothing is offered that wasn't asked for plainly. They meet you the way they would read a fighter's stance: measured, unhurried, entirely their own. You have taken nothing from them yet. [+1 Charm] |
| Uninhibited | The code is a memory now, and the Lanista wears its absence lightly. There is no guard left to drop — they move through want the way they once moved through a bout, sure-footed and unafraid, taking pleasure openly and giving it back harder. What the sand called discipline they now call a cage they were glad to leave. Little embarrasses them; less is refused. [+6 Libido, +3 Libido Regen, +4 Joy, +5% Earnings, +4 Charm, +3 Striptease, +2 Sex] |
| Wounded 7 days | A serious injury requiring 7 days recovery. Suppresses vitality and regeneration. After recovery, gains Scarred trait. (Assigned by events only.) |
| Yvara, Academy Duties | Yvara runs the Academy during the day and works for you in the evenings. The double life wears on her, but the Academy's prestige follows her into your house. [-1 Energy Regen, +10% Earnings] |
| Yvara, Bound to Service | Yvara serves your establishment because you own her debt. She has accepted it. Her competence is undeniable. [+3 Charm, +3 Clever, +5 BDSM] |
Items and shops
- Equipment: a worker can wear one weapon, one armor, one clothing and one accessory. Equipping a second item of the same type swaps the first out. Items have no durability.
- Consumables and gifts are used up. Gifts give small boosts to joy, romance and relationship (+1 or +2 each).
- Ingredients are for Academy alchemy. They are sold in the Basic Shop and drop from guild jobs.
| Shop | Price range | How it opens |
|---|---|---|
| Basic Shop | 0–200 | Open from the start |
| Adventurer's Market | 201–500 | A shop-owner rescue event, from objective 7 (guaranteed by day 90) |
| Elite Emporium | 501+ | A follow-up expansion event about 20 days later (guaranteed by day 120) |
Some items only show up on some days. Example: the Amulet of Desire (468 gold, +5 max libido, +2 libido regen) sits in the Adventurer's Market. The Elixir of Passion (1,000 gold, +10 libido) is in the Elite Emporium every day and is also a rare loot drop.
Interactions
From a worker's details you can spend interactions on them. You have 2 + Manager Level interactions per day, shared by all workers (training counts too).
- Friendship (needs relationship 25 / 50 / 75 / 80 for levels 2–5)
- Romance (needs romance 25 / 50 / 75 / 80)
- Discipline (needs rebelliousness below 80 / 75 / 50 / 25)
Each category has levels 1–5. To open a level, you need to have done the previous level once and to meet its stat requirement. Costs are small: a gift costs 300, a Friendly Lunch 150, and so on. They come out of your money and the worker's energy.
Level-5 finales
| Finale | Reward |
|---|---|
| Romance: Confess Feelings | Loves you (×1.15 earnings, libido max 5, rebelliousness max 20), or rebelliousness 0 and +40 joy |
| Friendship: Become Confidants | Best Friends (+1 joy/day, +2 energy regen, +5 max energy) |
| Discipline: Assign Their Place | House Servant (+10 Service, +5 Charm, +5 Clever) or Harem Member (+5 all sex skills, NSFW). Both cap rebelliousness at 20 |
| Discipline: Sell to a Specialty Buyer | Pays (cost + sum of skills) × level × 3 |
Finishing one finale locks level 5 in the other two categories. Each finale trait also unlocks its own relationship stories in the worker's daily jobs.
Training and walks
- Training (25 skills) first asks the worker to accept: the chance comes from comfort and rebelliousness, between 10% and 98%. If they refuse, you can let it go, insist or punish. A successful lesson adds skill uses.
- Repeat redoes the last interaction or training with the same rules.
- Take a Walk picks a random worker and a random Friendship interaction once a day, for free.
Random events
- At most one random event a day.
- Normal events need a working worker. First a 30% roll, then each event rolls its own chance: 30 − 10 × managers in its building (minimum 5%).
- Story, quest and character-arc events roll their own chance (usually 50%), and managers don't reduce it. Guaranteed and fixed-date events fire first.
- Events have cooldowns (usually 5–30 days) and some only happen a set number of times.
- Choices can need a worker with a skill above a threshold. The chosen worker then rolls d100 against that skill.
