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# MAIN
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help.main.title Help
help.main.1.body Welcome to Strip Club Wars 2 Help System. This is a very rudementary help system that will be improved in time. For now you can navigate it via the menus starting below.
help.main.1.opt.started Getting Started
help.main.1.opt.ui User Interface
help.main.1.opt.mech Game Mechanics
help.main.1.opt.mods Mods
help.main.1.opt.about About Strip Club Wars 2
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# MAIN -> STARTED
help.started.title Getting Started
help.started.1.body Ok, so you started playing the game. You created your character and maybe bounced around the city map for a bit, but now what? The best way to learn how to get started is to play with the Tutorial. You get a chance to play the tutorial right when the game starts. If you declined it there's no way to start it afterwards. So maybe you should try starting a new game just to play with the tutorial, at least for a couple of months.
help.started.2.body Assuming you already played the tutorial, or rather not start a new game with it, this section will give you some pointers on how to get started.\nYour first goal is to open your club and start making money. To do this you need:\n 1. A bar (which fortunately your building already has)\n 2. A bartender\n 3. Some alcohol inventory\n 4. Have your Grand Opening!\nYou can buy some alcohol inventory at any time by going to the Bar room and invoking the "Check Inventory" action. It will cost money, and you can just buy the cheap stuff for now, but get some.\nHiring a bartender is more complicated. You should invoke the action to "Post Open Jobs" so that potential employees will contact you inquiring about your open jobs. You can then wait for someone to do so or you can go to typical meeting places (the park, the gym, the coffee shop, the university, etc.) and meet people and ask them to come in for an interview. Once you find a viable candidate you can make them an offer and hopefully they will take it and then you will have a bartender.\nOnce you do those steps you can then select "Open Club" from the Club Management panel.
help.started.3.body Once your bar is open and you have customers coming in and spending money, is time to upgrade your club by adding more facilities (rooms) and hiring more workers. Then the fun begins as you need to manage your limited time and resources to keep your employees, your customers and your girlfriends (and boyfriends) happy and satisfied. However, a few things you definitively should do are:\n 1. Meet as many people as you can. Visit all the common locations to do this.\n 2. Get a gym membership and work out or go run in the park. This slowly builds up your endurance which allows you to do more things before getting too tired.\n 3. Visit the university library and check out skill books.\n 4. Visit City Hall and introduce yourself to the various City Commissioners.\n 5. Sway your favorite contacts so that they like you better. In particular, getting commissioners to like you should be a high priority.
help.started.4.body A few other tips:\n1. Get a good night sleep every night if possible. This restores your energy to it's full amount and allows you to get the most stuff done the following day.\n2. Learn as much as possible from your employees by swaying them, doing small talk and evaluating them.\n3. Employees will get bored and start to hate their jobs after a while. Try to keep them happy or they may leave.\n4. Until you hire a janitor, keep the club as clean as possible. This helps your fame.\n5. Don't be afraid to go into debt, but don't hire more employees that you absolutely need. You can personally cover for a missing worker when they are out.
help.started.5.body The goal of the game is to build the most sucessful strip club in town. To do this you need money. You get money from your customers. You then use that money to build more facilities in the club and hire staff for them. This increases the fame of your club. More fame brings more customers to the club which means more money. And the cycle repeats. There are a lot of distractions that make your job harder, but in a nutshell that's how you succeed.
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# MAIN -> UI
help.ui.title User Interface
help.ui.1.body This section describes the user interface.
help.ui.1.opt.hud Top Bar and Bottom Controls
help.ui.1.opt.act Actions and Interactions Menu
help.ui.1.opt.dialog Dialogs
help.ui.1.opt.contacts Contacts List and Contact Details Panels
help.ui.1.opt.club Club Managment Panel
help.ui.1.opt.citymap City Map
help.ui.1.opt.clubmap Club Map
help.ui.1.opt.keybind Key Bindings
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# MAIN -> UI -> HUD
help.hud.title Top Bar and Bottom Controls
help.hud.1.body The left side of the top bar of the game has buttons to go to the Main Menu (where you can load/save the game, change the game options or exit the game), to the City and Club maps. The City Map is labeled with the name of the city while the Club Map is labeled with the name of the Club you are in. There's also a button that has the name of the room you are currently in, but is doesn't go anywhere.\nOn the right side there are two rows of values. The upper row shows data about your club: how much cash you have, the number of points you have and the amount of fame your club has. The lower row shows data about your character: it's happiness, health, energy, stress, arousal, looseness and clothing. Clicking on the bottom row takes you to your character details page.
help.hud.2.body On the bottom left is the Message Log box. This is a scrolling list of the most recent events that have happened that you should know about. You can scroll the box on both directions to see all the messages. Messages are color coded based on importance, from most (red) to least (grey). The last 150 messages or so are displayed. Less important messages are removed sooner than the more important ones.
help.hud.3.body On the bottom right is the game control. It shows the current date and time along with a button (>) to move to the next time period and another to move to the next day (>>). There are 6 day periods in a day: Morning, Mid-day, Afternoon, Evening, Night and Late Night. In general each time period except Morning is around 2.5 hours. For simplicity we use a 360 days/year calendar with every month having exactly 30 days.
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# MAIN -> UI -> ACT
help.act.title Actions and Interactions Menu
help.act.1.body In the main game area, on the upper left is the Actions menu. This are actions that you can take at this time and in this location. Clicking on them starts the action. Most actions allow you to cancel or back out of them before actually doing them so if you aren't sure what they do you can click on it to get more info. Actions with a ">" at the end indicate that completing that action will pass time (i.e. move to the next time period) if the action is actually carried out. Some common actions are listed below.
help.act.1.opt.wear What to Wear?
help.act.1.opt.pass Pass Time
help.act.1.opt.sleep Sleep/Nap
help.act.1.opt.home Go To Work/Go Home
help.act.1.opt.contacts Contacts List
help.act.1.opt.club Manage Club
help.act.2.body To the right of the Actions menu is the People/Interactions menu. It first starts with a list of people in this location in addition to you. Persons that you haven't met yet are listed as "Stranger". Clicking on name brings up the interaction menu, which is a list of interactions you can do with that person at this time and in this location. Like with actions, most interactions allow you to back out of them so you can click on most interactions just to see what they do. And like actions, a ">" in the Interaction label indicates that completing that action will pass time to the next period. Clicking on the Character Name (the menu header), brings the Contact Details for that character. There's dozens of potential actions, but below are some of the most common ones.
help.act.2.opt.intro Introduce Yourself
help.act.2.opt.talkto Talk To
help.act.2.opt.move Make A Move On
help.act.2.opt.askout Ask Out
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# MAIN -> UI -> ACT -> WEAR
help.wear.title What To Wear
help.wear.1.body The What To Wear action is now accessed via the clothing icon in the upper right.\n\nThe What To Wear action allows you to pick an outfit type to wear. Men have six different types of outfits to choose from: business (usually a suit), business casual (slacks and a long sleeve shirt), casual (jeans and a polo shirt), fun (shorts and t-shirt), underwear and nude. Women have those same six outfits plus five more: swimsuit, topless, and three "entertainer" outfits, called strip1, strip2 and strip3, in increasing amount of sluttiness. Note that even if you select an outfit, doing certain actions will automatically change your outfit to a more appropriate one for that action. Similarly, some scenes will change your clothes automatically as well.
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# MAIN -> UI -> ACT -> PASS
help.pass.title Pass Time
help.pass.1.body Pass Time moves the game clock to the next time period without you doing any further actions and restored a bit of energy unless you are at your maximum energy amount. Clicking on the "Advance Timer" button in the lower right box usually works the same as the "Pass Time" action.
