Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- =================STARTING OUT================
- A player ends up in a choosable-size grid of a map, with some monstergirls already moved in.
- The size can be anywhere from 3x3, to 16x16, or variants such as 4x8, or 10x2.
- When generating larger maps (larger than 3x3), the player can have 3 do-overs if the map isn't to thier
- liking.. If they want something specific, they can choose from four different generation types, as well
- as a 1-10 value for biome-meshing. (How finely biomes mesh with eachother, 0 letting a lava springs sit right
- next to a tundra, and 10 being the full spectrum of biomes sitting between the two)
- Temperature Gen - Generates biomes based off of temperature in certain areas. Looks uniform but typically
- never includes rarer biomes.
- Isolated Gen - Generates biomes based off randomly-selected biomes placed in random locations. Can be far more
- chaotic, especially if biome meshing is set low, and can include ANY biome, regardless of rarity.
- Natural Gen - Generates biomes based on global temperatures. Colder biomes in the north, hotter in the south,
- but it also makes an effort to include at least one of every biome (except corrupted) on the map.
- Feature Gen - Creates biomes based off a list of pre-set "features" such as lakes, islands, mountains, volcanos,
- hills, ect. Can create very dynamic but inhospitable worlds.
- NOTE: If the grid is smaller than 5x5, the map will simply generate as all plains, unless asked otherwise.
- ======= HOW MONEY WORKS ================
- The player will start out with 100 Coins.
- The player will also have "Stamina", which goes down whenever they do certain things like explore, visit the mine,
- or a few other activities.. Visiting shops and interacting with villagers doesn't use stamina.
- The mayor's office will periodically generate randomly-chosen buildings around it, once every 3 days. These days
- only officially count down one, if the player had played that day, even if all they did was explore or visit.
- Concerning items, the prices will be a bit random.
- Depending on the natural rarity of the item (and also whatever the buyer/sellers's willing to pay/sell for), the price from
- rarity-tiers will look a little something like this.
- [1] 1-50
- [2] 50-100
- [3] 100-300
- [4] 300-1000
- ========= MAYOR'S OFFICE ==============
- At the mayor's office, the player can spend money to...
- 1. Name a section of the map (1 square, 2x2, or 3x3) [This is only really needed or important in bigger villages]
- [Price: 100 Coins]
- 2. Changing a square's biome
- [Price: From one biome to a similar one, 500 Coins, and +250 coins for every biome farther from it.]
- 3. Petition for a new shop/building
- [Price: 2500 Coins, forces city hall to build a random building.]
- 4. Advertising (attracts a new resident, though may not happen instantly)
- [Price: 500 Coins]
- 5. Targeted Advertising (eventually attracts a new, specific resident, though will not happen instantly)
- [Price: 750 Coins]
- 6. Petition to re-locate a monstergirl (Increases corruption if done so without their consent)
- [Price: 300 Coins, +25 Coins per space from the original location you want her moved]
- 7. Petition to evict a monstergirl (Increases corruption if done so without their consent, cheaper to do so if they're a law-breaker)
- [Price: 500 Coins, price may go up or down depending on resident's reputation]
- 8. Buy yourself into the city council (Petition costs are split 50/50 between you and the city, city gains corruption)
- [Price: 10,000 Coins, every petition since then will slightly increase city-corruption]
- Here are the kinds of non-shop buildings you can petition for. They have individual costs if you specifically petition for them.
- 1. Police station (A monstergirl will be appointed there randomly, this building wards off/prevents city-type corruption in a 4x4 area)
- [Price: 3500 Coins]
- Note: If the mayor's office is within the 4x4 field of the police station you cannot buy yourself into the city council.
- 2. Temple (Works like the police station, but wards off/prevents biome-type corruption in a 4x4 area.)
- [Price: 2500 Coins]
- 3. Observation Tower (Allows you to gain a glimpse of neihboring lands, making it easier to advertise for new residents.)
- [Price: 1500 Coins]
- 4. Mine (Passively increases town hall's money, can only be placed on a mountain biome, allows you to go mining)
- [Price: 3000 Coins]
- 5. Arena (Allows monsters (and you) to fight eachother for sport and cash. May seem un-appealing to more innocent residents)
- [Price: 2000 Coins]
- 6. Import/Export [Requires at least 5 Ocean-biome squares] (Expands what shops can sell, as well as occasionally bringing in tourists)
- [Price: 4000 Coins]
- 7. Erect a wall (Some residents don't like looking at other things, or residents, a wall can help seperate different biomes or people)
- [Price: 100 Coins per wall]
- 8. Build a road (Good for encouraging residents to travel to places a bit far from their home.)