- Some choices list several minimums ("requires Combat 70, Agility 55"): only workers meeting all of them can take it. Marked guaranteed, the choice has no roll and always succeeds.
- Building level boosts what events pay: money +10% per level above 1, reputation +30% per level.
The Governor
From objective 8 the Governor starts watching you, and attention grows with each objective. After the path you choose at objective 9 comes a one-time retaliation: 1–2 workers are poisoned. From objective 10 the Governor can strike any day. Strikes poison a worker, sabotage a building's skill for 3 days, or let a spy steal 5–15% of your money.
Goals and milestones
The Journal walks you through 16 objectives, from your first hires to the night the governor falls. Objectives 1–7 complete by themselves; from 8 on, open the Journal and press the completion button (scroll down if you see the arrow).
| # | Objective | What it asks |
|---|---|---|
| 1 | First Hires | 3 workers, and your first management skill point spent |
| 2 | Choosing the Business | Pick your first building's type |
| 3 | Putting People to Work | 3 workers with a job |
| 4 | Building Capital | 5,000 coins |
| 5 | Supplies and Upkeep | Buy an Energy Potion, give it to a worker and use it |
| 6 | Upgrading | Raise a building one level and its building skill by 10 |
| 7 | Getting to Know Them | A Friendly Lunch with a worker (150 coins) |
| 8 | Expansion | 2 buildings, 10 workers and 10,000 coins (the Arena and the Academy don't count as buildings) |
| 9 | Choosing the Method | Assassination: 3 workers with Combat or Craft 70+. Blackmail: 2 with Charm 70+ and one more with Charm or Clever 70+. You pick one. |
| 10 | The War Chest | 30,000 coins |
| 11 | The Network | 15 workers |
| 12 | The Arsenal | A Binding Gem (follow the rumour events), an Obsidian Blade (Elite Emporium) and an Enchanted Ring (Adventurer's Market). If the gem has not turned up after 14 days, the Journal offers a way to get it. |
| 13 | Holding the City | 3 buildings |
| 14 | The Inner Circle | 3 workers with Combat 80+ and 2 with Clever or Charm 80+ (equipment and traits count) |
| 15 | Proving the Machine | 3,000 coins of income in a single day |
| 16 | The Reckoning | The final strike: Blade (5 workers with Combat 70+) or Shadow (5 with Clever 70+) |
The ending
Both paths of the final strike end the governor's story and give the same rewards:
- The Governor's Castle, at the maximum building level, with its own jobs. It always pays the level-1 upkeep.
- +1 Manager Level (one more management skill point).
- Franchise Holdings: "Buy Buildings Abroad" appears on the map.
- The governor's pressure stops, and the fear traits it left on your workers are removed.
Manager Level and skill points
Each Manager Level gives one management skill point (see Managers and management skills). There are four ways to get a level, each only once, so the highest Manager Level is 4:
| Source | How |
|---|---|
| Start | You begin at level 1. Spending this point is part of objective 1. |
| The ending | Completing objective 16. |
| Master's Elixir | Enrol at the Academy, buy the alchemist's pass, finish the library quest, then brew the Elixir in the laboratory (2,500 coins a try; a failed brew can be retried). |
| Arena Champion | A gladiator wins 5 special matches at the Arena. The first champion also brings the Arena Champion's Blade. A fighter who loses a special match before the crown may die. |
Places to unlock
- Academy: 15,000 coins of tuition, or 7,500 if you haggle successfully (a failed haggle waits until the next day). Training courses, the curriculum, the library and the laboratory.
- Laboratory: a one-time 6,000-coin pass, then a session every 3 days. Basic batches turn out Health and Energy Potions.
- Arena: the Lanista sells the permit for 10,000 coins. Then an opening trial: a Combat roll that one of your fighters must pass before the Arena can be used.
- Church of the Circle: find the four seals, one per day, then perform the ritual in the right order. After that you can resurrect fallen workers for 5,000 + 1,000 × (level − 1). The cemetery holds 10 graves.
- Adventurer's Market: unlocked by helping an indebted shop owner (an event from objective 7 on; it comes back if you decline, and is guaranteed after day 90).
- Elite Emporium: the same owner offers it about 20 days after the Market opens, for 10,000 coins. If you decline she returns 21 days later; it is guaranteed after day 120.
- Franchise Holdings: after the ending. 10,000 coins to establish each type.