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# MAIN -> UI -> ACT -> SLEEP
help.sleep.title Sleep and Nap
help.sleep.1.body The sleep action is available when you are at home and it's late at night or early morning. When you are not at home and it's time to sleep the "Go Home and Sleep" action will be available which comines the Go Home/Go To Work with the Sleep action.. The Nap action is available at any time when you are at home and are very tired. Note that until you acquire a better living location, your home is the club's main office. Sleeping at night restores all your energy back to your endurance level. Napping is not as restful nor do you have as much time to do so, so only a portion of your energy is restored. When your energy is very low (around 5, but can be lower if you have high enough will power) you will not be able to do many actions. Specifically, sex activities will end the moment either you or your partner get tired. It's always important to get a good night sleep as that's the only effective way to restore your energy to its full amount. Also, missing sleeps on consecutive nights may lower one's health.
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# MAIN -> UI -> ACT -> HOME
help.home.title Go Home/Go To Work
help.home.1.body The Go Home and Go To Work actions move your character to your home and your office respectively. The Go Home is only available once you have a real home that's not your office. Otherwise, they are always active as long as you are not in that location. These actions are free in that they don't use up time or energy to complete.

# MAIN -> UI -> ACT -> INTRO
help.intro.title Introduce Yourself
help.intro.1.body The Introduce Yourself interaction is a way for you to establish a relationship with a stranger. Once completed, you have a new contact that you can then interact in a variety of ways. In general you can not interact with someone until you first introduce yourself (or conversely, the stranger introduces him/herself to you). A few interactions (like Buy Cup of Coffee) have built-in introduction functionality.
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# MAIN -> UI -> ACT -> TALK TO
help.talkto.title Talk To
help.talkto.1.body The Talk To interaction is for having small discussions with another character, to either improve your relationship with them or to learn more about them. It provides a number of types of talks you can have. Several options are only available after you have established a stronger relationship.\n\nOne options is the "Like Me More" option, which is the main way to change someone's opinion of you. There are several different ways that you can take to get someone to like you better. Which one is more likely to succeed depends on the personalities of both you and the target. For example, a greedy person is more likely to respond positively to a gift and a strong willed individual is less likely to be sway by intimidation tactics.
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# MAIN -> UI -> ACT -> MOVE
help.move.title Make A Move On
help.move.1.body The Make A Move On interaction is the most common start to a sexual engagement. You will normally start by flirting with someone and if that works, slowly moving up along the sexual activity spectrum towards more intimate actions. This is what we call the "sexual activity loop". In each step of the loop one of the two participants chooses something to do and the partner either agrees or not. In each step, the participants arousal and looseness increases making them more likely to get further engaged. This ends when someone is too tired to continue, bored with it or fed up with the other individual. In many ways this is a race to "score" before one runs out of energy.
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# MAIN -> UI -> ACT -> ASK Out
help.askout.title Ask Out
help.askout.1.body The Ask Out interaction is used to ask another character out on a date. You can then pick the type of date it is and then see if the other person agrees. If they agree a date will be scheduled. Typically coffee dates are in the morning, diner dates are during lunch time, park dates are in the afternoon, and restaurant dates are in the evening. Understanding when a person works can help pick the right type of date. For example, if they work late nights scheduling a coffee shop date will likely result in a bad experience as they may be too tired.
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# MAIN -> UI -> DIALOG
help.dialog.title Scene Dialogs
help.dialog.1.body A Scene is a one or more steps interaction between you (the Main Character) and zero or more characters. A Scene typically consists of a dialog panel which has a section of text describing what just happened and one or more options for you to respond to whatever just happened. On the right side you may see a picture of the character(s) involved in the scene. There are two spots for the main characters in the scene. The right most character is the one you are directly interacting with, with a secondary character offset a bit to the back on the left. In addition up to 3 additional characters may appear as thumbnails in the bottom. Characters you are interacting with remotely (as via text message) will appear as these thumbnails. To move the story along you will need to click on one of the available answers. You can click on a characters name to see their details while in the dialog.
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# MAIN -> UI -> CONTACTS
help.contacts.title Contacts List and Contact Details
help.contacts.1.body The contacts list displays all the characters in the game that you have met, along with some basic data, such as current job, relationship to you, opinion of and attraction to you, and their trait values, as you know them. Clicking on the contact info brings up the character details panel for the selected character (see next section).\n\nYou can filter the list of contacts via the widgets at the top of the page. And you can sort the list by clicking on the column headers. For columsn that have no header, there's also a sort widget at the top right that can be used to select those columns to sort by.
help.contacts.2.body The contacts detail panel shows a lot of information about a particular contact. At the top there's the general info, such as name, age, job, opinion and attraction to you and their traits data, as you know them. In the middle section are four columns of data for the characters: attributes, relation modifiers, opinions and relationships. Only the data you know of is listed. The relation modifiers is a list of every reason they have to like or dislike you. Note that simply adding all the modifiers doesn't lead to the actual opinion value. That's because as the opinion gets higher, it takes a lot more to improve it. Then below that is the gossips they know about you (and the ones you know abot them) and a list of the Sexual Activities you have engaged with this character. Only the most intimate of the activites done in a given session is listed. (So if you kissed someone and also got a blow job from them, only the blow job is listed).
help.contacts.3.body There's a "Send Text" button in the upper right of the panel. Clicking on this allows you to contact any acquaintance at any time via text. You can send different types of texts and whether they respond depends on their personality, how busy they are and how much they like you. You can send up to 5 texts in a time period. After that, the time period will advance.\n\nNote that characters that are not currently in town can't be texted.
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# MAIN -> UI -> CLUB (also MAIN -> MECH -> CLUB)
help.club.title Club Management
help.club.1.body This sections describes the club management panel. When you access it, you get the main screen which shows you information about your club, including open hours, inventory status, current and recent customer visits, etc. It also contains a number of buttons to perform some club taks, like open the club, add a room, set club rules, etc. You can navigate to see the stats of the other clubs using the pulldown menu in the top left.
help.club.1.opt.maintab Main Tab
help.club.1.opt.fintab Finances Tab
help.club.1.opt.factab Facilities Tab
help.club.1.opt.emptab Employees Tab
help.club.1.opt.flowtab Transactions Tab
help.club.1.opt.chartstab Charts Tab
help.club.1.opt.citytab City Demographics Tab
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# MAIN -> UI -> CLUB -> MAINTAB
help.maintab.title Club Management Overview Tab
help.maintab.1.body The main tab of the club management panel has a number of buttons to perform some actions in the club.
help.maintab.1.opt.clubdata Club Data
help.maintab.1.opt.open Open Club
help.maintab.1.opt.addroom Add Room
help.maintab.1.opt.expand Expand Club
help.maintab.1.opt.policies Set Club Policies
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# MAIN -> UI -> CLUB -> MAINTAB -> CLUBDATA
help.clubdata.title Club Management Overview Data
help.clubdata.1.body The data listed in the main tab of the club management panel includes a number of times.\n First it shows your current club product inventory\n Then it has number of visitors and transactions, the customer satisfaction, revenue generated and utility usage. This data is show for the current day (thru the last time period), the previous day, the daily average for the current month and the daily average for the past month.\nIt also shows your current club's capacities - the maximum number of transactions you can handle if every worker is working and rested.\nAnd lastly it shows the demand (in terms of transactions) for the current period.
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# MAIN -> UI -> CLUB -> MAINTAB -> OPEN
help.open.title Opening Your Club
help.open.1.body Your club's Grand Opening is the first big step in the game. You need to do this as soon as possible. The more you wait the more you will fall behind the other clubs. You can always make up ground, but it's better to get ahead early. To open the club you need a staffed bar (i.e. a hired bartender) and some alcohol in inventory. Once you do this, you should open the club.\n\nYou can only open the club in the morning as you need to give your employees a few hours notice for them to show up.
