- Game map is divided into 13 sectors: a central Capitol Sector, and then three concentric Rings of 4 Sectors each - Each concentric Ring roughly correlates to class prestige. The center is the administrative elite; the Inner Ring the aristocratic upper class; the Middle Ring the mercantile middle class; and the Outer Ring the laboring lower class - Each Sector has its own brothel that services it, with all the brothels owned and operated by the Headmistress in the Capitol. - Headmistress is known for being incredibly demanding and domineering, with strict control over what the brothels can and cannot do. - The brothels work long hours and pay the vast majority of their revenue as a tax to the Headmistress. - These Headmistress-operated brothels are the only ones the Administration allows to operate in the Sectors; sex workers have no choice but to work at these brothels, under the Headmistress' cruel direction. - Play as a capitol prostitute who stole a pleasure shuttle and is using it as a makeshift traveling brothel - The Headmistress has her private guard hunting you down and attempting to retrieve both the shuttle and yourself - The Hunt takes place in three distinct phases: Ring Detection, Sector Detection, and Location Detection - Once Sector Detection is finishes, Location Detection begins, where the player can see the Hunters physically appear on the Sector map, moving toward their location. - If the Hunters enter the same Docking Space as the player, then they are captured and the game ends - Location Detection progress does not "reset", as it plays out live. - Sector Detection progress resets every time the player enters a new Sector. - Ring Detection progress resets every time the player changes what Ring they are currently in. - Ring detection takes longer the farther out the current Ring is. The Inner Ring takes the least time, the Outer Ring takes the most time. Sector detection is constant time. - Entering the Capitol immediately triggers Location detection, and is highly recommended against - The ultimate goal of the game is to confront and topple the Headmistress in the Capitol Sector. - As the player operates in a sector, they gain Reputation in said Sector. The goal is to reach 5-Star reputation in each Sector. - The further in a Ring is, the more difficult Reputation is to build, as clients have higher thresholds of satisfaction. Higher levels of performance on both the player's and their Ladies' end is required to build up Reputation effectively, and Reputation is easier to lose. - For every Star of Reputation earned in a Sector, Sector Detection time decreases, as the player's reputation in the Sector makes them easier to spot. - Once the player reaches 3-Star Reputation in a Sector, one of that Sector's brothel workers defects and requests to work for you, citing your reputation as a fair and respectful mistress to work under. This is how the player gains new Ladies to work with. - Once the player reaches 5-Star Reputation in a Sector, that Sector's brothel becomes unlocked as an available Docking Space. Docking with it engages a special interaction. - In these interactions, the local brothel workers are enamored with your reputation, proving to them that it is possible to operate a fair and free brothel. They are disillusioned with the Headmistress, and no longer want to work for her. They ask you for guidance, wherein you have 1 of 3 options: - Liberate. Convince the local brothel to become Independent. This is the most neutral option, with no cost nor benefit to the player. The player is informed the brothel will support them in their final confrontation with the Headmistress. - Control. Convince the local brothel to Tithe to you. This is the most negative option, and requires a substantial upfront cost to effectively buy out the brothel, but will result in the brothel giving you regular payments without operation. The brothel workers are not happy with the offer, but still consider it a better choice than continuing to tithe to the Headmistress. The player is explicitly warned that the brothel will not support them in their eventual confrontation with the Headmistress. - Guide. Convince the local brothel to implement your fair policies. This is the most positive option, and requires permanently losing the prostitute you originally gained from this brothel, as she stays behind to teach them how to operate more like your own. This provides no immediate benefits, but the player is clearly informed that doing so makes an ally of the brothel, which will support you in your eventual confrontation with the Headmistress. - Regardless of what option is chosen, the Headmistress loses control of that Sector's brothel. This results in the Headmistress intensifying her Hunt for you, reducing both Ring and Sector Detection times moving forward. - Narratively, it also means that the Headmistress is losing esteem in the Capitol, and slowly falling out of favor with the Administration. This has no effectively gameplay impact however, as the Capitol remains effectively an immediate-capture area until all twelve Sector brothels have been wrested from the Headmistress' control. - After the Sector's brothel has been dealt with, the player can continue to operate in that Sector if they wish, though there is no functional purpose to. The only real exception to this is when trying to max out the last two Sectors, where you have no choice but to jump to Sectors and Rings you have already completed to avoid the Hunt and refresh the timers. - Ship upgrades are simple and abstract, done through a simple list UI. - Ship has fixed number of room slots. Purchasing a bigger ship is required to increase room slots. - Some rooms can be upgraded in-place. Room upgrades do not take up additional slots, but do consume additional power and may require additional crew. The cost requirements