Overview
The Rose & Thorn is the player's upscale medieval establishment, located in the King's Demesne district of the Medieval era. It was appointed to the player by the King, with Elara — a court-trained scribe — assigned as its manager. What began as a political exile for Elara becomes the player's central hub for management, recruitment, relationships, and income.
The brothel operates as a full management sim embedded inside the larger game: workers are recruited, rooms are built and upgraded, a team of elemental maids keeps the place clean, monster girls inhabit the cell corridor beneath the dungeon, and daily operations produce income, reputation, and random events.
Hotel Operation Mode (Alternative)
The "Establishing Operations" plot (which fires automatically in Elara's Office once you own the brothel) gives you a one-time choice: run the Rose & Thorn as a brothel or as a hotel. This is a permanent decision that affects narrative framing throughout the game.
What changes:
- The Daily Report title displays "Hotel Business Report" instead of "Brothel Business Report"
- The Daily Events library filters differently — you'll see hotel-themed events instead of brothel-themed ones. Both event pools are roughly the same size and roughly the same mechanically, but the flavor text is different (hostesses and entertainment nights instead of clients and companionship sessions)
- A few events are operation-type exclusive and only fire in one mode
- General and reputation-tier events fire either way
What doesn't change:
- Workers still earn income the same way, with the same formulas
- All specialty rooms, apprenticeship effects, cleanliness, reputation levels, and systems work identically
- Worker names, plots, and character arcs are the same regardless of operation type
Hotel mode is essentially a cosmetic/flavor toggle — same mechanics, different public framing. This guide uses "brothel" language throughout for clarity, but all the mechanical info applies to Hotel operations too.
Locations Inside the Rose & Thorn
The Rose & Thorn contains a network of distinct locations, some of which are level-based and visually change as they're upgraded.
| Location | Notes |
|---|---|
| Rose & Thorn (exterior) | The demesne entrance — your hub point for entering the brothel |
| Elara's Office | Management hub. Elara runs operations from here |
| Master Bedroom | The player's private quarters (always Level 1) |
| Worker Rooms (hallway) | Access corridor to all worker bedrooms |
| Bar | Run by Sherry. Brandy works shifts here |
| Maids' Quarters | Level-based background. Home of the five elemental maids |
| Nurse's Room | Willow's domain. Level-based background |
| Security Office | Valkyra's domain. Level-based background |
| Dungeon | Raven's domain. 5 level-based backgrounds |
| Secret Room | Azariel's residence — hidden, password-gated |
| West Hallway | Connector; home to Poppy's kitchen setup |
| Arcane Room | Blinky's teleported-in residence |
| Upper Floor | Connector to upstairs areas |
| VIP Lounge | Unlocked when Vixen is recruited |
| Kitchen | Poppy's domain |
| Courtyard | Gardens/open-air social space |
| Garden | Audrey's home after recruitment |
| Pool | Sashimi's home |
| Menagerie | Level-based exotic-creatures area |
| Training Room | Elite personal-training facility, built by Gastoff off the West Hallway |
| Cell Corridor | Access point to monster-girl cells |
| Cells 1–8 | Individual monster-girl cells, each built separately by Gastoff |
Several locations have day/night backgrounds (courtyard, garden, master bedroom, pool, menagerie, Elara's office).
Navigating the Rose & Thorn
Getting around the brothel is a series of small hub-and-spoke trips. The main entrance is your central node — most rooms connect back there. Some areas are two or three hops away.
Entering the Brothel
From the world map, travel to the Kings Demesne district in the Medieval era. The Rose & Thorn entrance appears once you own the brothel.
The Main Entrance — Your Hub
From the entrance, you can reach:
- Elara's Office (always available)
- Master Bedroom (always available)
- Worker Rooms (hallway) — the worker quarters (always available)
- Bar — appears once Brandy is recruited
- Nurse's Room — appears once Willow is recruited
- Security Office — appears once Valkyra is recruited
- Maids Quarters — appears once you acquire your first maid
- Dungeon — appears once Raven is recruited
- West Hallway — always available; leads to most "back of house" areas
- Upper Floor — appears once Vixen is recruited
Where Actions Live
Each room has its own set of actions. Here's the quick map of what you do where:
| Location | Actions |
|---|---|
| Elara's Office | Get Business Report, View Schedule |
| Master Bedroom | Rest (90 min), Room Service (if Kitchen + Rep 4+) |
| Worker Rooms (hallway) | Manage Workers, Manage Rooms, Visit Worker |
| Bar | Bard performance action |
| Nurse's Room | Purchase Ambrosia ($300, 1 epic ingredient, 9 AM–4 PM), Willow Special Massage (Friend, 9 AM–4 PM, one-time) |
| Security Office | — (currently no actions; Valkyra's +8% event bonus is passive) |
| Maids Quarters | Manage Maids (levels, equipment) |
| Dungeon | Raven's six image-action sessions (Known → Romantic, 18:00–03:00), access to Cell Corridor |
| Secret Room | — (currently no actions beyond return) |
| West Hallway | Clean Establishment (120 min, −25 energy, −10 calm → +20 cleanliness), plus travel to Arcane Room, Kitchen, Courtyard, Garden, Secret Room, Training Room (once built) |
| Arcane Room | Listen to Blinky's Journeys (90 min, one-time) |
| Kitchen | — (currently no actions beyond return) |
| Training Room | Four elite trainer sessions — Strength, Stamina, Ability, and Mystic ($80,000 each, 120 min, −50 energy/−50 calm, +2–5 to the chosen stat, repeatable) |
| Upper Floor | Travel to VIP Lounge |
| VIP Lounge | Travel back to Upper Floor or Master Bedroom |
| Courtyard | Travel to Pool, Menagerie, Garden |
| Garden | Audrey's actions once she's recruited |
| Pool | Sashimi's actions once built |
| Menagerie | — (travel back to Courtyard) |
| Cell Corridor | Manage Monsters, Tame Monsters, access each built cell |
| Cells 1–8 | Individual monster girl interactions |
Hidden Paths
Some areas need discovery before you can enter:
- Secret Room — appears in the West Hallway as "Investigate Strange Door" until you enter the correct code (hints available on the official Discord). After unlocking, the door becomes "Enter Secret Room."
- Arcane Room — only appears in the West Hallway after Blinky's acquisition plot.
- Courtyard, Pool, Garden, Menagerie, Cell Corridor, Cells 1–8 — each has its own "built" flag set by a Gastoff (blacksmith) plot or story event.
Getting Back
Every interior room has a "Return to Entrance" (or equivalent — "To West Hallway," "Go Downstairs," etc.) action that puts you back at the main hub in zero time. You never need to retrace a hallway manually.
The Workers
Workers are the revenue engine of the brothel. Each has their own stats, wages, working hours, starting skill, clothing level, assigned room, and loyalty profile. Workers earn income based on their stats, fame, clothing, skills, and the brothel's cleanliness + reputation.
There are currently 20 workers recruitable in the game.
Recruitable Workers (20)
| # | Name | How She Joins |
|---|---|---|
| 1 | Elara | Appointed by the King — starting manager |
| 2 | Sophie | Rescue her from the alley behind the brothel |
| 3 | Honey | Recruitment plot after her family discussion |
| 4 | Sandra | Heart-to-heart performance appreciation conversation |
| 5 | Grace | Heart-to-heart conversation after her questline |
| 7 | Raven | Defeat her in the dungeon (Ravenous miniboss) |
| 8 | Shadow | Vixen's Shadow Guild scheme |
| 9 | Foxy | Brothel recruitment plot |
| 11 | Valkyra | Defeat her in the dungeon (Valkyra miniboss) |
| 12 | Lindia | Defeat her in the dungeon (Lindia miniboss) |
| 15 | Jade | Heart-to-heart conversation during her questline |
| 17 | Brandy | Heart-to-heart "Joining" conversation |
| 18 | Willow | Heart-to-heart brothel proposal |
| 19 | Vixen | Vixen brothel recruitment plot (unlocks VIP Lounge) |
| 20 | Kasumi | Oracle choice plot |
| 23 | Audrey | Defeat her in the dungeon (Floor 35 miniboss) |
| 24 | Whiskers | Defeat her in the dungeon (Whiskers miniboss) |
| 26 | Momosagi | Rescue plot in the dungeon depths |
| 28 | Maize | Fighters Guild bounty encounter |
| 29 | Pepper | Easter event reward |
Not Yet Recruitable
Other characters exist in the worker data but are not yet acquirable in the current version — they are placeholders for future content.
- #27 Sashimi — lives in the brothel pool as a resident, not a worker (see Non-Worker Residents below)
Worker Data Structure
Every worker has:
- Core identity — name, age, description, measurements, origin, height
- Categorization — personality (Sweet, Confident, Mysterious, Playful, Fiery, Shy, Elegant, Kind, Immature, Analytical, Guileless), age category (Young / Adult / Mature), size category (Petite / Small / Average / Full)
- Primary stats (0–100): stamina, intelligence, dexterity, ability, appearance, charisma
- Dynamic stats: experience, loyalty, stress, sick days, dead flag, health
- Economic data: base wage, current wage, working hours (start / end), fame, lifetime income
- Equipment: clothing level (1–5), starting skill, skills known, special item
- Loyalty stats: decay chance, cascade chance, refuse chance, bonus chance
What Each Primary Stat Actually Does
The six primary stats each pull weight in different parts of the daily calculation. Some are core income drivers; others gate specific event types or feed into stress and health.
Stamina
The endurance stat. Each day, a roll of 1–100 ≤ Stamina cuts 2 stress off the daily stress gain. Stamina also defines max health: max_health = max(100, Stamina × 10) — boosted to ×1.5 if she has the Iron Constitution skill. Higher Stamina means fewer rest days and a much higher health pool.
Stamina also gates many "physical/endurance" daily events:
- Festival Celebration, Severe Storm, Plumbing Disaster, Kitchen Fire, Mudslide, All-Night Gala, Double Booking, Endurance Challenge, Insatiable Merchant — all use Stamina checks for success
- Heat Wave and several disasters demand high Stamina to survive without health loss
Intelligence
The EXP doubler. Each day, after base EXP is calculated (= clients served), a roll of 1–100 ≤ Intelligence doubles the day's EXP gain. Higher Intelligence = faster leveling.
Intelligence also drives many "puzzle/problem-solving" daily events:
- Merchant Request, Rat Infestation, Building Collapse, Wealthy Collector, Counterfeit Scheme, Riddle Challenge, Blackmail Letter, Exotic Request, Demanding Duchess, Secret Affair, Discreet Meeting, Rough Customer — all use Intelligence checks
- Intelligence also boosts Ballroom training EXP gain when refining a worker
Dexterity
Despite seeming "passive," Dexterity is actively rolled by 10+ daily events. Workers with high Dexterity dominate the establishment's "performance/agility" event slate:
- Rooftop Chase (general) — chases a thief across rooftops; success gives gold + fame
- Acrobatic Show (brothel) — exotic performance; success gives fame + reputation boost
- Dance Competition (brothel) — challenge vs rival establishment; success gives reputation × 2.0
- Oil Wrestling (brothel) — wrestling exhibition; success gives gold + fame
- Twin Coordination (brothel) — synchronized service for twins; uses dex + stamina
- Voyeur's Gallery (brothel) — private show; uses appearance + dex
- Bachelorette Party (brothel) — entertainment for noble ladies; uses charisma + dex
- Private Performance / Twin Coordination / Wedding Party (hotel-mode equivalents)
Dexterity also feeds into the daily fame roll — every day, 1–100 ≤ stat_average (average of all 6 stats) grants +1 fame, so Dex is 1/6 of that roll. Don't dismiss it.
The Acrobatics skill grants +20 to dexterity for all checks, and Special 1 training raises Dexterity by +1 per session. The Time consumable gift also gives +1 Dexterity.
Ability
The income engine. Ability drives client count AND bonus pay:
- Daily client count:
clients = random(max(1, Ability÷10 − 2), Ability÷10 + 2). Higher Ability = wider client range and a higher max. - Bonus pay chance:
bonus_chance = (Ability ÷ 2) + clients_today(rolled vs 1–100). On success, daily pay is doubled. This is the single largest income lever in the game.
Ability also gates "skill-test" daily events:
- Connoisseur's Test (brothel) — base 20% chance; success gives +100% income, +50% rep, +1 fame
- Impossible Request (brothel) — base 15% chance; success gives +80% income
- Demanding Duchess (brothel) — uses ability + intelligence
- Insatiable Merchant (brothel) — uses ability + stamina
- Wedding Night Tutorial, Comparison Shopper, Anniversary Surprise — all use Ability
Appearance
Half of the income range formula. Workers earn random(min(Appearance, Charisma)÷2, max(Appearance, Charisma)×2) per client. Appearance is one of the two stats that defines this range — and stacking only one of Appearance/Charisma without the other keeps your income range narrow.
Appearance gates "beauty/visual" daily events:
- Portrait Commission (general) — base 25%; success gives +30% income, +2 fame
- Beauty Pageant (general) — base 20%; success gives +50% income, ×2.0 reputation, +1 fame
- Foreign Dignitary (general) — base 25%; success gives +125% income
- Voyeur's Gallery (brothel) — appearance + dex
- Exotic Foreigner (brothel) — appearance + charisma
- Obsessed Regular (brothel) — appearance + ability
Charisma
The other half of the income range formula (paired with Appearance). Charisma is also the direct driver of the Praise relationship gain in worker visits (gain = 2 + round(Charisma ÷ 5)).
Charisma gates "social/personality" daily events:
- Royal Delegation (general, highest_stat:charisma) — needs rep 10+; success gives ×2.5 income, ×2.0 reputation
- Traveling Bard, Food Critic, Wealthy Collector, Merchant Celebration, Angry Mob (general) — all use Charisma
- Noble Client, Jealous Client, Grieving Noble, Exotic Foreigner, Priest's Confession, Shy Noble's First, Rival Poacher (brothel) — all use Charisma checks
Fame (not directly trainable)
Fame isn't really raised by training — it grows passively through the daily stat-average roll. Each day, 1–100 ≤ average of all 6 primary stats → +1 fame. Fame contributes directly to total daily reputation gain (total_reputation_gain += worker.fame each day), so a high-fame worker generates more reputation passively just by existing.
Fame is also rewarded as a one-time bonus by many high-tier events (Connoisseur's Test, Beauty Pageant, Acrobatic Show, Royal Delegation, etc.).
Stat Strategy Summary
The biggest income levers are Ability (clients + bonus pay chance), Appearance, and Charisma (income range). Stack those for raw daily revenue.
Stamina prevents burnout (rest days = no income), and Intelligence doubles EXP for faster stat training overall.
Dexterity isn't a daily income driver, but ignoring it means you fail every Acrobatic Show, Dance Competition, Oil Wrestling, Rooftop Chase, and Voyeur Gallery event the game throws at you — events worth +25% to +90% income or up to ×2.0 reputation on success. Train at least one or two workers in Dex if you want to reliably catch those events.
Specialty-Room Workers
Four workers automatically create and staff a specialty room when recruited:
| Worker | Specialty Room |
|---|---|
| #7 Raven | Dungeon |
| #11 Valkyra | Security |
| #17 Brandy | Bar |
| #18 Willow | Nurse's Room |
Vixen (#19) unlocks the VIP Lounge via her recruitment plot. Elara (#1) holds the Office from the start.
Non-Worker Residents
Not everyone who lives at the Rose & Thorn is a worker. Several NPCs reside in the brothel and have functional roles without being part of the worker system.
| Resident | Role | Location |
|---|---|---|
| Poppy | Halfling cook — runs the kitchen | Kitchen (set up in the west hallway) |
| Sherry | Bar manager — childhood friend of Elara | Bar |
| Sashimi | Runaway mermaid princess, daughter of King Coralus | Pool |
| Azariel | Half-angel/half-demon observer | Secret Room |
| Blinky | Wizard girl who teleports in and out | Arcane Room |
Sherry is particularly notable for the brothel's operation — she runs the bar itself, managing ledgers, inventory, and patron relations. Elara brought her in specifically because she needed "someone she could trust absolutely."
Elara's Office — The Management Hub
Elara's Office is where the player runs the brothel's day-to-day business. Elara's role extends well beyond being Worker #1 — she's the manager, the daily-report clerk, and the reason you can never lose money on a bad day.
Available Actions in the Office
| Action | Purpose |
|---|---|
| Get Business Report | Opens the Daily Report screen — full breakdown of income, tax, upkeep, net profit, reputation gained, bonuses, and the day's triggered Daily Event. Earnings must be collected here. |
| View Schedule | Opens the Work Schedule screen — every active worker and acquired maid, with their working hours, average daily client count, and whether they're currently on shift. |
The office itself is a reading room. Room upgrades, apprentice assignment, and worker visits are handled from the Worker Quarters hallway instead (Manage Rooms / Manage Workers / Visit Worker).
Elara's Passive Roles
- "Elara saved you" — the net-profit floor. If the daily net profit would have gone negative (expenses > income), Elara zeroes it out. You'll never lose money on a bad day, but you won't gain anything either, and the report will show the save.
- Unlocks the Ballroom. Completing Elara's refinement plot with Esperanza adds the Ballroom as a specialty room (refinement training, under Esperanza).
- Office apprentice bonus. Each apprentice assigned to the Office grants +5% daily income AND +5% daily reputation (stackable up to 3 apprentices = +15% / +15%).
Elara as an Apprentice Master
Elara runs the Office as its master, so she can't be apprenticed elsewhere. Starting skill: Assistant.
The Maids (Cleaning System)
A separate team of five elemental maids handles cleaning. Maids are not workers — they have their own leveling system, equipment, and cleanliness mechanics.
| # | Name | Working Hours |
|---|---|---|
| 1 | Violet | 06:00 – 10:00 |
| 2 | Mandarin | 10:00 – 14:00 |
| 3 | Lychee | 14:00 – 18:00 |
| 4 | Lime | 18:00 – 22:00 |
| 5 | Rain | 22:00 – 02:00 |
The five maids together cover the whole 24-hour cycle. Maids' Quarters level = the number of maids currently acquired (capped at 5).
How to Acquire Each Maid
Each of the five maids has her own recruitment path — none of them are automatic. Once acquired, each maid starts at relationship stage "stranger" with 50 bonus starting points and begins showing up at her scheduled shift.
| Maid | Acquisition |
|---|---|
| Violet | "The Standing Ovation" plot at the Bards Guild. Requires Bards Guild faction reputation 50+. She's a struggling performer you impress with support, and she joins the brothel afterward. |
| Mandarin | Dungeon scenario — encounter her cleaning mid-battle against a Greater Demon. Defeat the demon to save her; she offers to join the brothel as a maid. |
| Lychee | Relationship-based. Lychee is an NPC you meet around town and build a relationship with through regular visits. Once you reach Crush stage with her, a dialogue option to invite her to the brothel appears — accept, and she joins as Maid #3. |
| Lime | Reward from the Wizard Initiation Test at the Arcane Shop. Lime joins upon completing (or passing) the test. |
| Rain | Search encounter in the Back Alleys. She's an analytical researcher documenting the city's underbelly — engage with her using the Researching skill choice, and she accepts a brothel position to continue her fieldwork. |
The order you acquire them doesn't matter — Maids' Quarters level tracks the total count. You can also get any single maid first; there's no prerequisite chain.
Maid Levels
Maids level up with experience, from Level 1 to Level 6 ("MAX"):
| Level | Experience Needed | Base Cleaning | Equipment Slots |
|---|---|---|---|
| 1 | 0 | 10 | 1 |
| 2 | 200 | 15 | 1 |
| 3 | 600 | 20 | 1 |
| 4 | 1,200 | 25 | 2 |
| 5 | 3,500 | 30 | 2 |
| 6 (MAX) | 7,000 | 40 | 2 |
Maid Items
Maids can equip items that boost their cleaning power, reduce brothel mess, grant brothel-wide income and reputation bonuses, and speed up maid EXP. Each maid has 1 item slot at levels 1–3 and 2 slots from level 4 onward.
Item effects stack — items with team-wide effects help the whole team regardless of which maid is wearing the item. Maid-specific signature items only fit their named maid.
