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这是工人统计、每日收入、压力、经验、清洁、声誉、学徒和报告收集的数字参考。 导线 买下大楼,招聘工人, 并推进各个房间和故事。
以下公式描述当前每日计算. 工人的工资是每日一卷,而不是每个客户的薪酬乘以每卷。 金钱奖金分阶段适用;将其全部百分比加在一起不会复制一份报告。
阅读每日报告
报告涵盖 游戏中已完成的天数 从您获得该业务的那天起。当前未完成的一天没有计算。打开报告会赶上缺失的完成日并存储每个结果,所以重读一份已计算的报告不会再次判给收入。
报告采集者提供储存的每日报告。收入输入 待定; 使用募集行动将正的待收收入转化为财富。 查看一份更旧的报告不会再次收集当天的钱。
今天的薪水用的是名声等级和清洁度 开始计算清理以后就解决了 今日的名声奖励用的是清洁 打扫完之后今天获得的声誉会影响随后的日薪,而不是已经定价的一天。
补习计算使用当前工人名册、任务、设备,并按每份缺失报告运行,而不是重放一份历史名册的快照。它们仍然处理每份完成的天数。如果希望及时看到管理变化的效果,定期访问报告。
工人及其实际作用
| 状态 | 每日计算 | 其他用途 |
|---|---|---|
| 斯塔米纳 | 在Stamina或以下的1-100卷可以消除2次工作压力 | 最大健康;耐力事件检查 |
| 情报 | 客户的1-100卷成功双倍基础工作 EXP | 舞厅EXP范围;情报活动检查 |
| 数据交换 | 贡献了名人增长平均数的六分之一 | Dexterity事件和具体工人的检查 |
| 能力 | 客户范围和每日双薪机会 | 能力事件;促进名人增长 |
| 外观 | 较小的外观/Charisma 设定最低工资,较大的最高数额 | 外观事件;名人成长 |
| 魅力a | 与外观共享薪酬范围公式 | 魅力事件;名人成长 |
| 名声 | 每位工人现在的名声 都为今天的名流贡献了力量 | 通过每日统计平均卷和活动增长 |
| 经历 | 消耗工人EXP,而不是自动水平乘数 | 用于更新按钮 |
| 压力 | 燃烧至0-100;工作结束后超过75人休息 | 训练会增加压力并造成溢出损害 |
| 忠诚 | 可允许拒绝30岁以下或80岁以上奖金卷 | 专门针对工人的衰减和探访;特别房间/物品保护 |
| 卫生 | 零 健康可以让病人休息 | 活动、培训费、回收和消耗品 |
六个存储的原始数据被夹住 0–999 检查中使用的配置奖金与存储的号码是分开的;计算日收入时,在计算工资之前会增加工人物品的外观和Charisma奖金。它不会自动将每个描述工人技能奖金添加到每个每日统计。
最大工人健康=分钟(999,最大(100,Stamina×10))。 与工人的 铁制宪法,将 Stamina 术语乘以 1.5 ,然后应用最小值和上限。这是一个工人技能计算,与玩家的战斗技能分开。
使用 EXP 购买Stats
提高初级病历 N改为N+1 费用 N + 1 名工人 EXP,只要存储的Stat低于999。通过管理stat按钮增加Stamina也会使工人恢复到重新计算的最高健康水平。
例如,能力30 ~ 31 成本 31 EXP (英语).; 31 – 32 费用 32 EXP 执行方案成本是随提高的统计,而不是普遍工人水平。
谁工作谁不工作
只有现有、征聘和在职工人才能进入每日名册。 30个工人身份证;一个工人的可用性仍然取决于他们自己的游戏进展.
| 状态 | 每日结果 |
|---|---|
| 普通工人 | 客户,支付,压力,工作 EXP,名人卷,和混乱 |
| 休息时间 | 没有客户工作、工资、工作EXP或乱七八糟;一天休息日用完 |
| 今天休息结束 | 压力变为0,健康恢复到最大; 那天还是没工作 |
| 锡雷纳岛度假 | 没有客户工作或事件;+25 忠诚至150,−40 压力,+40 健康至最大;衰减暂停 |
| 舞厅学员 | 没有普通客户、工资、名牌或工人的烂摊子; |
| 拒绝工作 | 没有普通的客户工作,工资,工作 EXP,或混乱的那一天 |
工作日计算后开始休息: 75天以上的压力——2个休息日否则 零至4个病假日的健康状况,或 3, 活动 Willow。触发日仍然可以赚取收入。每日护士检查是否 Willow是一个在职工人而不是要求把她安排到医务室的学徒岗位上
客户数和每日付款
客户数
原始工人的能力 页:1:
最小客户端=最大(1,楼层(A QQ 10)−2).
最大客户端=地板(A QQ 10)+2.
在它们之间滚动一个包容性整数,然后增加适用的房间、设备和分配的客户奖金。 3-7个客户.
- 卧室等级3:+1;等级4:+2;等级5:+3客户端.
- 律师学徒:+2客户为自己.
- VIP受益人:+1客户端给自己.
- 厨房:每个学徒一个随机分配的全楼客户.
- 一级以上有效晋升:滚动 0 至 关 额外客户端,然后随机分发。
- 女佣广告项目:在实际可用的工人中分配其累积的客户外资金,而不是拒绝。一个工人可以接受几个。
- 工人设备:加上工人的客户奖金。
厨房和促销的发行在事件和拒绝检查之前进行,因此,后来的拒绝可能会浪费分配。 佣人广告首先解决拒绝问题,而只将它分配给将要工作的工人。这些是全大楼的集合,而不是每个工人的额外计数。
薪酬范围
在增加装备齐全的外观/Charisma奖金后, 页:1 外观和 C级 成为魅力:
最低基薪=下限(男(P,C)++2)。
基数最高薪=最高薪(P,C)×2.
用开始的清洁、衣服和工人的卧室来修改范围,在每个阶段都缩短。 每天支付一次 位于结果的界限之间。
更高的外观或Charisma可以提高上限;提高较小的静态可以提高下限。 保持两者的平衡可以使最低支付更强。
每日双薪
Bonuschance = floor(Aliable QQ 2) +今天的客户在此阶段.