What changed from the old guides
If you read the earlier Game Mechanics Guide or Game Reference, these are the rules that no longer hold.
| Old guide said | The game now does |
|---|---|
| Earnings scaled ×0.65 / ×0.75 by outcome; failure ×2 or −10 | Each story has its own formula per outcome. Failure loses money based on how far the roll missed. |
| Trait multiplier caps 1.15 per trait, 1.6 total | 1.2 per trait, 1.5 total |
| Relevant-trait cash bonus (50% chance, 30%) | Gone. Matching traits change the roll (±3 each) instead of the pay. |
| Mediocre guaranteed ≥10%, failure ≥1% | Mediocre is the 10 points above the target. At a target of 95+ there is no failure band. |
| Upkeep 20 + 3 × level (recruited) / 5 + level (bought) | No per-worker wage. The only worker cost is comfort. |
| Building upkeep 100 × level | 100 / 300 / 500 / 700 / 900 |
| Random events 50% a day | A 30% roll, then 30 − 10 × managers per building (min 5%). Story events roll their own chance. |
| Event money multiplier +50% per level | +10% per level above 1 (reputation +30% is unchanged) |
| Stories: base reduced by 1, reputation ÷ 100 at 50% | Base 1 + reputation ÷ 400 (max 6). Reputation can go up to 2,000 with managers. |
| Skill up at 10 × skill successes | Skills rise from use counts (see the formula below) |
| Energy regen = level, at the start of the day | level + (comfort − 1) + traits, every night after work |
| Comfort 1–5 | Comfort can be set up to 20 |
| Obedient / Meek cap rebelliousness at 40; Dependant at 30 | Dependant caps at 50. Obedient and Meek lower it a little every day instead. |
| Joy affects performance | Joy only moves rebelliousness |
| Interactions cost player energy 1–4; Joy category; cooldowns | A daily pool of 2 + Manager Level for all workers. No Joy category, no cooldowns. |
| Equipment durability | Not used |
| Amulet of Desire 260 gold; Elixir 15% availability, +3 regen | Amulet 468 gold. Elixir is always in stock and has no regen. |
| Trait categories (Racial, Physical, Mental…) | Traits have no categories. Only races are grouped. |
| 5 buildings | Also Governor's Castle, Academy, Arena; plus franchises |
Job roll
target = average(skill_options, effective skills)
− 10 (Nightmare only)
− libido distraction (non-sexual jobs, libido ≥ 20)
+ story difficulty_modifier
+ 3 per positive trait − 3 per negative trait (story's own weights override)
+ staff synergy (cap ±40) + policy focus
target = min(100, target)
roll = d100
critical : roll ≤ min(25, max(1, round(target × 0.10)))
success : roll ≤ target
mediocre : roll ≤ target + 10
failure : otherwise (no_fail stories turn this into success)
One of the story's skills is picked at random to gain a use.
Effective skill
effective = min(base, 100)
+ trait skill_modifiers
+ equipped item skill_modifiers
+ floor(libido / 2) (sex skills, NSFW on)
+ 5 × management skill (Whore Mastery for sex skills, etc.)
+ monthly card modifier (during jobs)
The sex skills are Sex, Anal, BDSM, Hand, Oral, Homo, Special, Group, Extreme and Striptease. The SFW skills are Combat, Clever, Charm, Service, Agility and Craft.