Where Each Item Comes From
Common tier (all buyable, brothel ownership required):
| Item | Effect | Source |
|---|---|---|
| Sturdy Broom | +3 Cleaning | General Goods Store, $300 |
| Personal Polish Cloth | +4 Cleaning | General Goods Store, $350 |
| Welcome Mat | −3 Mess/day | Crafts & Jewelry Stall, $250 |
| Cleaning Manual Vol. 1 | +10% Maid EXP | Present Era City Library, $400 |
| Training Journal | +15% Maid EXP | Monastery Manuscript Room, $500 |
| Scented Candles | +2% Brothel Reputation | Exotic Goods Merchant, $400 |
| Advertising Flyers | +1 Client/day | Village Market, $200 |
Uncommon tier (mix of shop + gameplay rewards):
| Item | Effect | Source |
|---|---|---|
| Enchanted Mop | +5 Cleaning, +5% Cleaning | Arcane Shop (Aziza), $2,000 |
| Bonded Brush | +15% Cleaning | Village Market, $1,200 |
| Dust Repellent Spray | +2 Cleaning (all maids) | Kupie Love Training achievement reward |
| Cleaning Manual Vol. 2 | +20% Maid EXP | Monastery Manuscript Room, $2,000 |
| Mentorship Manual | +25% Apprentice EXP | Fighters Guild quest reward — defeat Vex the Shadow (floors 22–24) |
| Lucky Coin Pouch | +15% Cleaning Variance | Fighters Guild quest reward — defeat Grimfang (floors 12–14) |
| Presentable Uniform | +3% Brothel Reputation | Tailor Shop, $1,200 |
| Aromatic Incense | +5% Brothel Reputation | Exotic Goods Merchant, $1,800 |
| Word of Mouth Network | +2 Clients/day | Crafts & Jewelry Stall, $1,500 |
Rare tier (mostly crystal/reward gated):
| Item | Effect | Source |
|---|---|---|
| Master Mop | +8 Cleaning, +10% Cleaning | Maid Mentor tutorial quest reward (train any maid to level 3) |
| Dirt Trap Carpet | −5 Mess/day | Bards Guild quest reward |
| Enchanted Sealant | −10% Mess | Arcane Shop (Aziza), $4,500 |
| Mastery Guidebook | +35% Maid EXP | Sylwithe's Hollow, 5 crystals |
| Consistency Charm | +25% Cleaning Variance | Crafts & Jewelry Stall, $4,000 |
| Noble Referral Letter | +3 Clients/day, +5% Brothel Wealth | Vespa one-time plot reward (Close Friend stage, Castle Garden, 3 crystals, brothel owner). Also permanently increases Promotion Level by +1 when the letter is acquired. |
| Manager's Badge | +5% Brothel Wealth, +3% Brothel Reputation | Sylwithe's Hollow, 5 crystals |
Epic tier — Maid-specific signature items (all from Kupie Love Training achievements):
| Item | Maid | Effect |
|---|---|---|
| Violet's Stage Presence | Violet only | +25% Cleaning, +8% Reputation, +15% EXP |
| Mandarin's Iron Will | Mandarin only | +15 Cleaning, −8 Mess/day, +10% Cleaning |
| Lychee's Frost Crystal | Lychee only | +30% Cleaning, +3 Cleaning (all maids), +20% Variance |
| Lime's Burning Passion | Lime only | +20% EXP (all maids), +10% Cleaning (all maids), +25% EXP |
| Rain's Analytical Lens | Rain only | +20% Cleaning, −15% Mess, +30% Apprentice EXP |
| Perfection Pendant | Any maid | +35% Cleaning Variance, +10% Cleaning |
Legendary tier:
| Item | Effect | Source |
|---|---|---|
| Silken Moth Cloth | +10 Cleaning, −10% Mess | Moth Lady plot reward (complete the Silk Blessing questline) |
Effect Types
Maid items can grant any combination of these bonuses:
- Flat or percentage cleaning boost (to one maid or to all maids)
- Flat or percentage mess reduction (less daily cleaning to do)
- Maid EXP bonus (to one maid or to all maids)
- Cleaning variance reduction (more predictable daily output)
- Brothel-wide reputation or income bonus
- Extra clients per day
- Apprentice EXP bonus
For a master item reference including Worker Items and Monster Items, see the Items guide.
Brothel Systems
Cleanliness
Cleanliness runs on a 0–100 scale with 8 descriptive tiers:
| Value | Tier |
|---|---|
| 0–4 | Revolting |
| 5–14 | Filthy |
| 15–29 | Dirty |
| 30–44 | Messy |
| 45–59 | Acceptable |
| 60–74 | Clean |
| 75–89 | Very Clean |
| 90–100 | Spotless |
Cleanliness affects two major daily outcomes:
Income bounds (min/max of what workers can earn):
- Revolting: 0 (workers can earn nothing)
- Filthy: 25% floor
- Dirty: 50% floor
- Messy: 75% floor
- Acceptable: 100% baseline
- Clean: 120% ceiling
- Very Clean: 140% ceiling
- Spotless: 160% ceiling
Reputation gain (multiplier applied to daily reputation gained):
- Revolting: 0% (no reputation gained at all)
- Filthy: 25%
- Dirty: 50%
- Messy: 75%
- Acceptable: 100%
- Clean: 120%
- Very Clean: 140%
- Spotless: 160%
Keeping the brothel clean is one of the highest-leverage things the player can do — it caps income AND determines whether reputation grows at all.
Reputation (20 levels)
Reputation is a long-term progression track. Each level has a name and a point threshold:
| Level | Name | Threshold |
|---|---|---|
| 1 | Disgusting | 0 |
| 2 | Revolting | 500 |
| 3 | Filthy | 1,500 |
| 4 | Dirty | 4,000 |
| 5 | Shabby | 7,500 |
| 6 | Poor | 12,000 |
| 7 | Mediocre | 18,000 |
| 8 | Acceptable | 26,000 |
| 9 | Decent | 36,000 |
| 10 | Good | 50,000 |
| 11 | Fine | 70,000 |
| 12 | Quality | 95,000 |
| 13 | Excellent | 125,000 |
| 14 | Superior | 160,000 |
| 15 | Premium | 200,000 |
| 16 | Luxurious | 250,000 |
| 17 | Exquisite | 310,000 |
| 18 | Royal | 380,000 |
| 19 | Kingly | 460,000 |
| 20 | Godlike | 550,000 |
Higher reputation attracts more and better clients, unlocks reputation-gated events, and feeds into daily income scaling.
Brothel Upgrade Levels
Beyond room levels, the brothel itself has three "house-wide" upgrade tracks:
Promotion Level (starts at 1)
- Adds
random(0 to level)extra clients daily, distributed among workers - Adds
random(0 to level × 10)%bonus to daily reputation gain - Displayed in orange on the Room Management screen
Decor Level (starts at 0)
- Adds
random(0 to level × 5)%bonus to daily income (before tax) - Adds
random(0 to level × 5)%bonus to daily reputation gain - Displayed in orchid purple on the Room Management screen
- Rolled independently per day
Connections Level (starts at 0)
- Defined in the system but its mechanical effect is not yet implemented
Rooms & Upgrades
The Room Management Screen
The Room Management screen is accessed from Worker Quarters → "Manage Rooms". The top strip shows brothel status (cleanliness, reputation, active workers, daily upkeep) plus your available resources. Below that, a horizontally scrolling row of specialty-room tiles and a grid of worker bedroom tiles. Clicking a specialty tile's gear (⚙) opens the Apprentice Management popup; clicking the + button on a worker bedroom upgrades it.
Resources Required for Upgrades
Upgrades cost four resources:
- Wealth (gold, the primary cost)
- Materials — Common / Rare / Epic
- Fabrics — Common / Rare / Epic
- Ingredients — Common / Rare / Epic
The six-slot resource display shows C/R/E counts for each type. All three tiers are used at different room levels.
Worker Bedroom Upgrade Costs
Every worker bedroom uses the same cost table (identical for rooms 1–28):
| Level | Wealth | Materials | Fabrics | Ingredients |
|---|---|---|---|---|
| 1 → 2 | $1,000 | 20 Common, 5 Rare | 10 Common | 5 Common |
| 2 → 3 | $5,000 | 40 Common, 10 Rare | 20 Common, 5 Rare | 15 Common, 3 Rare |
| 3 → 4 | $25,000 | 25 Rare, 5 Epic | 15 Rare, 3 Epic | 10 Rare, 2 Epic |
| 4 → 5 | $100,000 | 15 Epic | 10 Epic | 8 Epic |
What Bedroom Levels Actually Do
Upgrading a worker's bedroom gives her three stacking daily bonuses:
| Room Level | Max Income | Reputation per Worker | Extra Clients |
|---|---|---|---|
| 1 | baseline | +0 | +0 |
| 2 | ×1.10 | +1 | +0 |
| 3 | ×1.25 | +3 | +1 |
| 4 | ×1.40 | +5 | +2 |
| 5 | ×1.60 | +7 | +3 |
The income multiplier applies to the max end of her daily pay range (min pay is untouched). The reputation bonus is added straight to the day's fame gain. The extra clients stack with her base ability-based roll — and because the bonus-pay chance is Ability ÷ 2 + clients_today, extra clients also indirectly raise the chance of her pay doubling that day.
Net effect at Level 5: a worker pulls in significantly more money, pulls more clients, and produces more reputation per day — at the cost of more mess (she serves more clients) and $100 daily upkeep ($20 × 5 levels).
Specialty Room Upgrade Costs
Five specialty rooms have manual upgrade paths. Each follows its own cost curve:
Master Bedroom
| Level | Wealth | Materials | Fabrics | Ingredients |
|---|---|---|---|---|
| 1 → 2 | $2,000 | 25 C, 8 R | 15 C, 3 R | 10 C |
| 2 → 3 | $8,000 | 50 C, 15 R | 30 C, 8 R | 20 C, 5 R |
| 3 → 4 | $30,000 | 30 R, 8 E | 20 R, 5 E | 15 R, 3 E |
| 4 → 5 | $120,000 | 20 E | 15 E | 12 E |
Bar
| Level | Wealth | Materials | Fabrics | Ingredients |
|---|---|---|---|---|
| 1 → 2 | $3,000 | 30 C | 10 C | 20 C |
| 2 → 3 | $10,000 | 20 R | 15 C, 5 R | 35 C, 5 R |
| 3 → 4 | $40,000 | 10 E | 25 R | 15 R |
| 4 → 5 | $150,000 | 25 E | 20 E | 15 E |
Nurse's Room (Infirmary)
| Level | Wealth | Materials | Fabrics | Ingredients |
|---|---|---|---|---|
| 1 → 2 | $4,000 | 20 C | 10 C | 35 C |
| 2 → 3 | $12,000 | 30 C, 5 R | 20 C | 20 R |
| 3 → 4 | $45,000 | 20 R | 15 R | 35 R |
| 4 → 5 | $180,000 | 15 E | 20 E | 25 E |
Security
| Level | Wealth | Materials | Fabrics | Ingredients |
|---|---|---|---|---|
| 1 → 2 | $5,000 | 50 C | 5 C | 15 C |
| 2 → 3 | $15,000 | 25 R | 10 C | 20 C |
| 3 → 4 | $60,000 | 50 R | 20 R | 25 R |
| 4 → 5 | $250,000 | 30 E | 15 E | 20 E |
Dungeon
| Level | Wealth | Materials | Fabrics | Ingredients |
|---|---|---|---|---|
| 1 → 2 | $8,000 | 60 C | 25 C | 30 C |
| 2 → 3 | $25,000 | 35 R | 20 R | 15 R |
| 3 → 4 | $80,000 | 60 R | 40 R | 30 R |
| 4 → 5 | $300,000 | 35 E | 30 E | 25 E |
Plot-Locked Rooms (Cannot Be Manually Upgraded)
The rest of the brothel's specialty rooms are unlocked through story events and stay at Level 1 — or, in Maids' Quarters' case, scale with acquired maids:
| Room | How It Appears |
|---|---|
| Elara's Office | Unlocked when you accept the brothel (with Master Bedroom). Fixed Level 1. |
| Kitchen | Unlocked by Poppy's arrival plot (note: consumes all your ingredients as start-up stock). Fixed Level 1. |
| Arcane Room | Unlocked by Blinky's acquisition plot. Fixed Level 1. |
| Secret Room | Unlocked by solving the Crystal Code puzzle. Fixed Level 1. |
| VIP Lounge | Unlocked by Vixen's recruitment plot. Fixed Level 1. |
| Ballroom | Unlocked by Elara's refinement plot with Esperanza. Fixed Level 1. |
| Maids' Quarters | Level = number of acquired maids (1–5), grows automatically. |
| Menagerie | Built by Gastoff (requires brothel reputation 9+ and courtyard). Also grants +1 Decor Level. |
| Courtyard, Pool, Cell Corridor, Cells 1–8 | All built individually by Gastoff via the blacksmith's shop plots. |
Daily Upkeep
Daily upkeep is deducted automatically during the daily report:
upkeep = $60 base
+ $20 × Master Bedroom level
+ $20 × (sum of all worker bedroom levels)
+ $20 × (sum of Bar, Maids' Quarters, Nurse's Room,
Security, Exterior grounds, and Dungeon levels)
Rooms that do NOT add upkeep: Elara's Office, Kitchen, Arcane Room, Secret Room, VIP Lounge, Menagerie, Ballroom.
Specialty Rooms
Each specialty room has a Master (the NPC who runs it) and supports up to 3 apprentices — except the Ballroom, which has only 1 slot for an active trainee. Each apprentice adds +1 to the room's effective level and triggers that room's specific per-apprentice effect. Masters can never be apprentices (not even in their own room).
| Room | Master | How Unlocked |
|---|---|---|
| Elara's Office | Elara (#1) | Starting room |
| Master Bedroom | The player | Starting room |
| Bar | Sherry (Brandy works shifts as a worker) | Recruit Brandy |
| Nurse's Room | Willow (#18) | Recruit Willow |
| Security | Valkyra (#11) | Recruit Valkyra |
| Dungeon | Raven (#7) | Recruit Raven |
| VIP Lounge | Vixen (#19) | Recruit Vixen (plot-gated) |
| Kitchen | Poppy | Meet Poppy + set up the kitchen |
| Arcane Room | Blinky | Recruit/acquire Blinky |
| Secret Room | Azariel | Unlock the secret door |
| Maids' Quarters | The maids (special) | Story-locked, 1 per maid acquired |
| Menagerie | (TBD) | Build the menagerie |
| Ballroom | Esperanza | Complete Elara's refinement plot with Esperanza |
Service Room Apprenticeship Effects
Workers assigned as apprentices grant per-room bonuses during the daily calculation. All effects stack up to the slot maximum.
| Room | Ownership Effect | Per-Apprentice Effect |
|---|---|---|
| Master Bedroom | — | Apprentice gains +50% EXP daily; takes 0 stress (daily + from events) |
| Elara's Office | — | +5% daily income AND +5% daily reputation each (max +15% / +15%) |
| Bar | +5% income, +5% reputation, +10 mess/day | Each apprentice: +1% income, +1% reputation, +1 mess; the apprentice herself gets +2 clients |
| Nurse's Room (Infirmary) | Willow active → base worker daily stress drops from 10 → 7 | −1 daily stress for ALL workers per apprentice (max −3) |
| Security | +8% daily event success chance | +5% daily event success chance each (max +23% total) |
| Dungeon | — | Effect coming in a future update |
| Kitchen | Unlocks the Room Service action | Each apprentice: −10 min on Room Service; +10 to each stat it restores; +1 random client distributed among working workers |
| Arcane Room | — | Effect coming in a future update |
| Secret Room | — | +1 daily EXP for ALL workers per apprentice (max +3) |
| VIP Lounge | Vixen is a permanent "VIP worker" | Each VIP worker (Vixen + apprentices) gets: 2× daily pay, +1 client, 2× mess |
| Maids' Quarters | Maids handle cleaning (see Maids section) | +10 cleaning per apprentice added to maid total |
| Ballroom | Esperanza provides refinement training | 1 slot only. The trainee is removed from the client roster for the day, gains 60–100+ EXP, and the brothel gets +10% daily reputation. Esperanza takes a 15% fee on net profit. |
How assignment works: Each apprentice adds +1 to the room's effective level, shown as a green "(+N)" on the Room Management screen. The Apprentice Management popup (click a room tile) lets you assign/remove workers. Workers can only be assigned to one room at a time.
Apprenticeship Strategy
With only so many active workers and 3 slots per room, you have to pick. Here's the rough priority order:
Early-game (2–6 active workers):
- Elara's Office — priority #1 if you have any apprentices to spare. +5% income AND +5% reputation per apprentice stacks quickly, and it's by far the cleanest bonus (no downsides).
- Infirmary (Nurse's Room) — excellent with more than 4 workers. −1 stress per worker per day means everyone rests less, so you lose fewer active days to exhaustion.
- Secret Room — quietly powerful. +1 EXP per worker per day across ALL workers grows low-stat newbies quickly.
Mid-game (7–12 workers, multiple specialty rooms):
- Security — if you're seeing daily events fail, +5% event success chance per apprentice (capped +23% with 3) makes most mid-tier events reliable.
- Bar — solid bonus per apprentice (+1% income, +1% rep) but produces +1 mess per apprentice too. Balance against cleaning capacity.
- Master Bedroom — each apprentice gets +50% EXP and ignores all stress. Perfect slot for workers you want to push through a lot of training sessions.
Late-game (13+ workers, everything built):
- VIP Lounge — high-risk, high-reward. 2× pay + extra clients + 2× mess. Only put workers here if your maid corps can handle the extra cleaning.
- Ballroom — 1-slot trainee setup. The worker is pulled from client rotation for the day but gains 60-100 EXP; Esperanza takes 15% of net profit. Worth it for a high-stat worker you're trying to skill up fast.
- Kitchen — every apprentice adds +1 random client and buffs your Room Service action. Low direct income impact, good support.
Rooms to skip for now:
- Dungeon and Arcane Room — both have placeholder effects only. Assign workers here only if you don't need them anywhere else.
Common 3-apprentice combos:
- Office ×3 → +15% income / +15% reputation every day
- Infirmary ×3 → −3 stress per worker per day (effectively prevents exhaustion)
- Secret Room ×3 → +3 EXP per worker per day (massive long-term experience farm)
Remember: masters can't apprentice. Elara, Willow, Valkyra, Raven, Brandy, and Vixen are all locked to their own rooms.
Daily Operations
The Daily Cycle
When time passes at the brothel, each active worker contributes income based on their stats, fame, skills, clothing, and hours worked. Income is then passed through:
- Base worker income calculated
- Cleanliness multiplier applied (income bounds)
- Reputation multiplier applied
- Bar bonus (service room)
- Decor bonus (random 0 to level × 5%)
- Christmas Wreath bonus (5% if owned; the Christmas toggle does not need to be active)
- Patreon Master bonus (5% if active)
- Office apprentice bonus (+5% per apprentice)
- 15% tax deducted
- Daily upkeep subtracted
- Net profit calculated (minimum 0 — Elara protects you from going negative)
Reputation gain passes through a similar pipeline: base → cleanliness multiplier → promotion bonus → decor bonus → seasonal/Patreon bonuses → office apprentice bonus → added to total reputation points.
Daily Events
Each day, the brothel triggers a random Daily Event — a narrative happening that can swing the day's income and reputation either up or down depending on whether your workers rise to the challenge. The system runs off a JSON library of 85 events spread across 6 categories, and every event has a full success and failure storyline with mechanical consequences.
Event Categories
Events are organized into 6 categories, each with equal weight when a category is chosen randomly:
| Category | Description | Events |
|---|---|---|
| General | Generic events that work for any operation type | 28 |
| Brothel | Brothel-specific scenarios (client encounters, sensual events) | 28 |
| Hotel | Hotel-operation scenarios (for hotel-mode establishments) | 13 |
| Reputation | Reputation-tier-specific flavor events | 5 |
| Worker-Brothel | Worker-focused narrative events | 7 |
| Worker-Hotel | Worker-focused hotel events | 4 |
The Brothel and Worker-Brothel categories only fire when running the establishment as a brothel. Hotel and Worker-Hotel categories are filtered out entirely for brothel operations.
Selection Process
Each day:
- A category is picked (weighted random)
- An event is randomly picked from that category
- Events whose IDs are in the recent history (last 5 events that fired) are skipped — same event can't repeat within 5 days
- If no valid event exists in the picked category, other categories are tried as fallback
- Gate conditions are checked: if the event fails its gates, it's skipped
Gating Conditions
Every event can specify requirements that must be met before it's eligible to fire:
- Minimum or maximum active worker count
- Minimum or maximum reputation level
- Minimum cleanliness (percentage floor)
- Requires a specific specialty room to be built
- Requires a specific room to NOT be built (e.g. Rowdy Troublemakers only fires if you have no Security)
- Requires a specific worker to be active
- Operation type gate — brothel, hotel, or either
Success Calculation
Events use one of four success-condition types:
| Condition Type | How Success Chance is Calculated |
|---|---|
| Average stat | Average of one stat across all active workers, plus a small per-worker bonus |
| Average of two stats | Average of two stats combined, plus a small per-worker bonus |
| Highest stat | Each worker's single best stat, averaged, plus a small per-worker bonus |
| Specific worker | Selected worker's stat value + a flat base chance |
Modifiers added to success chance:
- Security room ownership: +8% base, +5% per apprentice (max +23% with 3 apprentices)
- Worker items with event-success bonuses: summed across all active workers
The final chance is clamped to 5%–95% (no event is auto-win or auto-fail). A roll is then made against that chance to decide the outcome.
Worker Selection Methods
When an event needs a specific worker for its narrative, it uses one of:
- None — no worker picked, generic narrative
- Random — any active worker
- Highest stat — picks the worker with the highest value in a named stat
- Specific — a specific worker, falls back to random if she's not active
Where the narrative text mentions a worker by name, the selected worker's name appears there.