of additional upgrades increase logarithmically. - Upgradable rooms can also be duplicated if desired, which can be a way to offset the increasing costs of upgrades at the expense of room slots. - Clicking on a room in the list UI shows a focused view of that room, as well as any Assignments that may be currently ongoing in that room. - Crew is a single unified count, with a single Morale value that measures all of the Crew holistically. - Morale dictates Ship Efficiency, which is graduated into 5 levels. Each decreasing level decreases the efficiency of all ship systems in varying ways. - Ship Efficiency has a 100% cap equal to the total Crew Requirement of ship systems. - Ship Efficiency equates to (Crew count * Morale multiplier), meaning that maximum Morale tops out Efficiency at the Ship Crew count. - This means that if you have less total Crew than your ship systems' total Crew Requirement, you can never have maximum Ship Efficiency (10 Crew at max morale, versus 12 Crew Requirement, means a maximum of only 10/12 = 83% Ship Efficency) - This also means that if you have more total Crew than your ship systems' total Crew Requirement, you can exceed maximum Ship Efficiency (12 Crew at max morale, versus 10 Crew Requirement, means a maximum of 12/10 = 120% Ship Efficiency) - Ship Efficiency can never exceed 100%, and there are no mechanical benefits for exceeding it. Excess Crew does, however, provide two immaterial benefits: - A Morale buffer (12 Crew at 85% morale, versus a 10 Crew Requirement = (12 * 0.85) / 10 = 10.2 / 10 = 102% Ship Efficiency) - An expansion buffer (12 Crew at max morale, versus a 10 Crew Requirement -> 100% Ship Efficiency; add a system that needs 2 more Crew, 12 Crew at max morale versus a 12 Crew Requirement -> 100% Ship Efficiency) - Morale decreases naturally over time, with notable drops every time a Ring Detection or a Sector Detection is completed. - Morale also drops every Global Tick when Crew cannot be Fed. This occurs either when there are not enough Supplies for all Crew, or not enough enabled Mess Halls to feed all Crew. - Morale is increased by assigning Ladies to Cargo Bays, where the Crew runs a train on her. Every assigned Cargo Bay temporarily reduces Ship Efficiency by half a level (so every 2 Cargo Bays drops one full level), while increasing Morale additively. - The more Crew there are, the more slowly Morale increases (tacitly impressing the player to have more Ladies getting free-used by the crew) - Morale drop rates are agnostic of Crew count, always dropping by the same rates regardless of count. - Ship rooms / systems: - BRIDGE: Fixed, not removable, producable, or upgradable. The base view. Consumes 3 Power, 1 Room Slot. - TRANSCEIVER: Fixed, not removable, producable, or upgradable. Can be toggled. See TRANSCEIVER below for details. Consumes 2 Power, 1 Room Slot. - FOLD DRIVE: Fixed, not producable. Upgradable. Provides +1 Fold Efficiency per upgrade. See NAVIGATION for details. Consumes 4 Power per level. Requires 4 Crew per level. Consumes 6 Rooms slots. - CREW QUARTERS: Provides +6 Crew. Consumes 1 Power, 1 Room Slot. - PRIVATE QUARTERS: Allows housing +1 Lady. Allows +1 Resting Task, +1 Practice Task, and +1 Makeup Task. Consumes 1 Power, 1 Room Slot. - REACTOR: Upgradable. Provides +10 Power per level. Requires 2 Crew per level. Consumes 4 Room Slots. - CARGO BAY: Provides +50 Supply Capacity. Allows +1 Stress Relief Assignments. Consumes 1 Power, 2 Room Slots. Requires 2 Crew. - MESS HALL: Feeds 15 Crew. Consumes 2 Power, 2 Room Slots. Requires 3 Crew. - SCANNER: Upgradable. Adds an additional bar of Resolution to the Tracker per level. Consumes 3 Power per level. Requires 2 Crew per level. Consumes 1 Room Slot. - JAMMER: Upgradable. Adds an additional +30 seconds to both Ring Detection and Sector Detection per level. Consumes 6 Power per level. Requires 2 Crew per level. Consumes 1 Room Slot. - ENGINE: Upgradable. Provides +1 Thrust per level. See NAVIGATION for details. Consumes 2 Power per level. Requires 2 Crew per level. Consumes 3 Room Slots. - PLEASURE CHAMBER: Allows +1 Service Assignments. Consumes 1 Power, 1 Room Slot. - STUDIO ROOM: Allows +1 Film Assignments. Consumes 3 Power, 2 Room slots. - PERFORMANCE HALL: Allows +1 Performance Assignments. Consumes 2 Power, 3 Room slots. - The TRANSCEIVER effectively allows the player to "end the day," allowing their Ladies a chance to rest. - Can be enabled or disabled at any time. By default, is set to automatically disable if all Ladies are Resting, and automatically enable if at least one Lady is reassigned off the Resting task. - When disabled, the Hunt timer is paused, and the player cannot engage with any external sources. - This means no Services, and also no receiving or entertaining clients. Any clients currently on the ship have their Tasks finished and leave, but no new clients enter the ship while the Transceiver is disabled. - This also means the STARSAIL cannot move between Docking Spaces, as docking implicitly requires communicating with the target destination. The player is effectively stuck wherever they are when the Transceiver is disabled. - Internal functions within the ship continue to operate while the Transceiver is disabled. - This means Tasks like Makeup and Stress Relief can still be performed while the Transceiver is disabled. - This also means that things like Crew Morale will still drop, and Crew still need to be fed by the Mess Hall. - The Transceiver cannot be disabled during a REACTOR OVERLOAD (see NAVIGATION below). This means that the Hunt timer will continue to resolve, but the other aspects of the OVERLOAD effectively mimic the Transceiver being disabled. - NAVIGATION is done at the Sector level, by way of the Sector map. It involves two stats, Thrust and Fold Efficiency. - The Sector map is a 2D representation of the selected Sector (usually the Sector the STARSAIL is currently in). - The map is populated with various Docking Spaces, which are points in space where the STARSAIL can visit and perform various tasks. - Every Sector has a Foldspace Anchor as a Docking Space, which is used in Folding. See below for details. - Navigating within a Sector map is done by double-clicking on Docking Spaces. The STARSAIL can only move between explicit Docking Spaces, there is no free navigation. - All Docking Spaces on the map are internally assigned a grid space, and the Euclidean distance between two points is used as the base for determining Travel Time. - Additionally, arbitrary regions within the sector map may be assigned difficulty Navigation Multipliers, such as nebula and asteroid fields having higher multipliers, to represent being more difficult space to navigate. - The Travel Distance between two points is computed by segmenting the Euclidean distance between them among any regions it may intersect, multiplier each segment's length by its Navigation Multiplier, and summing the results. - The Travel Time between two points is then simply computed as (Travel Distance / Thrust), rounded up to the nearest whole number, in Global Ticks. EG, a Travel Distance of 15 with a Thrust value of 3 results in a Travel Time of 5 Global Ticks. - Navigating between Sectors is done through performing a FOLD operation. There are two ways to FOLD: through Anchored Folds, and through Emergency Folds. - To perform an Anchored Fold, the STARSAIL needs to be docked at a Foldspace Anchor. While Docked, the player can expand the Sector map out to the System map level, and double-click on another Sector to initiate the Anchored Fold. - The Anchored Fold calculates the Fold Value of your ship by multiplying the total number of available (not used!) Room Slots on your ship by the Fold Multiplier of the current Sector and the Fold Multiplier of the destination system, and then dividing by the Fold Efficiency of your Fold Drive. - The Fold Value is used as the number of Global Ticks that the Fold operation will take to complete. Fold operations cannot be resumed if canceled, but must be restarted. - Once the Fold Value number of Global Ticks have passed, the STARSAIL is moved to the Foldspace Anchor of the target Sector, and the Fold operation is completed. The player can navigate the new Sector as they wish, and the relevant Hunt Detections are reset. - To perform an Emergency Fold, the player double-clicks another Sector while NOT docked at a Foldspace Anchor. The user will be prompted to confirm they use to perform an Emergency Fold. - The same Fold Value is calculated as in Anchored Folds, which is then multiplied by the Emergency Fold multiplier, and then divided by the level of the player's Reactor. This becomes the Emergency Fold Value. - For clarity, Emergency Fold Value = (Fold Value * Emergency Fold Multiplier) / Reactor Level - Which in turn, is Emergency Fold Value = ((Total Room Count * Current Fold Multiplier * Target Fold Multiplier) * Emergency Fold Multiplier) / (Fold Efficiency * Reactor Level) - The STARSAIL is immediately moved to the Foldspace Anchor of the target Sector, but the ship's reactor enters REACTOR OVERLOAD for a number of Global Ticks equal to the Emergency Fold Value. - During REACTOR OVERLOAD, all ship systems except for the Bridge, Transceiver, Crew Quarters, Private Quarters, and a single Level 1 Engine are disabled. This has several ramifications. - The player can navigate the new Sector map, but only with the most basic Thrust speed. - The player's mess halls are disabled, meaning Crew Morale drops significantly during overload. - The player's cargo bays are also disabled, meaning Ladies can't be assigned to them to offset the Crew Morale drop. - Both the Scanner and the Jammer are offline, meaning that not only does the player have no indication of how much time they have for the Hunt to escalate, but the Hunt is moving at the fastest possible time it can given the player's current progression. - The Pleasure Chambers, Studio Rooms, and Performance Halls are disabled, meaning the player cannot have their Ladies working during the overload. - All this adds up to Emergency Folds only being intended for exactly what their name suggests: emergencies. - Ticking is disabled while the Sector map is open, unless the STARSAIL is either moving between Docking Spaces, or is waiting for a Fold Operation to complete; at which point, game time runs at 10x speed, EG 6 real-time seconds = 1 Tick. - Time steps forward in accelerated realtime, with all time being measured in Ticks. The default time multiplier is 1 real-time minute equaling 1 Tick. - Time is evaluated on a per-room basis, with anything requiring "global time," such as the Hunt timer or Crew Morale, being tracked on the Bridge (which is always active) - This is referred to as a Global Tick, for ease of reference - Other rooms will only begin Ticking once they have been assigned TASKS, and will stop Ticking if they have no assigned TASKS. - As such, the exact timers between Rooms will often be out of sync. In practice, this is usually a minor inconvenience, as there is no precise time measurement in the game anyways. - Ladies have a variety of parameters to manage. Some are static, while others can be evolved through gameplay. - Physical traits can all be changed, though the exact mechanisms of how they are changed vary slightly. With the exception of Makeup (see TASKS for details on makeup), all changes are done with the use of a COSMETICIAN service. See SERVICES for details. Traits: Body type, eye color, hair color, hair style, makeup, piercings, tattoos - Skill traits are a collection of mutable and immutable parameters, with every sex act, position, and finisher having its own skill trait, as well as a handful of skills outside of explicit sex. - Each