价值或低于该数值的1-100卷比每日卷多一倍。100或以上门槛值保证了双薪结果。 30% 机会
这是每个工人每天一次满意的工资奖金,不是每个客户的单项工资,也不是直接支付每日工资×客户数。
清洁、服装和卧室
| 清洁性 | 薪资最低乘数 | 最高薪资乘数 | 后来的名声乘数 |
|---|---|---|---|
| 0–4 | ×0 | ×1 | ×0 |
| 5–14 | ×0.25 | ×1 | ×0.25 |
| 15–29 | ×0.50 | ×1 | ×0.50 |
| 30–44 | ×0.75 | ×1 | ×0.75 |
| 45–59 | ×1 | ×1 | ×1 |
| 60–74 | ×1 | ×1.20 | ×1.20 |
| 75–89 | ×1 | ×1.40 | ×1.40 |
| 90–100 | ×1 | ×1.60 | ×1.60 |
使用 开始清洁 前两栏和 清理后的清洁 最后一栏。即使在0清扫时,工资上限也不强制为0;名声仍然可以是0。
| 服装职等 | 最低工资 | 最高薪额 | 每天名声平平 |
|---|---|---|---|
| 1 | ×1 | ×1 | +0 |
| 2 | ×1 | ×1.20 | +1 |
| 3 | ×1.10 | ×1.30 | +2 |
| 4 | ×1.20 | ×1.40 | +3 |
| 5 | ×1.30 | ×1.50 | +4 |
| 6 | ×1.40 | ×1.60 | +5 |
| 工人卧室级别 | 添加客户端 | 最高薪额 | 每天名声平平 |
|---|---|---|---|
| 1 | +0 | ×1 | +0 |
| 2 | +0 | ×1.10 | +1 |
| 3 | +1 | ×1.25 | +3 |
| 4 | +2 | ×1.40 | +5 |
| 5 | +3 | ×1.60 | +7 |
服装和房间声誉奖金 今天的名声池。它们不会永久增加存储的名人。
薪酬范围示例
外观40,Charisma30给 $15–$80。开始清洁 90 将上限提高到 128 美元。 $21–$204; 卧室5级修改最大值为 $326因此,每天的卷子是: $21–$326在双薪支票和以后的奖金之前
那个工人的衣服和卧室也加了 5 + 7 = 12 平分今天的名人池,加上现在的名人和任何适用的项目/忠诚点.
工人工资奖金令
每日卷后:
- 如果成功,应用双薪结果。
- 适用总和的工人设备收入百分比,然后是固定收入。
- 应用多种项目效果,如 珍珠颈带×2.
- 应用成功的高利贷奖金:外客户支付,×1.25支付,或+2日名.
- 乘以数 1+0.5x完成培训升级 为这个工人。
- 贵宾受益人的双倍报酬.
- 应用那个工人的目标日活动黄金乘数 最后一个.
已完成的礼品培训升级堆栈 添加剂 用于收入:一个给×1.5,两个×2,三个2.5,等等用于该工人可用的升级。 匹配玩家训练动作,与日常工作分开 EXP.
将目标薪酬设定为xx0的事件,即使培训升级、项目和要人翻一番,也维持在零。全球建筑活动的收入在征税前稍后处理。
压力和工作EXP
工作压力
每个工人,从 10,或 7如果 Willow 活动:
- 成功 Stamina 卷: -2.
- 添加 最大( 0, 客户 - 2).
- 减掉工人设备的压力,然后在零下铺.
- 应用主寝室 / Brothel Dungeon 保护或医务预防.
- 将剩余工作压力加到现有的压力中,将压力控制在0-100。
睡房主徒弟赚了钱 零工作与积极事件压力 Brothel Dungeon学徒不能通过工人更新器获得压力,也不能失去忠心;他们保留现有的压力,仍然可能受益于压力缓解。两个任务都只是将旧压力重置于零。
医务和医学
让 (单位:千美元) 医务学徒人数和 页:1 该建筑的医学水平:
每个工作压力点的概率=分钟(100米,×a)%。
在医学0,学徒防止 分钟( 出现压力, a) 点数不随机滚动。在0以上,每工作压力点一次滚动机会,然后防止 大于 成功计数和学徒保证。保证是一层楼,而不是每卷成功单上增加额外的预防。
10个工作压力、3个学徒和20个医学:卷a 60% 每一点的机会;至少防止3点,最多10点; 新工作压力;它不会抹去旧的应激或自动取消事件应激.
工作经验
- 基础工作EXP在高Loyalty额外客户之前等于客户的计数.
- 成功的原始情报卷 加倍的基地。
- 添加 +1 EXP每个密室学徒,然后工人设备平面EXP.
- 应用工人设备 EXP 百分比,切换.
- 主卧房学徒收×1.5,调校.
- 如果工人有学徒任务,请加上女佣 辅导 计算结果的百分比,缩短奖金。
事件 EXP在事件处理过程中被单独授予, 并出现在报告总数中。它不是第二次通过工作- EXP 乘数运行 。 高亮度额外客户端是稍后添加的,因此它们会产生额外的薪酬和混乱,但在此计算中不会添加工作压力或工作 EXP 。
舞厅训练代替卷 60 - 100 + 1 - max( 1, 原始智能) EXP,然后添加适用的导师。它不使用普通的Intelligence双工作-EXP卷。
忠诚、访问和培训
所有30名工人都参加目前对忠诚的计算,按特定工人的费率计算。 Raven被排除在普通访问选择者之外,但她的忠诚对于日常工作仍然很重要。
- 每过一天,都记录工人的衰败机会。 成功将失去1个忠诚;成功级联将失去1个附加点。
- 30岁以下工人拒绝的机会可能使他们拒绝当天的工作。
- 80岁以上,工人的奖金机会可以产生三个同样选定的奖金之一: 1至2个额外客户和每个额外薪级表, 1.25 每日工资,或 +2 平日声誉完全80没有资格。
- 客户以外的付款不会独立地重复先前的双薪或设备奖金阶段;后来的培训、VIP和有针对性的活动乘数适用于工人综合工资。
- 度假,Brothel Dungeon学徒, 和忠心锁设备暂停腐烂 而不积累积压 以后。
- 普通的忠心更新使用0-100范围;度假胜地和特定设备可以将其提升到100以上,甚至达到自己的上限。 度假归来不会立即丢掉更高的价值。
对于完成的玩家训练,重点收益是 亲吻 —— 魅力, 口头-情报, 传教士-外观, 牛女 →, Doggie 能力, 特殊 1 + 数据交换. Special 2/3 每人将两个随机的初级统计数提高1. 快乐艺术 增加一个随机主点。
培训通常增加 20 压力,或 10 种术超过100种原因的压力 2每个溢出点的健康损害Brothel Dungeon学徒没有受到培训压力,因此,受保护的培训费用不会造成溢出损害。
训练的工人EXP基地 玩家Erotic Experience 1 -10级是 2, 13, 24, 35, 46, 57, 68, 79, 90, 100。为 Tantric Arts 添加 10, 乘以 1.5 , 加上感官大师和短音, 保留 80% 和短音, 完成匹配的训练升级后再加双倍。这是不同于普通日常工作的 EXP 。
名声和声誉
每个工作日,平均 能力、外观、魅力、Stamina、情报和Dexterity外观/Charisma包括每日薪金计算所用的奖金项目。 1个永久名人。事件可以分别改变名人。
最初的日名人库是:
目前名人+服装平面奖金+卧室平面奖金+工人项目平面名人+成功的忠诚名誉奖金.
应用这些阶段的顺序:
- 乘以数 清理后的清洁 和全局事件声誉乘数; 截断。 封锁声誉事件将这一基础设为零 。
- 有效晋级1级以上,从 0至10× 级别 并加上该百分比。
- 如果有效的装饰超过0,则从 0至5× 级别 并加上该百分比。
- 拥有圣诞花环:+5%.
- 校验主关:+5%.
- 办公室:每名学徒+5%。
- 拥有栏:+5%,加上每名律师学徒+1%.
- 适用女佣设备的声誉百分比。
- 分配的舞厅学员增加了+10%。
每个百分比的奖金使用 当前运行值 并缩短其增加的金额。这些阶段复合。结果会增加累积的声誉点,并更新等级。
职衔
每个军衔都会增加 5% 工人收入小计: 收入奖金=5×(起职——1)%因此,排名20给出了+95%;现行制度延续了排名20。
| 军衔 | 名称 | 要达到的点 | 收入奖金 |
|---|---|---|---|
| 1 | 恶心 | 0 | +0% |
| 2 | 翻转 | 500 | +5% |
| 3 | 脏 | 1,500 | +10% |
| 4 | 肮脏 | 4,000 | +15% |
| 5 | 谢比 | 7,500 | +20% |
| 6 | 穷 | 12,000 | +25% |
| 7 | 平庸语 | 18,000 | +30% |
| 8 | 可接受 | 26,000 | +35% |
| 9 | 体面 | 36,000 | +40% |
| 10 | 不错 | 50,000 | +45% |
| 11 | 精细 | 70,000 | +50% |
| 12 | 质量 | 95,000 | +55% |
| 13 | 不错 | 125,000 | +60% |
| 14 | 高级 | 160,000 | +65% |
| 15 | ium | 200,000 | +70% |
| 16 | 奢华 | 250,000 | +75% |
| 17 | 特别 | 310,000 | +80% |
| 18 | 皇家 | 380,000 | +85% |
| 19 | 国王 | 460,000 | +90% |
| 20 | 像上帝一样 | 550,000 | +95% |
排名第20后, 像神一样(1) 排名 21 时 685 000点。下一步费用为202 500分;随后每一步费用为前一步×1.5,四舍五入。对于名声增长或军衔收入奖金,没有20级上限。
建设收入、税收和维持
从所有工人最后日薪的总和开始。按此顺序:
- 开始名声等级 : +5%×(排名−1).
- 拥有 圣诞花环: +5%.
- 已验证 师级: +5%.
- 办公室:每名学徒+5%。
- 拥有栏:+5%,加上每名律师学徒+1%.
- 有效装饰:从 0至5× 级别.
- 女佣设备财富总额百分比。
- 全球每日活动收入乘数; 获取短线 收入毛额.
现在的圣诞花环检查是 所有权女佣的财富奖金会影响实际收入,而不是只用于展示。
税额=下限(总收入×15%)。
正常净额=最大(0,毛额-税收-每日维持)。
如果有舞厅学员,Esperanza的费用是: 下限(正常净额×15%)中,从正的正常网中扣除。然后将怪物收入单独添加。正常的负结果由企业承担,而不是在计算日常利润时从你的财富中扣除。
每日维护
60 + 20 × (有效的主卧室级别+所有确定的工人卧室级别的总和+有效的酒吧、女佣宿舍、医务室、保安、室外和Brothel Dungeon)。
计算包括卧室,即使他们的工人在休息或当天没有挣钱。特殊房间的有效水平来自房间的基数和学徒计数; 女佣的四分房使用获得的女佣计数和学徒计数,因此,分配工作人员可以增加维持费用。这一功能并不增加独立的女佣工资费,也不增加其他每个专用房间的20美元。
建筑-收入示例
假设工人工资总额 $1,000, 起始等级为 10, 花环是拥有的,有一个办公室学徒, 酒吧有两个学徒, 装饰的卷子给出 + 10%, 女仆设备给出 + 5%。没有主 Tier 或事件变化 :
1 000 = 1 450 = 1 522 = 1 598 = 1 709 = 1 879 = 1 972 毛额。
税收是 $295保持200美元,正常的网络是 $1,477舞厅学员的费用 $221,离开 $1,256 在单独的怪物收入之前 。此示例遵循每个奖金阶段的整数切换; 单个总和百分比给出不同的答案 。
怪物工作与统计
活生生的怪物有自己的每日报告,与工人工资公式分开,他们必须在报告日到来,不能休息,而且有 那天至少30岁。在进行资格检查的前一天,将进行调试。
| 数值 | 每日计算 |
|---|---|
| 客户 | 随机 1 - max(1, 楼层( 能力) + 10) + 1) |
| 每个客户的薪酬 | 随机 最大(1, 楼层( ALLure QX 2) ) 结束 最大值( 下限 + 1, Aura x 2) |
| 收入共计 | 这些单独的客户工资单的总和 |
| 任务 EXP | 客户数 |
| 压力 | +10,在成功的1-100生命卷上减少2个;上限为100个 |
| 飞行 | 在1至100卷中加1, 或低于Ability、Allure、Aura、Vitality、Cunning和Acility的平均值 |
怪兽真会付账 每个客户与普通工人的单日工资单不同的是,他们的收入被加起来。 在正常工人奖金、税收、维修费和任何舞厅费之后;它没有收到这些工人收入乘数或扣减。 二乱 在女佣清洁之前
示例:能力30 1-4个客户吸引20和奥拉15 每个客户10至30美元3个客户,共计3个单卷 $30–$90,加上正常净收入。
75号以上的压力开始 3个休息日。当最后休息日结束时,压力变为零; 怪物在该完成日不工作。在 Tamed 30 下, 报告标记了怪物未受约束且没有工作收入。 Monsterstat 升级成本 下一个统计级别 EXP 停下来 100与普通工人的999顶级标准不同
梅斯和女佣清洁
员工梅斯
基础混乱是工人的 最终 客户点数,包括高亮度的额外客户。
| 滚动 | 工人乱七八糟的 |
|---|---|
| 最多10名客户 | 楼层(客户x2) |
| 否则,最多20个以上客户 | 楼层(客户x1.5) |
| 否则,最多30名客户 | 楼层(客户x1.25) |
| 否则 | 客户 |
与 8个客户,概率是 18%、10%、10%和62%,给出16、12、10或8个差错。这些差错是累积的;它们不是分别的18%、28%和38%的机会。要人受益人是最后工人差错的两倍。
拥有的栏子添加 10 + 律师学徒人数 乱七八糟的 每块两块应用女佣设备的总和的减杂费百分比和减杂费,然后减去减杂费,最低为零。
女佣级别和清洁
目前的女佣名册是 Violet、Mandarin、Lychee、Lime、Rain和Onyx只有买来的女佣才有贡献。
| 女佣级 | 累计 EXP | 基地清洁 | 设备槽 |
|---|---|---|---|
| 1 | 0 | 10 | 1 |
| 2 | 200 | 15 | 1 |
| 3 | 600 | 20 | 1 |
| 4 | 1,200 | 25 | 2 |
| 5 | 3,500 | 30 | 2 |
| 6 | 7,000 | 40 | 2 |
每个女仆:
个人清洁=地板(基地清洁×(1+个人百分比××100))+个人平房奖金.