Earnings
pay = story formula for the outcome ("50 + skill", "-(roll - skill)", …; skill = target)
pay × staffing (clamped 1/3 … 3)
pay × difficulty (Story 1.3, Easy 1.15, Normal 1, Hard 0.85, Nightmare 0.7; gains only)
pay × trait mult (each ≤ 1.2, total ≤ 1.5; gains only)
pay × (1 + 0.1 × Business Acumen)
pay × monthly card
failure: loss halved (rounded up), then floor: Story → 0, Easy → −25
Stories per worker
effective_rep = min(reputation, level × 200) + best manager level × 200 stories = max(1, base + reputation_formula) base = 1, formula = effective_rep / 400
Worker formulas
| Value | Formula |
|---|---|
| Max health | 10 + 5 × level + traits + items + 10 × Combat Instruction, trait multipliers and caps apply |
| Max energy | 5 × level + traits + items + 10 × Gang Leader |
| Health regen (night) | level + 1 + trait health_regeneration |
| Energy regen (night) | level + (comfort − 1) + trait energy_regeneration (Rest jobs add comfort − 1 more) |
| Libido regen (night) | max(−2, 1 + level + traits + items − sex jobs today) |
| Max libido | 20 + traits + items, trait caps apply |
| Level up | successes ≥ 20 × level, then the counter resets |
| Uses per skill point | 1 at skill 0; skill ÷ 15 + 1 up to 75; then 6 + int((skill − 75)^1.8 / 5). Leftover uses carry over. |
| Rebelliousness drop | −comfort per level or skill point gained; −3 × comfort when the worker refuses work |
| Minimum relationship | 10 + comfort, applied every day |
| Comfort joy | +max(0, comfort − desired) per day |
| Joy drift | joy > 80: −3 rebelliousness/day; joy < 20: +2 rebelliousness/day |
| Refusal | rebelliousness > 80: 20% a day (not for Rest or Academy) |
| Sell price (servant) | level × 500 |
| Specialty buyer | (cost + sum of skills) × level × 3 |
| Resurrection | 5,000 + 1,000 × (level − 1) |
| Academy student | 300 × (1 + 0.06 × (level − 1)) per day, about 10 skill uses per day |
Building formulas
| Value | Formula |
|---|---|
| Upkeep | 100 + (level − 1) × 200 (Hard ×2, Nightmare ×3; Building 1 pays 0; Castle always pays level 1) |
| Skill-bonus cost | floor(bonus / 10) × 100 (Hard ×1.5, Nightmare ×2) |
| Comfort cost | comfort × rate per worker; rate 15/18/20/25/30 by difficulty |
| Upgrade | level² × 1,000 |
| Seats per job | base + (level − 1) (Manager and Chamberlain stay at 1) |
| Building skill | level × 10 + bonus (bonus max 50) |
| Reputation cap | min(1000, level × 200) + min(1000, best manager level × 200) |
| Event money / reputation | 1 + (level − 1) × 0.1 / 1 + (level − 1) × 0.3 on gains |
| Event building check | skill + bonus + difficulty bonus (Story +35, Easy +25, Normal +20, Hard +15, Nightmare +10) |
| Manager event chance | max(5, 30 − 10 × managers in that building) |
Reputation tiers
Data files
Everything lives in game/data/ and can be edited with the Devkit or a text editor.
| Folder / file | Contents |
|---|---|
workers/*.json | Workers. Any file name works; all are loaded. |
buildings/building_types.json | The 6 main buildings, their jobs and daily stories |
buildings/special_buildings.json | Academy and Arena |
buildings/daily_story_extensions/ | Relationship stories added to existing jobs (merged by id) |
events/*.json, events/recruit/ | Random, building, shop, seasonal, character-arc and recruitment events |
interactions/*.json | Friendship, Romance, Discipline, Training and special interactions |
traits/*.json | 205 traits: core, races, nsfw, special, arc rewards… |
items/items.json, alchemy_ingredients.json | 194 items + 6 ingredients |
monthly_conditions/cards.json | The 16 monthly cards |
Worker fields
| Field | Meaning |
|---|---|
name | Unique id across all worker files. Duplicates are skipped. |
folder | Art folder: game/images/workers/<folder>/ |
gender | "male" / "female". Also picks the fallback art folder (guy / blossom). |
nsfw | NSFW workers don't load with NSFW off |
unique, procedural, encounter_only, monster, recruit_only | Which pools the worker can appear in |
skills | Skill levels. Missing skills get defaults. |
traits | Trait names. They must exist in the trait files. |
description, cost, comfort_desired, names_list | Flavor, price, comfort wish, name pool (data/names.json) |
Daily story fields
{
"id": "prostitute_vanilla_client_male",
"weight": 4, // how often it is picked
"report": "Client paid for Sex", // title in the Daily Report
"difficulty_modifier": 5, // added to the target
"skill_options": ["Sex"], // skills averaged for the roll
"worker_gender_requirement": "male",
"excluded_traits": ["Gay"],
"required_traits": [], "stat_requirements": {},
"negative_traits": {"Shy": 3}, // −3 to the roll
"earnings": { "success": "100 + skill", "critical_success": "100 + skill * 2",
"mediocre": "skill", "failure": "-(roll - skill)" },
"story_image": "prostitute_vanilla_client",
"failure_image": "prostitute_vanilla_client_failure",
"descriptions": { "success": "…", "failure": "…", … }
}
Trait fields
modifiers (earnings_multiplier, skill_modifiers, health, energy, health/energy_regeneration, libido, libido_max, libido_regeneration, joy, romance, relationship, comfort_desired…), daily_effects, attribute_caps, attribute_minimums, skill_caps, conflicts, removes_traits, requires_traits, duration, on_expire, gender_restriction, nsfw.