Outcomes
Both success and failure blocks can include any of:
Income effects:
- A gold multiplier (typical range 0.3×–2.5×), applied to total income, a specific worker's income, or a random worker's income
Reputation effects:
- A reputation multiplier (applied to the day's reputation gain)
- An override that blocks reputation gain entirely for the day (common failure penalty)
Brothel effects:
- A flat change to cleanliness (applied immediately, separate from normal daily cleaning)
Per-worker effects (applied to all active workers, the selected worker, or a specific worker):
- Stress, health, experience, fame, and loyalty changes — all flat additive
Example Event Spreads
- Traveling Bard (general, 3+ workers): Success = +50% income, −10 stress everyone. Failure = −25% income, +5 stress.
- Rowdy Troublemakers (brothel, no security, 2+ workers): Success = +5 XP. Failure = −5% income, +5 stress, −5 health everyone. (Get a Security room!)
- Royal Delegation (general, Rep 10+, Cleanliness 75+, 3+ workers): Success = +150% income, +100% reputation, +20 XP everyone. Failure = +20% income only, +10 stress.
- Rat Infestation (general, 2+ workers): Success = −20 cleanliness, −15% income, +10 XP to savior. Failure = −50 cleanliness, −50% income, no reputation gain, −2 loyalty, +15 stress everyone.
- Kitchen Fire (general, 2+ workers): Success = −20 cleanliness, −25% income. Failure = −45 cleanliness, −60% income, blocked reputation, −10 health, +18 stress everyone.
- Connoisseur's Test (brothel, Rep 8+): Success = +100% income, +50% reputation, +1 fame. Failure = −10% income, +10 stress.
- Sickly Patron (brothel, 2+ workers): Success = +30% income, +8 XP to selected. Failure = −8 health, +12 stress, −5 loyalty to the unlucky worker.
- Rival Poacher (brothel, Rep 5+): Success = +3 loyalty to targeted worker. Failure = −5 loyalty, +8 stress — they don't leave, but they start resenting the pay.
Events with multiple possible outcomes show up in the Daily Report with the full narrative text (success or failure version) plus all applied effects listed. A high-leverage event like Royal Delegation or Counterfeit Scheme can swing an entire week's profits in a single day.
The Daily Report
After each day, a Daily Report screen summarizes everything: worker income, rest reasons (exhausted/sick), total income, tax, expenses, net profit, reputation gained, the triggered Daily Event, and any bonuses applied. Earnings must be collected from this screen.
The Two Optional Income Bonuses
Two special +5% income / +5% reputation bonuses appear in the daily calculation pipeline — they're both cumulative with each other and with everything else.
Patreon Master
Patreon Master is a proficiency upgrade purchased at any crystal vendor (Lillian's Lair, Seraph's Sanctuary, Sylwithe's Hollow) for 10 crystals. Requires Patreon Adventurer Tier or higher.
What it grants:
- +5% daily brothel income
- +5% daily brothel reputation
- Bedroom upgraded to a special enhanced version
- Proficiency changes to "Patreon Master" (replacing whatever you started with)
- Higher caps on Christmas Claw Machine prize limits (2 clothing wins per worker instead of 1, better wreath drop odds, etc.)
- Access to certain advanced training and work opportunities unlocked only for Patreon Master tier
Once purchased, these bonuses are always active — no further setup.
Christmas Wreath
A key item won from the Christmas Claw Machine (CWM) in Christmas Village. One-time acquisition — once you have won it, it remains in your key items permanently.
What it grants whenever owned:
- +5% daily brothel income
- +5% daily brothel reputation
The current income and reputation calculations check Wreath ownership only; they do not check the Christmas toggle or the real-world date. Stack it with Patreon Master for a combined +10% / +10% daily boost.
Worker Interaction
Visiting a worker is the primary way to build relationships and train them. It's accessed from the Worker Quarters hallway → "Visit Worker" action, which opens a selection list of all workers currently available (the player picks — it's not random despite the action's description).
Visitable Workers
Not every recruited worker is visitable — training images only exist for some. Currently these workers can be visited:
Sophie (2), Honey (3), Sandra (4), Grace (5), Shadow (8), Valkyra (11), Jade (15), Brandy (17), Willow (18), Vixen (19), Kasumi (20), Audrey (23), Momosagi (26), Maize (28), Pepper (29).
Elara (1) unlocks for visits after completing her late-night office intimate plot.
Active workers not in the visit menu: Raven (7), Foxy (9), Lindia (12), Whiskers (24). They're fully recruited, live in the brothel, and generate daily income like any other worker — they just don't have visit/training content yet. Raven has her own separate session actions available in the Dungeon instead.
Availability Rules
For a worker to appear in the list she must:
- Be active (found + not laid off)
- Not be currently resting (exhausted or sick)
- Not already have been visited today (1 visit per worker per day)
- Have the current in-game hour fall within her working-hours window (overnight-aware)
Visit Costs
Starting a session costs:
- −60 energy
- −40 calm
- +60 minutes of in-game time
Session Menu
Each option is usable once per session. After selecting Exit, the session's total relationship points convert into loyalty.
Talk
- +3 relationship (or +10 with the Intimate Communication skill)
- 5% chance — Special talk outcome: +8 loyalty, +5 extra relationship, +1 NPC relationship, special dialogue line
- 25% chance — Normal +1 loyalty (separate from the special above)
Praise
- Relationship gain = 2 + round(worker Charisma ÷ 5) (so 50 Cha = +12, 100 Cha = +22)
- 5% chance — Special praise: +8 loyalty, +5 extra relationship, +1 NPC relationship, special dialogue
- 25% chance — Normal +1 loyalty
Gift
Gift effect depends on the item and the worker's preferences.
Regular gifts (10 types):
| Reaction | Relationship | Loyalty | NPC Points |
|---|---|---|---|
| Favorite | +15 | +4 to +8 | +8 |
| Normal | +8 | +2 to +6 | +5 |
| Least favorite | +3 | +1 to +3 | +3 |
Per-worker favorite / least-favorite gifts:
| Worker | Favorite | Least Favorite |
|---|---|---|
| Elara (1) | Book | Teddy |
| Sophie (2) | Teddy | Wine |
| Honey (3) | Flowers | Jewelry |
| Sandra (4) | Wine | Book |
| Grace (5) | Book | Lingerie |
| Shadow (8) | Jewelry | Flowers |
| Valkyra (11) | Wine | Chocolate |
| Jade (15) | Jewelry | Toy |
| Brandy (17) | Wine | Book |
| Willow (18) | Flowers | Jewelry |
| Vixen (19) | Jewelry | Teddy |
| Kasumi (20) | Flowers | Wine |
| Audrey (23) | Perfume | Teddy |
| Momosagi (26) | Lingerie | Book |
| Maize (28) | Chocolate | Book |
| Pepper (29) | Chocolate | Book |
Consumable gifts (don't use the preference system — apply stat buffs directly):
| Consumable | Effect |
|---|---|
| Time | +1 Dexterity |
| Antidote | Full heal + clear stress |
| Power | +1 Stamina |
| Shield | +1 Loyalty |
| Focus | +1 Intelligence |
| Desire | +1 Ability |
| Cologne | +1 Appearance |
| Luck | +1 to a random primary stat |
Training
Training advances the worker one step along an 8-level ladder. Each session unlocks a specific position and raises a specific stat.
| Level | Training | Stat Gained |
|---|---|---|
| 1 | Kissing | +1 Charisma |
| 2 | Oral | +1 Intelligence |
| 3 | Missionary | +1 Appearance |
| 4 | Cowgirl | +1 Stamina |
| 5 | Doggie | +1 Ability |
| 6 | Special 1 | +1 Dexterity |
| 7 | Special 2 | +1 to two random primary stats |
| 8 | Special 3 | +1 to two random primary stats |
Additional per-session rewards:
- Player gains +50 Erotic Experience (flat, every session)
- Worker gains experience and relationship points scaled by the player's current Erotic Experience (EE) level
- Worker takes +20 stress (or +10 with the Tantric Arts skill). Overflow above 100 stress converts to health damage at 2× the overflow.
Player Erotic Experience Levels:
| EE Level | Experience Range |
|---|---|
| 1 | 0 – 99 |
| 2 | 100 – 249 |
| 3 | 250 – 499 |
| 4 | 500 – 999 |
| 5 | 1,000 – 1,749 |
| 6 | 1,750 – 2,999 |
| 7 | 3,000 – 4,999 |
| 8 | 5,000 – 7,499 |
| 9 | 7,500 – 9,999 |
| 10 | 10,000+ |
Training rewards by EE level:
| EE | Worker EXP (after 0.8 scaling) | Relationship Points |
|---|---|---|
| 1 | 1 | 10 |
| 2 | 10 | 26 |
| 3 | 19 | 42 |
| 4 | 28 | 57 |
| 5 | 36 | 73 |
| 6 | 45 | 89 |
| 7 | 54 | 104 |
| 8 | 63 | 120 |
| 9 | 72 | 135 |
| 10 | 80 | 150 |
Exit — Loyalty Conversion
When the player exits the session, the total relationship points earned that session convert into loyalty:
| Total Session Relationship Points | Loyalty Gain |
|---|---|
| 18 – 96 | +1 |
| 97 – 175 | +2 |
| 176 – 255 | +3 |
The Trust Building skill adds +1 to whichever tier you land in.
Player Skills That Affect Worker Visits
| Skill | Effect |
|---|---|
| Intimate Communication | Talk → +10 relationship (instead of +3) |
| Tantric Arts | Training stress cost: 20 → 10 |
| Sensual Mastery | Training worker EXP × 1.5 |
| Emotional Bonding | Training relationship points × 1.5 |
| Pleasure Arts | Training also awards +1 to a random primary stat |
| Trust Building | +1 to loyalty gained on Exit |
Worker Loyalty
Every worker has four loyalty-driven chances:
- Decay chance — loyalty drops over time
- Cascade chance — a decay tick can trigger a second tick
- Refuse chance — when loyalty is below 30, she may refuse to work (you'll see a flavor message in the daily report and earn 0 that day from her)
- Bonus chance — when loyalty is above 80, she may grant a random daily bonus (extra clients, +25% income, or +2 reputation)
High-loyalty workers (Pepper at 100, Momosagi at 90, Sophie at 80) are far more stable than low-loyalty workers.
Worker Status — Rest, Sickness, and Strikes
Workers aren't always available. Stress, health, and loyalty can each force a worker out of commission, sometimes for days.
Exhausted Rest (Stress)
Base daily stress accumulation is 10 per day (or 7 if Willow is active in the Nurse's Room). Stress also climbs when she serves more than 2 clients (+1 per client above 2). A stamina roll each day (random 1–100 ≤ Stamina) lets her burn off 2 stress. Worker items and Infirmary apprentices also reduce it.
When a worker's stress climbs above 75 at end of day:
- She completes her workday normally
- She is flagged as resting with reason "exhausted"
- She rests for the next 2 days — zero income, zero clients, zero EXP
- On completion: stress resets to 0, health resets to max
Sick Rest (Health)
A worker's max health is Stamina × 10 (minimum 100), boosted to ×1.5 if she knows the Iron Constitution skill. Health can be damaged by training overflow (stress above 100 deducts 2× the overflow from health).
When health drops to 0 or below:
- She is flagged as resting with reason "sick"
- She rests for 4 days — or 3 days if Willow is active in the Nurse's Room
- On completion: stress resets to 0, health resets to max
Refuse-to-Work (Low Loyalty Strike)
Each day, workers with loyalty below 30 roll against their personal refuse chance. If the roll passes, she goes on strike for the day — earns nothing and generates no clients or mess. A random flavor line appears in the daily report, things like "{name} put up a 'Closed for Renovation' sign on her door" or "{name} greeted every client with a death stare until they left."
The refuse system only applies to visitable workers (the same 16 who appear in the Visit Worker menu, including Elara after her unlock plot). Recruited-but-non-visitable workers (Raven, Foxy, Lindia, Whiskers) never strike.
The fix is always the same: get her loyalty back above 30. Gifts, praise, training sessions, and especially the 5% special-outcome rolls on Talk/Praise all raise loyalty.
High-Loyalty Bonus
On the flip side, workers with loyalty above 80 roll against their personal bonus chance each day. On success, one of three random bonuses fires for that day:
| Bonus | Effect |
|---|---|
| Extra Clients | +1 or +2 extra clients (each also generates their own pay roll) |
| Income Boost | That worker's daily pay × 1.25 |
| Reputation Boost | +2 reputation from that worker today |
Like refuse, this only applies to visitable workers.
Stress/Health at a Glance
| Condition | Threshold | Outcome |
|---|---|---|
| Stress > 75 | End of workday | 2 days exhausted rest |
| Health ≤ 0 | End of workday | 4 days sick (3 with Willow) |
| Loyalty < 30 | Daily roll | Chance to refuse work (skip day, earn 0) |
| Loyalty > 80 | Daily roll | Chance of clients/income/reputation bonus |
Keeping workers between 20 and 75 stress, at full health, and above 30 loyalty is the steady state. High-loyalty workers pay for themselves in bonus procs; low-loyalty workers can cost you entire days of income.
Kitchen & Room Service
The kitchen is the Rose & Thorn's food hub, run by Poppy, a cheerful halfling cook who essentially invites herself into the job.
Unlocking the Kitchen
Poppy shows up at the brothel's main entrance as part of her arrival plot. Elara — never one to waste an opportunity — hires her on the spot and decides your entire ingredient inventory (Common, Rare, and Epic) is "starting supply." Accepting the plot hands all your ingredients over to Poppy and unlocks the kitchen at Level 1.
The kitchen itself is tucked into a nook in the West Hallway. Access is through the hallway's "To Brothel Kitchen" action (requires brothel reputation level 4+).
Actions at the Kitchen
Poppy is in the kitchen 24/7 (all hours, all days). She offers two actions:
| Action | Time | Cost | Requirements | Effect |
|---|---|---|---|---|
| Talk | 15 min | — | Stranger+ | Relationship progression (daily limit 8) |
| Master Chef | 200 min | −70 energy, −40 calm | Friend stage + Cooking ≥ 50 | Teaches the Master Chef skill (one-time; action disappears after learning) |
Room Service — Poppy's Signature Offering
Room Service is a Master Bedroom action that represents Poppy delivering a premium meal and refreshments. It's gated on the kitchen existing and the player reaching brothel reputation level 4.
Base stats:
- 120 min
- +50 energy
- +50 calm
- +40 health
- +20 satiation
With Kitchen apprentices (assign workers to the Kitchen via the Room Management screen):
| Apprentices | Time Cost | Stat Recovery (each stat) | Random Client Distribution |
|---|---|---|---|
| 0 | 120 min | +50 / +50 / +40 / +20 | 0 |
| 1 | 110 min | +60 / +60 / +50 / +30 | +1 random client (to a working worker) |
| 2 | 100 min | +70 / +70 / +60 / +40 | +2 random clients |
| 3 | 90 min | +80 / +80 / +70 / +50 | +3 random clients |
The minimum time is clamped at 30 minutes. Each apprentice also distributes one extra random client across your working workers that day — so the kitchen indirectly boosts brothel income by pushing more clients through existing rooms.
Apprenticeship Strategy
The kitchen is one of the better rooms to fill with apprentices because the benefit is two-sided: you get a personal recovery boost (and cheaper time cost on Room Service) AND the brothel's daily client output grows. There's no downside — unlike VIP Lounge apprentices who take on 2× mess, kitchen apprentices just quietly push more clients to whoever happens to be working that day.
Monster Girls (Cell Corridor)
Beneath the dungeon, behind a stone archway sealed with containment wards, is the Cell Corridor — an entirely separate management layer from the worker system. Monster girls have their own stats, their own economy, their own clients, their own daily report, and their own interaction loop. Think of it as a second business running parallel to the main brothel.
Building the Cell Corridor (and the Cells)
The infrastructure is built by Gastoff the blacksmith, piece by piece. Each commission is a permanent upgrade paid in wealth + rare or epic materials, and each has reputation and flag requirements.
| Commission | Time | Wealth | Materials / Fabrics / Ingredients | Requirements |
|---|---|---|---|---|
| Courtyard | 3h | $30,000 | 10 Epic each | Brothel Rep 5 |
| Pool | 3h | $200,000 | 25 Epic each | Rep 6, Courtyard built |
| Menagerie | 3h 20m | $2,000,000 | 50 Epic each | Rep 9, Courtyard built |
| Cell Corridor | 3h | $1,000,000 | 35 Rare each | Rep 8, Raven recruited |
| Cell 2 | 3h | $1,500,000 | 50 Rare each | Cell Corridor built |
| Cell 3 | 3h | $2,000,000 | 25 Epic each | Cell 2 built |
| Cell 4 | 3h | $2,500,000 | 30 Epic each | Cell 3 built |
| Training Room | 4h | $10,000,000 | 500 Common / 200 Rare / 75 Epic each | Rep 9, Gastoff relationship built up (+20 Gastoff on completion) |
Cells 5–8 are placeholder structures — the locations exist in code but Gastoff doesn't currently offer commissions for them. That's future content.
Cell 1 isn't a Gastoff commission — it's unlocked as part of Bobo's dungeon rescue plot (her dedicated slot).
Completing the Menagerie also grants +1 Decor Level to the brothel.
Capturing Monster Girls
Monster girls are captured by defeating their dungeon-mob form repeatedly. Each capturable monster has an encounter counter — you need to defeat her at least 5 times before capture rolls even begin. Starting with the 6th defeat:
capture_chance = 10% + ((defeats_past_threshold) × 10%) + player Taming stat
Capped at 100%. So if your Taming is 20 and you've beaten her 8 times (3 past threshold), your chance is 10 + 30 + 20 = 60%.
On a successful roll, the game checks whether a built-but-unoccupied cell is available (cells 2–8):
- No cell available → she surrenders, but wanders off. You can still try again; the defeats counter keeps climbing.
- Cell available → a recruitment plot triggers, giving you the choice to bring her home or release her.
Currently Capturable Monster Girls
| Enemy | Becomes | Reside in |
|---|---|---|
| Dark Elf Warrior (dungeon mob) | Myriss | First available cell 2–8 |
| Jelly (dungeon mob) | Jelly | First available cell 2–8 |
| Melanthe (dungeon mob) | Melanthe | First available cell 2–8 |
Bobo is acquired differently — as part of a scripted dungeon scenario questline, not via defeat rolls. She always lives in Cell 1.
The Four Monster Girls
| Name | Type | Age | Height | Personality | Starting Tamed | Feed Cost | Tamed Decay/day |
|---|---|---|---|---|---|---|---|
| Bobo | Goblin | 24 | 3'9" | Mischievous | 50 | 3 food | 5% |
| Myriss | Dark Elf | 27 | 5'7" | Hostile | 30 | 5 food | 6% |
| Jelly | Slime | 19 | 5'4" | Cheerful | 70 | 2 food | 3% |
| Melanthe | Lamia High Priestess | 32 | 5'8" | Cold Seductress | 20 | 7 food | 7% |
Jelly is the easiest to manage — cheap feed, slow decay, high starting tamed. Melanthe is the hardest — expensive feed, fast decay, very low starting tamed.
Monster Stats (0–100, but starting values are single digits)
Monster girls use six different stats than workers:
| Stat | Analogous Worker Stat | Role |
|---|---|---|
| Vitality | Stamina | Daily stress reduction (on successful roll, −2 stress) |
| Cunning | Intelligence | Training EXP bonus |
| Agility | Dexterity | — |
| Ability | Ability | Daily client count (random(1, ability/10 + 1)) |
| Allure | Appearance | Min income per client (allure / 2) |
| Aura | Charisma | Max income per client (aura × 2) |
| Ferocity | Fame | Attracts higher-tier demonic/monster clients |
Stats start very low (single digits) and grow through training and stat upgrades. Stat upgrade cost in EXP = next stat value (so raising a 7 → 8 costs 8 EXP). Capped at 100.
The Tamed Meter — The Core Mechanic
Every monster girl has a Tamed value (0–100) that represents how willing she is to work. It governs everything:
- Below 30 tamed → she refuses to service clients. Earns $0 that day. A random flavor message plays in the Daily Report ("{name} spent the day hissing at anyone who walked past," etc.)
- At or above 30 tamed → she works normally, earning income and gaining EXP
- Decays daily by her personal decay rate (3–7% per day) unless you visit her
- Keeping her tamed is the primary ongoing cost of running monsters
Daily Work Mechanics (Tamed ≥ 30)
Each working day, a monster girl rolls:
- Clients:
random(1, Ability ÷ 10 + 1)— up to 11 at capped Ability - Income per client:
random(Allure ÷ 2, Aura × 2)— varies wildly based on her allure/aura build - Stress: +10 base; −2 if
random(1–100) ≤ Vitality - EXP: +1 per client served
- Ferocity:
stat_avg / 100chance to gain +1 that day
Rest trigger: If stress exceeds 75, she enters 3-day exhausted rest (workers get 2 days; monsters get 3). She earns $0 during rest. On completion: stress → 0, rest cleared.