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# MAIN -> UI -> CLUB -> MAINTAB -> ADDROOM
help.addroom.title Adding Rooms
help.addroom.1.body Adding a room can be done at any time from the Manage Club panel. You can always add a room even if you don't have the cash for it. You will automatically borrow cash to pay for it. However, expanding faster than necessary is not good as idle rooms cost money in terms of utilities and they require maintenance. Once you pay for the room, the building construction will start. Construction will move at variable speed without a clear indication of when it will be done, but depends on how good the Architect in charge is at his/her job.
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# MAIN -> UI -> CLUB -> MAINTAB -> EXPAND
help.expand.title Expand Club
help.expand.1.body When the game starts the club has space for 10 rooms, 4 of which are already used (office, restrooms, bar and locker room). To this you will soon add a kitchen and a dressing room and a seating area, etc. And pretty soon you will run out of space. You will then need to expand the club. Expanding the club adds space for another 10 rooms. You can expand the club a maximum of 3 times, for a total of 40 rooms, 41 including the parking lot. The parking lot becomes available after the second expansion. Expanding the club takes no time and you can start using the space immediately. However, it costs a lot of money to expand the club, so don't do it until you do run out of space. And the cost increases with each expansion.
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# MAIN -> UI -> CLUB -> MAINTAB -> POLICIES
help.policies.title Club Policies
help.policies.1.body The Club Policies button accesses the Club Policies interface which you can use to set some parameters as to how the club operates. This includes: setting the hours the club is open, setting the prices for the various products and services and setting the employee policies.
help.policies.1.opt.hours Setting the Club hours
help.policies.1.opt.prodprice Setting the Product Prices
help.policies.1.opt.emppol Setting the Employee Policies
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# MAIN -> UI -> CLUB -> MAINTAB -> POLICIES -> HOURS
help.hours.title Setting the Club Hours
help.hours.1.body You can set the hours the club is open via the Manage Club -> Club Policies button. You can only set the club open hours to be no more than the hours allowed by city laws. The hours for Mon-Thur are always the same, while the hours for Fri, Sat and Sun are set individually.
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# MAIN -> UI -> CLUB -> MAINTAB -> POLICIES -> PRODPRICE
help.prodprice.title Setting the Products and Services Prices
help.prodprice.1.body You can set the prices for the various products and services offered by the club via the Manage Club -> Club Policies button. You can set the price for a produce or service to any amount you want, but note that extreme values may lead to unpredictable results. It's best to make changes incrementally and then observe the results for a several days to see what the impact of those changes are.
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# MAIN -> UI -> CLUB -> MAINTAB -> POLICIES -> EMPPOL
help.emppol.title Setting the Employee Policies
help.emppol.1.body You can set the employee policies via the Manage Club -> Club Policies button. At this time there's five such policies: Tip Sharing, Days Off, Work Breaks, Relationships and Punishments. Tip sharing is the percentage of all tips earned by entertainers that the club retains to be distributed as wages to other workers that don't receive tips. This amount is not automatically given to those employees, you as the club owner are responsible for taking care of that. The city laws set a maximum tip sharing amount, which is at 0% at game start. You can't exceed the law's value. Days Off is how many days off employees can take in a pay period.\n\nThe relationship policy is used to determine whether employees can have romnantic relationships, while work breaks is to facilitate dealing with employees that are too tired to work. Finally punishments defines what kind of action you can take on employees that are not following the rules.\n\nThe employee policies have an effect on the happiness of the individual employees, although the effect depends on the employee's job and personality.
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# MAIN -> UI -> CLUB -> FINTAB
help.fintab.title Club Management Finances Tab
help.fintab.1.body The club management panel Finances tab shows the aggregated financial report for a given month for a club. It shows the various sources of revenue and expenses for a club for the previous month, the current month, and projections for the rest of the month and the next month. You can use the navigation buttons at the top to change the month. Note that the projections don't consider some factors and are based on past trends, so they can be misleading.\n\nBecause the owner's personal finances are intertwined with their club expenses, this report will include an owner's personal expenses and revenues.
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# MAIN -> UI -> CLUB -> FACTAB
help.factab.title Club Management Facilities Tab
help.factab.1.body The club management panel Facilities tab shows data for each facility (room) in the club. The data for each room is as follows: room name, number of upgrades/max upgrades, number of workers/max workers, number of performers/max performers, transaction capacity/max transaction capacity, performer quality/max performer quality, and notes. The transaction capacity refers to how many transactions can be done in the room with it's current staffing as known by you (i.e. using your knowledge of the workers skills). The maximum value would be with using the highest skilled workers possible. The performer quality is similar but refers to the general satisfaction of the public with those performers. If the room is under construction, the notes will show the progress. The progress updates weekly.
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# MAIN -> UI -> CLUB -> EMPTAB
help.emptab.title Club Management Employees Tab
help.emptab.1.body The club management panel Employee tab shows the data for each employee of the club. It shows: the employee name, job, days in the job (resets when an employee is reassigned to another job), wage, hours worked in this period (i.e. since the last paycheck or job change), skill in the job as known to you, whether they are currently working, their current lewdness, stamina and happiness (if known).
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# MAIN -> UI -> CLUB -> FLOWTAB
help.flowtab.title Club Management Transactions Tab
help.flowtab.1.body The club management panel Transactions tab shows all the transactions that have affected your club's cash in the current month. It includes personal expenses for the club owner. Revenues are shown in white and expenses in pink. There are navigation buttons to access the data for past months.
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# MAIN -> UI -> CLUB -> CHARTSTAB
help.chartstab.title Club Management Charts Tab
help.chartstab.1.body The club management panel Charts tab provides an interface that shows some simple graphs that demonstrate how the club's fortunes have changed over time. The data can be shown by day, or aggregated into weeks or months to better see patterns. The data that's currently available to be charted is: revenues (all the money received by the club and it's owner), expenses (all the money spent by the club and it's owner), cash flow (the regular revenues and expenses of the club, this does not include things like loans, construction, repairs, life expenses, etc), customer visits, customer transactions (each time a customer spends money in the club, like buys a drink or a lap dance), fame and satisfaction.
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# MAIN -> UI -> CLUB -> CITYTAB
help.citytab.title Club Management City Demographics Tab
help.citytab.1.body The club management panel City Demographis tab shows some current demographics for the town and the district your bar is in. It shows the total population in the district and town along with the average age, income and lewdness of all the adults in the district and town. Lewdness is expressed in the standard -100 to 100 range.\n\nAlso shown is the Inflation and Prosperity values. Inflation which affects all costs is city-wide, so it's not shown for individual districts. Finally prosperity is a measure of how successful a district is, with 100 being the average. Higher prosperity leads to higher disposable income for its residents which means they can spend more money on clubs. However, if people are spending too much time in the clubs instead of working, it will lower prosperity.
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# MAIN -> UI -> CITYMAP
help.citymap.title City Map
help.citymap.1.body You can access the city map from anywhere by clicking on the City Name button in the upper left. The city map will show that the city is divided into 7 districts, a central "Downtown" district and 6 other ones around it. The map has two types of buttons. Club buttons and common location buttons. Clicking on either can take you to that location. Note that clubs and locations are only open at certain times. When they aren't open, the buttons will be darkened and not clickable. Moving to a location consumes half an action for that time period. Which means you can move to a location and do something, but if you move to second location in the same turn, that will complete your turn. If the location you are in closes while you are there, you will be moved back to your default location (your home if you have one, otherwise your club office). You can return to your default location without using a move.
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# MAIN -> UI -> CLUBMAP
help.clubmap.title Club Map
help.clubmap.1.body You can access the club map whenever you are in a club by clicking on the Club Name button on the top of the game window. The Club Map will show a virtual map of the club (not to scale). You can click on the room button to go to those rooms. If you are not allowed to go to a room, it will not be clickable. When you arrive at a rival club you will be placed on the entrance if one has been built, otherwise the main bar. And when returning to your club, you will start in the main office. You can make several moves between rooms in a club before it costs an action. But usually on the 5th move, it will move time forward. The club starts with 10 rooms, but whenever the club is expanded, 10 additional empty rooms will be added. Rooms that are under construction are have a "(UC)" designation in their names.