对于团队:
团队清洁=地板(个人清洁××(1+团队百分比××100))+团队平面奖金.
然后添加 每名女佣的学徒做10次清洁从 50+差异项目奖金 结束 150+差异项目奖金 并应用到这个总数,截断。
新的清洁性=夹具(旧的清洁性+滚滚的清洁性-减少杂乱,0,100).
增加个人固定奖金 之后 女佣的百分比奖金,而不是乘以它。 30,不是31岁。
每个女佣至少从滚滚的清洁中获得1个底质EXP: 最大(1, 楼层( 滚动清洁 ) 已获得的女佣数),然后适用个人/团队女仆EXP奖金。这使用滚滚式清洁,即使最后的清洁夹子防止建筑物超过100个。
学徒、装饰和晋升
室内人员配备使用衍生出的有效级别. 工人卧室保持其付费级别; 多数学徒服务室有一个基础解锁级别加上分配的号码. 可用的档位和房间访问取决于相关的主机和故事进度.
| 会议室 | 当前数值效应 |
|---|---|
| 主卧室 | 分配工人:+50%工作 EXP,没有积极的日常工作/活动压力 |
| Brothel 敦煌语Name | 学徒防止压力增加和失去忠诚;培训压力也为零 |
| 栏 | 所有权:+5%的收入/信誉和+10的混乱;每个学徒:+1%的收入/信誉,+1的混乱,以及+2的客户给自己 |
| 贵宾休息室 | 当拥有时,Vixen和分配的学徒可以获得+1客户,x2工资,x2乱 |
| 医务室 | 如上所述,学徒保证预防压力和药品卷 |
| 女佣的四分之一 | +10小组每名学徒清洁;有效级别包括购置的女佣 |
| 办公室 | +5% 建筑收入和每个学徒的声誉 |
| 厨房 | 每个学徒一个随机分配的额外建筑客户端 |
| 密室 | 每名工人在智商翻一番后,每名学徒每人工作1次EXP |
| 阿尔卡内房间 | +1每名学徒有效装饰 |
| 菜单 | +1每名学徒有效晋升 |
| 警卫 | 帮助事件检查和客户欣赏成功;没有增加普遍工人工资乘数 |
| 舞厅 | 1名学员;无正常工人收入;培训EXP, +10%的声誉和15%的正常网费 |
| 训练室 | 人员配置改变其玩家培训行动;没有单独的普遍日薪奖金 |
有效装饰 = 存储的装饰 + Cthulhu头奖(如果拥有) + 女仆装备 装饰 + Arcane学徒计数. 它为收入和声誉分别滚动,因此两个报告奖金都不需要匹配.
有效晋级 = 存储晋级 + Cthulhu头奖(如果拥有) + 女仆装备晋级 + 1如果Vespa是活跃的 + Menagerie学徒计数. 它授予其外客户人才库和名声榜 仅高于一级.即使从人员配置中得出的有效水平较高,房间艺术水平也可封顶。
每日活动和客户欣赏
日常活动在主要工人计算之前从在场的工人、不休息的工人和不参加舞会的受训者中选择,然后应用他们的统计、健康、忠诚、名声和EXP等变化。 报告栏描述了这些变化;之后不再应用这些变化。
事件可以针对单个工人的工资,修改整个建筑的收入,乘以名声,或者阻碍名声收益. 以工人为目标的工资乘数在VIP和培训奖金之后适用,全大楼的收入活动在征税和征收之前适用。 报告显示的全球事件奖金是描述性的,不是第二次付款。
不同的事件测试了不同的统计数据,可以使用自己的最小/最大机会、技能调整、安全效应或失败后果。 Dexterity对许多事件很有价值,尽管它没有直接客户端和支付公式。 仅凭一个技能的描述性文本并不能证明它修改了每天的卷。
客户欣赏 是一个单独的 每个工作日一次的机会,带有 19个中1个 在没有待决奖励的情况下,合格工人必须确实与客户合作,并拥有1至4级服装。 该系统还需要符合资格的客户,其级别为目前的声誉等级。
它的质量机会是 20+平均值(Charisma,外观) 用于Brothel模式,或 20+平均值(Charisma,情报) 用于酒店模式。添加 每个保安学徒8+5人 如果建立安全性,则工人项目事件-成功奖金; 夹住 5–95%成功的机会创造了后续服装奖赏,不是每个客户或每个工人一个独立的机会,服装等级5结束工人获得这一特定奖励途径的资格,六级服装使用其单独的升级途径。
实际检查
- 平衡观和Charisma要求更强大的薪酬底线,然后提高客户的能力和双薪门槛。 更多的客户也意味着更多的混乱和工作压力。
- 提高工人EXP的智力,并使用EXP来改进你所需要的数据。 名声从6次初选的平均值增长,而不是仅靠能力。
- 保持清洁能力领先于名册,清洁有助于今天的名声在清洁后和日后的薪酬范围.
- 请检查access-date=中的日期值 (帮助)
- 故意使用学徒:VIP增加杂乱,Ballroom清除一个挣钱的人并收费,同时员工可以提高维持费用.
| 意外结果 | 核对的解释 |
|---|---|
| 薪酬不等于客户×上市卷 | 这卷是工人的日薪 |
| 增益百分比不增加报告总数 | 按整数切换顺序排列 |
| 声誉有所改善,但报告的军衔工资没有提高 | 当天开始军衔价格;以后适用新军衔 |
| 收入和声誉显示出不同的清洁效果 | 收入用于开始清洁;声誉用于清洁后的清洁 |
| 服装在不提高名声的情况下提高了声誉 | 服装每天都有名气,不是永久名声 |
| 额外的忠诚客户没有增加工作 EXP | 他们在工作后到达 EXP/压力计算 |
| 医务室没有减轻老压力 | 药物只防止工作压力 |
| 敦煌学徒还有压力 | 保护块增加;它不会抹去旧值 |
| 休养但收入为零 | 稍后报告日恢复工作 |
| 学员的EXP是高的,而工资是零 | 舞厅培训取代普通客户工作 |
| 显示的事件奖金似乎未收 | 它已经是应纳税的毛额或最后定向工资的一部分,而不是额外支付 |
准确性说明
检查过了 2026年10月4日 (中文(简体) ). 对照当前日常计算、报告存储/收集、Stat更新器、房间级别、培训升级、工人设备、女仆设备、医药预防、客户欣赏和名声阈值。公式示例包括当前整数调值规则。本页描述的是力学,但没有披露人物身份或主要故事结果。
相关页面
This is the numerical reference for worker stats, daily earnings, stress, experience, cleaning, reputation, apprentices, and report collection. See Brothel guide for buying the building, recruiting workers, and progressing its individual rooms and stories.
The formulas below describe the current daily calculation. Worker pay is one daily roll, not a payment multiplied by every client. Money bonuses apply in stages; adding all their percentages together will not reproduce a report.
Reading the Daily Report
Reports cover completed in-game days from the day you acquired the business onward. The current unfinished day is not calculated. Opening the report catches up missing completed days and stores each result, so rereading a calculated report does not award its earnings again.
The report picker offers stored daily reports. Earnings enter pending collection; use the collection action to move positive pending earnings into Wealth. Looking at an older report does not collect that day's money a second time.
Today's pay uses the reputation rank and cleanliness at the start of the calculation. Cleaning resolves later, and today's reputation reward uses cleanliness after that cleaning. A reputation rank earned today affects subsequent daily pay, not the already priced day.
Catch-up calculations use the current worker roster, assignments, equipment, and state as each missing report runs, rather than replaying a historical roster snapshot. They still process those completed days once each. Visit the reports regularly if you want to see the effect of management changes promptly.
Worker Stats and Their Actual Roles
| Stat | Daily calculation | Other uses |
|---|---|---|
| Stamina | A roll of 1–100 at or below Stamina removes 2 incoming work stress | Maximum Health; endurance event checks |
| Intelligence | A successful 1–100 roll doubles base work EXP from clients | Ballroom EXP range; intelligence event checks |
| Dexterity | Contributes one sixth of the Fame-growth average | Dexterity events and worker-specific checks |
| Ability | Client range and daily double-pay chance | Ability events; contributes to Fame growth |
| Appearance | Smaller Appearance/Charisma sets minimum pay, larger sets maximum | Appearance events; Fame growth |
| Charisma | Shares the pay-range formula with Appearance | Charisma events; Fame growth |
| Fame | Each working worker's current Fame contributes to today's reputation pool | Grows through the daily stat-average roll and events |
| Experience | Spendable worker EXP, rather than an automatic level multiplier | Used by the stat-upgrade buttons |
| Stress | Clamped to 0–100; exceeding 75 after work starts exhausted rest | Training can add stress and cause overflow damage |
| Loyalty | Can enable refusal below 30 or bonus rolls above 80 | Worker-specific decay and visits; special room/item protection |
| Health | Zero Health can cause sick rest | Events, training overflow, recovery, and consumables |
The six stored primary stats are clamped to 0–999 by their updater. Equipped bonuses used in a check are separate from the stored number; the daily income calculation adds the worker item's Appearance and Charisma bonuses before computing pay. It does not automatically add every descriptive worker skill bonus to every daily stat.
Maximum worker Health = min(999, max(100, Stamina × 10)). With the worker's Iron Constitution, multiply the Stamina term by 1.5 before applying the minimum and cap. This is a worker skill calculation, separate from the player's combat skill.
Buying Stats with EXP
Raising a primary stat from N to N + 1 costs N + 1 worker EXP, provided the stored stat is below 999. Increasing Stamina through the management stat button also restores the worker to the recalculated maximum Health.
For example, Ability 30 → 31 costs 31 EXP; 31 → 32 costs 32 EXP. The cost follows the stat being raised, not a universal worker level.
Who Works and Who Does Not
Only available, recruited, active workers enter the daily roster. The current roster supports 30 worker IDs; a worker's availability still depends on their own game progress.
| State | Daily result |
|---|---|
| Normal working worker | Clients, pay, stress, work EXP, Fame roll, and mess |
| Resting | No client work, pay, work EXP, or mess; one rest day is consumed |
| Rest completes today | Stress becomes 0 and Health returns to maximum; still no work that day |
| Sirena Isle vacation | No client work or events; +25 Loyalty up to 150, −40 Stress, +40 Health up to maximum; decay paused |
| Ballroom trainee | No ordinary clients, pay, Fame roll, or worker mess; gains Ballroom training EXP |
| Refuses work | No ordinary client work, pay, work EXP, or mess for that day |
Rest begins after a working day's calculations: Stress over 75 → 2 rest days; otherwise, Health at zero → 4 sick rest days, or 3 with Willow active. The trigger day can still earn income. The daily nurse check is whether Willow is an active worker, rather than a requirement to assign her to an apprentice slot in the Infirmary.
Client Count and Daily Pay
Client Count
For raw worker Ability A:
Minimum clients = max(1, floor(A ÷ 10) − 2).
Maximum clients = floor(A ÷ 10) + 2.
Roll an inclusive integer between them, then add applicable room, equipment, and distributed client bonuses. Ability 50 starts at 3–7 clients.
- Bedroom Level 3: +1; Level 4: +2; Level 5: +3 clients.
- Bar apprentices: +2 clients to themselves.
- VIP beneficiaries: +1 client to themselves.
- Kitchen: one randomly assigned building-wide client per apprentice.
- Effective Promotion above Level 1: roll 0 through the level extra clients for the building, then distribute them randomly.
- Maid advertising items: distribute their summed extra-client pool among workers actually available and not refusing. One worker can receive several.
- Worker equipment: add that worker's client bonus.
Kitchen and Promotion distributions are drawn before the event and refusal checks, so a later refusal can waste their allocation. Maid advertising resolves refusals first and only assigns its pool to workers who will work. These are building-wide pools, not the listed extra count for every worker.
Pay Range
After adding equipped Appearance/Charisma bonuses, let P be Appearance and C be Charisma:
Base minimum pay = floor(min(P, C) ÷ 2).
Base maximum pay = max(P, C) × 2.
Modify that range using starting cleanliness, clothing, and the worker's bedroom, truncating at each stage. Then roll one daily payment between the resulting bounds.
Higher Appearance or Charisma can raise the upper bound; raising the smaller stat raises the lower bound. Keeping the two balanced makes the minimum payment stronger.
Daily Double Pay
Bonus chance = floor(Ability ÷ 2) + today's clients at this stage.
A 1–100 roll at or below that value doubles the daily roll. A threshold of 100 or more guarantees the double-pay result. Ability 50 and 5 clients gives a 30% chance.
This is one satisfaction-style pay bonus per worker per day. It is not a separate roll for every client, nor a direct payment of daily pay × client count.
Cleanliness, Clothing, and Bedrooms
| Cleanliness | Pay minimum multiplier | Pay maximum multiplier | Later reputation multiplier |
|---|---|---|---|
| 0–4 | ×0 | ×1 | ×0 |
| 5–14 | ×0.25 | ×1 | ×0.25 |
| 15–29 | ×0.50 | ×1 | ×0.50 |
| 30–44 | ×0.75 | ×1 | ×0.75 |
| 45–59 | ×1 | ×1 | ×1 |
| 60–74 | ×1 | ×1.20 | ×1.20 |
| 75–89 | ×1 | ×1.40 | ×1.40 |
| 90–100 | ×1 | ×1.60 | ×1.60 |
Use starting cleanliness for the first two columns and post-cleaning cleanliness for the last column. Even at 0 cleanliness, the pay maximum is not forced to zero; reputation can still be zero.
| Clothing level | Pay minimum | Pay maximum | Flat daily reputation |
|---|---|---|---|
| 1 | ×1 | ×1 | +0 |
| 2 | ×1 | ×1.20 | +1 |
| 3 | ×1.10 | ×1.30 | +2 |
| 4 | ×1.20 | ×1.40 | +3 |
| 5 | ×1.30 | ×1.50 | +4 |
| 6 | ×1.40 | ×1.60 | +5 |
| Worker bedroom level | Added clients | Pay maximum | Flat daily reputation |
|---|---|---|---|
| 1 | +0 | ×1 | +0 |
| 2 | +0 | ×1.10 | +1 |
| 3 | +1 | ×1.25 | +3 |
| 4 | +2 | ×1.40 | +5 |
| 5 | +3 | ×1.60 | +7 |
Clothing and room reputation bonuses add to today's reputation pool. They do not permanently increase stored Fame.
Pay-Range Example
Appearance 40, Charisma 30 gives $15–$80. Starting cleanliness 90 raises the maximum to $128. Clothing Level 6 changes the bounds to $21–$204; Bedroom Level 5 changes the maximum to $326. The daily roll is therefore $21–$326, before the double-pay check and later bonuses.
That worker's clothing and bedroom also add 5 + 7 = 12 flat points to today's reputation pool, plus current Fame and any applicable item/loyalty points.
Worker Pay Bonus Order
After the daily roll:
- Apply the double-pay result if successful.
- Apply summed worker equipment income percentage, then flat income.
- Apply a multiplicative item effect such as Pearl Necklace ×2.
- Apply a successful high-Loyalty bonus: extra-client payments, ×1.25 pay, or +2 daily reputation.
- Multiply by 1 + 0.5 × completed training upgrades for this worker.
- Double pay for a VIP beneficiary.
- Apply that worker's targeted daily-event gold multiplier last.
Completed gift training upgrades stack additively for income: one gives ×1.5, two ×2, three ×2.5, and so on for the upgrades available to that worker. They do not compound as ×1.5 ×1.5. An upgrade also doubles EXP from its matching player training action, separately from daily work EXP.
An event that sets targeted pay to ×0 keeps it at zero even with training upgrades, items, and VIP doubling. Global building-event income is handled later, before tax.
Stress and Work EXP
Work Stress
For each worker, begin with 10, or 7 if Willow is active:
- Successful Stamina roll: −2.
- Add max(0, clients − 2).
- Subtract worker equipment's stress reduction, then floor at zero.
- Apply Master Bedroom / Brothel Dungeon protection or Infirmary prevention.
- Add the remaining work stress to existing Stress, clamped to 0–100.
Master Bedroom apprentices gain zero work and positive event stress in the daily system. Brothel Dungeon apprentices cannot gain Stress through the worker updater and cannot lose Loyalty; they retain existing stress and may still benefit from stress relief. Neither assignment simply resets old Stress to zero.
Infirmary and Medicine
Let a be the number of Infirmary apprentices and m the building's Medicine level:
Chance per incoming work-stress point = min(100, m × a)%.
At Medicine 0, apprentices prevent min(incoming stress, a) points without random rolls. Above zero, roll that chance once per incoming work-stress point, then prevent the greater of the success count and the apprentice guarantee. The guarantee is a floor, not extra prevention added on top of every successful roll.
For 10 incoming work stress, 3 apprentices, and Medicine 20: roll a 60% chance for each point; prevent at least 3 and at most 10. This prevents new work stress; it does not erase old Stress or automatically cancel event stress.
Work Experience
- Base work EXP equals the client's count before high-Loyalty extra clients.
- Successful raw Intelligence roll doubles that base.
- Add +1 EXP per Secret Room apprentice, then worker equipment flat EXP.
- Apply worker equipment EXP percentage, truncating.
- Master Bedroom apprentices receive ×1.5, truncating.
- If the worker has an apprentice assignment, add the maid Mentorship percentage of that result, truncating the bonus.
Event EXP is awarded separately during event processing and appears in the report total. It is not run through the work-EXP multipliers a second time. High-Loyalty extra clients are added later, so they produce extra pay and mess but do not add work stress or work EXP in this calculation.
Ballroom training instead rolls 60–100 + 1–max(1, raw Intelligence) EXP, then adds applicable Mentorship. It does not use the ordinary Intelligence double-work-EXP roll.
Loyalty, Visits, and Training
All 30 workers participate in the current loyalty calculation, with worker-specific rates. Raven is excluded from the ordinary visit selector, but her Loyalty can still matter to daily work.
- For each elapsed day, roll that worker's decay chance. A success loses 1 Loyalty; a successful cascade roll loses one additional point.
- Below 30, the worker's refusal chance may make them refuse that day's work. Exactly 30 does not trigger this condition.
- Above 80, the worker's bonus chance may produce one of three equally selected bonuses: 1–2 extra clients and an extra pay-range roll for each, ×1.25 daily pay, or +2 flat daily reputation. Exactly 80 does not qualify.
- The extra-client payments do not independently repeat the earlier double-pay or equipment bonus stages; the later training, VIP, and targeted-event multipliers apply to the combined worker pay.
- Resort vacations, Brothel Dungeon apprentices, and loyalty-lock equipment pause decay without accumulating a backlog for later.
- Ordinary Loyalty updates use a 0–100 range; resort vacations and specific equipment can raise it above 100, up to their own caps. Returning from vacation does not instantly discard the higher value.
For completed player training, the focused gains are Kissing → Charisma, Oral → Intelligence, Missionary → Appearance, Cowgirl → Stamina, Doggie → Ability, Special 1 → Dexterity. Special 2/3 each raise two random primary stats by 1. Pleasure Arts adds one random primary-stat point.
Training normally adds 20 Stress, or 10 with Tantric Arts. Stress beyond 100 causes 2 Health damage per overflow point. Brothel Dungeon apprentices incur no training stress, so that protected training cost cannot create overflow damage.
Training's worker EXP base by player Erotic Experience level 1–10 is 2, 13, 24, 35, 46, 57, 68, 79, 90, 100. Add 10 for Tantric Arts, multiply by 1.5 with Sensual Mastery and truncate, keep 80% and truncate, then double for a completed matching training upgrade. This is a different formula from ordinary daily work EXP.
Fame and Reputation
Each working day, average Ability, Appearance, Charisma, Stamina, Intelligence, and Dexterity. Appearance/Charisma include the item bonuses used by the daily pay calculation. A 1–100 roll at or below the average adds 1 permanent Fame. Events can separately change Fame.