Managing Monster Girls
There are two interfaces, both accessed from the Cell Corridor location:
Manage Monsters — Opens a management screen showing each monster's stats, tamed, health, stress, equipped tool, and a stat-upgrade interface (spend EXP to raise stats).
Tame Monsters — Opens the taming session selection. Shows all active monsters with icons. Monsters currently resting or already tamed today are greyed out.
Taming Session Actions
Each session allows one of each action, used in any order:
| Action | Requires | Effect |
|---|---|---|
| Feed | Food items (amount varies by monster) | +10 tamed. Main way to raise the tamed meter. |
| Discipline | A tool (see below) | Varies by tool: +10 to +15 tamed, stress/EXP changes, small chance to raise player Taming |
| Teach | Tamed ≥ 30 | Flavor dialogue only — 10 random topics (manners, trade, clothing, laws, friendship, food, music, kindness, home, trust). No stat changes, but progresses relationship-style content. |
| Training | Tamed ≥ 30 | The 8-step intimacy ladder (same as workers). Awards +1 to the matching stat, EXP scaled by Taming + Cunning roll |
| Exit | Always | Ends the session |
Tools for Discipline:
| Tool | Tamed Bonus | Stress Change | EXP Change | Player Taming Chance |
|---|---|---|---|---|
| Whip | +15 | 0 | 0 | 3% |
| Rope | +10 | −20 | 0 | 2% |
| Shackles | +10 | +10 | +25 | 2% |
Whip is the heaviest tame boost. Rope is the stress-release tool (useful if a monster is close to the 75 stress rest threshold). Shackles push EXP hard at the cost of more stress.
Monster Training Stat Map
Training follows the same 8-step ladder as workers but maps to different stats:
| Level | Training | Stat Gained |
|---|---|---|
| 1 | Kissing | +1 Aura |
| 2 | Oral | +1 Cunning |
| 3 | Missionary | +1 Allure |
| 4 | Cowgirl | +1 Vitality |
| 5 | Doggie | +1 Ability |
| 6 | Special 1 | +1 Agility |
| 7 | Special 2 | +1 to 2 random stats |
| 8 | Special 3 | +1 to 2 random stats |
Training EXP gained: random(1, player Taming) + random(1, monster Cunning).
Consumables for Monster Management
Two special consumables simplify monster management:
| Consumable | Effect |
|---|---|
| Monster Tonic | Wakes all monsters — clears all rest states and resets the daily taming-tracker so you can tame every monster again in one turn. Single-use. |
| Smelling Salts | Reduces all active monsters' stress by 10. Useful to keep the whole stable away from the 75 rest threshold. Single-use. |
Both consumables appear as icons on the Tame Monsters selection screen when available.
Daily Report Integration
Monster girl output appears in the standard Daily Report. Each monster shows one of four statuses:
- Working — normal income/clients/stress gained
- Untamed — tamed <30, earned $0, flavor message
- Resting — exhausted, rest days remaining count down
- Rest Complete — just finished her rest, back to full
Monster income adds to the brothel's net profit (after tax/upkeep are already applied — monster income is separately tacked on). Monster mess = clients × 2 and adds to the brothel's daily cleaning load.
Strategic Notes
- Start with Jelly if you can capture her — she's the cheapest to maintain and hardest to lose to decay.
- Never let tamed drop below 30. A single day in the untamed zone is a wasted earning day.
- Melanthe is a late-game project — high feed cost, fast decay, but her Aura stat (starts at 9) makes her an income monster once built up.
- Feed daily. Even if she's at 100 tamed, a missed day starts the decay slide.
- Smelling Salts are emergency stops — use them when multiple monsters are brushing 70+ stress and you don't have time for individual visits.
- Player Taming stat matters. It boosts capture rates AND training EXP — invest in it early if you're serious about running monsters.
Worker Items & Clothing
Worker Items
Workers can equip items with stat effects. The item system runs alongside clothing and skills to shape worker performance.
Clothing Levels (1–5)
Every worker starts at clothing level 1 and can be upgraded up to level 5. Clothing affects both daily income and reputation.
Income bounds by clothing level:
| Clothing Level | Min Income | Max Income |
|---|---|---|
| 1 | baseline | baseline |
| 2 | — | ×1.20 |
| 3 | ×1.10 | ×1.30 |
| 4 | ×1.20 | ×1.40 |
| 5 | ×1.30 | ×1.50 |
Reputation bonus (added to daily fame gain, per worker):
| Clothing Level | Reputation Bonus |
|---|---|
| 1 | +0 |
| 2 | +1 |
| 3 | +2 |
| 4 | +3 |
| 5 | +4 |
How to Upgrade Clothing
There are two ways to raise a worker's clothing level:
1. Fernando the Tailor (primary method)
Fernando offers a random worker a clothing upgrade via his per-worker plot. Key rules:
- Once per day across the whole brothel
- Random worker — Fernando picks; the player can't choose who gets upgraded
- Max 2 upgrades from Fernando per worker — so Fernando alone can only take a worker from L1 to L3
- Cost ramps up with total Fernando upgrades performed, using a 50-tier cost table — early upgrades are cheap (~$300 + 10 common fabric), late upgrades are enormous (~$500,000 + ~250/150/99 fabric)
- Pays in Wealth + Fabrics (Common/Rare/Epic)
Each upgrade also plays that worker's unique Fernando plot (e.g. fernando_clothing_audrey.json), which varies by worker — these are narrative scenes in their own right.
2. The Christmas Claw Machine (event only)
During Christmas events, the claw machine (CWM) has a small chance of awarding a clothing upgrade as a prize:
- Free players: max 1 clothing win per worker from the CWM (total L1 → L2 boost if already at L1, or stacks with Fernando)
- Patreon Master: max 2 clothing wins per worker
- Weighted random — you can't target a specific worker
Combined max reach: Fernando (2 upgrades) + CWM (1 free / 2 paid) = any worker can reach Level 5 using both systems even without manual intervention.
Eligible Workers (All 20)
Every currently-recruitable worker has a clothing system entry: Elara, Sophie, Honey, Sandra, Grace, Raven, Shadow, Foxy, Valkyra, Lindia, Jade, Brandy, Willow, Vixen, Kasumi, Audrey, Whiskers, Momosagi, Maize, Pepper.
Skills System
Note: The worker skills system is a placeholder framework slated for a major update in the next few versions. Many of the listed skill names and effects are working placeholders — they'll be refined, rebalanced, or renamed as the system is properly built out. Some effects are active in code; others are cosmetic for now. Treat the below as a snapshot of the current state, not a final design.
Each worker knows a starting skill unique to her — this is the skill she was born with, reflects her personality or backstory, and (when mechanically active) ticks away quietly in the background affecting her daily performance.
How Skills Work
- Each worker knows exactly one skill at recruitment (her starting skill)
- Skills apply their effects automatically during the daily brothel calculation
- Iron Constitution boosts max health (the most common mechanical skill reference)
- Some skills grant passive bonuses (Meditation recovery, Queen's reputation boost), others trigger on specific events (Crowd Pleaser's 25% extra-client chance, Diplomatic calming angry clients)
Starting Skills — By Worker (20 Recruitable Workers)
| Worker | Starting Skill | Effect |
|---|---|---|
| 1 Elara | Assistant | Manages chaos if player is away for days |
| 2 Sophie | Loyal Heart | Loyalty never drops below 50 |
| 3 Honey | Organizer | +10 cleaning per day |
| 4 Sandra | Master Performer | All stats count as +10 for satisfaction checks |
| 5 Grace | Meditation | +10 stress and health recovery per day |
| 7 Raven | Dungeon Master | Unlocks dungeon actions |
| 8 Shadow | Pickpocket | 25% chance to steal an additional 25% gold each encounter |
| 9 Foxy | Fast Learner | 2× experience per encounter |
| 11 Valkyra | Bodyguard | Immune to unsatisfied client attacks, reduces riot damage by 50% |
| 12 Lindia | Perfect Memory | +50% experience from player interactions |
| 15 Jade | Accountant | +5% total daily income |
| 17 Brandy | Crowd Pleaser | 25% chance an encounter counts as 2 clients |
| 18 Willow | Healer | Character-exclusive skill (no mechanical effect yet) |
| 19 Vixen | Charming Personality | +20% client satisfaction chance |
| 20 Kasumi | Oracle | Character-exclusive skill (no mechanical effect yet) |
| 23 Audrey | Gardener | Character-exclusive skill (no mechanical effect yet) |
| 24 Whiskers | Focused | +5 to all primary stats for satisfaction checks |
| 26 Momosagi | Insatiable | +1 maximum daily clients |
| 28 Maize | Heartbreaker | Placeholder — not yet implemented |
| 29 Pepper | Bunny Hop | Character-exclusive skill (no mechanical effect yet) |
Italicized skills are character-exclusive — they belong only to that worker and aren't defined in the main skill library. Heartbreaker and Siren Song are defined but explicitly marked as placeholder effects.
The Full Skill Library
There are 30 skills defined in the main skill system. Not every one has a worker assigned as her starting skill, but every one can theoretically be acquired through training, plots, or special events.
| Skill | Effect |
|---|---|
| Fast Learner | 2× experience per encounter |
| Perfect Immunity | Cannot get sick for any reason |
| Iron Constitution | +50% maximum health |
| Meditation | +10 stress and health recovery per day |
| Charming Personality | +20% client satisfaction chance |
| Talented | Doubles client satisfaction reward |
| Pickpocket | 25% chance to steal an additional 25% gold per encounter |
| Acrobatics | +20 dexterity and ability for all checks |
| Loyal Heart | Loyalty never drops below 50 |
| Resilient | Daily stress loss halved |
| Master Performer | All stats count as +10 for satisfaction checks |
| Fame Magnet | Fame gain doubled |
| Organizer | +10 cleaning per day |
| Perfect Memory | +50% experience from player interactions |
| Crowd Pleaser | 25% chance any encounter counts as 2 clients |
| Natural Beauty | +20 appearance and charisma for all checks |
| Diplomatic | 50% chance to calm angry clients |
| Hardy | Cannot drop below 1 health (prevents incapacitation) |
| Queen | +15% total brothel daily reputation |
| Focused | +5 to all primary stats for satisfaction checks |
| Bodyguard | Immune to client attacks, reduces riot damage by 50% |
| Assistant | Manages operations when the player is away |
| Quick Study | Reduces stat training costs by 25% |
| Bookworm | +10 intelligence for all checks |
| Fitness | +10 stamina for all checks |
| Dungeon Master | Unlocks dungeon services |
| Accountant | +5% total daily income |
| Insatiable | +1 maximum daily clients |
| Siren Song | Placeholder — not yet implemented |
| Heartbreaker | Placeholder — not yet implemented |
The Player's Role
Most skills are locked to their worker and can't be taught or removed. However, a handful of skills affect the player's own interactions with workers rather than the workers' daily output:
- Intimate Communication — The player's skill, changes Talk's relationship gain from +3 to +10
- Trust Building — The player's skill, adds +1 to loyalty gained from session exit
- Tantric Arts / Sensual Mastery / Emotional Bonding / Pleasure Arts — All player skills that modify training sessions
These are discussed in the Worker Interaction section above — they're different from the worker's own skill list but visually similar in name.
Brothel Plots
The brothel is the center of a large web of narrative plots — some trigger automatically when you walk into a room at the right time, others fire from specific actions (like commissioning Gastoff or rescuing a monster girl in the dungeon). Most are one-time scenes that unlock characters, upgrades, or new content. The full plot library for the brothel currently contains 50+ plots across several categories.
Plots either auto-trigger (walk into the right location at the right time with the right conditions met) or are manually triggered from an action elsewhere. All of them have gated requirements — common ones include reputation thresholds, relationship stages, active workers, and time-of-day windows.
Arrival & Recruitment Plots
These plots bring new characters into the brothel. Most fire automatically at the main entrance once the right reputation is hit.
| Plot | Location | Key Requirements |
|---|---|---|
| Azariel introduction | Secret Room | After unlocking the secret door |
| Poppy arrival | Entrance | Brothel reputation 4+ |
| Blinky arrival | Entrance | Brothel reputation 7+ |
| Sherry introduction | Bar | Brothel owned |
| Violet/Mandarin/Lychee/Lime/Rain arrivals | Maids' Quarters | During each maid's working hours |
| Kasumi: A Desperate Request | Entrance | Reputation 6+ |
| Kasumi: Haunted by Visions | Entrance | Reputation 8+ |
| Kasumi: The Oracle's Choice | Entrance | Reputation 10+ (activates her as worker) |
| Sandra duet proposal | Bards Guild | After H2H "Lost Passion" + Friend stage |
| Pepper introduction | Entrance | Triggered during the Easter event |
| Momosagi dungeon rescue | Dungeon | Manual trigger from a dungeon scenario |
Management & Setup Plots
| Plot | Location | Purpose |
|---|---|---|
| Establishing Operations | Elara's Office | One-time choice of brothel vs hotel operation type |
| Sophie & Elara welcome | Elara's Office | Sophie's first day |
| Elara & Hailey food supplies | General Goods Store | Sets up food supply arrangement |
| Elara & Fernando worker clothing | Tailor Shop | Sets up Fernando's clothing upgrade service |
| Elara & Brandy tavern research | Rowdy Alehouse | Late-night comedy plot (Friend+ with Elara) |
Maid Group Interactions
The five maids have a web of plots that chain together as you acquire and build relationships with them.
| Plot | Maids Involved | When |
|---|---|---|
| Violet + Mandarin shift change | Violet, Mandarin | Shift transition hours |
| Lime + Lychee elements | Lychee, Lime | Acquaintance+ both |
| Lime + Rain analysis | Lime, Rain | Acquaintance+ both |
| Lime + Mandarin protection | Mandarin, Lime | Acquaintance+ both |
| Lime meets Blinky | Lime + Blinky | Arcane Room, Acquaintance+ |
| Three Maidens First Meeting | Mandarin, Lychee, Rain | All three acquired |
| Lime + Lychee elemental sisters | Lychee, Lime | Friend+ both |
| Maids compete bedroom | Mandarin, Lychee, Lime | Friend+ all three, Master Bedroom |
| Whispers of Six | All five maids | Close Friend+ with all five |
Three-Girl Worker Bonding
| Plot | Workers | Location |
|---|---|---|
| Three Girls Bonding ("Finding Family") | Sophie, Jade, Honey | Worker Quarters, all at Acknowledged+ |
| The Awkward Massage | Sophie, Willow, Elara | Nurse's Room, all at Acknowledged+ |
Sherry Integration
| Plot | With | When |
|---|---|---|
| A Wizard's First Taste | Blinky | Sherry Acknowledged, Blinky Known |
| The Unbeatable Challenge | Brandy | Both at Friend, 21:00–24:00 |
| A Stage Reborn | Sandra | Sherry Acquaintance, Sandra active |
Worker Bedroom Intimate Plots
These unlock serious romantic/intimate content. Each needs 550+ relationship points (roughly late Friend stage) and fires in the Master Bedroom between 21:00 and 24:00. Once completed, they're gone — one-time scenes.
| Plot | Worker |
|---|---|
| A Night with Sophie | Sophie |
| Breaking in the Stallion | Honey |
| After Hours with the Manager | Elara — this one unlocks Elara in the Visit Worker menu |
Sashimi Questline
| Plot | Location | When |
|---|---|---|
| The Mermaid at the Rock | Dungeon (fishing) | Manual trigger during fishing |
| A Fish Out of Water | Brothel Pool | Sashimi Acknowledged+, 9:00–19:00 |
| The Beast Between Worlds | Brothel Pool | Sashimi Friend+, 9:00–19:00 — unlocks a Void Leviathan quest |
Pepper's Integration Plots
Pepper has the most extensive integration — she meets every other named brothel resident in turn. Each plot unlocks once Pepper and the other character reach the required relationship stage.
| Plot | Meets | Stage Required |
|---|---|---|
| The New Hire | Elara | Pepper Acknowledged |
| Bar Training | Sherry | Pepper Known |
| Cooking Lessons | Poppy | Pepper Known |
| Checkup | Willow | Both at Known |
| Lessons in Charm | Brandy | Pepper Acquaintance, Brandy Known |
| The Pet Bunny | Sophie | Both at Known |
| Family Resemblance | Raven | Pepper Acquaintance, Raven Known |
| Bunny Bonding | Momosagi | Both at Known |
Raven-Specific
| Plot | Notes |
|---|---|
| The Art of Taming | Manual trigger plot, awards +20 Raven relationship |
Gastoff Construction Plots
All fire from Gastoff's blacksmith shop commission actions. Each plot delivers the narrative of the build and then sets the corresponding "built" flag so the location appears in the brothel.
- Building the Courtyard
- Building the Pool
- Building the Menagerie (also +1 Decor Level)
- Building the Cell Corridor
- Building Cell 2
- Building Cell 3
- Building Cell 4
- Building the Training Room (unlocks four repeatable elite-trainer sessions off the West Hallway)
(Cells 5-8 are commented out in the code — they're future content.)
Monster Girl Capture Plots
Each capturable monster girl has two possible plots that auto-trigger post-battle, depending on cell availability:
| Monster | No-Cell Plot | Recruit Plot |
|---|---|---|
| Myriss | "Dark Elf Surrender - No Cell" | "Dark Elf Surrender - Recruitment" |
| Jelly | "Slime Girl - No Cell" | "Slime Girl - Recruitment" |
| Melanthe | "Lamia Priestess - No Cell" | "Lamia Priestess - Recruitment" |
The recruit version offers a choice — Accept (brings her home to the next open cell) or Release (she walks away, counter resets for future attempts).
How Plots Fire
- Auto-trigger plots check their conditions whenever you enter the specified location. If all conditions pass AND the plot hasn't already been completed, it fires.
- Manual plots need to be initiated from an action (a Gastoff commission, a post-battle capture, etc.).
- Every plot is one-time only — once completed, it can never fire again.
- Plots can be chained — some later plots require earlier plots to be completed first, or specific heart-to-heart conversations.
Getting Started — Early Game Priorities
- Meet Elara, accept the brothel assignment — she becomes Worker #1 automatically.
- Rescue Sophie from the alley — your first additional worker, with high loyalty.
- Acquire your first maid (Violet) — cleaning tanks fast without her.
- Meet Poppy (the cook) — she'll set up the kitchen on her own.
- Build up daily income and reputation — invest in cleaning and room upgrades early, since cleanliness caps both income and reputation.
- Recruit Honey, Jade, and Willow through their questlines — all three unlock unique roles and bonuses.
- Explore the dungeon — Raven, Lindia, and later minibosses all become workers on defeat.
- Meet Vixen — recruiting her unlocks the VIP Lounge, a major fame boost.
This guide is a work in progress. Individual worker walkthroughs, monster-girl guides, and maid item optimization are covered in their own documents.