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# MAIN -> UI -> KEYBIND
help.keybind.title Key Bindings
help.keybind.1.body SPECIAL
help.keybind.special.body The current keybindings are listed below. They can be overriden via config file entries (in the user_config.dat file).\n\n
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# MAIN -> MECH
help.mech.title Game Mechanics Help
help.mech.1.body This section contains help on the various game mechanics. Click on a topic below.
help.mech.1.opt.char Characters
help.mech.1.opt.club Club Management
help.mech.1.opt.rooms Rooms
help.mech.1.opt.jobs Jobs
help.mech.1.opt.simul The Simulation
help.mech.1.opt.laws City Laws
help.mech.1.opt.economy Economy
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# MAIN -> MECH -> CHAR
help.char.title Characters
help.char.1.body This section explains the various character attributes. Click on a section below for more info.
help.char.1.opt.demo Demographic details
help.char.1.opt.phys Physical Characteristics
help.char.1.opt.traits Traits
help.char.1.opt.vitals Vitals
help.char.1.opt.abilities Abilities
help.char.1.opt.skills Skills
help.char.1.opt.likes Opinions
help.char.1.opt.rel Relationships
help.char.1.opt.relmod Opinion and Relationship Modifiers
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# MAIN -> MECH -> CHAR -> DEMO
help.demo.title Character Demographic Data
help.demo.1.body The character demographic data we keep track includes the character name, gender, sexual orientation, age, ethnicity and home district. This data is pretty static with only the age and the home district changing.
# MAIN -> MECH -> CHAR -> PHYS
help.phys.title Character Physical Characteristics
help.phys.1.body The system tracks a few physical characteristics for each character. These are used to generate attraction profiles. Certain characters are attracted to specific physical characteristics and that creates the main attraction driver. The physical characteristics we track are: height, shape (slim to fat spectrum), fitness level (how muscled one is), hip size, breast size, penis size, skin tone (light to dark), hair color (light to dark), eye color (light to dark) and hair length (long to bald). There's a correlation between these and the character image, but it's not always perfect. Weight is calculated (poorly) from these parameters. Some physical characteristics may change, but slowly. However, these changes won't be reflected on the character's image.\n\nFitness is the only attribute that has addtional effects other than attraction. More fit characters are likely to have higher strength and endurance and be better at some physical activities.
# MAIN -> MECH -> CHAR -> TRAITS
help.traits.title Character Traits
help.traits.1.body Traits are the inmutable personality traits that a person has. These never change. They are: willpower, rationality, compassion, greed and sociability. Initially you do not have visibility into another person's traits, but after spending time with them you slowly start to learn their values.\n\nAll traits are in the range of -100 to 100, with 0 being neutral/average.
help.traits.1.opt.will Willpower
help.traits.1.opt.rat Rationality
help.traits.1.opt.comp Compassion
help.traits.1.opt.greed Greed
help.traits.1.opt.soc Sociability
# MAIN -> MECH -> CHAR -> TRAITS -> WILL
help.will.title Willpower
help.will.1.body The Willpower trait indicates how strong a character's convictions are. It controls how easily a character can be swayed or convinced. It also makes them more likely to break rules and do what they want to do. High willpower also lowers the minimum energy a character can have before being unable to perform tasks. For club owners, a high willpower makes them more active in managing their club.\n\nLow will power also implies some level of laziness and lack of drive. Low will power characters are easier to sway and as employees to keep in line.
# MAIN -> MECH -> CHAR -> TRAITS -> RAT
help.rat.title Rationality
help.rat.1.body The main effect of the Rationality trait is to control how consistent a character is with their decision making. Less rational characters will be more random in how they make decisions. Rational characters will also tend to be less reckless and act more in their own self-interest, their opinions are less likely to change and they will be more likely to be stressed. In more technical terms, low rationality means that a character's actions are more influenced by the random number generator (RNG).
# MAIN -> MECH -> CHAR -> TRAITS -> COMP
help.comp.title Compassion
help.comp.1.body The Compassion trait is a measure of a person's "goodness". Characters with high compassion will tend to care about others and do good deeds. Other characters will also tend to like high compassion characters more. High compassion characters will also try to please others, so they may be easier to sway and they may be more willing to do what they are asked to do. They also react to other's good deeds and will have an affinity for other high compassion characters.
# MAIN -> MECH -> CHAR -> TRAITS -> GREED
help.greed.title Greed
help.greed.1.body The Greed trait indicates how much a character values money and material things. High greed characters will want more money and respond well to receiving gifts. They will be less likely to budge from their salary demands. High greed characters also gain happiness whenever they receive money and gain stress when they spend it. Low greed characters are more likely to spend money but less likely to do things they don't want to do for money.
# MAIN -> MECH -> CHAR -> TRAITS -> SOC
help.soc.title Sociability
help.soc.1.body The Sociability trait represents a character's social intelligence: how well they interact with others. High sociability characters will be better at swaying others and convincing them to change their opinion or do things they may not otherwise do. High sociability also helps characters learn knowledge about others more frequently and they are more likely to enjoy dating and other social activities.
# MAIN -> MECH -> CHAR -> VITALS
help.vitals.title Vitals
help.vitals.1.body Vitals are a set a character attributes that describe their mental and physical well-being. Some change frequently based on the character's actions while others change slowly or not at all. Vitals are: base health, base happiness, base fertility, health, happiness, current fertility, stress, energy, arousal and looseness. Some vitals you always have visibility into, while others you may learn after interacting with the character, while others will remain hidden always.\b\bVitals are in the range of 0-100. For some, the midpoint 50 is the average, while for others 0 is the default.
help.vitals.1.opt.health Health
help.vitals.1.opt.happy Happiness
help.vitals.1.opt.stam Endurance and Energy
help.vitals.1.opt.lewd Lewdness and Arousal
help.vitals.1.opt.fert Fertility
help.vitals.1.opt.stress Stress
# MAIN -> MECH -> CHAR -> VITALS -> HEALTH
help.health.title Health
help.health.1.body Health is measure of how healthy a person is. The base health is a person natural body health, while the health is their current health status at the given time. The current health is affected by their opinion of healthy and unhealthy habits, like vegan diet, smoking, working out, etc. It is also affected by activities the person does like, running or getting into fights. Fights and other events may result in a person sustaining injuries that will affect their health. Illness will also affect a person's health. If the health is bad enough, the character won't be able to do certain things. In that case they can go to the medical clinic to receive care and improve their health.\b\bHealth is in the 0-100 range with 50 being normal. If it's below 40, it will beging to affect a person's ability to do things as well as their happiness.
# MAIN -> MECH -> CHAR -> VITALS -> HAPPY
help.happy.title Happiness
help.happy.1.body Happiness is a measure of how satisfied a person is. It is affected by doing things they like or don't like, particularly their job or by others doing things to/with them they like or don't like. Most characters will start to hate their job after a while specially if they feel they are underpaid. Unhappy characters may quit their job unexpectedly.\n\nHappiness is in the 0-100 range, with 50 being neutral. If a person's happiness gets too low, they may have a nervous breakdown and may act irrationally. Low happiness can be dealt with by going to therapy in the clinic with a mental health professisonal.
# MAIN -> MECH -> CHAR -> VITALS -> FERTILITY
help.fert.title Fertility
help.fert.1.body Fertility measures a person's ability to have children. There's three measures of fertility in the game: base fertility, current fertility and instant fertility. The base fertility is a person innate fertility, the value they are born with. This value does not change. The current fertility is the base fertility but accounting for the effects of aging (fertility decreases as a person ages, much more faster on women) and fertility treatments. For men, instant fertility is the same a their current fertility while for women is the current fertility plus taking into account their monthly ovulation cycle.\n\nWhen a man and woman have sex, the potential for a pregnancy depends on the product of their individual instant fertilities (assuming there was no birth control or condoms being used).\n\nAll fertility measures are in the 0-100 scale. The instant fertility is never available, not even to yourself.
