Brothels concept:
XML Fields:
id= "1"
ID, should be numerical from 1 to 10. To be used by the game internally.
img='content/buildings/oldshack.jpg'
Image of the Brothel.
name= 'Old Shack'
Name of the brothel to be displayed to the player.
desc= 'Small, rundown building on the very outskirts of town.'
Description of the Hotel.
price= '500'
Price of the building.
upgrade_slots= '5'
Game defaults this to 3, sets maximum amount of upgrades slots for the brothel.
rooms= '1'
maxrooms= '2'
Amount of rooms and maximum amount of rooms.
fame= '0'
maxfame= '100'
Fame and maximum fame. Amount of clients coming to a brothel partially depends on this.
rep= '0'
maxrep= '100'
Reputation and maximum reputation. Quality of clients depends on this.
maxrank= '2'
Max rank prostitutes can obtain in this brothel.
mod= '1'
Modifier to base prices. Each upgrade has a fixed price, this field is a multiplier for that price so upgrades, upkeep and advertisements can be adjusted.
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Other stats:
Dirt:
Representation of brothels state, high values should scare off costumers and have negative effects on work.
Base Clients:
Set to 5 for all brothels but this value is (should be) also effected by brothel modifier.
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Other attributes:
Flags:
Same system as for girls.
Bookkeeping:
Brothels support basic bookkeeping (income/expenses). Calculated per brothel and logged in on daily basis.
Advertising:
Modifies fame and reputation of the brothel.
self.advert = dict(
sign = dict(active = false, price = 200),
flyers = dict(active = false, price = 30),
magazine = dict(active = false, price = 50),
billboard = dict(active = false, price = 100),
girl = dict(active = false, price = 150),
celeb = dict(active = false, price = 5000)
)
* Lack of signboard should set clients to 0?
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Upgrades:
1) Garden
- Flowerbeds (Joy bonus)
- Garden (Rest + Joy)
- Landscape design (Rest + Joy + Costumer satisfaction bonus)
2) Rooms
- Improved interior (Costumer satisfaction, Joy, Price)
- Luxury Rooms (Costumer satisfaction, Joy, Price)
- VIP Rooms (Costumer satisfaction, Joy, Price)
3) Guards
- Guard Quarters (Frees up all rooms otherwise taken by security (max 5), small security bonus)
- Training Quarters (Battle stats bonuses of girls had nothing to do during the day)
- Sparring Quarters (Better battle stat bonuses + joy bonuses + disposition bonuses for warriors in the building)
4) Bar
- Bar (Enables Bar job)
- Draft Beer (Improves income)
- Tapas (Tasty snacks, farther improves income and costumer satisfaction)
5) Strip Lounge
- Strip Lounge (Enables Strip job)
- Large podium (Improves girls stats and costumer satisfaction)
- Golden cages (Further Improves girls stats, costumer satisfaction and income from the club)
6) Main hall
- Main Hall (Improves costumer satisfaction, security and reputation)
- Reception (Improves brothel income, costumer satisfaction)
- Statue of some goddess (Improves fame and brothel income)
Upgrades are set in xml on the main node. Yeah brothel can have each own set:
Entries are:
garden = '3'
bar = '3'
stripclub = '3'
room_upgrades = '3'
mainhall = '3'
guards = '3'
garden = '2' would mean garden branch can be upgraded to level 2 (including).
Otherwise there are now slots, for example, if brothel just has 2 slots, even if all 18 upgrades are available, only two can be built, game will throw an no slots available warning afterwards.
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We've discussed (I will be coding this in soon):
Upkeep:
Should be paid on weekly basis and preferably only for good brothels (aka property tax).
Upgrades:
As soon as we figure out what upgrades we need, I will code in a system that enables them on per brothel basis on xml. One idea I really liked is to allow more upgrades than their are slots to fill them in a brothel.
Security level:
Come up with a security level system.
Damage:
Dislike this myself, but I'll think about it.
Location: Just an extra field in the class, can be added after we have actually locations.