rebelliousness value inside modifiers does nothing. Use daily_effects or attribute_caps instead.How the game picks an image
Worker art goes in game/images/workers/<folder>/, where the folder is the one named in the worker's JSON. Formats: .png .jpg .jpeg .webp .webm .mp4. Only profile is required. Every other image is optional: when a name isn't found, the game quietly moves to the next step of the chain, so a worker with just profile and skill art already covers the whole game.
| Rule | Detail |
|---|---|
| Variants | sex.jpg, sex (1).jpg, sex (2).jpg… One is picked at random and stays the same for that day's report. |
| Failure | Failure and mediocre results use <name>_failure. If that file is missing, the success image of the same name is used before moving down the chain. |
| Trait art | Workers with Transformed, Magical, Futa or Pregnant look for <trait>_<name> first (pregnant_sex, futa_profile, transformed_magical_oral). Priority: Transformed > Magical > Futa > Pregnant. |
| Generic folder | If nothing matches in the worker's folder, the whole search repeats in guy (male) or blossom (female). |
| Reserved names | Files starting with discipline_, romance_, friendship_ or obedience are only used by interactions, never as skill art in jobs or events. |
The fallback chain
daily story / event image (story_image, failure_image, success_image) ↓ missing skill image of the roll (sex, oral, combat… see the grid below) ↓ missing rest (rest stories only) ↓ missing profile (always exists)
Image browser
Skill images
The safety net under every story, event and training session. Some skills accept several file names; any of them works. A handjob file is not recognised for Hand.
Homo: M/M scenes look for gay / homo, F/F scenes for les / homo. Gay or Lesbian workers in a story with a client outside their preference use hetero.
Base images
| Name | Used for |
|---|---|
profile | Portrait in the roster and details, and the last fallback for everything. Required. |
<trait>_profile | Portrait while the worker has that trait (pregnant_profile, futa_profile…) |
rest | Rest stories in any building |
rest covers every rest story. A specific name like rest_adventurer or rest_libido is tried first.
Daily story images
Each story names its own image. Open a row to see the full chain the game follows when that image isn't there. The relationship filter separates the stories unlocked by Romance, Relationship, Rebellious and the finale traits.
Event images
Visual novel scenes (Yvara, Varro/Varra) are not listed. Event art is searched in the acting worker's folder first, then in images/events/, which holds the shared generic_success, generic_failure and event backgrounds.
Interaction images
Exact name only (plus (N) variants). Search order: <image>_lord / _lady by player title, then _male / _female (old names), then <image>, then the category fallback, then profile. The lord/lady versions can be copies of each other, except passionate_night and perfect_night. joy_male / joy_female and romance_male / romance_female are old names: the first pair is no longer used, the second still works as a fallback.
Training images
Stricter than the rest: the file must be exactly the name below (or name (N)), with no trait prefix. Naming: Training_<Skill>_<Lord|Lady>_<Male|Female> = player title + worker gender. If it isn't there, the session shows the trained skill's image.
| Image | Skill / branch | If missing |
|---|
Adding a new worker
- Add the worker to any JSON file in
game/data/workers/(copy an existing one). No code changes needed. To share it, pack it as a character pack: see the Mods tab. - Create
game/images/workers/<folder>/with at least aprofileimage. - Add art in this order of value:
- Tier 1:
profile,rest - Tier 2: the 16 skill images and their
_failureversions. With these, every job, event and training already shows something that fits. - Tier 3: interactions:
friendship,obedience,romance_lord/romance_lady, then the specificdiscipline_*,friendship_*,romance_*andTraining_*images. - Tier 4: story and event images for the jobs this worker will do. The Daily stories list above, filtered by building and profession, shows every name a job uses.
- Tier 1:
Installing mods
Mods come as a ZIP file (from the Discord, F95 or itch.io pages). Most are character packs: new characters with their images and, often, their own traits, recruitment scene, story events and daily stories.