# MAIN -> MECH -> CHAR -> VITALS -> STRESS
help.stress.title Stress
help.stress.1.body Stress is a measure of how a person is feeling mentally. Stress goes up when a character does something he/she doesn't like to do or is put in a difficult situation. Stress goes down by doing some activities, including working out, walking, running, doing yoga, having sex or just relaxing. If stress goes too high, it will affect their sleep and ability to recover energy and higher still will not be able to have an orgasm. High stress also has a negative impact on their happiness and health.\n\nStress is in to 0-100 range, with 0 meaning they are stress free.
# MAIN -> MECH -> CHAR -> ABILITIES
help.abilities.title Character Abilities
help.abilities.1.body Abilities are similar to traits except that they can change. Some abilities are slow to change while others change more easily. Like traits, Initially you don't have visibility into anyone else's abilities but over the course of the game you can learn those by interacting with the character. Abilities are: intelligence, honor,  courage, lewdness, focus, loyalty, strength and endurance.\nMost of these are pretty straight-forward, but some require a closer look.
help.abilities.1.opt.stam Endurance and Energy
help.abilities.1.opt.lewd Lewdness and Arousal
help.abilities.1.opt.intel Intelligence and Focus
help.abilities.1.opt.honor Honor, Courage and Loyalty
# MAIN -> MECH -> CHAR -> ABILITIES -> STAM
help.stam.title Endurance and Energy
help.stam.1.body The Endurance ability and Energy vital work together to keep track of how tired a person is. Everything a person does other than rest and sleep consumes a bit of energy. Thus energy tracks how tired someone is. When their energy drops below a certain level (around 5), they are tired and can not do any further tasks or activities. Resting and specially sleeping restores some energy. A full night of sleep restores a person's energy to their maximum energy amount, which is given by the endurance ability. Working out, running, and other physical activities may raise someone's endurance, and thus how much they can get done in a day. The point at which a person is too tired to do anything depends on their willpower. The higher their willpower is, the lower that threshold is.\n\nEndurance is in the -100 to 100 range and energy is in the 0-100 range.
# MAIN -> MECH -> CHAR -> ABILITIES -> LEWD
help.lewd.title Lewdness, Arousal and Looseness
help.lewd.1.body Perhaps there's no more significant attribute than lewdness. Lewdness essentially tracks how likely a character is to engage in sexual situations. This includes from wearing revealing clothing to engaging in sexual acts with strangers. Lewdness changes slowly as a result of some actions but also by the lewdness force the clubs exert on the character. The higher the fame of clubs near a character is, the faster their lewdness will increase.\nRelated to lewdness, there's arousal and looseness. Arousal indicates how aroused someone is at this time, or how close they are to having an orgasm. It starts at 0 and goes up as time passes, being exposed to sexual situations drives it up faster. Once it's over 80, one can cum. Cumming causes the arousal to drop significantly and stress goes down a little bit.\n\nLooseness is an even more temporary effect on lewdness and it's purpose is to account for the effect alcohol, drugs, lack of sleep and other temporary factors have on one's natural inhibitions. Looseness resets after a night's sleep.\n\nLewdness is in the -100 to 100 range, with 0 being average. Arousal and Looseness start at 0 and go up from there up to 100.
# MAIN -> MECH -> CHAR -> ABILITIES -> INTEL
help.intel.title Intelligence and Focus
help.intel.1.body Intelligence controls how quickly a character can increase their skills and how well they are at evaluating the skills of others. Intelligence makes someone better at many jobs.\n\nFocus indicates how detailed oriented they are. High focus characters will be better at most jobs. It also makes them more perceptive so they may get additional information on others and tasks are completed faster (like reading skill books). While low focus indicates an inability to concentrate on tasks.\n\nBoth intelligence and focus are in the -100 to 100 range, with 0 being average.
# MAIN -> MECH -> CHAR -> ABILITIES -> HONOR
help.honor.title Honor, Loyalty and Courage
help.honor.1.body Honor indicates how likely someone is to do the right thing vs doing something illegal or unethical. High honor characters are more likely to be trusted and are better at swaying others. Honor also goes up or down when a person does a particularly good or bad thing.\n\nLoyalty indicates how strong their bonds with others are. Characters with high loyaly will be more tolerant of others when they do things they don't like and they will be less likely to look for other jobs.\n\nCourage indicates how likely they are to do things that they aren't comfortable with. High courage can also help disuade others to get into a fight with them.\n\nAll these attributes are in the -100 to 100 range, with 0 being avereage. Most abilities can be changed slowly by going to the clinic and having sessions with a mental health professional.
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# MAIN -> MECH -> CHAR -> SKILLS
help.skills.title Character Skills
help.skills.1.body Skills are the character attributes that mostly drive how good someone is at a particular tasks. There are two classes of skills: work skills and sex skills. Sex skills are pretty self-explanatory: how good someone is at kissing or having sex, etc. Most characters start the game pretty bad at most sex skills (although older folks are usually better, because they been doing it for longer!). These skills get better with experience, specially if the partner is highly skilled.\n\nWork skills indicate how good someone is at a particular aspect of a job. Skills are tied to jobs but the relationship is not one to one. For instance the "serving" skill indicates how good someone is at jobs that involve serving, like bartenders and waiters. Work skills change with training. There are also skill books in the library that can be read to improve a specific skill. As with other attributes, you don't have visibility into the values of other person's skills, although there are different ways for one to learn about others skills.
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# MAIN -> MECH -> CHAR -> LIKES
help.likes.title Character Opinions
help.likes.1.body All characters have at least a dozen opinions about things. These opinions drive specific aspects of a character personality. (To avoid confusion with a character opinion of another character, we sometimes refer to these as "likes"). The values for these opinions is one of 5: hates, dislikes, is neutral, likes or loves. Some examples are: running, alcohol, kissing. People that like or love certain things are more likely to want to do them. Opinions can be changed, more easily the less willpower someone has. The ease to change someone's opionion also depends on how common the opinion is and how well the opinion fits with the rest of the character's personality. Some, like alcohol, gambling and smoking are considered "addictive" which makes them particularly hard to change. There's over a 120 opinions in the game.
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# MAIN -> MECH -> CHAR -> REL
help.rel.title Character Relationships
help.rel.1.body Characters have relationships with other characters. These relationships can go from simple acquaintances to being married. Whenever two character meet, they become acquaintances. As they progress that relationship may grow stronger. There are five types of relationships: family, romantic, work, friendship and other. Each pair of characters can have at most one relationship of each type. For example, you can be the boss (work relationship), boyfriend (romantic) and friend (friendship) of another person. That's three relations for the same person. All relationship types have a weight and the highest one is the dominant relationship which is only used to describe the overall relationship. So in the above example, you would refer to that person as "your girlfriend" because that's a stronger relationship than employee-boss or friend.
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# MAIN -> MECH -> CHAR -> RELMOD
help.relmod.title Opinion and Relationship Modifiers
help.relmod.1.body As characters interact with each other they develop relationship modifiers. These modifiers can be based on the relationship (i.e. "my sister"), things they've done ("was nice to me") or things they did somewhere else ("has another girlfriend"). Modifiers affect the opinion a character has of another. The default opinion between two characters is 0. Positive modifiers make someone like someone else better, while negative modifiers have the opposite effect. Different modifiers have different impacts, and these impacts vary person to person. A "Was Nice To Me" modifier is going to have a higher effect on someone with high compassion than someone with low compassion. Many modifiers wear out over time, but each modifier has it's own rate of decay. For example "Fired Me" will last longer than "Ignored Me". Some modifiers can be applied multiple times (but they all have a limit). When the limit is reached, the oldest one is replaced by the new one.\nThe total opinion of one person to another is the sum of all the modifiers raised to the 0.9 power. This makes values have less of an impact the higher the opinion is. Which makes it harder to raise someone's opinion of you when it is already high.
