this is what the config was
<config>
<!--
! These are general settings.
! Gold is how much gold you start the game with.
! GirlMeet is the %chance you'll meet a girl when walking around town.
! SlaveHousePerc is the default House Percentage for slave girls.
!-->
<Initial
Gold = "9000"
GirlMeet = "30"
SlaveHousePerc = "100"
/>
<!--
! These are the numbers that will multiply the money from
! various sources of income. So setting
! "GirlsWorkBrothel" to "0.5" will reduce the cash your girls
! generate in the brothel by half. You can also use numbers
! >1 to increase income if you are so inclined.
!-->
<Income
ExtortionIncome = "1.0"
GirlsWorkBrothel= "5.0"
GirlsWorkStreet = "1.0"
MovieIncome = "1.0"
StripperIncome = "1.0"
BarmaidIncome = "1.0"
SlaveSales = "1.0"
ItemSales = "1.0"
/>
<!--
! These are the mulipliers for your expenses.
! Training doesn't currently have a cost,
! So I'm setting it to 1 gold per girl per week
! and defaulting the multiplier to 0 (so no change
! by default). Set it higher and training begins to
! cost beyond the simple loss of income.
!
! ActressWages are like training costs: a per-girl
! expense nominally 1 gold per girl, but with a default
! factor of 0, so no change to the current scheme unless
! you alter that. MakingMovies is the setup cost for
! a movie: I'm going to make this 1000 gold per movie,
! but again, with a zero factor by default.
!
! Otherwise, same as above, except you probably
! want numbers > 1 to make things more expensive here.
!
! One more exception: Tax rate is the % of your earnings
! taken as tax.
!-->
<Expenses
Training = "0.0"
MovieCost = "0.0"
ActressWages = "0.0"
GoonWages = "0.5"
MatronWages = "0.5"
GirlSupport = "1.0"
Consumables = "0.1"
Items = "0.1"
SlavesBought = "0.1"
BuyBrothel = "1.0"
BrothelSupport = "1.0"
BarSupport = "1.0"
CasinoSupport = "1.0"
Bribes = "1.0"
Fines = "1.0"
Advertising = "1.0"
/>
<!--
! Gambling:
!
! The starting %chance for the tables is given by "Odds"
!
! Wins and losses on the tables are
! calculated as the "Base" value + a random number
! between 1 and the value of "Spread". If the house
! wins, the amount is mutiplied by the HouseFactor
! and if the customer wins, by the customer factor
!
! So: if Base = 50 and spread = 100 then the basic amount
! won or lost per customer would be 50+d100.
!
! As it stands, the default odds are near 50%
! while the payout is 2:1 in favour of the house.
! So by default, the tables are rigged!
!-->
<Gambling
Odds = "49%"
Base = "79"
Spread = "400"
CustomerFactor = "0.5"
HouseFactor = "1.0"
/>
<!--
!
! Tax:
!
! Rate is the rate at which your income is taxed
! Min is the minumum adjusted rate after influence is
! used to lower the tax rate.
!
! Laundry is the Maximum % of your income that can be
! Laundered and so escape taxation.
! So if you have 100g income, and a 25% laundry rating, then
! between 1 and 25 gold will go direct to your pocket.
! the remaining 75 crowns will be taxed at 6% (assuming no
! reduction due to political influence)
!
!-->
<Tax
Rate = "6%"
Minimum = "1%"
Laundry = "25%"
/>
<!--
!
! Player-, Customer- and MonsterChance
! give the odds on her getting knocked up
! by the PC, a customer and a monster, respectvely
!
! GoodSexFactor is the multiplier for the pregnancy chance
! if both parties were happy afterward.
!
! ChanceOfGirl is the %chance of any baby being female.
!
!-->
<Pregnancy
PlayerChance = "8%"
CustomerChance = "8%"
MonsterChance = "8%"
GoodSexFactor = "2.0"
ChanceOfGirl = "50%"
WeeksPregnant = "1"
WeeksTillGrown = "1"
CoolDown = "0"
/>
<!--
!
! Gangs:
!
! MaxRecruitList limits the maximum number of recruitable
! gangs listed for you to hire.
! WARNING: BE CAREFUL here; the number of
! recruitable gangs plus the number of potential hired
! gangs must not exceed the number of names stored in
! HiredGangNames.txt. For example, with 20 names, you
! could have a max of 12 recruitables since you have to
! account for the possible 8 hired gangs.
!
! StartRandom is how many random recruitable gangs are
! created for you at the start of a new game. StartBoosted
! is how many stat-boosted starting gangs are also added.
!
! InitMemberMin and InitMemberMax indicate the number
! of initial gang members which are in each recruitable
! gang; a random number between Min and Max is picked.
!
! ChanceRemoveUnwanted is the %chance each week that
! each unhired gang in the recruitable list is removed.
!
! AddNewWeeklyMin and AddNewWeeklyMax indicate
! how many new random gangs are added to the recruitable
! gangs list each week; a random number between Min and
! Max is picked.
!
!-->
<Gangs
MaxRecruitList = "12"
StartRandom = "8"
StartBoosted = "8"
InitMemberMin = "10"
InitMemberMax = "15"
ChanceRemoveUnwanted = "33%"
AddNewWeeklyMin = "0"
AddNewWeeklyMax = "5"
/>
<!--
! these are the base chances of rape in
! brothel and streetwalking
!-->
<Prostitution
RapeBrothel = "1%"
RapeStreet = "5%"
/>
<!--
! AutoCombatEquip determines whether girls will automatically
! equip their best weapon and armor for combat jobs and also
! automatically unequip weapon and armor for regular jobs
! where such gear would be considered inappropriate (i.e.
! whores-with-swords). Set to "false" to disable this feature.
! After that are the colors assigned to items listed on the item
! management screen. They are in RGB hex format, so
! #000000 is black and #FFFFFF is white
! RarityColor0: Common
! RarityColor1: Appears in shop, 50% chance
! RarityColor2: Appears in shop, 25% chance
! RarityColor3: Appears in shop, 5% chance
! RarityColor4: Appears in catacombs, 15% chance
! RarityColor5: Only given by scripts
! RarityColor6: Given by scripts or as objective rewards
!-->
<Items
AutoCombatEquip = "true"
RarityColor0 = "#000000"
RarityColor1 = "#000050"
RarityColor2 = "#0000A0"
RarityColor3 = "#0000F0"
RarityColor4 = "#004000"
RarityColor5 = "#006000"
RarityColor6 = "#006000"
/>
<!--
! Normal is the font that the game uses for text
! it replaces the Font.txt file
!
! Fixed is for a monospaced font for tabular info
! but nothing currently uses that.
!
! Antialias determines whether font antialiasing (smoothing) is used
!
! It's worth leaving these in, since once the XML screen format
! is stable, it will be possible to set custom fonts for different
! text elements, just like designing a web page.
!
! (Except that you'll have to distribute the font with the game or mod
! rather than relying on the viewer to have it pre-installed.)
!-->
<Fonts
Normal = "segoeui.ttf"
Fixed = "segoeui.ttf"
Antialias = "true"
/>
<Debug
LogAll = "false"
LogItems = "false"
LogGirls = "false"
LogRGirls = "false"
LogFonts = "false"
/>
</config>
this was what it was when I downloaded it plus a few changes in money making/spending