With the in-game importer (PC and Android)
- Main menu > Mods > Install mods > Choose ZIP or folder. On Android, the system file picker opens; choose the ZIP.
- The game checks the pack and shows a summary: characters, images and size, plus a line such as "Also adds: 3 events / 1 recruitment scene / 8 daily stories / 3 traits". Read any warning below it.
- Press Install this pack, then close and reopen the game.
Installed packs are stored next to your saves, never inside the game folder, so updating the game doesn't remove them. They only add content: no original game file is changed. The pack's characters follow your content filter (NSFW characters stay hidden with NSFW off), and its events and stories are added to the game's own.
By hand (PC)
Character packs made with the Devkit, or packed the same way, have a game folder and a README.txt inside the ZIP:
- Close the game and extract the ZIP.
- Drag the
gamefolder onto the game's main folder (the one withFantasy_Manager.exe) and choose to merge the folders. A character pack only adds new files. - Start the game.
Uninstalling
- Importer: Mods > Install mods > Uninstall next to the pack, then restart. You can cancel before restarting. Saved characters stay in your save, but the pack's images, events and stories are no longer available.
- By hand: delete the files listed in the pack's
README.txt, then restart.
What the importer's messages mean
| Message | Meaning |
|---|---|
| Overlapping names: … | A character with that name already exists. The install button keeps both and adds "(Mod xxxxxx)" to the new one's name. Its events are updated to match. |
| … already exists in the game or another pack | The pack adds a trait, event or story the game already has. Often it means the pack is already installed, by hand or by the importer. |
| N extra file(s) excluded | Files a character pack can't add (scripts, buildings, items…). The rest of the pack still installs. |
| Restart required | Installed, not active yet. Close and reopen the game. |
| Unavailable: installation is incomplete or invalid | The installed files were changed or damaged. Uninstall the pack and import it again. |
Packs with events, traits and daily stories need a game version newer than 0.9.6.2t1. Version 0.9.6.2t1 imports only the characters and their images from those packs.
Kinds of mods
| Kind | What it does | Install |
|---|---|---|
| Character pack | Adds characters, images, traits, recruitment scenes, story events and daily stories. Never replaces game content. | Importer or by hand |
| JSON override (experimental) | Replaces whole game data files (items, buildings, events…) with edited copies. For balance and rule changes. | Importer only, with "Import as JSON override" ticked. Start a new game afterwards. |
| Manual PC pack | Raw files to copy over the game. Can replace originals: make a backup first. | By hand only |
The Devkit (also under Mods > Create Mods) builds and checks all three in your browser.
Make a character pack in 5 steps
- Start from the example. Download the Mira example pack: a working pack with a character, 2 traits, a story event, a recruitment scene and a daily story. Or build one in the Devkit, which writes the same layout.
- Make it yours. Rename Mira everywhere:
name,folder,worker_name,has_worker:Mira, the file names and the image folder. Also give your traits, event ids and story ids new names. The importer rejects names the game already uses. - Add images to
game/images/workers/<YourFolder>/. Aprofileimage is required; the rest follow the names in the Images tab. - Zip it with
README.txtand thegamefolder at the top of the ZIP. List your files in the README so players can uninstall by hand. - Test it: Mods > Install mods, check the summary counts every file you expect, install, restart and start a new game.
What goes in a character pack
MyPack.zip
├── README.txt
└── game/
├── data/
│ ├── workers/mypack.json characters
│ ├── traits/mypack_traits.json new traits
│ ├── events/events_mypack.json story events
│ ├── events/recruit/event_recruit_mypack.json recruitment scenes
│ └── buildings/daily_story_extensions/mypack_stories.json daily stories
└── images/workers/MyFolder/ the character's images
Every part except the images is optional. A pack can be just a character, or just events and stories for characters already in the game. Use file names nobody else will use (events_mira.json, not events.json): in a by-hand install, two files with the same name overwrite each other.
Not allowed in character packs: items, buildings, interactions, monthly conditions, and scripts (.rpy, .py). Use a JSON override for data changes; scripts are never imported.
The character
A JSON list in data/workers/. The fields are the same as the game's own workers (see Worker fields). In a pack:
namemust be unique in the whole game. Events find the character by this exact name.folderis the image folder name: letters, numbers,_and-.genderisfemaleormale.nsfwmissing counts astrue."unique": true, "encounter_only": truemake a named character met through recruitment rather than sold at the market.- Every trait listed must exist in the game or in the pack.