The initial daily reputation pool is the sum, over working workers, of:
current Fame + clothing flat bonus + bedroom flat bonus + worker item flat reputation + successful Loyalty reputation bonus.
Apply these stages in order:
- Multiply by post-cleaning cleanliness and the global event reputation multiplier; truncate. A reputation-blocking event sets this base to zero.
- With effective Promotion above 1, roll an integer percentage from 0 through 10 × the level and add that percentage.
- With effective Decor above 0, roll an integer percentage from 0 through 5 × the level and add that percentage.
- Owned Christmas Wreath: +5%.
- Verified Master Tier: +5%.
- Office: +5% per apprentice.
- Owned Bar: +5%, plus +1% per Bar apprentice.
- Apply summed maid equipment reputation percentage.
- An assigned Ballroom trainee adds +10%.
Each percentage bonus uses the current running value and truncates its added amount. These stages compound. The result adds to accumulated reputation points and updates the rank.
Reputation Ranks
Every rank adds 5% to the worker income subtotal: income bonus = 5 × (starting rank − 1)%. Rank 20 therefore gives +95%; the current system continues past Rank 20.
| Rank | Name | Points to reach | Income bonus |
|---|---|---|---|
| 1 | Disgusting | 0 | +0% |
| 2 | Revolting | 500 | +5% |
| 3 | Filthy | 1,500 | +10% |
| 4 | Dirty | 4,000 | +15% |
| 5 | Shabby | 7,500 | +20% |
| 6 | Poor | 12,000 | +25% |
| 7 | Mediocre | 18,000 | +30% |
| 8 | Acceptable | 26,000 | +35% |
| 9 | Decent | 36,000 | +40% |
| 10 | Good | 50,000 | +45% |
| 11 | Fine | 70,000 | +50% |
| 12 | Quality | 95,000 | +55% |
| 13 | Excellent | 125,000 | +60% |
| 14 | Superior | 160,000 | +65% |
| 15 | Premium | 200,000 | +70% |
| 16 | Luxurious | 250,000 | +75% |
| 17 | Exquisite | 310,000 | +80% |
| 18 | Royal | 380,000 | +85% |
| 19 | Kingly | 460,000 | +90% |
| 20 | Godlike | 550,000 | +95% |
After Rank 20, Godlike (1) is Rank 21 at 685,000 points. The next step costs 202,500 points; each subsequent step costs the previous step ×1.5, rounded up. There is no Rank 20 cap on reputation growth or the rank income bonus.
Building Income, Tax, and Upkeep
Start with the sum of all working workers' final daily pay. Apply, in this order:
- Starting reputation rank: +5% × (rank − 1).
- Owned Christmas Wreath: +5%.
- Verified Master Tier: +5%.
- Office: +5% per apprentice.
- Owned Bar: +5%, plus +1% per Bar apprentice.
- Effective Decor: a random integer percentage from 0 through 5 × the level.
- Summed maid equipment wealth percentage.
- Global daily-event income multiplier; truncate to obtain gross income.
The current Christmas Wreath check is ownership; it does not require the Christmas event to be active. Maid wealth bonuses affect the actual earnings, rather than being display-only.
Tax = floor(gross income × 15%).
Normal net = max(0, gross − tax − daily upkeep).
If there is a Ballroom trainee, Esperanza's fee is floor(normal net × 15%), deducted from that positive normal net. Monster income is then added separately. The normal negative result is covered by the business rather than deducted from your Wealth in this daily-profit calculation.
Daily Upkeep
$60 + $20 × (effective Master Bedroom level + sum of all defined worker-bedroom levels + effective levels of Bar, Maids' Quarters, Infirmary, Security, Exterior, and Brothel Dungeon).
The calculation includes bedrooms even when their workers are resting or not earning that day. Special-room effective levels are derived from the room's base and apprentice count; Maids' Quarters uses acquired maid count plus apprentices. Assigning staff can therefore increase upkeep. This function does not add an independent maid-wage charge or a $20 charge for every other specialty room.
Building-Income Example
Suppose worker pay totals $1,000, starting rank is 10, the Wreath is owned, there is one Office apprentice, the Bar has two apprentices, Decor's roll gives +10%, and maid equipment gives +5%. With no Master Tier or event change:
1,000 → 1,450 → 1,522 → 1,598 → 1,709 → 1,879 → 1,972 gross.
Tax is $295. With upkeep $200, normal net is $1,477. A Ballroom trainee would cost $221, leaving $1,256 before separate monster income. This example follows integer truncation at every bonus stage; a single summed percentage gives a different answer.
Monster Work and Statistics
Active monsters have their own daily report, separate from the worker pay formula. They must have arrived by the report day, not be resting, and have Tamed at least 30 on that day. Tamed decay is processed for the report day before this eligibility check.
| Value | Daily calculation |
|---|---|
| Clients | Random 1–max(1, floor(Ability ÷ 10) + 1) |
| Pay per client | Random max(1, floor(Allure ÷ 2)) through max(lower bound + 1, Aura × 2) |
| Total income | Sum of those separate client pay rolls |
| Work EXP | Client count |
| Stress | +10, reduced by 2 on a successful 1–100 Vitality roll; capped at 100 |
| Ferocity | +1 on a 1–100 roll at or below the average of Ability, Allure, Aura, Vitality, Cunning, and Agility |
Monsters really do roll pay per client, unlike ordinary workers' single daily roll. Their income is added after normal worker bonuses, tax, upkeep, and any Ballroom fee; it does not receive those worker income multipliers or deductions. Each monster client adds 2 mess before maid cleaning.
Example: Ability 30 gives 1–4 clients. Allure 20 and Aura 15 give $10–$30 per client. At three clients, three separate rolls total $30–$90, added to normal net income.
Stress above 75 starts three rest days. When the last rest day completes, Stress becomes zero; the monster does not work on that completion day. Below Tamed 30, the report marks the monster untamed and gives no work income. Monster stat upgrades cost next stat level EXP and stop at 100, unlike the ordinary worker stat-upgrade cap of 999.
Mess and Maid Cleaning
Worker Mess
Base mess is the worker's final client count, including high-Loyalty extra clients. Roll 1–100 once:
| Roll | Worker mess |
|---|---|
| At most 10 + clients | floor(clients × 2) |
| Otherwise, at most 20 + clients | floor(clients × 1.5) |
| Otherwise, at most 30 + clients | floor(clients × 1.25) |
| Otherwise | clients |
With 8 clients, the probabilities are 18%, 10%, 10%, and 62%, giving 16, 12, 10, or 8 mess. The thresholds are cumulative; they are not separate 18%, 28%, and 38% chances. VIP beneficiaries double the final worker mess.