- [Price: 50 Coins per road]
- NOTE: Here's a list of all the things Import/Export does..
- - Acclimatorium/Flower Shop/Mood Store/ect will sell 7 items at a time, instead of 5.
- - The hardware store will sell the rarer higher-tier tools as well as the regular ones
- - The flower shop will occasionally sell natural-grown flowers.
- - The Pawn shop's occasional items it sells will typically be more rare.
- Here are the kinds of shopping buildings you can petition for. (If the town hall's funds are raised enough, one will automatically come)
- 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.
- [Prices to petition for all shops are 2000 Coins]
- 1. Acclimatorium (A little shop that sells a small variety of special passive biome-filter items)
- 2. Bath House (works best if placed in a hot/cold biome, a great way for residents to relax)
- 3. Camping Resort (2x2 area, must be away from houses, attracts tourists and anti-social residents)
- 4. Pawn Shop (Sell items you don't want, or buy some random things!)
- 5. Build Co. (Enables you to upgrade houses, as well as lowers the prices on building walls/changing biomes by 25%)
- 6. Flower Shop (Lets you buy flowers for someone you love! Just make sure they're the right ones)
- 7. Bazaar (works best near the edge of the map, can sell VERY random items)
- 8. Hardware Store (Sells stuff that make money/item-gaining activities more effecient, like shears/pickaxes/ect, which are temporary)
- If your city is officially corrupt, options to build THESE places will open up.
- 1. Mood Store (Sells passive items which affect behaviour)
- 2. Gambling Hall (Gamble your woes away! May cause certain villagers to droop into destitution)
- 3. Cum Factory (Allows you to donate your seed for money, may cause villagers to grow addiction to your cum and rape you)
- 4. Genetic Beauty Inc. (A lab that can change or transform a resident into something different entirely)
- 5. Loans & Moans (A brothel for monstergirls, as well as a loan shark area. May cause depravity and low self-esteem in residents)
- ====== BIOMES ==================
- [Black] - Corrupted - Best for corrupted residents, this biome can spread if not walled off or eraticated.
- [Purple] - Magical - Rare biome, best for magic-type residents.
- [Red] Lava Springs - Volcanic Chasms, best for fire-type residents, can be very offencive to other residents.
- [Brown-Red] Hotlands - Very hot and dry, offensive to some residents, Fire/desert/drylands-type residents can move in.
- [Orange-Brown] Outback - A mix between drylands and plains, desert/drylands-type residents can move in. Isn't offencive.
- [Orange] Drylands - Barren lifeless soil, best for drylands-type residents, doesn't mesh well with greener biomes
- [Yellow] Desert - Best for desert-type residents, will turn any neihboring green biomes into drylands.
- [Lime Green] Flower Field - Best for innocent-type residents.
- [Green] Plains - Green grass and hills, can house a large variety of environmentally dissatisfied residents
- [Slightly Dark Green] Forest - Trees, good for forest-type residents.
- [Dark Green] Thick Forest - More trees, functions as a natural partition, best for forest-type residents.
- [Blue-Green] Rainforest - Meshes with nearly any biome, best for plant-type residents, irritates colder-climate residents
- [Deep Blue] Ocean - Allows ocean-type residents, allows for import/export, and beach-related activities
- [Blue] Lake - Best for water-type residents, allows fishing, but would agitate them.
- [Bright Blue] River - water-type residents can live near it, allows fishing.
- [Grey] - Mountainous, slightly cold, functions as a natural partition, this biome is pleasing to look at.
- [White] - Tundra, very cold and snowy, works best with ice-type residents, CANNOT mesh with hotter biomes unless a mountain is between.
- ========= RESIDENT'S HOUSES ===============
- Every resident's house will have 3 slots for special passive items you can buy at the acclimatorium or mood shop, which
- can make a resident more comfortable in a biome they're not used to, or even change their behaviour slightly!
- 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.
- There are three states of reinforcement.
- 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.
- Insulated - Moderately resistant to the biome its in. [Price: 1000 Coins]
- Weather-Proof - Completely independent of the biome its in. [Price: 2000 Coins]
- Sanctuary - Extremely expensive, but will automatically and perfectly accommodate whoever lives in it. [Price: 3000 Coins]
- ======= OTHER INFO ==============
- Some residents may be corrupt, or facilitate corruption if slept with/interacted with intimately. Be careful, as doing so
- too much can actually corrupt the biome of which they live! And at that point, the corruption can slowly spread!
- A corrupted biome square will spread to another square every 2 played days, and only one new square at a time.
- 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!
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement