Normal healing per day, and it's slightly worse than I stated: it's up to 25, based on AP you have left. This is in the Alpha that is downloadable.
The only other option, currently, is potions. Then there's taxes, too. I wonder when I'm supposed to train girls and get them ranks to make them earn more money to help pay the taxes?
I have two: a slave and someone I charmed after about 2 month's work on it. Working on a third(Started on her, then the other turned up). Basically living by the skin of our teeth in terms of money, mostly via Arena. Living in House 2.
Following should be noted:
- Getting hurt while doing a none combat job is a relatively rare event and is close to impossible with proper security.
- The idea was not to launch the game with 0 lvl population... it was a design for a much simpler SimBro clone that I've started and that
was dropped after Dark and CW joined the dev team as content creators and Jaeke as a proper beta tester. Also a decent amount of code was contributed by rudi, longint, eliont and several others. So Alpha was somewhere in between of two concepts...
- A number if possible starts have been explored and confirmed to be playable in Alpha. Simplest one seems to be a two good Slaves ==> Training ==> Work option. That setups proper cashflow income and allows expansion of business.
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In Beta we want the following:
- Events and Quests to enrich the game play.
- Better moddability.
- Simulated exploration module that explores unstable regions near the city for cash and quests.
- Far more interaction options and friend/lovers system.
- More advanced businesses mechanics.
- Better Stats/Skills Management.
- (Now) better texts.
- Better graphics, GUI and general SFX (Also related logic, it is now possible to see the common effects of items before they are equipped *which was not easy to set up under a system as advanced as ours).
- Cooler Battle Engine that was already rewritten 100% and now even further improved + It is now also already possible to put all fights through battle engine while in Alpha there was just a lame function comparing battle stats of two parties...
- More content in general, like spells, NPCs and etc.
- Introduction to quarters
- Prolly moar...
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For official release:
- Quarters Module
- Gang warfare in Fleebottom quarter, corruption vs economy in better quarters
- Crafting
- Better Arena integration.
- Politics module (which will allow to influence taxes, laws (slaves participating in combat, slave trade, drugs, whoring and etc.))
- Politician Module where player is playing a role of a Noble, setting his trusted workers/allies at key positions and managing city - continent wide stuff.
- More interaction and a more complete interactions module.
- More content and etc.
Post Official Release:
- Gang module in
- Proper Economy module (inflation, competition on a global scale, demand/supply simulation + event driven mods)
- Player guided Exploration (Some form of Dungeon crawler)
- Moar content (hopefully by a modders instead of the dev team)
- More minigames
==>>>
At least that is the plan for now, we're working on it bit by bit clearing a number of issues/obstacles. The idea is to create a game with complex mechanics which can be played in local as well as global layers. At this point, we are still working solely on local part and wrapping up some other designs...