An owned Bar adds 10 + Bar apprentice count mess. Working monster clients add 2 mess each. Apply maid equipment's summed mess reduction percentage and truncate, then subtract its flat reduction, with a minimum of zero.
Maid Levels and Cleaning
The current maid roster is Violet, Mandarin, Lychee, Lime, Rain, and Onyx. Only acquired maids contribute.
| Maid level | Cumulative EXP | 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 | 7,000 | 40 | 2 |
For each maid:
Personal cleaning = floor(base cleaning × (1 + personal percentage ÷ 100)) + personal flat bonus.
For the team:
Team cleaning = floor(sum of personal cleaning × (1 + team percentage ÷ 100)) + team flat bonus.
Then add 10 cleaning per Maids' Quarters apprentice. Roll an integer percentage from 50 + variance item bonus through 150 + variance item bonus and apply it to that total, truncating.
New cleanliness = clamp(old cleanliness + rolled cleaning − reduced mess, 0, 100).
Personal flat bonuses are added after the maid's percentage bonus, rather than multiplied by it. For example, base 20, +25%, and +5 flat gives 30, not 31.
Each acquired maid receives at least 1 base EXP from the rolled cleaning: max(1, floor(rolled cleaning ÷ acquired maid count)), then applicable personal/team maid EXP bonuses. This uses rolled cleaning even when the final cleanliness clamp prevents the building from exceeding 100.
Apprentices, Decor, and Promotion
Room staffing uses derived effective levels. Worker bedrooms keep their paid levels; most apprentice service rooms have a base unlock level plus the number assigned. Available slots and room access depend on the relevant master and story progress.
| Room | Current numerical effect |
|---|---|
| Master Bedroom | Assigned workers: +50% work EXP and no positive daily work/event stress |
| Brothel Dungeon | Apprentices protected against Stress increases and Loyalty loss; training stress also zero |
| Bar | Ownership: +5% income/reputation and +10 mess; each apprentice: +1% income/reputation, +1 mess, and +2 clients to themselves |
| VIP Lounge | When owned, Vixen and assigned apprentices get +1 client, ×2 pay, and ×2 mess |
| Infirmary | Apprentice guaranteed stress prevention plus Medicine rolls, as detailed above |
| Maids' Quarters | +10 team cleaning per apprentice; effective level includes acquired maids |
| Office | +5% building income and reputation per apprentice |
| Kitchen | One randomly allocated extra building client per apprentice |
| Secret Room | +1 work EXP per apprentice for every working worker, after Intelligence doubling |
| Arcane Room | +1 effective Decor per apprentice |
| Menagerie | +1 effective Promotion per apprentice |
| Security | Helps event checks and Customer Appreciation success; does not add a universal worker-pay multiplier |
| Ballroom | One trainee; no normal worker income; training EXP, +10% reputation, and 15% normal-net fee |
| Training Room | Staffing changes its player training actions; no separate universal daily-pay bonus |
Effective Decor = stored Decor + Cthulhu's Head bonus (+1 if owned) + maid equipment Decor + Arcane apprentice count. It rolls separately for income and reputation, so both report bonuses need not match.
Effective Promotion = stored Promotion + Cthulhu's Head bonus (+1 if owned) + maid equipment Promotion + 1 if Vespa is active + Menagerie apprentice count. It grants its extra-client pool and reputation roll only above Level 1. The room art tier can be capped even when a staffing-derived effective level is higher.
Daily Events and Customer Appreciation
Daily events are selected before the main worker calculations from workers who are present, not resting, and not Ballroom trainees. Their stat, Health, Loyalty, Fame, and EXP changes are applied then. Report columns describe those changes; they do not apply them again afterward.
Events can target a single worker's pay, modify the whole building's income, multiply reputation, or block reputation gain. Worker-targeted pay multipliers apply after VIP and training bonuses. Building-wide income events apply before tax and collection. The report's displayed global event bonus is descriptive and is not a second payment.
Different events test different stats and can use their own minimum/maximum chance, skill adjustment, Security effect, or failure consequences. Dexterity is valuable to many events even though it is absent from the direct client and pay formulas. A skill's descriptive text alone is not evidence that it modifies every daily roll.
Customer Appreciation is a separate once-per-business-day opportunity, with a 1 in 19 opportunity roll when there is no pending reward. Eligible workers must actually have worked with clients and have Clothing Level 1–4. The system also needs an eligible customer at the current reputation rank.
Its quality chance is 20 + average(Charisma, Appearance) for Brothel mode, or 20 + average(Charisma, Intelligence) for Hotel mode. Add 8 + 5 per Security apprentice if Security is built, then the worker item event-success bonus; clamp to 5–95%. A successful opportunity creates the follow-up clothing reward. It is not one independent chance per client or per worker, and clothing Level 5 ends that worker's eligibility for this particular reward path. Level 6 clothing uses its separate upgrade path.
Practical Checks
- Balance Appearance and Charisma for a stronger pay floor, then improve Ability for clients and the double-pay threshold. More clients also mean more mess and work stress.
- Raise Intelligence for worker EXP and use that EXP to improve the stats you need. Fame grows from the average of the six primaries, rather than Ability alone.
- Keep cleaning capacity ahead of the roster. Cleanliness helps today's reputation after cleaning and later days' pay range.
- Check Loyalty and existing Stress before blaming room upgrades for a missing worker income row.
- Use apprentices deliberately: VIP increases mess, Ballroom removes one earner and charges a fee, while staffing can raise upkeep.
| Unexpected result | Explanation to check |
|---|---|
| Pay does not equal clients × listed roll | The roll is daily worker pay |
| Bonus percentages do not add to the report total | Bonuses compound in order with integer truncation |
| Reputation improved but that report's rank pay did not | Starting rank prices the day; the new rank applies later |
| Income and reputation show different cleanliness effects | Income uses starting cleanliness; reputation uses post-cleaning cleanliness |
| Clothing raised reputation without raising Fame | Clothing gives flat daily reputation, not permanent Fame |
| Extra Loyalty clients did not raise work EXP | They arrive after the work-EXP/stress calculation |
| Infirmary did not reduce old Stress | Medicine prevents incoming work stress only |
| Dungeon apprentice still has Stress | Protection blocks increases; it does not erase the old value |
| Rest completed but income is zero | Work resumes on a later report day |
| A trainee's EXP is high while pay is zero | Ballroom training replaces ordinary client work |
| A displayed event bonus seemed uncollected | It is already part of taxable gross or final targeted pay, not an extra payment |
Accuracy Notes
Checked on 4 October 2026 against the current daily calculation, report storage/collection, stat updater, room levels, training upgrades, worker equipment, maid equipment, Medicine prevention, Customer Appreciation, and reputation thresholds. Formula examples include the current integer truncation rules. This page describes mechanics without revealing character identities or major story outcomes.
Related Pages
Text adapted from the community-maintained Chronoromancer Wiki under CC BY-SA 4.0.