概述
玫瑰与荆棘 是玩家在中世纪时代 国王领地 区拥有的高档场所。国王将其交由玩家经营,并指派受过宫廷训练的书记员 Elara 担任经理。起初这对 Elara 而言是一场政治流放,后来却成为玩家进行经营、招募、发展关系和赚取收入的核心据点。
青楼是一套嵌入大型游戏中的完整经营模拟系统:你可以招募员工、建造并升级房间,由一队元素女仆负责清洁,让怪物女孩入住地牢下方的牢房走廊;每日营业则会产生收入、声望和随机事件。
旅馆经营模式(替代选项)
拥有青楼后,“开始营业”剧情会在 Elara 的办公室自动触发,并给予一次性选择:将玫瑰与荆棘经营为 青楼 或 旅馆。这是永久决定,会影响整个游戏中的叙事包装。
会改变的内容:
- 每日报告标题会显示“旅馆营业报告”,而非“青楼营业报告”
- 每日事件库会采用不同筛选——你会看到旅馆主题事件,而不是青楼主题事件。两个事件池的规模和机制大致相同,但风味文本不同(例如女招待与娱乐之夜,而非顾客与陪伴服务)
- 少数事件仅限特定经营类型,只会在其中一种模式触发
- 通用事件和声望层级事件在两种模式下都会触发
不会改变的内容:
- 员工仍按相同公式赚取收入
- 所有专用房间、学徒效果、清洁度、声望等级与系统的运作完全相同
- 无论选择何种经营类型,员工姓名、剧情和角色故事均相同
旅馆模式本质上只是外观/风味切换——机制相同,对外包装不同。为便于表述,本指南统一使用“青楼”,但所有机制资料同样适用于旅馆经营。
玫瑰与荆棘内部地点
玫瑰与荆棘由多个不同地点组成,其中部分具有等级,并会随升级改变外观。
| 地点 | 说明 |
|---|---|
| 玫瑰与荆棘(外部) | 领地入口——进入青楼的枢纽点 |
| Elara 的办公室 | 经营枢纽。Elara 在此管理业务 |
| 主卧室 | 玩家的私人住处(始终为 1 级) |
| 员工房间(走廊) | 通往所有员工卧室的走廊 |
| 酒吧 | 由 Sherry 管理;Brandy 在此轮班 |
| 女仆宿舍 | 背景随等级变化;五位元素女仆的住所 |
| 护士室 | Willow 的地盘;背景随等级变化 |
| 保安办公室 | Valkyra 的地盘;背景随等级变化 |
| 地牢 | Raven 的地盘;有 5 个随等级变化的背景 |
| 秘密房间 | Azariel 的住所——隐蔽且需要密码 |
| 西侧走廊 | 连接区;Poppy 的厨房设于此处 |
| 奥术房间 | Blinky 传送进来的住所 |
| 楼上 | 通往上层区域的连接区 |
| VIP 休息室 | 招募 Vixen 后解锁 |
| 厨房 | Poppy 的地盘 |
| 庭院 | 花园/露天社交空间 |
| 花园 | 招募后 Audrey 的住所 |
| 泳池 | Sashimi 的住所 |
| 珍兽园 | 随等级变化的异兽区域 |
| 训练室 | 由 Gastoff 在西侧走廊旁建造的精英私人训练设施 |
| 牢房走廊 | 通往怪物女孩牢房的入口 |
| 牢房 1–8 | 独立的怪物女孩牢房,每间都由 Gastoff 单独建造 |
多个地点拥有 昼/夜背景(庭院、花园、主卧室、泳池、珍兽园、Elara 的办公室)。
在玫瑰与荆棘中移动
青楼内部采用多个小型枢纽与分支路线。正门是中央节点——大多数房间都通回此处。部分区域需要经过两到三个节点。
进入青楼
从世界地图前往中世纪时代的 国王领地 区。拥有青楼后,玫瑰与荆棘入口便会出现。
正门——你的枢纽
从入口可以前往:
- Elara 的办公室(始终可用)
- 主卧室(始终可用)
- 员工房间(走廊)——员工宿舍(始终可用)
- 酒吧——招募 Brandy 后出现
- 护士室——招募 Willow 后出现
- 保安办公室——招募 Valkyra 后出现
- 女仆宿舍——取得第一位女仆后出现
- 地牢——招募 Raven 后出现
- 西侧走廊——始终可用;通往大多数后勤区域
- 楼上——招募 Vixen 后出现
行动所在地点
每个房间都有自己的行动。以下是各地点用途速查:
| 地点 | 行动 |
|---|---|
| Elara 的办公室 | 获取营业报告、查看排班 |
| 主卧室 | 休息(90 分钟)、客房服务(拥有厨房且声望 4+) |
| 员工房间(走廊) | 管理员工、管理房间、拜访员工 |
| 酒吧 | 吟游诗人表演行动 |
| 护士室 | 购买仙馔密酒($300、1 份史诗材料、上午 9 点至下午 4 点)、Willow 特殊按摩(朋友、上午 9 点至下午 4 点、仅一次) |
| 保安办公室 | —(目前没有行动;Valkyra 的 +8% 事件加成为被动效果) |
| 女仆宿舍 | 管理女仆(等级、装备) |
| 地牢 | Raven 的六段图片行动(已知 → 浪漫感,18:00–03:00)、进入牢房走廊 |
| 秘密房间 | —(目前除返回外没有行动) |
| 西侧走廊 | 清洁场所(120 分钟,−25 精力,−10 镇定 → +20 清洁度),以及前往奥术房间、厨房、庭院、花园、秘密房间和训练室(建成后) |
| 奥术房间 | 聆听 Blinky 的旅程(90 分钟,仅一次) |
| 厨房 | —(目前除返回外没有行动) |
| 训练室 | 四种精英教练课程——力量、耐力、能力和神秘(每次 $80,000,120 分钟,−50 精力/−50 镇定,所选属性 +2–5,可重复) |
| 楼上 | 前往 VIP 休息室 |
| VIP 休息室 | 返回楼上或前往主卧室 |
| 庭院 | 前往泳池、珍兽园、花园 |
| 花园 | 招募 Audrey 后使用她的行动 |
| 泳池 | 建成后使用 Sashimi 的行动 |
| 珍兽园 | —(返回庭院) |
| 牢房走廊 | 管理怪物、驯服怪物、进入各间已建牢房 |
| 牢房 1–8 | 与各个怪物女孩互动 |
隐藏路径
部分区域必须先发现才能进入:
- 秘密房间——在输入正确密码前,会以“调查奇怪的门”出现在西侧走廊(官方 Discord 提供提示)。解锁后,门会变为“进入秘密房间”。
- 奥术房间——仅在完成 Blinky 的取得剧情后出现于西侧走廊。
- 庭院、泳池、花园、珍兽园、牢房走廊、牢房 1–8——各有自己的“已建造”标记,由 Gastoff(铁匠)剧情或故事事件设置。
返回
每个内部房间都有 “返回入口”(或“前往西侧走廊”“下楼”等同类)行动,可不耗时间地返回主枢纽。你不必手动沿走廊原路返回。
员工
员工是青楼的收入引擎。每位员工都有自己的属性、工资、工作时间、初始技能、服装等级、分配房间和忠诚度资料。员工收入取决于其属性、名气、服装、技能,以及青楼的清洁度与声望。
游戏目前可招募 20 位员工。
可招募员工(20)
| # | 姓名 | 加入方式 |
|---|---|---|
| 1 | Elara | 由国王指派——初始经理 |
| 2 | Sophie | 从青楼后巷救出她 |
| 3 | Honey | 她与家人谈话后的招募剧情 |
| 4 | Sandra | 欣赏其表演的谈心对话 |
| 5 | Grace | 完成她的任务线后进行谈心对话 |
| 7 | Raven | 在地牢中击败她(Ravenous 小首领) |
| 8 | Shadow | Vixen 的 Shadow 公会计划 |
| 9 | Foxy | 青楼招募剧情 |
| 11 | Valkyra | 在地牢中击败她(Valkyra 小首领) |
| 12 | Lindia | 在地牢中击败她(Lindia 小首领) |
| 15 | Jade | 在她的任务线中进行谈心对话 |
| 17 | Brandy | “加入”谈心对话 |
| 18 | Willow | 青楼提议谈心 |
| 19 | Vixen | Vixen 青楼招募剧情(解锁 VIP 休息室) |
| 20 | Kasumi | “神谕者的选择”剧情 |
| 23 | Audrey | 在地牢中击败她(35 层小首领) |
| 24 | Whiskers | 在地牢中击败她(Whiskers 小首领) |
| 26 | Momosagi | 地牢深处的救援剧情 |
| 28 | Maize | 战士公会悬赏遭遇 |
| 29 | Pepper | 复活节活动奖励 |
尚不可招募
员工数据中还有其他角色,但当前版本尚无法取得——他们是为未来内容保留的占位角色。
- #27 Sashimi——以居民身份住在青楼泳池,并非员工(见下方“非员工居民”)
员工数据结构
每位员工都拥有:
- 核心身份——姓名、年龄、说明、三围、出身、身高
- 分类——性格(甜美、自信、神秘、顽皮、火辣、害羞、优雅、善良、幼稚、善于分析、天真)、年龄类别(年轻 / 成年 / 成熟)、体型类别(娇小 / 小巧 / 平均 / 丰满)
- 主要属性(0–100):耐力、智力、灵巧、能力、外貌、魅力
- 动态属性:经验、忠诚度、压力、病假天数、死亡标记、生命
- 经济数据:基础工资、当前工资、工作时间(开始 / 结束)、名气、终身收入
- 装备:服装等级(1–5)、初始技能、已知技能、特殊物品
- 忠诚度属性:衰减概率、连锁概率、拒绝概率、奖励概率
各主要属性的实际作用
六项主要属性各自在每日计算的不同部分发挥作用。有些是核心收入来源,另一些则会限制特定事件类型,或影响压力与生命。
耐力
代表持久力。每天进行一次 1–100 ≤ Stamina 判定;成功时,当日压力增长减少 2。耐力也决定生命上限:max_health = max(100, Stamina × 10);若拥有 钢铁体魄 技能,则倍率提高至 ×1.5。耐力越高,休息日越少,生命池也越大。
耐力也是许多“体力/持久力”每日事件的门槛:
- 节庆庆典、猛烈风暴、管道灾难、厨房火灾、泥石流、通宵盛会、重复预订、耐力挑战、贪得无厌的商人——均使用耐力检定决定成败
- 热浪及若干灾害也要求较高耐力,才能避免损失生命
智力
经验值倍增属性。每天计算完基础经验(= 接待顾客数)后,会进行 1–100 ≤ Intelligence 判定;成功时,当日经验收益翻倍。智力越高,升级越快。
智力还影响许多“谜题/解决问题”类每日事件:
- 商人请求、鼠患、建筑倒塌、富有收藏家、假货骗局、谜语挑战、勒索信、奇特请求、苛刻公爵夫人、秘密恋情、秘密会面、粗暴顾客——均使用智力检定
- 精修员工时,智力也会提高舞厅训练的经验收益
灵巧
尽管看似“被动”,灵巧实际上会被 10 多种每日事件检定。 灵巧较高的员工会在场所的“表演/敏捷”类事件中占据优势:
- 屋顶追逐(通用)——追赶屋顶上的窃贼;成功获得金钱 + 名气
- 杂技表演(青楼)——异域表演;成功获得名气 + 声望加成
- 舞蹈比赛(青楼)——与竞争场所较量;成功使声望 × 2.0
- 油摔跤(青楼)——摔跤展示;成功获得金钱 + 名气
- 双人协作(青楼)——为双胞胎提供同步服务;使用灵巧 + 耐力
- 窥淫画廊(青楼)——私人表演;使用外貌 + 灵巧
- 单身派对(青楼)——为贵族女士提供娱乐;使用魅力 + 灵巧
- 私人表演 / 双人协作 / 婚礼派对(旅馆模式对应事件)
灵巧也会计入 每日名气判定——每天进行 1–100 ≤ stat_average(全部 6 项属性的平均值)判定,成功时名气 +1,因此灵巧占该判定的 1/6。不要轻视它。
杂技 技能令所有检定中的灵巧 +20,特殊训练 1 每次会使灵巧 +1。赠送 时间消耗品 也会给予 +1 灵巧。
能力
收入引擎。能力决定顾客数量和额外报酬:
- 每日顾客数:
clients = random(max(1, Ability÷10 − 2), Ability÷10 + 2)。能力越高,顾客数量范围越宽,上限也越高。 - 额外报酬概率:
bonus_chance = (Ability ÷ 2) + clients_today(与 1–100 比较判定)。成功时,当日薪资翻倍。这是游戏中影响收入最大的单一杠杆。
能力也会限制“技能考验”类每日事件:
- 行家考验(青楼)——基础概率 20%;成功给予 +100% 收入、+50% 声望、+1 名气
- 不可能的要求(青楼)——基础概率 15%;成功给予 +80% 收入
- 苛刻公爵夫人(青楼)——使用能力 + 智力
- 贪得无厌的商人(青楼)——使用能力 + 耐力
- 新婚之夜指导、货比三家者、周年惊喜——均使用能力
外貌
收入范围公式的一半。每位顾客带来的收入为 random(min(Appearance, Charisma)÷2, max(Appearance, Charisma)×2)。外貌与魅力共同定义该范围;若只堆其中一项而忽略另一项,收入范围仍会受限。
外貌会限制“美貌/视觉”类每日事件:
- 肖像委托(通用)——基础概率 25%;成功给予 +30% 收入、+2 名气
- 选美大赛(通用)——基础概率 20%;成功给予 +50% 收入、声望 ×2.0、+1 名气
- 外国权贵(通用)——基础概率 25%;成功给予 +125% 收入
- 窥淫画廊(青楼)——外貌 + 灵巧
- 异国来客(青楼)——外貌 + 魅力
- 痴迷常客(青楼)——外貌 + 能力
魅力
收入范围公式的另一半(与外貌配对)。魅力还是拜访员工时,“赞美”关系收益的 直接决定因素(gain = 2 + round(Charisma ÷ 5))。
魅力会限制“社交/性格”类每日事件:
- 王室代表团(通用,highest_stat:charisma)——需要声望 10+;成功给予收入 ×2.5、声望 ×2.0
- 旅行吟游诗人、美食评论家、富有收藏家、商人庆典、愤怒暴民(通用)——均使用魅力
- 贵族顾客、嫉妒顾客、悲伤贵族、异国来客、牧师忏悔、害羞贵族的第一次、竞争者挖角(青楼)——均使用魅力检定
名气(无法直接训练)
名气并非真正通过训练提高,而是借助每日属性平均值判定被动增长。每天进行 1–100 ≤ average of all 6 primary stats 判定,成功时名气 +1。名气会直接计入每日总声望收益(每天 total_reputation_gain += worker.fame),所以高名气员工只要存在,就能被动产生更多声望。
许多高层级事件(行家考验、选美大赛、杂技表演、王室代表团等)也会一次性奖励名气。
属性策略总结
对收入影响最大的属性是 能力(顾客数量 + 额外报酬概率)、外貌 和 魅力(收入范围)。要追求每日纯收入,就集中提高这三项。
耐力 可防止过劳(休息日 = 无收入),智力 则能让经验翻倍,从而整体加快属性训练。
灵巧 不是每日收入的直接来源,但忽略它就会导致所有杂技表演、舞蹈比赛、油摔跤、屋顶追逐和窥淫画廊事件失败——这些事件成功时可提供 +25% 至 +90% 收入,或最高 ×2.0 声望。若想稳定把握这些事件,至少培养一两位高灵巧员工。
专用房间员工
四位员工会在招募时自动创建并负责一个专用房间:
| 员工 | 专用房间 |
|---|---|
| #7 Raven | 地牢 |
| #11 Valkyra | 保安室 |
| #17 Brandy | 酒吧 |
| #18 Willow | 护士室 |
Vixen(#19)会通过招募剧情解锁 VIP 休息室。Elara(#1)从一开始就在办公室任职。
非员工居民
并非每个住在玫瑰与荆棘的人都是员工。数名 NPC 居住在青楼并承担实际职能,却不属于员工系统。
| 居民 | 职责 | 地点 |
|---|---|---|
| Poppy | 半身人厨师——管理厨房 | 厨房(设于西侧走廊) |
| Sherry | 酒吧经理——Elara 的儿时好友 | 酒吧 |
| Sashimi | 离家出走的人鱼公主,Coralus 国王之女 | 泳池 |
| Azariel | 半天使/半恶魔观察者 | 秘密房间 |
| Blinky | 来去都靠传送的巫师女孩 | 奥术房间 |
Sherry 对青楼经营尤其重要——她亲自管理酒吧,负责账目、库存和顾客关系。Elara 特意请她来,是因为自己需要“一个绝对可信的人”。
Elara 的办公室——经营枢纽
玩家在 Elara 的办公室处理青楼日常业务。Elara 不只是 1 号员工——她还是经理、每日报告书记员,也是你绝不会因某天生意糟糕而亏钱的原因。
办公室可用行动
| 行动 | 用途 |
|---|---|
| 获取营业报告 | 打开 每日报告 画面——完整列出收入、税款、维护费、净利润、所得声望、加成和当天触发的每日事件。收入必须在此领取。 |
| 查看排班 | 打开 工作排班 画面——列出所有当前员工和已取得女仆,包括其工作时间、平均每日顾客数和当前是否当班。 |
办公室本身是阅读资料的房间。房间升级、学徒分配和员工拜访应从 员工宿舍 走廊处理(管理房间 / 管理员工 / 拜访员工)。
Elara 的被动职责
- “Elara 救了你”——净利润保底。 若每日净利润原本会变为负数(支出 > 收入),Elara 会将其归零。糟糕的一天不会让你亏钱,但也不会有收益,报告中会显示她出手挽救。
- 解锁舞厅。 完成 Elara 与 Esperanza 的精修剧情后,舞厅会成为专用房间(由 Esperanza 负责精修训练)。
- 办公室学徒加成。 每名分配至办公室的学徒都会给予 每日收入 +5% 且每日声望 +5%(最多叠加 3 名学徒 = +15% / +15%)。
Elara 作为学徒导师
Elara 是办公室导师,因此不能被派往其他房间当学徒。初始技能:助理。
女仆(清洁系统)
由五位元素女仆组成的独立团队负责清洁。女仆 不是员工——她们拥有自己的等级系统、装备和清洁度机制。
| # | 姓名 | 工作时间 |
|---|---|---|
| 1 | Violet | 06:00–10:00 |
| 2 | Mandarin | 10:00–14:00 |
| 3 | Lychee | 14:00–18:00 |
| 4 | Lime | 18:00–22:00 |
| 5 | Rain | 22:00–02:00 |
五位女仆合起来覆盖完整的 24 小时周期。女仆宿舍等级 = 当前已取得的女仆数量(最高 5)。
如何取得每位女仆
五位女仆各有独立招募途径,没有任何一位会自动加入。取得后,每位女仆均从“陌生人”关系阶段开始,额外获得 50 点初始关系,并按自己的班次出现。
| 女仆 | 取得方式 |
|---|---|
| Violet | 吟游诗人公会 的“起立喝彩”剧情。要求 吟游诗人公会声望 50+。她是一位处境艰难的表演者,你以支持打动她,之后她便加入青楼。 |
| Mandarin | 地牢场景——遇见她在与 高阶恶魔 交战途中仍忙着打扫。击败恶魔救下她,她会主动提出加入青楼担任女仆。 |
| Lychee | 关系路线。Lychee 是可在城里结识、通过定期拜访培养关系的 NPC。与她达到 迷恋阶段 后,会出现邀请她前往青楼的对话选项;接受后,她会成为 3 号女仆。 |
| Lime | 奥术商店 巫师入门考验 的奖励。完成(或通过)考验后,Lime 会加入。 |
| Rain | 后巷 搜索遭遇。她是一名分析型研究者,正在记录城市地下世界;选择使用 研究 技能与她交流,她便会接受青楼职位,以便继续实地调查。 |
取得顺序不重要——女仆宿舍等级只追踪总人数。你也可以先取得任意一位女仆,不存在前置招募链。
女仆等级
女仆通过经验从 1 级提升至 6 级(“MAX”):
| 等级 | 所需经验 | 基础清洁力 | 装备栏位 |
|---|---|---|---|
| 1 | 0 | 10 | 1 |
| 2 | 200 | 15 | 1 |
| 3 | 600 | 20 | 1 |
| 4 | 1,200 | 25 | 2 |
| 5 | 3,500 | 30 | 2 |
| 6(MAX) | 7,000 | 40 | 2 |
女仆物品
女仆可以装备提高自身清洁力、减少青楼脏乱、提供全青楼收入与声望加成,以及加快女仆经验获取的物品。每位女仆在 1–3 级拥有 1 个物品栏位,从 4 级起拥有 2 个栏位。
物品效果可以叠加——具有全队效果的物品无论由哪位女仆装备,都会帮助整个团队。女仆专属标志物品只能由指定女仆装备。
各物品来源
普通级(全部可购买,要求拥有青楼):
| 物品 | 效果 | 来源 |
|---|---|---|
| 结实扫帚 | 清洁力 +3 | 杂货店,$300 |
| 个人擦亮布 | 清洁力 +4 | 杂货店,$350 |
| 欢迎垫 | 每日脏乱 −3 | 工艺与珠宝摊,$250 |
| 清洁手册第 1 卷 | 女仆经验 +10% | 现代城市图书馆,$400 |
| 训练日志 | 女仆经验 +15% | 修道院手稿室,$500 |
| 香薰蜡烛 | 青楼声望 +2% | 异域商品商人,$400 |
| 广告传单 | 每日顾客 +1 | 村庄市场,$200 |
罕见级(商店与游戏奖励混合):
| 物品 | 效果 | 来源 |
|---|---|---|
| 附魔拖把 | 清洁力 +5、+5% | 奥术商店(Aziza),$2,000 |
| 绑定画笔 | 清洁力 +15% | 村庄市场,$1,200 |
| 防尘喷雾 | 所有女仆清洁力 +2 | Kupie 爱情训练成就奖励 |
| 清洁手册第 2 卷 | 女仆经验 +20% | 修道院手稿室,$2,000 |
| 导师手册 | 学徒经验 +25% | 战士公会任务奖励——击败暗影 Vex(22–24 层) |
| 幸运钱币袋 | 清洁波动 +15% | 战士公会任务奖励——击败 Grimfang(12–14 层) |
| 体面制服 | 青楼声望 +3% | 裁缝店,$1,200 |
| 芳香熏香 | 青楼声望 +5% | 异域商品商人,$1,800 |
| 口碑网络 | 每日顾客 +2 | 工艺与珠宝摊,$1,500 |
稀有级(大多受水晶/奖励限制):
| 物品 | 效果 | 来源 |
|---|---|---|
| 大师拖把 | 清洁力 +8、+10% | 女仆导师教程任务奖励(将任意女仆训练至 3 级) |
| 集尘地毯 | 每日脏乱 −5 | 吟游诗人公会任务奖励 |
| 附魔密封剂 | 脏乱 −10% | 奥术商店(Aziza),$4,500 |
| 精通指南 | 女仆经验 +35% | Sylwithe 的山谷,5 块水晶 |
| 稳定护符 | 清洁波动 +25% | 工艺与珠宝摊,$4,000 |
| 贵族推荐信 | 每日顾客 +3、青楼财富 +5% | Vespa 一次性剧情奖励(亲密朋友阶段、城堡花园、3 块水晶、青楼所有者)。取得信件时,还会永久使推广等级 +1。 |
| 经理徽章 | 青楼财富 +5%、青楼声望 +3% | Sylwithe 的山谷,5 块水晶 |
史诗级——女仆专属标志物品(全部来自 Kupie 爱情训练成就):
| 物品 | 女仆 | 效果 |
|---|---|---|
| Violet 的舞台气场 | 仅 Violet | 清洁力 +25%、声望 +8%、经验 +15% |
| Mandarin 的钢铁意志 | 仅 Mandarin | 清洁力 +15、每日脏乱 −8、清洁力 +10% |
| Lychee 的霜冻水晶 | 仅 Lychee | 清洁力 +30%、所有女仆清洁力 +3、波动 +20% |
| Lime 的燃烧热情 | 仅 Lime | 所有女仆经验 +20%、所有女仆清洁力 +10%、经验 +25% |
| Rain 的分析镜片 | 仅 Rain | 清洁力 +20%、脏乱 −15%、学徒经验 +30% |
| 完美吊坠 | 任意女仆 | 清洁波动 +35%、清洁力 +10% |
传说级:
| 物品 | 效果 | 来源 |
|---|---|---|
| 丝蛾布 | 清洁力 +10、脏乱 −10% | 蛾女剧情奖励(完成丝绸祝福任务线) |
效果类型
女仆物品可以提供以下任意组合的加成:
- 固定值或百分比清洁力提升(单名女仆或全部女仆)
- 固定值或百分比脏乱减少(降低每日清洁需求)
- 女仆经验加成(单名女仆或全部女仆)
- 清洁波动降低(让每日产出更可预测)
- 全青楼声望或收入加成
- 每日额外顾客
- 学徒经验加成
包括员工物品与怪物物品在内的完整物品参考,请参阅物品指南。
青楼系统
清洁度
清洁度采用 0–100 刻度,共有 8 个描述层级:
| 数值 | 层级 |
|---|---|
| 0–4 | 恶心 |
| 5–14 | 污秽 |
| 15–29 | 肮脏 |
| 30–44 | 凌乱 |
| 45–59 | 尚可 |
| 60–74 | 清洁 |
| 75–89 | 非常清洁 |
| 90–100 | 一尘不染 |
清洁度会影响 两项主要每日结果:
收入上下限(员工可赚金额的最小/最大值):
- 恶心:0(员工可能毫无收入)
- 污秽:最低 25%
- 肮脏:最低 50%
- 凌乱:最低 75%
- 尚可:100% 基准
- 清洁:最高 120%
- 非常清洁:最高 140%
- 一尘不染:最高 160%
声望收益(应用于每日所得声望的倍率):
- 恶心:0%(完全无法获得声望)
- 污秽:25%
- 肮脏:50%
- 凌乱:75%
- 尚可:100%
- 清洁:120%
- 非常清洁:140%
- 一尘不染:160%
保持青楼整洁是玩家能采取的最高效措施之一——清洁度既限制收入,也决定声望能否增长。
声望(20 级)
声望是一条长期进度轨。每级都有名称与点数门槛:
| 等级 | 名称 | 门槛 |
|---|---|---|
| 1 | 令人作呕 | 0 |
| 2 | 恶心 | 500 |
| 3 | 污秽 | 1,500 |
| 4 | 肮脏 | 4,000 |
| 5 | 破旧 | 7,500 |
| 6 | 差劲 | 12,000 |
| 7 | 平庸 | 18,000 |
| 8 | 尚可 | 26,000 |
| 9 | 还不错 | 36,000 |
| 10 | 良好 | 50,000 |
| 11 | 优良 | 70,000 |
| 12 | 优质 | 95,000 |
| 13 | 卓越 | 125,000 |
| 14 | 上乘 | 160,000 |
| 15 | 高级 | 200,000 |
| 16 | 奢华 | 250,000 |
| 17 | 精美绝伦 | 310,000 |
| 18 | 皇家 | 380,000 |
| 19 | 帝王级 | 460,000 |
| 20 | 神级 | 550,000 |
声望越高,吸引的顾客数量和质量越高,还会解锁受声望限制的事件,并计入每日收入缩放。
青楼升级等级
除房间等级外,青楼本身还有三条“全场所”升级路线:
推广等级(从 1 开始)
- 每日额外增加
random(0 to level)名顾客,并在员工之间分配 - 每日声望收益获得
random(0 to level × 10)%加成 - 在房间管理画面以橙色显示
装潢等级(从 0 开始)
- 每日收入(税前)获得
random(0 to level × 5)%加成 - 每日声望收益获得
random(0 to level × 5)%加成 - 在房间管理画面以兰花紫显示
- 每天独立判定
人脉等级(从 0 开始)
- 系统中已有定义,但其机制效果尚未实装
房间与升级
房间管理画面
从 员工宿舍 →“管理房间” 进入房间管理画面。顶部栏显示青楼状态(清洁度、声望、当前员工、每日维护费)及可用资源。其下是可横向滚动的专用房间图块,以及员工卧室网格。点击专用房间图块上的齿轮(⚙)可打开学徒管理弹窗;点击员工卧室上的 + 按钮可升级房间。
升级所需资源
升级消耗四种资源:
- 财富(金币,主要费用)
- 材料——普通 / 稀有 / 史诗
- 布料——普通 / 稀有 / 史诗
- 原料——普通 / 稀有 / 史诗
六栏资源显示会分别以 C/R/E 显示各类型数量。不同房间等级会用到全部三个品质。
员工卧室升级费用
所有员工卧室均采用相同费用表(房间 1–28 完全一致):
| 等级 | 财富 | 材料 | 布料 | 原料 |
|---|---|---|---|---|
| 1 → 2 | $1,000 | 20 普通、5 稀有 | 10 普通 | 5 普通 |
| 2 → 3 | $5,000 | 40 普通、10 稀有 | 20 普通、5 稀有 | 15 普通、3 稀有 |
| 3 → 4 | $25,000 | 25 稀有、5 史诗 | 15 稀有、3 史诗 | 10 稀有、2 史诗 |
| 4 → 5 | $100,000 | 15 史诗 | 10 史诗 | 8 史诗 |
卧室等级的实际作用
升级员工卧室会给予三种可叠加的每日加成:
| 房间等级 | 最高收入 | 每名员工声望 | 额外顾客 |
|---|---|---|---|
| 1 | 基准 | +0 | +0 |
| 2 | ×1.10 | +1 | +0 |
| 3 | ×1.25 | +3 | +1 |
| 4 | ×1.40 | +5 | +2 |
| 5 | ×1.60 | +7 | +3 |
收入倍率会应用于她每日薪资范围的 最高值(最低薪资不变)。声望加成会直接加入当日名气收益。额外顾客会与基于能力的基础判定叠加;由于额外报酬概率为 Ability ÷ 2 + clients_today,额外顾客也会间接提高她当天薪资翻倍的概率。
5 级时的净效果:员工能赚取明显更多的钱、接待更多顾客,并每天产生更多声望;代价是更多脏乱(因为她服务的顾客更多)和 $100 每日维护费($20 × 5 级)。
专用房间升级费用
五个专用房间拥有手动升级路线,各自采用不同费用曲线:
主卧室
| 等级 | 财富 | 材料 | 布料 | 原料 |
|---|---|---|---|---|
| 1 → 2 | $2,000 | 25 C、8 R | 15 C、3 R | 10 C |
| 2 → 3 | $8,000 | 50 C、15 R | 30 C、8 R | 20 C、5 R |
| 3 → 4 | $30,000 | 30 R、8 E | 20 R、5 E | 15 R、3 E |
| 4 → 5 | $120,000 | 20 E | 15 E | 12 E |
酒吧
| 等级 | 财富 | 材料 | 布料 | 原料 |
|---|---|---|---|---|
| 1 → 2 | $3,000 | 30 C | 10 C | 20 C |
| 2 → 3 | $10,000 | 20 R | 15 C、5 R | 35 C、5 R |
| 3 → 4 | $40,000 | 10 E | 25 R | 15 R |
| 4 → 5 | $150,000 | 25 E | 20 E | 15 E |
护士室(医务室)
| 等级 | 财富 | 材料 | 布料 | 原料 |
|---|---|---|---|---|
| 1 → 2 | $4,000 | 20 C | 10 C | 35 C |
| 2 → 3 | $12,000 | 30 C、5 R | 20 C | 20 R |
| 3 → 4 | $45,000 | 20 R | 15 R | 35 R |
| 4 → 5 | $180,000 | 15 E | 20 E | 25 E |
保安室
| 等级 | 财富 | 材料 | 布料 | 原料 |
|---|---|---|---|---|
| 1 → 2 | $5,000 | 50 C | 5 C | 15 C |
| 2 → 3 | $15,000 | 25 R | 10 C | 20 C |
| 3 → 4 | $60,000 | 50 R | 20 R | 25 R |
| 4 → 5 | $250,000 | 30 E | 15 E | 20 E |
地牢
| 等级 | 财富 | 材料 | 布料 | 原料 |
|---|---|---|---|---|
| 1 → 2 | $8,000 | 60 C | 25 C | 30 C |
| 2 → 3 | $25,000 | 35 R | 20 R | 15 R |
| 3 → 4 | $80,000 | 60 R | 40 R | 30 R |
| 4 → 5 | $300,000 | 35 E | 30 E | 25 E |
剧情锁定房间(无法手动升级)
其余专用房间通过故事事件解锁,并维持在 1 级;女仆宿舍则会随已取得女仆人数提升:
| 房间 | 出现方式 |
|---|---|
| Elara 的办公室 | 接受青楼时与主卧室一同解锁。固定为 1 级。 |
| 厨房 | 由 Poppy 到来剧情解锁(注意:会 消耗你的全部原料 作为开业库存)。固定为 1 级。 |
| 奥术房间 | 由 Blinky 取得剧情解锁。固定为 1 级。 |
| 秘密房间 | 解开水晶密码谜题后解锁。固定为 1 级。 |
| VIP 休息室 | 由 Vixen 招募剧情解锁。固定为 1 级。 |
| 舞厅 | 由 Elara 与 Esperanza 的精修剧情解锁。固定为 1 级。 |
| 女仆宿舍 | 等级 = 已取得女仆数(1–5),自动增长。 |
| 珍兽园 | 由 Gastoff 建造(要求青楼声望 9+ 且已建庭院)。还会给予 装潢等级 +1。 |
| 庭院、泳池、牢房走廊、牢房 1–8 | 全部由 Gastoff 通过铁匠铺剧情分别建造。 |
每日维护费
每日报告会自动扣除维护费:
upkeep = $60 base
+ $20 × Master Bedroom level
+ $20 × (sum of all worker bedroom levels)
+ $20 × (sum of Bar, Maids' Quarters, Nurse's Room,
Security, Exterior grounds, and Dungeon levels)
不会增加维护费的房间: Elara 的办公室、厨房、奥术房间、秘密房间、VIP 休息室、珍兽园、舞厅。
专用房间
每个专用房间都有一位 导师(负责该房间的 NPC),并可容纳最多 3 名学徒;舞厅例外,只能容纳 1 名当前受训者。每名学徒都会使房间有效等级 +1,并触发该房间的学徒专属效果。导师永远不能当学徒(即使在自己房间也不行)。
| 房间 | 导师 | 解锁方式 |
|---|---|---|
| Elara 的办公室 | Elara(#1) | 初始房间 |
| 主卧室 | 玩家 | 初始房间 |
| 酒吧 | Sherry(Brandy 以员工身份在此轮班) | 招募 Brandy |
| 护士室 | Willow(#18) | 招募 Willow |
| 保安室 | Valkyra(#11) | 招募 Valkyra |
| 地牢 | Raven(#7) | 招募 Raven |
| VIP 休息室 | Vixen(#19) | 招募 Vixen(受剧情限制) |
| 厨房 | Poppy | 结识 Poppy + 建好厨房 |
| 奥术房间 | Blinky | 招募/取得 Blinky |
| 秘密房间 | Azariel | 解锁秘密门 |
| 女仆宿舍 | 女仆们(特殊) | 受故事限制,每取得一位女仆提升 1 级 |
| 珍兽园 | (待定) | 建造珍兽园 |
| 舞厅 | Esperanza | 完成 Elara 与 Esperanza 的精修剧情 |
服务房间学徒效果
被分配为学徒的员工会在每日计算中提供相应房间加成。所有效果最多可叠加至栏位上限。
| 房间 | 持有效果 | 每名学徒效果 |
|---|---|---|
| 主卧室 | — | 学徒每天获得 经验 +50%;承受 0 压力(每日增长 + 事件) |
| Elara 的办公室 | — | 每名学徒 每日收入 +5% 且 每日声望 +5%(最高 +15% / +15%) |
| 酒吧 | 收入 +5%、声望 +5%、每日脏乱 +10 | 每名学徒:收入 +1%、声望 +1%、脏乱 +1;学徒本人获得 顾客 +2 |
| 护士室(医务室) | Willow 当前在职 → 员工基础每日压力从 10 降至 7 | 每名学徒令 所有员工每日压力 −1(最高 −3) |
| 保安室 | 每日事件成功率 +8% | 每名学徒令 每日事件成功率 +5%(3 人时总计最高 +23%) |
| 地牢 | — | 效果将在未来更新中加入 |
| 厨房 | 解锁 客房服务 行动 | 每名学徒:客房服务耗时 −10 分钟;其恢复的每项属性 +10;在工作员工间随机分配 额外 1 名顾客 |
| 奥术房间 | — | 效果将在未来更新中加入 |
| 秘密房间 | — | 每名学徒令 所有员工每日经验 +1(最高 +3) |
| VIP 休息室 | Vixen 是永久“VIP 员工” | 每名 VIP 员工(Vixen + 学徒)获得:每日薪资 ×2、顾客 +1、脏乱 ×2 |
| 女仆宿舍 | 女仆负责清洁(见女仆章节) | 每名学徒向女仆总量添加 清洁力 +10 |
| 舞厅 | Esperanza 提供精修训练 | 仅 1 个栏位。受训者当天会 移出顾客名单,获得 60–100+ 经验,青楼获得 每日声望 +10%。Esperanza 从 净利润中收取 15% 费用。 |
分配方式: 每名学徒会使房间有效等级 +1,并在房间管理画面以绿色“(+N)”显示。点击房间图块打开学徒管理弹窗,即可分配/移除员工。每位员工同一时间只能分配至一个房间。
学徒策略
当前员工数量有限,而每个房间有 3 个栏位,因此必须取舍。大致优先顺序如下:
前期(2–6 名当前员工):
- Elara 的办公室——有多余人手时为第 1 优先。每名学徒提供收入 +5% 且声望 +5%,叠加很快,也是最纯粹的无副作用加成。
- 医务室(护士室)——员工超过 4 人时极佳。每名员工每日压力 −1 意味着所有人休息更少,因疲惫损失的工作日也更少。
- 秘密房间——低调但强大。让所有员工每日经验 +1,可迅速培养属性较低的新人。
中期(7–12 名员工、多个专用房间):
- 保安室——如果每日事件经常失败,每名学徒 +5% 事件成功率(3 人时上限 +23%)能让多数中层事件变得可靠。
- 酒吧——每名学徒带来的加成不错(收入 +1%、声望 +1%),但也会产生脏乱 +1。需与清洁能力平衡。
- 主卧室——每名学徒经验 +50%,并免除所有压力。非常适合需要密集训练的员工。
后期(13+ 名员工、全部建成):
- VIP 休息室——高风险高回报。薪资 ×2 + 额外顾客 + 脏乱 ×2。只有女仆队伍能应付额外清洁时才把员工放进来。
- 舞厅——单栏受训设置。员工当天会退出顾客轮班,但获得 60–100 经验;Esperanza 收取净利润的 15%。适合需要快速培养技能的高属性员工。
- 厨房——每名学徒会添加 1 名随机顾客,并强化客房服务行动。直接收入影响较低,但辅助效果不错。
目前可以跳过的房间:
- 地牢 和 奥术房间——两者都只有占位效果。除非其他房间不需要她们,否则不必向这里分配员工。
常见三学徒组合:
- 办公室 ×3 → 每日收入 +15% / 声望 +15%
- 医务室 ×3 → 每名员工每日压力 −3(实际上可防止精疲力竭)
- 秘密房间 ×3 → 每名员工每日经验 +3(强力长期经验农场)
请记住:导师不能当学徒。Elara、Willow、Valkyra、Raven、Brandy 和 Vixen 都固定在自己的房间。
每日经营
每日周期
当青楼时间推进时,每位当前员工会根据属性、名气、技能、服装和工作时数贡献收入。收入随后依次经过:
- 计算 员工基础收入
- 应用 清洁度倍率(收入上下限)
- 应用 声望倍率
- 酒吧加成(服务房间)
- 装潢加成(随机 0 至等级 × 5%)
- 圣诞花环加成(持有时 5%;不必启用圣诞开关)
- Patreon 大师加成(启用时 5%)
- 办公室学徒加成(每名学徒 +5%)
- 扣除 15% 税款
- 扣除 每日维护费
- 计算 净利润(最低为 0——Elara 会保护你免于负收益)
声望收益采用类似流程:基础值 → 清洁度倍率 → 推广加成 → 装潢加成 → 季节/Patreon 加成 → 办公室学徒加成 → 加入总声望点数。
每日事件
青楼每天会触发一个随机 每日事件——一段叙事插曲;员工能否应对挑战,会使当天收入和声望向上或向下波动。系统采用包含 85 个事件、分布于 6 个类别的 JSON 库;每个事件均有完整的成功与失败故事及机制后果。
事件类别
事件分为 6 类;随机选择类别时,每类权重相同:
| 类别 | 说明 | 事件数 |
|---|---|---|
| 通用 | 适用于任何经营类型的通用事件 | 28 |
| 青楼 | 青楼专属场景(顾客遭遇、情色事件) | 28 |
| 旅馆 | 旅馆经营场景(适用于旅馆模式场所) | 13 |
| 声望 | 特定声望层级的风味事件 | 5 |
| 员工—青楼 | 以员工为中心的叙事事件 | 7 |
| 员工—旅馆 | 以员工为中心的旅馆事件 | 4 |
只有场所以青楼模式经营时,青楼和员工—青楼类别才会触发;旅馆和员工—旅馆类别会从青楼经营中完全滤除。
选择流程
每天:
- 选择一个类别(加权随机)
- 从该类别随机选择一个事件
- 跳过 ID 位于 近期历史(最近触发的 5 个事件)中的事件——同一事件在 5 天内不会重复
- 若所选类别没有有效事件,则尝试其他类别作为后备
- 检查门槛条件;不满足门槛的事件会被跳过
门槛条件
每个事件都可以指定触发前必须满足的要求:
- 当前员工人数最小值或最大值
- 声望等级最小值或最大值
- 最低清洁度(百分比下限)
- 要求已建造特定专用房间
- 要求尚未建造特定房间(例如“闹事者”只会在没有保安室时触发)
- 要求特定员工当前在职
- 经营类型门槛——青楼、旅馆或两者皆可
成功计算
事件使用四种成功条件之一:
| 条件类型 | 成功率计算方式 |
|---|---|
| 平均属性 | 所有当前员工的一项属性平均值,加上少量每员工加成 |
| 两项属性平均值 | 两项属性合并后的平均值,加上少量每员工加成 |
| 最高属性 | 每名员工单项最高属性的平均值,加上少量每员工加成 |
| 特定员工 | 所选员工的属性值 + 固定基础概率 |
加入成功率的修正:
- 持有保安室: 基础 +8%,每名学徒 +5%(3 名学徒时最高 +23%)
- 带有事件成功率加成的员工物品: 汇总所有当前员工的加成
最终概率限制在 5%–95%(任何事件都不会必胜或必败),随后据此掷骰决定结果。
员工选择方式
事件叙事需要特定员工时,会使用以下方式之一:
- 无——不选择员工,采用通用叙事
- 随机——任意当前员工
- 最高属性——选择某项指定属性最高的员工
- 特定——指定员工;若她未在职,则改为随机
叙事文本提及员工姓名时,会显示所选员工的名字。
结果
成功与失败区块都可以包含以下任意效果:
收入效果:
- 金钱倍率(通常为 0.3×–2.5×),应用于总收入、特定员工收入或随机员工收入
声望效果:
- 声望倍率(应用于当天声望收益)
- 覆盖规则:当天完全无法获得声望(常见失败惩罚)
青楼效果:
- 清洁度固定变化(立即应用,与普通每日清洁分开计算)
每员工效果(应用于所有当前员工、所选员工或特定员工):
- 压力、生命、经验、名气和忠诚度的固定加减
事件结果示例
- 旅行吟游诗人(通用,3+ 名员工):成功 = 收入 +50%,所有人压力 −10。失败 = 收入 −25%,压力 +5。
- 闹事者(青楼、无保安室、2+ 名员工):成功 = 经验 +5。失败 = 收入 −5%、所有人压力 +5、生命 −5。(快建保安室!)