- Other fields (for example
image_folder) are dropped with a warning. Procedural, monster and template workers can't be imported.
Image names that match no slot, such as ComfyUI_temp_00001_.png, are never shown. Rename them or leave them out.
Traits
A JSON list in data/traits/, with the fields described in Trait fields. Every name must be new: a trait with a name the game already uses would silently replace the original, so the importer rejects it.
"only_assigned": truekeeps a trait for your character and your events. Without it, random recruits can roll it.- A race trait lists the other races,
Humanincluded, inconflicts. - Put the effect in the description so players see it:
[+5 Agility, +3 Clever].
[
{ "name": "Starborn", "only_assigned": true,
"description": "Guided by the stars. [+5 Agility, +3 Clever]",
"modifiers": { "skill_modifiers": { "Agility": 5, "Clever": 3 } } }
]
Recruitment scene
A JSON list in data/events/recruit/. It plays when the player recruits and your character is available.
"worker_name": "Mira"and"random_worker": falsetie the scene to your character.- The hiring choice uses
"effect": {"recruit_worker": true}. The text can use[event_worker],[COST]and[actual_cost]. - The
idmust be new. By convention it starts withevent_recruit_.
Story events
A JSON list in data/events/: quests, rivalries, promotions that happen during the day.
{
"id": "mira_trailblazer_trial",
"worker_name": "Mira",
"worker_selection": "random",
"building_type": ["adventurers_guild"],
"max_occurrences": 1,
"conditions": { "start_when": "has_worker:Mira" },
"excluded_flags": { "mira_trailblazer_done": true },
"choices": [{
"option": "Send Mira to chart the passes.",
"condition": "Agility", "threshold": 50,
"message_success": "…", "message_failure": "…",
"effect": {
"success": { "add_trait": "Trailblazer", "event_flags": { "mira_trailblazer_done": true } },
"failure": { "event_flags": { "mira_trailblazer_done": true } }
}
}]
}
- One skill check per choice:
conditionandthresholdappear once. Writing them twice in the same choice is invalid JSON for the importer ("a key written twice"). required_traitswith"trait_visibility": "blocked"and ablocked_messageshows a choice the player can't pick yet.- Event ids here must not start with
event_recruit_: the game drops those from the daily pool.
Several skills, or no roll at all
A choice can ask for more than one skill with skill_requirements. Only workers who meet every minimum can take the choice; when nobody does, the option is shown locked with the reason. A player can never burn the event on a worker who doesn't qualify.
| The choice has | What happens |
|---|---|
condition + threshold | The usual roll on that skill |
condition + skill_requirements | Only workers meeting the minimums can try; the roll still uses condition |
only skill_requirements | No roll: a qualifying worker always succeeds and gets the success effects |
{
"option": "Send someone who can fight and climb.",
"skill_requirements": { "Combat": 70, "Agility": 55 },
"message_success": "[acting_worker] clears the pass without a scratch.",
"effect": { "money": 500, "add_trait": "Trailblazer" }
}
- The option shows "(guaranteed, requires Combat 70, Agility 55)", and the worker list shows each worker's levels.
- Levels count traits and equipment, the same way as skill rolls.
- The effect can be flat, or split into
success/failure: a guaranteed choice appliessuccess. - Needs a worker: not with
"worker_selection": "none", not withbuilding_skill, and not in recruitment scenes. NSFW skills (Sex, Oral…) need"nsfw": trueon the event or the choice.
Needs a game version newer than 0.9.6.2t1.
Chains and conditions
Event 1 sets a flag with event_flags. Event 2 starts with "start_when": "has_flag:mira_trailblazer_done" and excludes its own "done" flag, and so on.