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# MAIN -> MECH -> ROOMS
help.rooms.title Room Types
help.rooms.1.body This sections describes the various rooms available to be built in your club. Building a room costs money and takes time. The cost and time to build is dependent on the complexity of the room. Some rooms provide access to hiring specific job positions. For example, each bar you build allows hiring two bartenders. Some rooms allow offering specific revenue opportunities, for example a kitchen allows you to sell food. Some rooms can be expanded, increasing their capacity.
help.rooms.1.opt.revr Revenue Generating Rooms
help.rooms.1.opt.perfr Performer Rooms
help.rooms.1.opt.auxr Complementary Rooms
help.rooms.1.opt.roomdet Additional Room Details
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# MAIN -> MECH -> ROOMS -> REVR
help.revr.title Revenue Generating Rooms
help.revr.1.body The revenue generating rooms are those that contribute towards generating revenue. The performers rooms also generate revenue but those are listed in a different section.
help.revr.1.opt.bar Bar
help.revr.1.opt.kitchen Kitchen
help.revr.1.opt.entrance Entrance
help.revr.1.opt.parking Parking Lot
help.revr.1.opt.massage_room Massage Rooms
help.revr.1.opt.game Game Room
help.revr.1.opt.pool Pool
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# MAIN -> MECH -> ROOMS -> REVR -> BAR
help.bar.title Bar
help.bar.1.body The Bar is where customers go to have a drink or two. Each bar allow you to hire two bartenders. If there's a kitchen, customers can also buy food at the bar. You get one bar for free at the game start, an additional 3 bars may be constructed. Bars can not be upgraded. Bars also allow you to buy alcohol inventory. Each bar has a capacity to store 1000 units of alcohol. If the bar is staffed and you have alcohol in your inventory you can sell drinks.
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# MAIN -> MECH -> ROOMS -> REVR -> KITCHEN
help.kitchen.title Kitchen
help.kitchen.1.body The Kitchen is where food is prepared for serving. You need a kitchen with a cook and food in your inventory to be able to serve meals. A kitchen allows you to hire two cooks. The club can only have one kitchen although it may be upgraded twice. Each upgrade allows you to hire an additional cook for a maximum of 4. A kitchen can store 400 units of food for each upgrade.
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# MAIN -> MECH -> ROOMS -> REVR -> PARKING
help.parking.title Parking Lot
help.parking.1.body The Parking Lot is not a room in the club but it's a location that's part of the club. A parking lot increases the convenience for customers which leads to higher satisfaction. A parking lot allows you to charge for parking, and you can hire drivers to offer valet parking (and charge for it). You can only have one parking lot, although it can be upgraded once. To build a parking lot, your club must be level 3 (2 expansions) and have an entrance built.
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# MAIN -> MECH -> ROOMS -> REVR -> GAME
help.game.title Game Room
help.game.1.body The Game Room is a room in the club with video game machines, pool tables, dart boards, and other common bar games. The Game Room can be staffed with one host. If staffed, it generates game room revenue. You can only have one game room, and it can not be upgraded. It requires your club to be at level 3 (2 expansions) and have an entrance built.
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# MAIN -> MECH -> ROOMS -> REVR -> MASSAGE_ROOM
help.massage_room.title Massage Room
help.massage_room.1.body The Massage Room is a room in the club where customers can receive massages. Each massage room can be staffed with one masseuse. If staffed, it generates massage revenue. You can have up to 4 massage rooms but they can not be upgraded. It requires your club to be at level 2 (1 expansion) and have an entrance built. It also requires the law allowing massages to be established.
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# MAIN -> MECH -> ROOMS -> REVR -> POOL
help.pool.title Pool
help.pool.1.body The Pool is a room in the club with an indoor pool. The Pool can be staffed with one lifeguard. If staffed, it generates pool access revenue. You can only have one pool, and it can not be upgraded. It requires your club to be at level 4 (3 expansions) and have a security room built.
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# MAIN -> MECH -> ROOMS -> REVR -> ENTRANCE
help.entrance.title Entrance
help.entrance.1.body The Entrance is where people come into the club. If there's no entrance they will go straight to the bar. The club can have a maximum of one Entrance, but it can be upgraded once. The Entrance allows you to hire two hosts, one at first and a second one after upgrading it. An entrance also allows you to charge an entrance fee (aka cover charge). In order to build an entrance you need to have a completed seating area.
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# MAIN -> MECH -> ROOMS -> PERFR
help.perfr.title Performers Rooms
help.perfr.1.body The performer rooms are those that generate revenue from performers.
help.perfr.1.opt.seating Seating Area
help.perfr.1.opt.vip VIP Area
help.perfr.1.opt.back_room Back Room
help.perfr.1.opt.private Private Rooms
help.perfr.1.opt.sex_room Sex Rooms
help.perfr.1.opt.dungeon BDSM Dungeon
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# MAIN -> MECH -> ROOMS -> REVR -> SEATING
help.seating.title Seating Area
help.seating.1.body The Seating area is where people sit down to eat, drink and/or watch the shows. There can be up to 3 seating areas in the club and they can not be upgraded. Each seating area can be staffed with up to 3 waiters. Customers in the seating area can spend money on drinks and food. Each seating area has a stage which supports up to 6 entertainers. The seating area requires a completed kitchen.
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# MAIN -> MECH -> ROOMS -> REVR -> VIP
help.vip.title VIP Area
help.vip.1.body The VIP area is a more exclusive seating area where people sit down to eat, drink and/or watch the shows, but have pay extra for the privilege to be away from the common folk. There can be up to 1 VIP area in the club and it can not be upgraded. The VIP area can be staffed with up 1 waiter. Customers in the VIP area can spend money on drinks and food. The VIP area has a stage which supports up to 2 entertainers. In order to build a VIP room you need a completed seating area and you need your club to be at level 2 (1 expansion).
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# MAIN -> MECH -> ROOMS -> REVR -> BACK_ROOM
help.back_room.title Back Room
help.back_room.1.body Ah, the mysterious back room. In reality is not that mysterious. It's simply another room where customers can get lap dances from entertainers with a bit more privacy. Up to 4 entertainers can be in the back room at a time. In order to build a back room you need a completed seating area and you need your club to be at level 2 (1 expansion). It also needs the law that allows lap dances to be established. The back room generates revenue from all sold lap dances.
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# MAIN -> MECH -> ROOMS -> REVR -> PRIVATE
help.private.title Private Room
help.private.1.body Offering more privacy than the back room, the private room is where customers go to get an "up close and personal" interaction with the entertainers. There can be up to 4 private rooms in the club but they can't be upgraded. Each private room can be staffed with one entertainer. In order to build a private room you need a completed back room. It also needs the law that allows contact with entertainers to be established. The private room generates revenue from all sold private dances.
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# MAIN -> MECH -> ROOMS -> REVR -> SEX_ROOM
help.sex_room.title Sex Room
help.sex_room.1.body To be blunt the sex room is exactly what it says: its a place where customers can have sex with the entertainers. For a price of course. There can be up to 4 sex rooms in the club but they can't be upgraded. Each sex room can be staffed with one entertainer. In order to build a sex room you need a completed private room and your club must be at level 4 (3 expansions). The sex room generates revenue from all sold sexual encounters. Prostitution also needs to be legal in the city for you to have a sex room.
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# MAIN -> MECH -> ROOMS -> REVR -> DUNGEON
help.dungeon.title BDSM Dungeon
help.dungeon.1.body The BDSM dungeon is a special kind of sex room with some additional equipment for having kinkier sex. It works just like the sex room. You can only build one and the only way to build it is via an event triggered by hiring a sex worker with very high lewdness. You must have at least one sex room and one sex worker and of course prostitution must be legal. Building the dungeon allows the implementation of corporal punishment of employees.
