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Squishybrick

MGC Info

Jun 18th, 2018
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  1. =================STARTING OUT================
  2.  
  3. A player ends up in a choosable-size grid of a map, with some monstergirls already moved in.
  4.  
  5. The size can be anywhere from 3x3, to 16x16, or variants such as 4x8, or 10x2.
  6.  
  7. When generating larger maps (larger than 3x3), the player can have 3 do-overs if the map isn't to thier
  8. liking.. If they want something specific, they can choose from four different generation types, as well
  9. as a 1-10 value for biome-meshing. (How finely biomes mesh with eachother, 0 letting a lava springs sit right
  10. next to a tundra, and 10 being the full spectrum of biomes sitting between the two)
  11.  
  12. Temperature Gen - Generates biomes based off of temperature in certain areas. Looks uniform but typically
  13. never includes rarer biomes.
  14.  
  15. Isolated Gen - Generates biomes based off randomly-selected biomes placed in random locations. Can be far more
  16. chaotic, especially if biome meshing is set low, and can include ANY biome, regardless of rarity.
  17.  
  18. Natural Gen - Generates biomes based on global temperatures. Colder biomes in the north, hotter in the south,
  19. but it also makes an effort to include at least one of every biome (except corrupted) on the map.
  20.  
  21. Feature Gen - Creates biomes based off a list of pre-set "features" such as lakes, islands, mountains, volcanos,
  22. hills, ect. Can create very dynamic but inhospitable worlds.
  23.  
  24. NOTE: If the grid is smaller than 5x5, the map will simply generate as all plains, unless asked otherwise.
  25.  
  26. ======= HOW MONEY WORKS ================
  27.  
  28. The player will start out with 100 Coins.
  29. The player will also have "Stamina", which goes down whenever they do certain things like explore, visit the mine,
  30. or a few other activities.. Visiting shops and interacting with villagers doesn't use stamina.
  31.  
  32. The mayor's office will periodically generate randomly-chosen buildings around it, once every 3 days. These days
  33. only officially count down one, if the player had played that day, even if all they did was explore or visit.
  34.  
  35. Concerning items, the prices will be a bit random.
  36.  
  37. Depending on the natural rarity of the item (and also whatever the buyer/sellers's willing to pay/sell for), the price from
  38. rarity-tiers will look a little something like this.
  39.  
  40. [1] 1-50
  41. [2] 50-100
  42. [3] 100-300
  43. [4] 300-1000
  44.  
  45. ========= MAYOR'S OFFICE ==============
  46.  
  47. At the mayor's office, the player can spend money to...
  48.  
  49. 1. Name a section of the map (1 square, 2x2, or 3x3) [This is only really needed or important in bigger villages]
  50. [Price: 100 Coins]
  51.  
  52. 2. Changing a square's biome
  53. [Price: From one biome to a similar one, 500 Coins, and +250 coins for every biome farther from it.]
  54.  
  55. 3. Petition for a new shop/building
  56. [Price: 2500 Coins, forces city hall to build a random building.]
  57.  
  58. 4. Advertising (attracts a new resident, though may not happen instantly)
  59. [Price: 500 Coins]
  60.  
  61. 5. Targeted Advertising (eventually attracts a new, specific resident, though will not happen instantly)
  62. [Price: 750 Coins]
  63.  
  64. 6. Petition to re-locate a monstergirl (Increases corruption if done so without their consent)
  65. [Price: 300 Coins, +25 Coins per space from the original location you want her moved]
  66.  
  67. 7. Petition to evict a monstergirl (Increases corruption if done so without their consent, cheaper to do so if they're a law-breaker)
  68. [Price: 500 Coins, price may go up or down depending on resident's reputation]
  69.  
  70. 8. Buy yourself into the city council (Petition costs are split 50/50 between you and the city, city gains corruption)
  71. [Price: 10,000 Coins, every petition since then will slightly increase city-corruption]
  72.  
  73. Here are the kinds of non-shop buildings you can petition for. They have individual costs if you specifically petition for them.
  74.  
  75. 1. Police station (A monstergirl will be appointed there randomly, this building wards off/prevents city-type corruption in a 4x4 area)
  76. [Price: 3500 Coins]
  77. Note: If the mayor's office is within the 4x4 field of the police station you cannot buy yourself into the city council.
  78.  
  79. 2. Temple (Works like the police station, but wards off/prevents biome-type corruption in a 4x4 area.)
  80. [Price: 2500 Coins]
  81.  
  82. 3. Observation Tower (Allows you to gain a glimpse of neihboring lands, making it easier to advertise for new residents.)
  83. [Price: 1500 Coins]
  84.  
  85. 4. Mine (Passively increases town hall's money, can only be placed on a mountain biome, allows you to go mining)
  86. [Price: 3000 Coins]
  87.  
  88. 5. Arena (Allows monsters (and you) to fight eachother for sport and cash. May seem un-appealing to more innocent residents)
  89. [Price: 2000 Coins]
  90.  
  91. 6. Import/Export [Requires at least 5 Ocean-biome squares] (Expands what shops can sell, as well as occasionally bringing in tourists)
  92. [Price: 4000 Coins]
  93.  
  94. 7. Erect a wall (Some residents don't like looking at other things, or residents, a wall can help seperate different biomes or people)
  95. [Price: 100 Coins per wall]
  96.  
  97. 8. Build a road (Good for encouraging residents to travel to places a bit far from their home.)
  98. [Price: 50 Coins per road]
  99.  
  100. NOTE: Here's a list of all the things Import/Export does..
  101. - Acclimatorium/Flower Shop/Mood Store/ect will sell 7 items at a time, instead of 5.
  102. - The hardware store will sell the rarer higher-tier tools as well as the regular ones
  103. - The flower shop will occasionally sell natural-grown flowers.
  104. - The Pawn shop's occasional items it sells will typically be more rare.
  105.  
  106. Here are the kinds of shopping buildings you can petition for. (If the town hall's funds are raised enough, one will automatically come)
  107. Note: Some building's effects stack, like 2 acclimatoriums will sell different things, increasing variety, or 2 build Co.'s will both incrementally decrease the cost of upgrading houses.
  108.  
  109. [Prices to petition for all shops are 2000 Coins]
  110.  
  111. 1. Acclimatorium (A little shop that sells a small variety of special passive biome-filter items)
  112. 2. Bath House (works best if placed in a hot/cold biome, a great way for residents to relax)
  113. 3. Camping Resort (2x2 area, must be away from houses, attracts tourists and anti-social residents)
  114. 4. Pawn Shop (Sell items you don't want, or buy some random things!)
  115. 5. Build Co. (Enables you to upgrade houses, as well as lowers the prices on building walls/changing biomes by 25%)
  116. 6. Flower Shop (Lets you buy flowers for someone you love! Just make sure they're the right ones)
  117. 7. Bazaar (works best near the edge of the map, can sell VERY random items)
  118. 8. Hardware Store (Sells stuff that make money/item-gaining activities more effecient, like shears/pickaxes/ect, which are temporary)
  119.  
  120. If your city is officially corrupt, options to build THESE places will open up.
  121.  
  122. 1. Mood Store (Sells passive items which affect behaviour)
  123. 2. Gambling Hall (Gamble your woes away! May cause certain villagers to droop into destitution)
  124. 3. Cum Factory (Allows you to donate your seed for money, may cause villagers to grow addiction to your cum and rape you)
  125. 4. Genetic Beauty Inc. (A lab that can change or transform a resident into something different entirely)
  126. 5. Loans & Moans (A brothel for monstergirls, as well as a loan shark area. May cause depravity and low self-esteem in residents)
  127.  
  128.  
  129. ====== BIOMES ==================
  130.  
  131. [Black] - Corrupted - Best for corrupted residents, this biome can spread if not walled off or eraticated.
  132. [Purple] - Magical - Rare biome, best for magic-type residents.
  133. [Red] Lava Springs - Volcanic Chasms, best for fire-type residents, can be very offencive to other residents.
  134. [Brown-Red] Hotlands - Very hot and dry, offensive to some residents, Fire/desert/drylands-type residents can move in.
  135. [Orange-Brown] Outback - A mix between drylands and plains, desert/drylands-type residents can move in. Isn't offencive.
  136. [Orange] Drylands - Barren lifeless soil, best for drylands-type residents, doesn't mesh well with greener biomes
  137. [Yellow] Desert - Best for desert-type residents, will turn any neihboring green biomes into drylands.
  138. [Lime Green] Flower Field - Best for innocent-type residents.
  139. [Green] Plains - Green grass and hills, can house a large variety of environmentally dissatisfied residents
  140. [Slightly Dark Green] Forest - Trees, good for forest-type residents.
  141. [Dark Green] Thick Forest - More trees, functions as a natural partition, best for forest-type residents.
  142. [Blue-Green] Rainforest - Meshes with nearly any biome, best for plant-type residents, irritates colder-climate residents
  143. [Deep Blue] Ocean - Allows ocean-type residents, allows for import/export, and beach-related activities
  144. [Blue] Lake - Best for water-type residents, allows fishing, but would agitate them.
  145. [Bright Blue] River - water-type residents can live near it, allows fishing.
  146. [Grey] - Mountainous, slightly cold, functions as a natural partition, this biome is pleasing to look at.
  147. [White] - Tundra, very cold and snowy, works best with ice-type residents, CANNOT mesh with hotter biomes unless a mountain is between.
  148.  
  149. ========= RESIDENT'S HOUSES ===============
  150.  
  151. Every resident's house will have 3 slots for special passive items you can buy at the acclimatorium or mood shop, which
  152. can make a resident more comfortable in a biome they're not used to, or even change their behaviour slightly!
  153. Not only that, but you can choose to reinforce a house to increase it's resistance to the biome its in, if "Build Co." is present.
  154.  
  155. There are three states of reinforcement.
  156. Note: You have to buy them one-at-a-time, meaning to upgrade a single house to sanctuary, would cost a total of 6000 Coins.
  157.  
  158. Insulated - Moderately resistant to the biome its in. [Price: 1000 Coins]
  159. Weather-Proof - Completely independent of the biome its in. [Price: 2000 Coins]
  160. Sanctuary - Extremely expensive, but will automatically and perfectly accommodate whoever lives in it. [Price: 3000 Coins]
  161.  
  162. ======= OTHER INFO ==============
  163.  
  164. Some residents may be corrupt, or facilitate corruption if slept with/interacted with intimately. Be careful, as doing so
  165. too much can actually corrupt the biome of which they live! And at that point, the corruption can slowly spread!
  166.  
  167. A corrupted biome square will spread to another square every 2 played days, and only one new square at a time.
  168.  
  169. Chat with your residents about their feelings about where they live.. Some residents prefer living in certain biomes, and will be much happier/nicer if relocated there!
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