Waiting a number of days: event 1 sets "event_flags": {"mira_day": "[calculate_total_days()]"}, which stores today's day. Event 2 uses "start_when": "after_days_from_flag:mira_day,7".
start_when and stop_when accept these, joined with AND or OR :
| Condition | True when |
|---|---|
has_flag:x | flag x is set |
flag_value:x=value | flag x has that value |
after_days_from_flag:x,7 | 7 days have passed since flag x stored the day |
has_worker:Name / not_has_worker:Name | that character is (not) in your roster |
has_folder_worker:Folder / not_has_folder_worker:Folder | same, by image folder |
after_days:N / before_days:N | days since the start of the game |
after_date:day,month,year / exact_date:day,month | calendar dates |
money >= 5000, store.current_objective >= 7 | simple comparisons with a number, text or True/False |
__, and flag values written as "[...]" other than "[calculate_total_days()]".Daily stories
Extra stories for an existing job, in data/buildings/daily_story_extensions/. They are added to the job's stories and never replace them. The story fields are the same as the game's (see Daily story fields); the image names follow the Images rules.
{ "daily_story_extensions": [{
"building_id": "adventurers_guild",
"profession_id": "adventurer",
"merge_mode": "append",
"daily_stories": [ { "id": "mira_trailblazer_route", "report": "Route Charting", … } ]
}] }
merge_modemust beappend(missing counts asappend).reportis the title in the Daily Report: short, about 24 characters, with no{worker_name}.- To keep a story for your character, use
required_traitswith one of youronly_assignedtraits.worker_namehas no effect on daily stories. - Every story
idmust be new.
Buildings and jobs you can target
| building_id | profession_id |
|---|---|
academyAcademy | academy_academics Academicsacademy_amatory Amatory Artsacademy_hospitality Hospitality Artsacademy_artisan Artisan Studiesrest Rest |
adventurers_guildAdventurer's Guild | adventurer Adventurertreasure_hunter Treasure Hunterboss_hunting Boss Huntingmonster_taming Monster Tamingmanager Managerrest Rest |
arenaArena | arena_exhibition Exhibition fighterarena_proving Proving fighterarena_championship Championship fighterarena_pinup_barbarian Bikini Boutsarena_oil_chains Oil & Chainsarena_spectacle The Spectaclerest Rest |
brothelBrothel | prostitute Prostitutemasseuse Masseuseexpert_attendant Expert attendantstripper Stripperservice Servicemanager Managerrest Rest |
casinoCasino | dealer Dealerguard Guardmanager Managercasino_server Casino serverrest Rest |
governor_castleCastle | ambassador Ambassadorcourtesan Courtesanservant Servantpleasure_servant Pleasure Servantprisoner Prisonerguards Guardschamberlain Chamberlainrest Rest |
restaurantRestaurant | service Restaurant servercook Cookmanager Managerrest Rest |
tavernTavern | bartender Bartenderentertainer Entertainermanager Managertavern_server Tavern serverrest Rest |
What the importer checks
Before installing, the importer refuses a pack, and says why, when:
- a file is not valid JSON, or repeats a key inside the same object;
- a trait, event id or story id already exists in the game or in another installed pack;
- a daily story targets a building or job that doesn't exist, or doesn't use
append; - a condition or flag value is something the game would run as code;
skill_requirementsnames an unknown skill, is used where no worker acts, or tests an NSFW skill in an event not marked NSFW;- a character has no
profileimage, or a field has an invalid value.
When a character's name is taken, the player can install it as "Name (Mod xxxxxx)". The importer then updates worker_name, has_worker:, has_folder_worker: and specific_worker_images in the pack's own events, so they keep working.
Common mistakes
| Mistake | What happens | Fix |
|---|---|---|
Daily stories saved in data/events/ | Not loaded | Move them to data/buildings/daily_story_extensions/ |
| A whole building file to add one job's stories | It would replace the building; character packs exclude it | A daily story extension with append |
condition / threshold twice in one choice | Rejected | One roll per choice; extra minimums go in skill_requirements |
| Events for a character that isn't in the pack or the game | They never trigger | Ship the character, or remove the events |
A race trait without only_assigned | Random recruits get the race | "only_assigned": true |
| Two skill checks written into one choice | Only the last one counted; now rejected | skill_requirements for the extra minimums |
{worker_name} in a story's report | Shows up as written | A short title |
Extra worker fields such as image_folder | Ignored, with a warning | Use folder |
JSON overrides
An override replaces a whole game data file, found by its exact path (for example data/items/items.json), with your edited copy. Use it for balance and rule changes that a character pack can't make.
- The whole file is replaced: entries you leave out are gone, not inherited.
- Install with Mods > Install mods and "Import as JSON override" ticked, restart, then start a new game. When two overrides change the same file, the last one installed wins.
- Never copy an override into the game folder by hand.