- 王室代表团(通用、声望 10+、清洁度 75+、3+ 名员工):成功 = 收入 +150%、声望 +100%、所有人经验 +20。失败 = 仅收入 +20%、压力 +10。
- 鼠患(通用,2+ 名员工):成功 = 清洁度 −20、收入 −15%、救星经验 +10。失败 = 清洁度 −50、收入 −50%、无声望收益、所有人忠诚度 −2、压力 +15。
- 厨房火灾(通用,2+ 名员工):成功 = 清洁度 −20、收入 −25%。失败 = 清洁度 −45、收入 −60%、阻止声望收益、所有人生命 −10、压力 +18。
- 行家考验(青楼、声望 8+):成功 = 收入 +100%、声望 +50%、名气 +1。失败 = 收入 −10%、压力 +10。
- 病弱顾客(青楼,2+ 名员工):成功 = 收入 +30%、所选员工经验 +8。失败 = 倒霉员工 生命 −8、压力 +12、忠诚度 −5。
- 竞争者挖角(青楼、声望 5+):成功 = 目标员工忠诚度 +3。失败 = 忠诚度 −5、压力 +8——她不会离开,但会开始不满薪资。
具有多种可能结果的事件会在 每日报告 中显示完整叙事文本(成功或失败版本),并列出所有已应用效果。王室代表团或假货骗局之类的高影响事件,一天便可能改变整周利润。
每日报告
每天结束后,每日报告 画面会汇总一切:员工收入、休息原因(精疲力竭/生病)、总收入、税款、支出、净利润、所得声望、触发的每日事件及所应用的加成。收入必须从此画面领取。
两项可选收入加成
每日计算流程中有两项特殊的收入 +5% / 声望 +5% 加成;两者可以互相叠加,也可以与其他一切叠加。
Patreon 大师
Patreon 大师是一项 专长升级,可在任意水晶商人处(Lillian 的巢穴、Seraph 的圣所、Sylwithe 的山谷)花费 10 块水晶 购买。要求 Patreon 冒险者层级或更高。
提供的效果:
- 每日青楼收入 +5%
- 每日青楼声望 +5%
- 卧室升级为特殊强化版本
- 专长变为“Patreon 大师”(取代初始专长)
- 提高圣诞抓娃娃机奖品上限(每位员工的服装获奖次数从 1 次变为 2 次、花环掉落率更高等)
- 开放只有 Patreon 大师层级才能解锁的部分高级训练和工作机会
购买后,这些加成会永久生效,无需进一步设置。
圣诞花环
从圣诞村的圣诞抓娃娃机(CWM)赢得的 关键物品。只能取得一次;赢得后会永久留在关键物品中。
持有时提供:
- 每日青楼收入 +5%
- 每日青楼声望 +5%
当前收入与声望计算只检查是否持有花环,不检查圣诞开关或现实日期。与 Patreon 大师叠加后,每日合计加成可达 +10% / +10%。
员工互动
拜访员工是培养关系和训练她们的主要方式。从 员工宿舍 走廊选择 “拜访员工” 行动,会打开所有当前可用员工的选择列表(尽管行动说明可能另有暗示,但实际由玩家选择,并非随机)。
可拜访员工
并非每位已招募员工都能拜访——只有部分角色拥有训练图片。目前可以拜访:
Sophie(2)、Honey(3)、Sandra(4)、Grace(5)、Shadow(8)、Valkyra(11)、Jade(15)、Brandy(17)、Willow(18)、Vixen(19)、Kasumi(20)、Audrey(23)、Momosagi(26)、Maize(28)、Pepper(29)。
完成 Elara(1) 的深夜办公室亲密剧情后,也会解锁她的拜访。
当前员工中 不在拜访菜单里的 有:Raven(7)、Foxy(9)、Lindia(12)、Whiskers(24)。她们均已完整招募、住在青楼,并像其他员工一样产生每日收入,只是尚无拜访/训练内容。Raven 则在地牢拥有独立的互动行动。
可用规则
员工要出现在列表中,必须:
- 处于启用状态(已找到且未被解雇)
- 当前没有休息(精疲力竭或生病)
- 今天尚未拜访过(每名员工每天 1 次)
- 当前游戏内小时位于她的工作时段(支持跨夜时段)
拜访费用
开始一次互动会消耗:
- −60 精力
- −40 镇定
- 游戏内时间 +60 分钟
互动菜单
每个选项 每次互动只能使用一次。选择退出后,该次互动所得的好感度总计会转化为忠诚度。
交谈
- 关系 +3(拥有 亲密沟通 技能时为 +10)
- 5% 概率——特殊交谈结果:忠诚度 +8、额外关系 +5、NPC 关系 +1、特殊对话句
- 25% 概率——普通 忠诚度 +1(与上述特殊结果分开判定)
赞美
- 关系收益 = 2 + round(worker Charisma ÷ 5)(所以魅力 50 = +12,魅力 100 = +22)
- 5% 概率——特殊赞美:忠诚度 +8、额外关系 +5、NPC 关系 +1、特殊对话
- 25% 概率——普通 忠诚度 +1
礼物
礼物效果取决于物品和员工偏好。
普通礼物(10 类):
| 反应 | 关系 | 忠诚度 | NPC 点数 |
|---|---|---|---|
| 最喜欢 | +15 | +4 至 +8 | +8 |
| 普通 | +8 | +2 至 +6 | +5 |
| 最不喜欢 | +3 | +1 至 +3 | +3 |
各员工最喜欢 / 最不喜欢的礼物:
| 员工 | 最喜欢 | 最不喜欢 |
|---|---|---|
| Elara(1) | 书籍 | 泰迪熊 |
| Sophie(2) | 泰迪熊 | 葡萄酒 |
| Honey(3) | 鲜花 | 珠宝 |
| Sandra(4) | 葡萄酒 | 书籍 |
| Grace(5) | 书籍 | 情趣内衣 |
| Shadow(8) | 珠宝 | 鲜花 |
| Valkyra(11) | 葡萄酒 | 巧克力 |
| Jade(15) | 珠宝 | 玩具 |
| Brandy(17) | 葡萄酒 | 书籍 |
| Willow(18) | 鲜花 | 珠宝 |
| Vixen(19) | 珠宝 | 泰迪熊 |
| Kasumi(20) | 鲜花 | 葡萄酒 |
| Audrey(23) | 香水 | 泰迪熊 |
| Momosagi(26) | 情趣内衣 | 书籍 |
| Maize(28) | 巧克力 | 书籍 |
| Pepper(29) | 巧克力 | 书籍 |
消耗品礼物(不使用偏好系统,而是直接施加属性增益):
| 消耗品 | 效果 |
|---|---|
| 时间 | 灵巧 +1 |
| 解毒 | 完全治疗 + 清除压力 |
| 力量 | 耐力 +1 |
| 护盾 | 忠诚度 +1 |
| 专注 | 智力 +1 |
| 欲望 | 能力 +1 |
| 古龙水 | 外貌 +1 |
| 运气 | 随机一项主要属性 +1 |
训练
训练会令员工沿 8 级阶梯前进一步。每次互动解锁一种特定姿势,并提高一项特定属性。
| 等级 | 训练 | 获得属性 |
|---|---|---|
| 1 | 亲吻 | 魅力 +1 |
| 2 | 口交 | 智力 +1 |
| 3 | 传教士式 | 外貌 +1 |
| 4 | 女上位 | 耐力 +1 |
| 5 | 后入式 | 能力 +1 |
| 6 | 特殊 1 | 灵巧 +1 |
| 7 | 特殊 2 | 两项随机主要属性各 +1 |
| 8 | 特殊 3 | 两项随机主要属性各 +1 |
每次训练还有以下奖励:
- 玩家获得 色情经验 +50(固定,每次皆有)
- 员工获得按玩家当前色情经验(EE)等级缩放的 经验 和 好感度
- 员工承受 压力 +20(拥有 密宗技艺 技能时为 +10)。压力超过 100 的部分会以其 2 倍转化为生命伤害。
玩家色情经验等级:
| EE 等级 | 经验范围 |
|---|---|
| 1 | 0–99 |
| 2 | 100–249 |
| 3 | 250–499 |
| 4 | 500–999 |
| 5 | 1,000–1,749 |
| 6 | 1,750–2,999 |
| 7 | 3,000–4,999 |
| 8 | 5,000–7,499 |
| 9 | 7,500–9,999 |
| 10 | 10,000+ |
各 EE 等级的训练奖励:
| EE | 员工经验(经 0.8 缩放后) | 好感度 |
|---|---|---|
| 1 | 1 | 10 |
| 2 | 10 | 26 |
| 3 | 19 | 42 |
| 4 | 28 | 57 |
| 5 | 36 | 73 |
| 6 | 45 | 89 |
| 7 | 54 | 104 |
| 8 | 63 | 120 |
| 9 | 72 | 135 |
| 10 | 80 | 150 |
退出——忠诚度转换
玩家退出互动时,该次所得的好感度总计会转化为忠诚度:
| 互动好感度总计 | 忠诚度收益 |
|---|---|
| 18–96 | +1 |
| 97–175 | +2 |
| 176–255 | +3 |
建立信任 技能会使对应档位的忠诚度收益额外 +1。
影响员工拜访的玩家技能
| 技能 | 效果 |
|---|---|
| 亲密沟通 | 交谈 → 关系 +10(而非 +3) |
| 密宗技艺 | 训练压力消耗:20 → 10 |
| 感官精通 | 训练所得员工经验 ×1.5 |
| 情感纽带 | 训练所得好感度 ×1.5 |
| 愉悦艺术 | 训练还会令一项随机主要属性 +1 |
| 建立信任 | 退出时所得忠诚度 +1 |
员工忠诚度
每位员工都有四种由忠诚度驱动的概率:
- 衰减概率——忠诚度随时间下降
- 连锁概率——一次衰减可能触发第二次
- 拒绝概率——忠诚度低于 30 时,她可能拒绝工作(每日报告会显示风味信息,而她当天收入为 0)
- 奖励概率——忠诚度高于 80 时,她可能获得一项随机每日奖励(额外顾客、收入 +25% 或声望 +2)
高忠诚度员工(Pepper 为 100、Momosagi 为 90、Sophie 为 80)远比低忠诚度员工稳定。
员工状态——休息、生病与罢工
员工并非始终可用。压力、生命和忠诚度都可能迫使员工停工,有时会持续数天。
疲惫休息(压力)
基础每日压力增长为 10(若 Willow 在护士室当前在职,则为 7)。服务超过 2 名顾客时,压力也会上升(每超出 1 名顾客便 +1)。每天进行一次耐力判定(random 1–100 ≤ Stamina),成功时可消除 2 点压力。员工物品与医务室学徒也会降低压力。
当员工的 压力在日末超过 75:
- 她会正常完成当天工作
- 被标记为休息,原因是“精疲力竭”
- 接下来休息 2 天——收入、顾客、经验均为零
- 休息结束时:压力重置为 0,生命恢复至 上限
病假休息(生命)
员工生命上限为 Stamina × 10(最低 100);若她拥有 钢铁体魄 技能,则提高至 ×1.5。训练造成的压力溢出会损伤生命(压力超过 100 的部分以 2 倍从生命中扣除)。
当 生命降至 0 或以下:
- 她会被标记为休息,原因是“生病”
- 休息 4 天;若 Willow 当前在护士室,则为 3 天
- 休息结束时:压力重置为 0,生命恢复至 上限
拒绝工作(低忠诚度罢工)
每天,忠诚度低于 30 的员工会按个人拒绝概率判定。若通过,她当天会罢工——没有收入,也不产生顾客或脏乱。每日报告中会随机出现一句风味文本,例如 “{name} 在门上挂了一块‘装修暂停营业’的牌子”,或 “{name} 用死亡凝视迎接每位顾客,直到他们全都离开。”
拒绝系统只适用于可拜访员工(拜访员工菜单中的同 16 人,包括完成解锁剧情后的 Elara)。已经招募但不可拜访的员工(Raven、Foxy、Lindia、Whiskers)永远不会罢工。
解决方法始终相同: 将她的忠诚度恢复至 30 以上。礼物、赞美、训练,以及交谈/赞美时概率为 5% 的特殊结果都会提高忠诚度。
高忠诚度奖励
另一方面,忠诚度高于 80 的员工每天会按个人奖励概率判定。成功时,当天随机触发以下三种奖励之一:
| 奖励 | 效果 |
|---|---|
| 额外顾客 | 额外 +1 或 +2 名顾客(每人也会各自进行报酬判定) |
| 收入提升 | 该员工每日薪资 ×1.25 |
| 声望提升 | 该员工当天贡献声望 +2 |
与拒绝工作相同,这只适用于可拜访员工。
压力/生命速查
| 条件 | 门槛 | 结果 |
|---|---|---|
| 压力 > 75 | 工作日结束 | 疲惫休息 2 天 |
| 生命 ≤ 0 | 工作日结束 | 病假 4 天(有 Willow 时 3 天) |
| 忠诚度 < 30 | 每日判定 | 有概率拒绝工作(跳过当天、收入为 0) |
| 忠诚度 > 80 | 每日判定 | 有概率获得顾客/收入/声望奖励 |
将员工压力维持在 20 至 75 之间、保持满生命并让忠诚度高于 30,便是稳定状态。高忠诚度员工会用奖励触发回报投入,低忠诚度员工则可能让你损失整天收入。
厨房与客房服务
厨房是玫瑰与荆棘的餐饮中心,由开朗的半身人厨师 Poppy 管理;她基本上是主动上门给自己安排了这份工作。
解锁厨房
Poppy 会在到来剧情中出现在青楼正门。向来不浪费机会的 Elara 当场聘用她,并决定把你的 全部原料库存(普通、稀有、史诗)当成“开业物资”。接受剧情后,所有原料都会交给 Poppy,并解锁 1 级厨房。
厨房藏在 西侧走廊 的一个角落。通过走廊中的“前往青楼厨房”行动进入(要求青楼声望等级 4+)。
厨房行动
Poppy 24/7全天候待在厨房(所有时段、每天)。她提供两项行动:
| 行动 | 时间 | 消耗 | 要求 | 效果 |
|---|---|---|---|---|
| 交谈 | 15 分钟 | — | 陌生人+ | 推进关系(每日上限 8 次) |
| 厨艺大师 | 200 分钟 | −70 精力、−40 镇定 | 朋友阶段 + 烹饪 ≥ 50 | 教授 厨艺大师 技能(仅一次;学会后行动消失) |
客房服务——Poppy 的招牌服务
客房服务是一个 主卧室行动,代表 Poppy 送来高级餐点与饮品。要求厨房已经存在,且 玩家青楼声望达到 4 级。
基础数值:
- 120 分钟
- 精力 +50
- 镇定 +50
- 生命 +40
- 饱腹感 +20
拥有厨房学徒时(通过房间管理画面将员工分配至厨房):
| 学徒数 | 时间消耗 | 属性恢复(各项) | 随机顾客分配 |
|---|---|---|---|
| 0 | 120 分钟 | +50 / +50 / +40 / +20 | 0 |
| 1 | 110 分钟 | +60 / +60 / +50 / +30 | 随机顾客 +1(分给一名工作员工) |
| 2 | 100 分钟 | +70 / +70 / +60 / +40 | 随机顾客 +2 |
| 3 | 90 分钟 | +80 / +80 / +70 / +50 | 随机顾客 +3 |
时间最低限制为 30 分钟。每名学徒当天还会向工作员工随机分配一名额外顾客,因此厨房会通过让现有房间接待更多顾客,间接提高青楼收入。
学徒策略
厨房是较值得安排学徒的房间之一,因为收益兼顾两面:玩家的恢复效果增强(客房服务耗时也更低),同时青楼每日顾客产出增长。它没有副作用;VIP 休息室学徒会承担 2 倍脏乱,厨房学徒则只是悄然把更多顾客送给当天工作的员工。
怪物女孩(牢房走廊)
地牢下方由封锁结界密封的石拱门后,是 牢房走廊——一套与员工系统完全分离的经营层。怪物女孩拥有自己的属性、经济、顾客、每日报告和互动循环,可将其视为与主青楼并行运转的第二份生意。
建造牢房走廊(以及牢房)
基础设施由铁匠 Gastoff 逐项建造。每项委托都是永久升级,消耗财富和稀有或史诗材料,并各有声望及标记要求。
| 委托 | 时间 | 财富 | 材料 / 布料 / 原料 | 要求 |
|---|---|---|---|---|
| 庭院 | 3 小时 | $30,000 | 每类 10 史诗 | 青楼声望 5 |
| 泳池 | 3 小时 | $200,000 | 每类 25 史诗 | 声望 6、已建庭院 |
| 珍兽园 | 3 小时 20 分钟 | $2,000,000 | 每类 50 史诗 | 声望 9、已建庭院 |
| 牢房走廊 | 3 小时 | $1,000,000 | 每类 35 稀有 | 声望 8、已招募 Raven |
| 牢房 2 | 3 小时 | $1,500,000 | 每类 50 稀有 | 已建牢房走廊 |
| 牢房 3 | 3 小时 | $2,000,000 | 每类 25 史诗 | 已建牢房 2 |
| 牢房 4 | 3 小时 | $2,500,000 | 每类 30 史诗 | 已建牢房 3 |
| 训练室 | 4 小时 | $10,000,000 | 每类 500 普通 / 200 稀有 / 75 史诗 | 声望 9、已培养与 Gastoff 的关系(完成时 Gastoff +20) |
牢房 5–8 是占位结构——地点已存在于代码中,但 Gastoff 目前不提供建造委托,属于未来内容。
牢房 1 并非 Gastoff 的委托,而是作为 Bobo 地牢救援剧情的一部分解锁(她的专属栏位)。
完成珍兽园还会令青楼 装潢等级 +1。
捕获怪物女孩
反复击败怪物女孩的地牢普通敌人形态即可捕获她。每种可捕获怪物都有一个 遭遇计数器——必须击败她至少 5 次,才会开始进行捕获判定。从第 6 次击败开始:
capture_chance = 10% + ((defeats_past_threshold) × 10%) + player Taming stat
最高为 100%。例如你的驯服为 20,已击败她 8 次(超过门槛 3 次),捕获率就是 10 + 30 + 20 = 60%。
判定成功后,游戏会检查是否有已建成但未入住的牢房(牢房 2–8):
- 没有可用牢房 → 她会投降,但随后离开。仍可再次尝试;击败次数会继续累计。
- 有可用牢房 → 触发招募剧情,让你选择带她回家或释放她。
当前可捕获怪物女孩
| 敌人 | 成为 | 居住地点 |
|---|---|---|
| 黑暗精灵战士(地牢普通敌人) | Myriss | 第一个可用的牢房 2–8 |
| 史莱姆(地牢普通敌人) | Jelly | 第一个可用的牢房 2–8 |
| Melanthe(地牢普通敌人) | Melanthe | 第一个可用的牢房 2–8 |
Bobo 的取得方式不同——她来自一条脚本化地牢场景任务线,而非击败判定。她永远住在牢房 1。
四位怪物女孩
| 姓名 | 种族 | 年龄 | 身高 | 性格 | 初始驯服度 | 喂食成本 | 每日驯服衰减 |
|---|---|---|---|---|---|---|---|
| Bobo | 哥布林 | 24 | 3'9" | 顽皮 | 50 | 3 份食物 | 5% |
| Myriss | 黑暗精灵 | 27 | 5'7" | 敌对 | 30 | 5 份食物 | 6% |
| Jelly | 史莱姆 | 19 | 5'4" | 开朗 | 70 | 2 份食物 | 3% |
| Melanthe | 拉弥亚大祭司 | 32 | 5'8" | 冷艳诱惑者 | 20 | 7 份食物 | 7% |
Jelly 最容易管理——喂食便宜、衰减慢、初始驯服度高。Melanthe 最难——喂食昂贵、衰减快、初始驯服度极低。
怪物属性(0–100,但初始值为个位数)
怪物女孩使用六项与员工不同的属性:
| 属性 | 对应员工属性 | 作用 |
|---|---|---|
| 活力 | 耐力 | 每日压力减少(判定成功时压力 −2) |
| 狡黠 | 智力 | 训练经验加成 |
| 敏捷 | 灵巧 | — |
| 能力 | 能力 | 每日顾客数(random(1, ability/10 + 1)) |
| 魅惑 | 外貌 | 每名顾客最低收入(allure / 2) |
| 气场 | 魅力 | 每名顾客最高收入(aura × 2) |
| 凶猛 | 名气 | 吸引更高层级的恶魔/怪物顾客 |
属性初始值很低(个位数),会通过训练和属性升级增长。属性升级所需经验 = 下一属性值(所以从 7 升至 8 需花费 8 经验)。上限为 100。
驯服度——核心机制
每位怪物女孩都有 0–100 的驯服度,表示她愿意工作的程度,并支配所有相关机制:
- 驯服度低于 30 → 拒绝服务顾客,当天收入 $0。每日报告会显示随机风味信息(例如“{name} 整天都在对每个路过的人嘶叫”)。
- 驯服度达到或高于 30 → 正常工作、赚取收入并获得经验
- 除非你拜访她,否则驯服度会按个人衰减率 每日衰减(每日 3–7%)
- 维持驯服度是经营怪物女孩的主要持续成本
每日工作机制(驯服度 ≥ 30)