Skill trait tracks two parameters: Interest and Experience. - Interest is immutable, determined upon the Skill trait's generation, and is a metered value between 0 and 5. The higher the value, the more experience is gained by exercising the Skill. - Experience is mutable, and is uncapped. It is gained by exercising Skills, and it provides multiplier bonuses to Tasks that exercise those Skills. - Energy is a rechargeable parameter that serves to restrict how much Ladies can do. Different TASKS deplete Energy at different rates, while Resting recharges Energy. - If Energy fully depletes, it will forcefully end any currently assigned Tasks, and automatically reassign the Lady to Rest at the first available Private Quarters. - If Energy falls below a threshold, any currently-assigned Tasks will resume, but no new Tasks can be assigned except for Resting at a Private Quarters. - Can be boosted with certain consumables - Mood - A point pool in the range of [0,5000] that translates to providing a multiplier bonus for all relevant Tasks. - A value of 2500 translates to a 1x multiplier bonus, with lower values having multipliers below 1, and higher values having multipliers above 1. - Has a base natural decay rate, which can be augmented by various means, such as quirks, Active desires, and certain consumables - Can have the point pool augmented by various means, such as satisfying short-term Desires, weakening the Headmistress, or being granted Shore leave. - Quirks - Unique modifiers that are persistent, and can affect pretty much any set of traits. Quirks can affect Skill experience gain, energy gain and drain rates, the low-energy threshold, max energy and max Mood pools, mood rates, etc. - Desires - Come in three forms: Short-term desires, Latent desires, and Active desires - Latest desires are generated when the Lady is first recruited, and are a specific set of physical traits: - A desired body-type, eye-color, hair-color, and hair-style - A simple nothing/anything for each of the makeup elements - A simple nothing/anything for each of the different piercing elements - A simple nothing/anything for each of the different tattoo regions - Every Global Tick rolls against an extremely low probability of a Lady revealing a Latent desire, setting it to an Active desire and informing the player. - If the Lady already has the Active desire being met, she will inform the player that she has happy with the targeted trait, and the Active desire will start with a point score of +500. - If the Lady does not already have the Active desire being met, she will inform the player that she wants the targeted trait, and the Active desire will start with a point score of -300. - Active desires track two parameters each: an internal point score, and whether or not they are currently being satisfied - The internal point score is capped to a range of [-1000,+1000], starting at different points depending on whether or not it was already met when the desire changed from Latent to Desired. - The internal point score translates to a direct Mood modifier, with more extreme positive and negative modifiers at the more extreme ends of the range. The translation is rounded, for discrete Mood modifiers. - Active desires that are satisfied increase their internal point score with every Global tick, and Active desires that are not satisfied decrease their internal point score with every Global tick. - Every Global Tick rolls against a low probability of a Lady generating a Short-term desire. - Short-term desires are spontaneously generated, choosing a random Skill trait weighted by that trait's Interest (a higher Interest makes it more likely to be chosen) - Once generated, the player is informed that the Lady would like to exercise the chosen Skill trait. The Short-time desire is then added to that Lady's stack of Short-term desires. - The short-term Desire stores the current Experience level of the targeted Skill. This is used for determining when it has been sufficiently exercised. - Short-term desires track how many Ticks they have been active for. If, after 30 Global Ticks, the Short-term desire has not been satisfied, then it is resolved negatively. - The player is informed that the Lady is disappointed she didn't get to exercise the chosen Skill, and suffers a one-time Mood hit. - Once per Global Tick, if the Lady's current Experience level for the targeted Skill trait is sufficiently higher than the stored Experience level, then the Short-term desire is resolved positively. - The player is informed that the lady is pleased she got to exercise the chosen Skill, and gains a one-time Mood boost. - SERVICES (write this out proper) - COSMETICIAN: - Opens a menu very similar to the makeup menu (see TASKS), with a fully manipulatable 3d preview of the Lady on the left-hand side, and a vertical window on the right-hand side. - The menu has a slider for body-type, ranging from Petite to Bimbo. Below that is a list of different hair-style presets, and below that are a pair of color-wheels for eye-color and hair-color respectively. - Eye-color, hair-color, and hair-style are all binned into classes, for the sake of Service Client interests. For example, platinum blond, gold blond, and dirty blond are all binned simply as "blond." The exact choice beyond that is purely cosmetic. - Then there is a region for piercings, with a drop-down to select the current body part, and below it a set of presets for that body-part. - A similar region exists for tattoos, with the same body-part dropdown and presets for the chosen body-part. An additional "Place" button exists for tattoos. - The "Place" button allows for players to rotate, scale, and reposition tattoos on the selected region of the body. The extent of placement control depends on the specific tattoo and region. - Adjustments made in the "Place" menu do not have any mechanical impact. They are purely aesthetic. - Underneath these is a listbox that starts empty, but will populate with all of the changes you select. Each option has an undo button, which will revert that specific change. Each option also lists its cost, as well as how many Ticks it will require. - Body-type cost and Tick requirement is based on the distance moved on the slider, with larger distances (in either direction) increasing both. - Piercing cost and Tick requirement depend on their complexity, with simple piercings like nose-studs being cheap and fast, and complex piercings like nose-to-ear chains being expensive and slow. - Tattoo cost and Tick requirement depend on their size and complexity, with simple tattoos like a heart on the breast being cheap and fast, and complex tattoos like a full-color arm sleeve being expensive and slow. - At the bottom of the window, there is a total cost and Tick wait time, as well as Confirm and Cancel buttons. - Confirming will immediately spend the Chits, and then will mark the Lady as unavailable, with the status of "Cosmetician", for the number of Ticks required. - Internally, the individual choices are actually applied progressively, with the order of operations sorted first by fastest to slowest in terms of Ticks, and then further by cheapest to most expensive in terms of Chits. - This is so that, in the event of the Service being forcibly canceled by eliciting a Fold order, as many of the changes are applied. Money is NOT refunded when a Cosmetician service is canceled. - Ladies can be Assigned different TASKS, by clicking on the Room to assign them to, and then choosing them from the Assign To list. The exact mechanisms of how Assignments work vary per Assignment. - MAKEUP: - When first assigned, immediately opens the Makeup menu. Ticking is suspended while the menu is open. - Left-hand side is a 3d rotable close-up of the Lady's face. - Right-hand side is a vertical window with a variety of UI elements, separated into individual makeup elements. Each element has a horizontal chart of preset patterns, a color-wheel, and an opacity slider. - Makeup elements: Eyeliner, Eyeshadow, Blush, Lipstick - For each element, if any of the values change, then that element's label is highlighted green. This is to inform the player that it is being registered as a change. - Each element has a "reset" button that will return that element to its values when the Lady was assigned, and restore the label to a cyan highlight. - If an element has been revealed as a Desire, then it will have a heart icon next to its label. If the element is currently applied, it will be a full heart; otherwise, it will be a broken heart. - Removing a makeup element that is hearted will change the heart icon to a broken-heart icon; confirming it will induce a Mood hit. - Adding a makeup element that is broken-hearted will change the heart icon to a heart icon; confirming it will provide a Mood bonus. - Along the bottom of the window, there is a read-out of how many elements are being changed, and how many Ticks it will take. Each element takes 1 Tick, regardless of changes made. - Finally, there are Confirm and Cancel buttons. Their function is hopefully self-evident. - When Confirm is pressed, the Lady will be marked as Applying Makeup, for the Ticks required for the changes. - If the Lady is interrupted while Applying Makeup, all progress is lost and no changes are made. - Once the Applying Makeup state concludes, or the Cancel button is pressed, the changes are applied, and the Lady is automatically reassigned to the Room as Resting. - STRESS RELIEF: - Ship Efficiency is reduced by 0.5 levels per Assignment. - Crew Morale increases by (6 / Crew Count) percent per Tick. - Assigned Lady gains Gangbang experience, loses Energy, per Tick. - Entirely automated, player has no direct control. - Player can watch by viewing the room that is currently assigned. Every time they view the room, a different random animation is chosen to be played. - SERVICE: - When first assigned, Lady is marked as Available. - On Tick, if at least one Lady is assigned to Service, will roll against the current Docked Location's stats to generate Potential Clients and place them into the Pending Clients roster. If there is at least one Potential Client in the Pending roster, user interface will be updated with a notification. - Clicking this notification will open the Service Menu. Ticking is suspended until the Service Menu is closed. - The Service menu is presented as two vertical windows, with a third horizontal window underneath them. On the left side is the current Client being viewed, and on the right side is the current Lady being viewed. - On the Client side of the menu, each Client can be viewed one at a time: - Each Client is generated with a variety of different information fields: - A Multiplier Map, which is a point multiplier for every possible Lady and Service parameter in the game: every body type, every hair color and style category, every eye color, every makeup density, every piercing and tattoo density, every tattoo and piercing location, and every sex act has a multiplier between 0.1 and 1.0 assigned to it. - Satisfaction thresholds, also between 0.1 and 1.0, with 3 threshold values generated: Interested, Satisfied, and Impressed. - A Stamina value, measured in Ticks, representing how long they will occupy whoever ends up Servicing them (if anyone). Each Tick is a separate bar. - A fixed Wealth value, which is the maximum amount of Chits they are willing to pay for a perfect match to their Preferences. This is largely determined by the Docked Location's stats. - A Standards class, which contains a flat multiplier for the Multiplier Map, an exponentiation of the Satisfaction thresholds, and a multiplier for Stamina. - This in effect means that higher Standards result in more dramatic swings in preferences, requiring a tighter fit of their preferences for positive scores, and occupying more of the Lady's time. - Standards are partially controlled by the current Docked location, but are also largely controlled by the overall difficulty progression. - A Patience value, measured in Ticks, representing how long they are willing to wait to be Serviced. Each Tick is a separate bar. - Patience is a consumed resource. It can be consumed by waiting, or by pressing the "Check Match" button for a given Client. - Because Patience is a consumed resource, the number of bars presents the maximum Patience value. Patience values that have been consumed are grayed out, with the right-most being grayed out first, and moving right-to-left. - The player is then presented with the Client's Stamina value, Patience value, and Standards class; as well as a subset of their Multiplier Map values, presented as their Preferences with a visual bar representing the base 0.1 to 1.0 preference. - More Preferences are revealed to the player as a progression mechanism. TODO: Figure out how exactly - Additionally, the player is also presented with the Client's "expected cost," which is simply their Wealth multiplied by their Satisfied threshold. - This number is purely for the player's benefit, as in reality, the client will be willing to pay more, if the match exceeds their Satisfied threshold; and may not be willing to pay less, if the match is below their Satisfied threshold. - On the Lady side of the menu, each Lady who is currently Assigned to Servicing, whether they are Available or Occupied, can be viewed one at a time: - Each Lady has her physical traits presented to the player - Body type, hair color and style class, eye color, makeup density, and tattoo and piercing densities, are all directly listed. - If the Client's preference for a trait is known, then that Preference value is shown as a bar beside the trait. Otherwise, a gray bar with a "?" is shown beside it. - Tattoo and piercing locations are initially hidden behind "Show Tattoos" / "Show Piercings" buttons. When clicked, each shows a paper doll that highlights each region that has tattoos / piercings (respectively). - Tattoos are shown with a front/back paper doll - Piercings are shown with a front paper doll, and a face paper doll with more refined regions - For any given location, if the Client's preference for that location is known, then it is shown on the paper doll. Otherwise, gray bar with question-mark. - Preferences are for tattoos / piercings existing, so areas that don't have those are the inverse preference, EG if a Client has a 70% preference for breast tattoos, then breasts without tattoos have a 30% preference. - The Lady's full Sex skills are presented to the player, sorted either by Match (highest-first or lowest-first), Preference (most-first or least-first), Skill (highest-first or lowest-first), with the default being Highest-Match First. - If the Client's preference for a skill is known, then that preference value is displayed next to it. Otherwise, gray bar with question-mark. - On the horizontal window underneath each window is some additional information, and a handful of controls that the player can manipulate. - A drop-down for sex act, and a separate drop-down for finisher. Preference display below the dropdown. - A text box for the calculated price of the Service, with another text box showing the client's "expected cost" (which is duplicated information, for convenience) to the right of it. - Service Price is computed by taking the base price of the sex act times the Lady's personal multiplier for that act, plus the finisher multiplied by the Lady's personal multiplier for that finisher. - A slider exists underneath the pair of text boxes, which the player can move left or right to manually adjust the price for this specific Service. The slider serves as a multiplier, and stays fixed as elements change. - A button labeled "Check Match," that, when pressed, presents an estimated Preference Match score, computed as the arithmetic average of all the known Preference matches. - Any Lady trait that does not have a known Client Preference is excluded from the calculation entirely. - Similarly, only the currently-selected sex act and finisher are considered for this calculation. And like Traits, if the Client Preference is not known, they are excluded from the calculation. - Every press of Check Match consumes half a Tick of Patience from the Client. Because Patience Ticks are rounded up in both presentation and in practice, this effectively means every 2 presses consume 1 Tick of Patience. - This also means that the first press of Check Match per Client is effectively free. - This also determines whether the currently chosen price is acceptable. If it is, then the calculated-price text box will highlight green; otherwise, it will highlight red. - A pair of accept/decline buttons. The text of the accept button is either "Service" if the selected Lady is currently Available, or "Queue" if the selected Lady is currently Occupied or Recuperating. - "Decline" will immediately remove the Client from the Pending roster, generating a small negative Reputation hit. - "Queue" will place the Client in the Lady's Queue, alongside the chosen sex act, finisher, and price. - Every Tick that passes will decreases the Patience of all Clients in any Queue. Ticks during which Animations are playing, or the Queue-owning Lady is Recuperating, are ignored for this calculation. - If a Client's Patience falls negative (meaning it was at 0 and then Ticked again), then the Client is removed from the Queue, costing a notable Reputation hit, and the player is notified of the Client leaving. - "Service" will immediately begin servicing the Client, closing the menu and playing the chosen sex animation with the chosen Lady in the Pleasure Chamber she is currently Assigned to. - After Ticks equal to the Client's Stamina threshold have passed, the chosen finisher animation will play. Any Ticks during this finisher are ignored by any Clients in the Lady's Queue. - After the finisher animation completes: - A Performance Report is generated and added to the Pending Reports roster, with a notification. - Reputation and experience points are immediately dispensed, and are handled by their respective systems. - The Lady is shifted into the Recuperating stage, playing an animation relevant to the selected finisher (brushing her teeth after swallowing, washing her mouth after facials, etc), for one Tick. - After the Recuperating Tick has been played, the lady either enters Available if she has no Clients in her Queue, or immediately begins Servicing the next Client in her Queue. - FILM: Ticks in 5 in-game minute blocks. - Once the player has maxed out Reputation in all twelve outlying Sectors, the Capitol Sector becomes available to operate in. - Additionally, the Hunt is called off, and the player can operate freely without timers - though, with all other Sectors maxed out, there is no mechanical reason to explore them, outside of freeplay. - Narratively, the Headmistress has lost favor with the Administration, and they have rescinded their security privileges to her. This means she can no longer Hunt the player, as described above. - Like all previous Sectors, the player still needs to earn a 5-Star Reputation within the Capitol Sector. This is the most demanding Sector in the game to play, with incredibly high client standards, and it being incredibly easy to lose Reputation. The player needs to be on their absolute A-game to work quickly through the Capitol Sector. - Unlike other Sectors, there are no special rewards nor penalties for reaching different Reputation thresholds in the Capitol Sector. It's just a slog to get to the final fifth Star. - Once the player reaches 5-Star Reputation in the Capitol Sector, the Capitol Brothel becomes unlocked as an available Docking Space. Attempting to dock with it informs the player that doing so is a Point of No Return. Docking with it engages the final interaction of the game. - The player character confronts the Headmistress, who is completely unhinged and in shambles about having lost control of her brothels and fallen out of favor with the Administration. She lashes out at the player, asserting that they have accomplished nothing, that the player character is not and can never be a Mistress like her, that the player character is and always will be just a whore. The player character retorts that she may be a whore, but she is a whore that showed the System they deserve better than the Headmistress. The Headmistress sneers, asking if the player character really thinks she could run the Headmistress' sex empire better than she can. The player character responds simply that she does. - If the player has Guided at least one brothel, then the first Lady left to Guide speaks out from out of frame, saying that she believes the player character can do better as well. The player character, Headmistress, and camera all turn their attention to the doorway leading into the Headmistress' chambers, where every Lady that was left to Guide stands. All the Ladies take a turn to voice their own affirmation. - If the player has Liberated at least one brothel, then a voice will come through a crackling intercom stating their affirmation as well. The camera pans to a large System map taking up a wall of the Headmistress' chambers, where the first Sector that the player had Liberated is glowing cyan. Every Sector the player had Guided is glowing gren. The remaining sectors are all a dark gray. After a moment, each remaining Sector that the player had Liberated in turn flicks cyan on the System map, with an intercom voice stating its affirmation. - The camera is a wide shot of the player character standing in front of the System map, facing the Headmistress. At this point, an internal calculation is performed based on the player's choices, which determines the final cutscene outcome. - Every brothel that was Guided is counted as +3 points, and every brothel Liberated counts as +1 points. Controlled brothels award no points. - If the player has 10 or less points, BAD ENDING plays. - If the player has 11 to 23 points, NEUTRAL ENDING plays. - If the player has 24 to 35 points, GOOD ENDING plays. - If the player has 36 points, PERFECT ENDING plays. - Endings BAD ENDING: - The Headmistress looks up at the System map behind the player character. A close-up of the map lingers on how few Sectors are green or cyan. The Headmistress begins to cackle. The camera returns to the Headmistress, who sneers how the player character may have wrested control from her, but the people have no love for her. She affirms that the player character is just another whore to them, to be fucked and forgotten. The Headmistress notes how she acknowledges she is no longer welcome in this System, but notes that the player character will be joining her in exile soon enough. And when she does, the Headmistress sneers, she'll have a place ready for the player character - as her whore once more. A pair of guards step in to either side of the Headmistress. One reaches for her arm, but she shakes it off. The Headmistress sneers that both the player and the Headmistress herself know what the player character's true place in the System is - on her knees, with a cock in her mouth. The Headmistress asserts that she will revel in seeing player character back where she belongs soon, before returning and walking away in a huff with the guards on her side. NEUTRAL ENDING: - The Headmistress looks up at the System map behind the player character. A close-up of the map lingers on the fair smattering of green and cyan Sectors. The Headmistress begins to monologue, the camera returning to her a few words in. The Headmistress notes how the player may think she's the hero, and the Headmistress the antagonist, but she warns the player character that this System is cruel and unforgiving. She notes that even the purest of intentions can be corrupted by the harsh waves of reality. That even a whore with a heart of gold can--and will--be turned to stone by the passage of time. She acknowledges that it is clear that she has no place in this System. She shrugs it off, stating that it isn't the first time she was unwelcome in a System. She notes that she was able to convince an otherwise prude Administration of the value of prostitution once - she can simply find another System, and do it all again. Two guards walk up to either side of the Headmistress, but make no efforts to detain her. She makes one final note that the player character may think she has won, but the reality is she is just one whore in a galaxy of whores. She bids the player au revoire, before turning and silently walking out the chamber, guards on either side of her. GOOD ENDING: - The Headmistress looks up at the System map behind the player character. A close-up of the map lingers on the majority of the map being green and cyan Sectors. The Headmistress notes that she is impressed. The camera returns to the Headmistress, who continues by explaining that all this time, she thought that the inherent cruel and uncaring nature of the System required an iron fist to keep control of, that if she did not maintain a firm grip on her empire, it would slip away into chaos. And yet, the player character has proven to her just how backwards her thinking has been - it was precisely her tight grip that lost her everything, while the player character's fairness has stolen the Headmistress' empire out from under her. The Headmistress notes that she is finally beginning to understand that people don't need to be ruled, but respected. She observes that there a great many intricacies and idiosyncrasies of her empire that defy intuition, and that she could offer valuable insights into how to best operate it. The player is given a choice to either EXILE the Headmistress, or to bring her on as a CONSULTANT. - If the player EXILES the Headmistress, her mouth downturns and she tuts in disapproval. She voices that the player character is making a mistake, but clearly the people think she knows what she is doing, and so she will not stress the point. She wishes the player character the best of luck running an empire she doesn't understand, and hopes the good intentions that so won over the people don't harden and turn on her, as they are so wont to do. The Headmistress turns around, and quietly walks out of the chamber unescorted. - If the player accepts the Headmistress as a CONSULTANT, her mouth upturns in a small smile. She waves a hand over the tablet screen embedded in her desk, and the System map behind the player character changes to a variety of different documents in rapidly opening and closing UI windows. The Headmistress notes how she always had the means to turn her empire into a perfect machine, but could never develop the momentum to put it into action. She muses that, with the player character's decentralized and independent approach to management, maybe they will finally be able to implement the systems simultaneously and independently, rather than from a top-down approach. She notes that she is excited to see how it all unfolds, and how she is eager to begin working with the player character. She looks up at the player character, and gives a little nod, before acknowledging her as her new Mistress. PERFECT ENDING: - The Headmistress looks up at the System map behind the player character. A close-up of the map lingers on how the entire map is nothing bu green Sectors. The Headmistress notes that it is simply incredible. The camera returns to the Headmistress. She gives the same monologue as the GOOD ENDING, though adding onto it that perhaps the player character's unique perspective as a prostitute gave her a unique insight into the realities of the industry that the Headmistress simply never had. The player is given the choice to EXILE the Headmistress, accept her as a CONSULTANT, or impress upon her to become a PROSTITUTE. - Both the EXILE and CONSULTANT options play out exactly the same as the GOOD ENDING. - If the player character chooses to impress upon the Headmistress to become a PROSTITUTE, the HEADMISTRESS gives a single, half-hearted chuckle. She notes the poetry of the situation, of the Headmistress becoming a whore for the whore she was herself once Headmistress to. She muses it is only a fair fate for her, that it would only be just for the player character to be as cruel to her as she once was to the player character. The player character rejects the premise, saying that the Headmistress would be treated far better under her than she ever was under the Headmistress. The camera cuts to all the Ladies that the player had left behind to Guide the twelve brothels, as the player character continues that the Headmistress would be treated far better than she treated any of them. When the Headmistress asks why the player would be so kind to her, why the player character wouldn't enact the revenge she is justified to take, that she is owed, the player character simply responds that life isn't a zero-sum game. That they can all be winners, if they simply allow it to be. The Headmistress hesitates for a moment, before quietly asking if she will have to do anal. The player character smiles warmly, noting that only if the Headmistress feels comfortable doing so. - Regardless of the ending chosen, the screen cuts to black with a ending card. Credits begin to roll down the left side of the screen, while the right side shows various player stats for the playthrough.