怪物女孩每天工作时进行以下判定:
- 顾客:
random(1, Ability ÷ 10 + 1)——能力满值时最高 11 名 - 每名顾客收入:
random(Allure ÷ 2, Aura × 2)——取决于魅惑/气场构筑,波动很大 - 压力: 基础 +10;若
random(1–100) ≤ Vitality,则 −2 - 经验: 每服务 1 名顾客 +1
- 凶猛: 每天有
stat_avg / 100概率 +1
休息触发: 若压力超过 75,她会进入 疲惫休息 3 天(员工为 2 天,怪物为 3 天)。休息期间收入 $0。结束时:压力 → 0,清除休息状态。
管理怪物女孩
从 牢房走廊 可以进入两个界面:
管理怪物——打开管理画面,显示每只怪物的属性、驯服度、生命、压力、已装备工具,以及属性升级界面(花费经验提高属性)。
驯服怪物——打开驯服互动选择画面,并以图标显示所有当前怪物。正在休息或当天已经驯服过的怪物会显示为灰色。
驯服互动行动
每次互动允许按任意顺序使用 每种行动一次:
| 行动 | 要求 | 效果 |
|---|---|---|
| 喂食 | 食物物品(数量依怪物而异) | 驯服度 +10。提高驯服度的主要方式。 |
| 管教 | 工具(见下方) | 依工具而异:驯服度 +10 至 +15、改变压力/经验,并有小概率提高玩家驯服属性 |
| 教导 | 驯服度 ≥ 30 | 只有风味对话——10 个随机主题(礼仪、贸易、服装、法律、友谊、食物、音乐、善意、家园、信任)。不改变属性,但会推进关系型内容。 |
| 训练 | 驯服度 ≥ 30 | 八阶段亲密训练(与员工相同)。对应属性 +1,并按 Taming + Cunning 判定缩放经验 |
| 退出 | 始终可用 | 结束互动 |
管教工具:
| 工具 | 驯服度加成 | 压力变化 | 经验变化 | 玩家驯服提升概率 |
|---|---|---|---|---|
| 鞭子 | +15 | 0 | 0 | 3% |
| 绳索 | +10 | −20 | 0 | 2% |
| 镣铐 | +10 | +10 | +25 | 2% |
鞭子提供最高驯服度加成。绳索可以释放压力(怪物接近 75 压力休息门槛时很实用)。镣铐以增加压力为代价,大幅提高经验。
怪物训练属性对应
训练与员工采用相同的八阶段阶梯,但对应不同属性:
| 等级 | 训练 | 获得属性 |
|---|---|---|
| 1 | 亲吻 | 气场 +1 |
| 2 | 口交 | 狡黠 +1 |
| 3 | 传教士式 | 魅惑 +1 |
| 4 | 女上位 | 活力 +1 |
| 5 | 后入式 | 能力 +1 |
| 6 | 特殊 1 | 敏捷 +1 |
| 7 | 特殊 2 | 2 项随机属性各 +1 |
| 8 | 特殊 3 | 2 项随机属性各 +1 |
训练所得经验:random(1, player Taming) + random(1, monster Cunning)。
怪物管理消耗品
两种特殊消耗品可以简化怪物管理:
| 消耗品 | 效果 |
|---|---|
| 怪物补剂 | 唤醒所有怪物——清除全部休息状态,并重置每日驯服追踪项,让你能在同一回合再次驯服每只怪物。一次性使用。 |
| 嗅盐 | 所有当前怪物的压力减少 10。适合避免整个怪物群触及 75 的休息门槛。一次性使用。 |
拥有时,两种消耗品都会以图标显示在驯服怪物选择画面上。
每日报告整合
怪物女孩产出会出现在标准每日报告中。每只怪物显示四种状态之一:
- 工作中——正常获得收入/顾客/压力
- 未驯服——驯服度 <30,收入 $0,显示风味信息
- 休息中——精疲力竭,剩余休息天数递减
- 休息完成——刚结束休息,完全恢复
怪物收入会加入青楼 净利润(税款/维护费已经应用后,再单独加上怪物收入)。怪物产生的脏乱 = clients × 2,并计入青楼每日清洁负担。
策略说明
- 能捕获时优先选择 Jelly——她的维持成本最低,也最不容易因衰减失控。
- 绝不能让驯服度低于 30。 在未驯服区间停留一天,就会浪费一个赚钱日。
- Melanthe 是后期项目——喂食成本高、衰减快,但气场初始为 9,培养后会成为赚钱怪物。
- 每天喂食。 即使驯服度已经 100,漏掉一天也会开始衰减。
- 嗅盐是紧急制动手段——多只怪物压力接近 70+,而你没时间逐一拜访时使用。
- 玩家驯服属性很重要。 它既提高捕获率,也提高训练经验;若认真经营怪物,应尽早投资。
员工物品与服装
员工物品
员工可以装备具有属性效果的物品。物品系统与服装及技能并行,共同塑造员工表现。
服装等级(1–5)
每位员工从服装等级 1 开始,最高可升至 5 级。服装对每日收入与声望 都有影响。
各服装等级的收入上下限:
| 服装等级 | 最低收入 | 最高收入 |
|---|---|---|
| 1 | 基准 | 基准 |
| 2 | — | ×1.20 |
| 3 | ×1.10 | ×1.30 |
| 4 | ×1.20 | ×1.40 |
| 5 | ×1.30 | ×1.50 |
声望加成(按员工加入每日名气收益):
| 服装等级 | 声望加成 |
|---|---|
| 1 | +0 |
| 2 | +1 |
| 3 | +2 |
| 4 | +3 |
| 5 | +4 |
如何升级服装
提高员工服装等级有两种方式:
1. 裁缝 Fernando(主要方式)
Fernando 会通过每名员工的专属剧情,为随机一名员工升级服装。关键规则:
- 整个青楼 每天一次
- 随机员工——由 Fernando 选择;玩家不能指定升级对象
- 每名员工最多从 Fernando 获得 2 次升级——所以仅靠 Fernando 最多只能从 L1 升至 L3
- 费用会随 Fernando 完成的总升级次数 上升,采用 50 阶费用表——前期升级便宜(约 $300 + 10 份普通布料),后期费用极高(约 $500,000 + 约 250/150/99 份布料)
- 消耗 财富 + 布料(普通/稀有/史诗)
每次升级还会播放该员工独有的 Fernando 剧情(例如 fernando_clothing_audrey.json);各员工内容不同,本身也是完整叙事场景。
2. 圣诞抓娃娃机(活动限定)
圣诞活动期间,抓娃娃机(CWM)有小概率将服装升级作为奖品:
- 免费玩家:每名员工最多从 CWM 赢得 1 次服装升级(若从 L1 开始可升至 L2,也可与 Fernando 叠加)
- Patreon 大师:每名员工最多赢得 2 次服装升级
- 加权随机——不能指定员工
合计最高等级: Fernando(2 次升级)+ CWM(免费 1 次 / 付费 2 次)= 即使无法手动干预,配合两个系统也能让任意员工达到 5 级。
符合条件的员工(全部 20 人)
目前所有可招募员工都有服装系统条目:Elara、Sophie、Honey、Sandra、Grace、Raven、Shadow、Foxy、Valkyra、Lindia、Jade、Brandy、Willow、Vixen、Kasumi、Audrey、Whiskers、Momosagi、Maize、Pepper。
技能系统
注意: 员工技能系统是占位框架,计划在接下来几个版本中进行重大更新。列出的许多技能名称与效果仍是开发占位内容——系统完整建成后会继续精修、重新平衡或重命名。部分效果已经在代码中生效,另一些目前只是装饰。请将下文视为当前状态快照,而非最终设计。
每名员工都拥有一项独有的 初始技能——这是与生俱来的技能,反映她的性格或背景故事;若已有机制效果,它会在后台持续影响每日表现。
技能运作方式
- 每名员工招募时正好拥有 一项 技能(其初始技能)
- 技能会在每日青楼计算中自动应用效果
- 钢铁体魄提高生命上限(最常见的机制技能引用)
- 部分技能给予被动加成(冥想恢复、女王的声望提升),另一些则在特定事件触发(活跃气氛有 25% 概率增加顾客,外交手腕可安抚愤怒顾客)
各员工初始技能(20 位可招募员工)
| 员工 | 初始技能 | 效果 |
|---|---|---|
| 1 Elara | 助理 | 玩家离开多日时管理混乱局面 |
| 2 Sophie | 忠诚之心 | 忠诚度永不低于 50 |
| 3 Honey | 组织者 | 每日清洁力 +10 |
| 4 Sandra | 表演大师 | 满意度检定时所有属性视为 +10 |
| 5 Grace | 冥想 | 每日压力与生命恢复 +10 |
| 7 Raven | 地牢主宰 | 解锁地牢行动 |
| 8 Shadow | 扒窃 | 每次遭遇有 25% 概率额外偷取 25% 金钱 |
| 9 Foxy | 快速学习 | 每次遭遇经验 ×2 |
| 11 Valkyra | 保镖 | 免疫不满意顾客的攻击,使暴乱伤害降低 50% |
| 12 Lindia | 完美记忆 | 与玩家互动所得经验 +50% |
| 15 Jade | 会计 | 每日总收入 +5% |
| 17 Brandy | 活跃气氛 | 遭遇有 25% 概率按 2 名顾客计算 |
| 18 Willow | 治疗师 | 角色独占技能(尚无机制效果) |
| 19 Vixen | 迷人个性 | 顾客满意概率 +20% |
| 20 Kasumi | 神谕者 | 角色独占技能(尚无机制效果) |
| 23 Audrey | 园艺师 | 角色独占技能(尚无机制效果) |
| 24 Whiskers | 专注 | 满意度检定时所有主要属性 +5 |
| 26 Momosagi | 欲望无尽 | 每日顾客上限 +1 |
| 28 Maize | 芳心杀手 | 占位效果——尚未实装 |
| 29 Pepper | 兔跳 | 角色独占技能(尚无机制效果) |
斜体技能为角色独占,只属于对应员工,不在主技能库中定义。芳心杀手和海妖之歌虽已有定义,但明确标记为占位效果。
完整技能库
主技能系统中定义了 30 项技能。并非每项技能都已分配给员工用作初始技能,但理论上都可以通过训练、剧情或特殊事件取得。
| 技能 | 效果 |
|---|---|
| 快速学习 | 每次遭遇经验 ×2 |
| 完美免疫 | 任何情况下都不会生病 |
| 钢铁体魄 | 生命上限 +50% |
| 冥想 | 每日压力与生命恢复 +10 |
| 迷人个性 | 顾客满意概率 +20% |
| 有天赋 | 顾客满意奖励翻倍 |
| 扒窃 | 每次遭遇有 25% 概率额外偷取 25% 金钱 |
| 杂技 | 所有检定中的灵巧与能力 +20 |
| 忠诚之心 | 忠诚度永不低于 50 |
| 坚韧 | 每日压力损失减半 |
| 表演大师 | 满意度检定时所有属性视为 +10 |
| 名气磁石 | 名气收益翻倍 |
| 组织者 | 每日清洁力 +10 |
| 完美记忆 | 与玩家互动所得经验 +50% |
| 活跃气氛 | 任意遭遇有 25% 概率按 2 名顾客计算 |
| 天生丽质 | 所有检定中的外貌与魅力 +20 |
| 外交手腕 | 有 50% 概率安抚愤怒顾客 |
| 强健 | 生命不会低于 1(防止失去行动能力) |
| 女王 | 青楼每日总声望 +15% |
| 专注 | 满意度检定时所有主要属性 +5 |
| 保镖 | 免疫顾客攻击,使暴乱伤害降低 50% |
| 助理 | 玩家离开时管理业务 |
| 快速掌握 | 属性训练费用降低 25% |
| 书虫 | 所有检定中的智力 +10 |
| 健身 | 所有检定中的耐力 +10 |
| 地牢主宰 | 解锁地牢服务 |
| 会计 | 每日总收入 +5% |
| 欲望无尽 | 每日顾客上限 +1 |
| 海妖之歌 | 占位效果——尚未实装 |
| 芳心杀手 | 占位效果——尚未实装 |
玩家的作用
大多数技能锁定于对应员工,无法教授或移除。不过,少数技能影响的是玩家与员工的 自身互动,而非员工每日产出:
- 亲密沟通——玩家技能,将交谈的关系收益从 +3 改为 +10
- 建立信任——玩家技能,使互动退出时所得忠诚度 +1
- 密宗技艺 / 感官精通 / 情感纽带 / 愉悦艺术——均为修改训练互动的玩家技能
这些技能已在上方员工互动章节说明;它们与员工自身技能列表不同,只是名称在视觉上相似。
青楼剧情
青楼是一张庞大剧情网的中心——有些剧情会在正确时间进入正确房间时自动触发,另一些则由特定行动触发(例如委托 Gastoff 或在地牢救出怪物女孩)。大多是一次性场景,会解锁角色、升级或新内容。目前青楼完整剧情库包含多个类别的 50+ 段剧情。
剧情分为 自动触发(在正确时间、满足正确条件时进入指定地点)和从其他行动 手动触发 两种。所有剧情都有门槛要求,常见条件包括声望门槛、关系阶段、当前员工和时段。
到来与招募剧情
这些剧情会让新角色进入青楼。大多在达到相应声望后,于正门自动触发。
| 剧情 | 地点 | 关键要求 |
|---|---|---|
| Azariel 介绍 | 秘密房间 | 解锁秘密门后 |
| Poppy 到来 | 入口 | 青楼声望 4+ |
| Blinky 到来 | 入口 | 青楼声望 7+ |
| Sherry 介绍 | 酒吧 | 已拥有青楼 |
| Violet/Mandarin/Lychee/Lime/Rain 到来 | 女仆宿舍 | 各女仆工作时段内 |
| Kasumi:绝望的请求 | 入口 | 声望 6+ |
| Kasumi:被幻视纠缠 | 入口 | 声望 8+ |
| Kasumi:神谕者的选择 | 入口 | 声望 10+(启用她的员工身份) |
| Sandra 合奏提议 | 吟游诗人公会 | 完成 H2H“失落的热情”+ 朋友阶段 |
| Pepper 介绍 | 入口 | 复活节活动期间触发 |
| Momosagi 地牢救援 | 地牢 | 从地牢场景手动触发 |
经营与设置剧情
| 剧情 | 地点 | 用途 |
|---|---|---|
| 开始营业 | Elara 的办公室 | 一次性选择青楼或旅馆经营类型 |
| Sophie 与 Elara 欢迎 | Elara 的办公室 | Sophie 的第一天 |
| Elara 与 Hailey 食材供应 | 杂货店 | 建立食材供应安排 |
| Elara 与 Fernando 员工服装 | 裁缝店 | 建立 Fernando 的服装升级服务 |
| Elara 与 Brandy 酒馆调查 | 喧闹酒馆 | 深夜喜剧剧情(Elara 朋友+) |
女仆群体互动
五位女仆拥有一套会随招募和关系培养逐步连锁的剧情网。
| 剧情 | 涉及女仆 | 时间/条件 |
|---|---|---|
| Violet + Mandarin 换班 | Violet、Mandarin | 交接班时段 |
| Lime + Lychee 元素 | Lychee、Lime | 两人均相识+ |
| Lime + Rain 分析 | Lime、Rain | 两人均相识+ |
| Lime + Mandarin 保护 | Mandarin、Lime | 两人均相识+ |
| Lime 结识 Blinky | Lime + Blinky | 奥术房间、相识+ |
| 三位少女初次会面 | Mandarin、Lychee、Rain | 三人均已取得 |
| Lime + Lychee 元素姐妹 | Lychee、Lime | 两人均朋友+ |
| 女仆争夺卧室 | Mandarin、Lychee、Lime | 三人均朋友+、主卧室 |
| 六之低语 | 全部五位女仆 | 五人均亲密朋友+ |
三名员工联络感情
| 剧情 | 员工 | 地点 |
|---|---|---|
| 三名女孩联络感情(“找到家人”) | Sophie、Jade、Honey | 员工宿舍、三人均已遇见+ |
| 尴尬的按摩 | Sophie、Willow、Elara | 护士室、三人均已遇见+ |
Sherry 整合
| 剧情 | 联动角色 | 时间/条件 |
|---|---|---|
| 巫师的初尝 | Blinky | Sherry 已遇见、Blinky 已知 |
| 无法战胜的挑战 | Brandy | 两人均朋友、21:00–24:00 |
| 舞台重生 | Sandra | Sherry 相识、Sandra 当前在职 |
员工卧室亲密剧情
这些剧情会解锁重要的浪漫/亲密内容。每段都需要 好感度 550+(约朋友后期),并于 21:00 至 24:00 在主卧室触发。完成后即消失,均为一次性场景。
| 剧情 | 员工 |
|---|---|
| 与 Sophie 共度一夜 | Sophie |
| 驯服种马 | Honey |
| 与经理的下班时光 | Elara——此剧情会在拜访员工菜单中解锁 Elara |
Sashimi 任务线
| 剧情 | 地点 | 时间/条件 |
|---|---|---|
| 礁石上的人鱼 | 地牢(钓鱼) | 钓鱼期间手动触发 |
| 离水之鱼 | 青楼泳池 | Sashimi 已遇见+,9:00–19:00 |
| 世界之间的野兽 | 青楼泳池 | Sashimi 朋友+,9:00–19:00——解锁虚空利维坦任务 |
Pepper 的整合剧情
Pepper 拥有最广泛的整合内容——她会依次结识其他每位具名青楼居民。Pepper 与对方达到所需关系阶段后,对应剧情便会解锁。
| 剧情 | 结识角色 | 所需阶段 |
|---|---|---|
| 新员工 | Elara | Pepper 已遇见 |
| 酒吧训练 | Sherry | Pepper 已知 |
| 烹饪课程 | Poppy | Pepper 已知 |
| 检查 | Willow | 两人均已知 |
| 魅力课程 | Brandy | Pepper 相识、Brandy 已知 |
| 宠物兔 | Sophie | 两人均已知 |
| 家族相似之处 | Raven | Pepper 相识、Raven 已知 |
| 兔子联络感情 | Momosagi | 两人均已知 |
Raven 专属
| 剧情 | 说明 |
|---|---|
| 驯服的艺术 | 手动触发剧情,奖励 Raven 关系 +20 |
Gastoff 建造剧情
全部从 Gastoff 铁匠铺的委托行动触发。每段剧情会讲述建造过程,随后设置相应“已建造”标记,使地点出现在青楼中。
- 建造庭院
- 建造泳池
- 建造珍兽园(另使装潢等级 +1)
- 建造牢房走廊
- 建造牢房 2
- 建造牢房 3
- 建造牢房 4
- 建造训练室(在西侧走廊旁解锁四项可重复的精英教练课程)
(牢房 5–8 在代码中被注释掉——属于未来内容。)
怪物女孩捕获剧情
每位可捕获怪物女孩都有两种可能在战斗后自动触发的剧情,取决于是否有可用牢房:
| 怪物 | 无牢房剧情 | 招募剧情 |
|---|---|---|
| Myriss | “黑暗精灵投降——没有牢房” | “黑暗精灵投降——招募” |
| Jelly | “史莱姆女孩——没有牢房” | “史莱姆女孩——招募” |
| Melanthe | “拉弥亚祭司——没有牢房” | “拉弥亚祭司——招募” |
招募版本会提供选择:接受(带她回到下一间空牢房)或释放(她会离开,计数器重置,日后可以重新尝试)。
剧情触发方式
- 每次进入指定地点时,自动触发剧情 都会检查条件。若所有条件满足且剧情尚未完成,便会触发。
- 手动剧情 必须从某项行动开始(Gastoff 委托、战后捕获等)。
- 每段剧情都 只能完成一次——完成后永远不会再次触发。
- 剧情可以连锁——部分后续剧情要求先完成早期剧情或特定谈心对话。
开始经营——前期优先事项
- 结识 Elara,接受青楼委任——她会自动成为 1 号员工。
- 从后巷 救出 Sophie——她是你的第一位额外员工,忠诚度很高。
- 取得第一位女仆(Violet)——没有她,清洁度会迅速崩溃。
- 结识 Poppy(厨师)——她会自行建好厨房。
- 积累每日收入与声望——尽早投资清洁和房间升级,因为清洁度同时限制收入与声望。
- 通过任务线 招募 Honey、Jade 和 Willow——三人都会解锁独特职责与加成。
- 探索地牢——击败 Raven、Lindia 及后续小首领后,她们都会成为员工。
- 结识 Vixen——招募她会解锁 VIP 休息室,带来显著名气提升。
本指南仍在持续完善。各员工攻略、怪物女孩指南和女仆物品优化会在各自文档中介绍。
These official guides track the current game. The player-maintained wiki may contain additional strategies and discoveries.