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# MAIN -> MECH -> ROOMS -> AUXR
help.auxr.title Complementary Rooms
help.auxr.1.body The complementary rooms don't add revenue but provide other benefits.
help.auxr.1.opt.office Main Office
help.auxr.1.opt.restrooms Restrooms
help.auxr.1.opt.lockers Employee Lockers
help.auxr.1.opt.storage Storage
help.auxr.1.opt.dressing Dressing Room
help.auxr.1.opt.aux_off Auxillary Office
help.auxr.1.opt.security Security Room
help.auxr.1.opt.lounge Lounge
help.auxr.1.opt.sound Sound Booth
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# MAIN -> MECH -> ROOMS -> REVR -> OFFICE
help.office.title Main Office
help.office.1.body This is the main office of the club, where you will spend most of your time. It also serves as your home at the start of the game. Here is where you can conduct most of the management of the club. The office comes built already when the game starts and can not be upgraded nor you can build another one.
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# MAIN -> MECH -> ROOMS -> REVR -> RESTROOMS
help.restrooms.title Restrooms
help.restrooms.1.body The purpose of this room is obvious. The rest rooms come built already when the game starts. You can't build more, but you can upgrade it once. Upgrading it allows you to hire 2 restroom attendants, who can help keep the restroom tidy during the night and discourage illicit activities from happening.
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# MAIN -> MECH -> ROOMS -> REVR -> LOCKERS
help.lockers.title Employee Locker Room
help.lockers.1.body The Locker Room is place for employees to store their personal items in relative safety while they are working. When the game starts, you already have one locker room. You can build 3 more but you can not upgrade them. Each locker room provides 12 lockers, which increases the size of your total staff. Each employee needs a locker, including you.
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# MAIN -> MECH -> ROOMS -> REVR -> DRESSING
help.dressing.title Dressing Room
help.dressing.1.body The Dressing Room is place for entertainers to get dressed and ready for their performances. You can build up to 4 dressing rooms but you can not upgrade them. A dressing room allows you to hire entertainers. These can be singers, dancers, strippers and sex workers. Each dressing room provides space for 6 entertainers, which limits the size of your entertainer staff. Entertainers also count for the total imposed by the locker room. Entertainers will need a place to perform, so hiring them with a dressing room but without a stage (seating area or VIP room, etc) they will not be able to work.
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# MAIN -> MECH -> ROOMS -> REVR -> AUX_OFF
help.aux_off.title Auxillary Office
help.aux_off.1.body The Auxillary Office is a second office in the club. You can build only one of these and it can not be upgraded. The club must be at level 2 as well. The auxillary office allows you to hire managers. There are three types of managers and you can hire at most one of each. Managers help you by doing tasks that normally the club owner would do.
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# MAIN -> MECH -> ROOMS -> REVR -> SECURITY
help.security.title Security Office
help.security.1.body The Security Office is a place in the club where you and the security staff of the club can enforce the security protocols. To build it, the club must have an entrance and be at level 2. You can build just one of these which can be upgraded once. The security office allows you to hire bouncers, one initally and second one after upgrading it.
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# MAIN -> MECH -> ROOMS -> REVR -> LOUNGE
help.lounge.title Employee Lounge
help.lounge.1.body The Employee Lounge is a place for the club employees to rest and relax between shifts or when they need to take a break. This also allows moving some furniture from the main locker room to the lounge, creating additional space for lockers, thus increasing your employee capacity by 6. Once build, the employee lounge increases the happiness of employees and reduces their unhappiness complaints. The club must be at level 2 in order to build this.
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# MAIN -> MECH -> ROOMS -> REVR -> SOUND
help.sound.title Sound Booth
help.sound.1.body The Sound Booth is a small room overlooking the various seating areas of the club where the DJ controls the music that's played over the club's sound system. It allows you to hire a DJ which greatly improves the customer satisfaction and fame from your entertainers. It requires at least one Seating Area to be build. Only one Sound Booth can be built and it may not be upgraded.
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# MAIN -> MECH -> ROOMS -> REVR -> STORAGE
help.storage.title Storage/Maintenance Room
help.storage.1.body The storage room is more like a maintenance area which is also used for storing inventory. You can have one storage room, although it can be upgraded three times. The storage room allows you to hire a janitor and an addition one for each upgrade. Janitors keep the club clean and do simple day to day maintenance. A dirty and poorly maintained club will lead to low customer satisfaction. The storage room also greatly increases the size of the food and alcohol inventory you can maintain. Each upgrade also raises this amount.
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# MAIN -> MECH -> ROOMS -> ROOMDET
help.roomdet.title Room Construction Details
help.roomdet.1.body This section has some common elements to all rooms.\nRoom construction is tied to the cost of building the room. The more expensive it is, the longer its going to take. The time to build the room is not exact and there's some randomness involved. The job skill of the architect will affect how fast a room is built.\nSome rooms can be upgraded. Each upgrade costs more than the previous one and the time to build it is proportional to the cost. Rooms remain operational while being upgraded.
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# MAIN -> MECH -> JOBS
help.jobs.title Job Types
help.jobs.1.body This section describes the various job positions that you can hire as club owner. Jobs can be salaired or hourly. Salaried workers get paid the same salary each pay period, regardless of how many hours they actually work. Workers are paid twice a month, so they get 1/24th of their salary on each paycheck. Meanwhile hourly workers get paid just for every hour they work. If they work more than 85 hours in a pay period, any addtional hours are considered overtime and they are paid at 1.5X their regular rate. (85 is used because the pay period is 15 days, not the standard 80 hours in 2 weeks)
help.jobs.1.opt.revj Club Service Jobs
help.jobs.1.opt.workj Club Worker Jobs
help.jobs.1.opt.perfj Club Performer Jobs
help.jobs.1.opt.mgrj Club Manager Jobs
help.jobs.1.opt.otherj Non-Club Jobs
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# MAIN -> MECH -> JOBS -> REVJ
help.revj.title Club Service Jobs
help.revj.1.body The Club Service jobs are those that interact with customers and generate revenue for the club and are not entertainers. These jobs are:
help.revj.1.opt.bartender Bartender
help.revj.1.opt.waiter Waiter
help.revj.1.opt.host Host
help.revj.1.opt.driver Driver
help.revj.1.opt.masseuse Masseuse
help.revj.1.opt.lifeguard Lifeguard
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# MAIN -> MECH -> JOBS -> REVJ -> BARTENDER
help.bartender.title Bartender
help.bartender.1.body The bartender works behind the bar in a club. They serve drinks and if a kitchen is available, meals to the the customers. A bartender of average skill can serve 75 drinks or meals in an hour. Bartenders must be old enough to legally drink in order to work as bartenders.
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# MAIN -> MECH -> JOBS -> REVJ -> WAITER
help.waiter.title Waiter
help.waiter.1.body The waiter or waitress serves drinks and food to customers in the seating area or the VIP area. You need a seating are to hire waiters. A waiter of average skill can serve 50 drinks or meals in an hour. In town, you can often find a waiter working in the restaurant too.
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# MAIN -> MECH -> JOBS -> REVJ -> HOST
help.host.title Host
help.host.1.body The host or hostess work at either the entrance or the game room. In the entrance they collect entrance fees (up to 120/hour with average skill) while in the game room they collect game room usage fees (up to 60/hour with average skill). You need either an entrance or a game room in order to hire hosts.
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# MAIN -> MECH -> JOBS -> REVJ -> DRIVER
help.driver.title Driver
help.driver.1.body The driver works in the parking lot where they collect parking fees and provide valet parking. It can handle up to 60 transactions in an hour. You need a parking lot in order to hire drivers.
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# MAIN -> MECH -> JOBS -> REVJ -> Lifeguard
help.lifeguard.title Lifeguard
help.lifeguard.1.body The lifeguard works in the pool where they provide basic life guarding services to the swimmers while also handling the collection of pool access fees. A life guard of average skill can handle up to 30 transactions per hour. You need a pool in order to hire a lifeguard. In town, there's usually a lifeguard working at the local beach.
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# MAIN -> MECH -> JOBS -> REVJ -> Masseuse
help.masseuse.title Masseuse
help.masseuse.1.body The masseuse works in the massage rooms where they provide massages for customers. A masseuse can perform two massages per hour. You need a massage room in order to hire masseuses.
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# MAIN -> MECH -> JOBS -> WORKJ
help.workj.title Club Support Jobs
help.workj.1.body The Club Support jobs are those that for lack of a better definition are not performer jobs and are not manager jobs. These jobs are:
help.workj.1.opt.cook Cook
help.workj.1.opt.bouncer Bouncer
help.workj.1.opt.janitor Janitor
help.workj.1.opt.attendant Restroom Attendant
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# MAIN -> MECH -> JOBS -> WORKJ -> COOK
help.cook.title Cook
help.cook.1.body The cook is responsible for preparing the meals the customers order. A cook of average skill can prepare 30 meals in an hour. You need a kitchen in order to hire cooks. The town diner usually has a cook working there.
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# MAIN -> MECH -> JOBS -> WORKJ -> BOUNCER
help.bouncer.title Bouncer
help.bouncer.1.body The bouncers provide security for the club. They can deal with trouble makers and keep the peace should fights break out. They also protect the entertainers from zealous customers who may want to do more than they should. You need a security office in order to hire bouncers.
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# MAIN -> MECH -> JOBS -> WORKJ -> JANITOR
help.janitor.title Janitor
help.janitor.1.body The janitors maintain the club clean and perform basic maintenance tasks. Clubs get dirty the more employees and customers they have and this dirt accumulates unless a janitor is there to clean it up. You need a storage room in order to hire janitors.
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# MAIN -> MECH -> JOBS -> WORKJ -> ATTENDANT
help.attendant.title Restroom Attendant
help.attendant.1.body The restroom attendant helps keep the restrooms clean and provides some basic security to prevent illegal activities in the restrooms. While an attendant is working, the restrooms will not increase the club's maintenance and will  assist in other clean up when the club's maintenance gets too high. You need an upgraded restroom in order to hire attendants.
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# MAIN -> MECH -> JOBS -> PERFJ
help.perfj.title Club Performer Jobs
help.perfj.1.body The Club Performer jobs are those that involve performing for the customers. At this time only women can perform this jobs. These are hourly wage jobs like all other non-manager club jobs, but performers also earn tips. A portion of these tips can be withheld by the club to help support the wages of other employees. These jobs are:
help.perfj.1.opt.singer Singer
help.perfj.1.opt.dancer Dancer
help.perfj.1.opt.stripper Stripper
help.perfj.1.opt.hooker Hooker
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# MAIN -> MECH -> JOBS -> PERFJ -> SINGER
help.singer.title Singer
help.singer.1.body The singer entertains customers in the seating area. You need a dressing room to be able to hire singers and the law that allows singers in clubs needs to be established. Singers don't generate revenue of their own, other than via tips, but they increase the fame substantially, which brings in more customers.
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# MAIN -> MECH -> JOBS -> PERFJ -> DANCER
help.dancer.title Dancer
help.dancer.1.body The dancer entertains customers in the seating area. A dancer is essentially a stripper than doesn't take off ^her clothes. You need a dressing room to be able to hire dancers and the law that allows dancers in clubs needs to be established. Dancers don't generate revenue of their own, other than via tips, but they increase the fame substantially, which brings in more customers.
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# MAIN -> MECH -> JOBS -> PERFJ -> STRIPPER
help.stripper.title Stripper
help.stripper.1.body The stripper entertains customers in the seating, VIP area as well as the back room and private rooms. You need a dressing room to be able to hire strippers and the law that allows strippers in clubs needs to be established. Strippers generate revenue via tips, lap dances and private dances. Employees hired as strippers must be willing to undress in public.
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# MAIN -> MECH -> JOBS -> PERFJ -> HOOKER
help.hooker.title Sex Worker
help.hooker.1.body The sex workers, also known as hookers or prostitutes, provide sex services to customers in the sex room. You need a dressing room to be able to hire sex workers and the law that allows prostitution needs to be established. Sex workers generate revenue via tips, private dances and sex. Employees hired as sex workers must be willing to have sex with strangers of both sexes. Outside the clubs, sex workers can often be found working the streets of downtown at night.
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# MAIN -> MECH -> JOBS -> MGRJ
help.mgrj.title Club Manager Jobs
help.mgrj.1.body The Club Manager jobs are management positions in the club. These employees help you do some of the more tedious tasks to manage the club. There are three manager positions: office manager, marketing manager and business manager. Each has specific tasks that they can help you with. All of them can step in for a missing worker. Unlike all other workers, these managers get paid a yearly salary which means they get paid the same amount regardless of how many hours they work. They don't get paid overtime. While the other workers schedule depend on when the club is open, the managers work Tuesdays thru Saturdays, Noon thru Evening hours.
help.mgrj.1.opt.offmgr Office Manager
help.mgrj.1.opt.mktmgr Marketing Manager
help.mgrj.1.opt.bizmgr Business Manager
help.mgrj.1.opt.club_owner Club Owner
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# MAIN -> MECH -> JOBS -> MGRJ -> OFFICE MANAGER
help.offmgr.title Office Manager
help.offmgr.1.body The office manager helps with a variety of tasks around the club that improve efficiency such as: checking food and alcohol inventory, improving employee morale, train non-performer employees, and evaluate employees.
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# MAIN -> MECH -> JOBS -> MGRJ -> MARKETING MANAGER
help.mktmgr.title Marketing Manager
help.mktmgr.1.body The marketing manager helps with a variety of tasks around the club designed to improve the size of the customer base, such as: improving employee morale, improving customer satisfaction, train entertainers and create marketing programs to increase the club's fame.
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# MAIN -> MECH -> JOBS -> MGRJ -> BIZ MANAGER
help.bizmgr.title Business Manager
help.bizmgr.1.body The business manager helps with a variety of tasks around the club designed to improve the financial situation of the club, such as: managing product inventory, improving customer satisfaction, manage the club's cash and assets and schmooze city commissioners to get on their good side.
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# MAIN -> MECH -> JOBS -> MGRJ -> CLUB_OWNER
help.club_owner.title Club Owner
help.club_owner.1.body The club owner is responsible for all the tasks in the club, from hiring and firing employees, to determining the price points of the various products and services to determining the hours of operation. It can delegate a few tasks to the managers but other than that, the club owner is the 600lb gorilla in the room and the success of the club is mostly ^his or ^her responsibility.
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# MAIN -> MECH -> JOBS -> OTHERJ
help.otherj.title Non-Club Jobs
help.otherj.1.body In addition to the club jobs, there's a myriad of jobs that people in the game can have. Some of these are modeled in the game, like the workers at the coffee shop, diner, restaurant and city hall. Others just happen in the background. Often you will run into someone that has a job as a Doctor or Factory Worker etc. These jobs don't actually exists but are given as a way to provide flavor to characters.
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# MAIN -> MECH -> SIMUL
help.simul.title Simulation Information
help.simul.1.body This section describes the "Simulation" which is the term used to refer to the logic that determines how many people will come to your bar and how much they will spend on any given time period. There's a lot of factors that are considered. Some of the main ones are:\n 1. Day of the week (Saturdays will see more visitors than Mondays)\n 2. Time of day (More visitors in the evening than in the afternoon). Time of day is tied to the day of the week as late night on Fridays will do relatively better than late night on Tuesdays. 3. Club fame: the more famous your club is the more people will come. 4. Products and services offered: the more you offer, the wider the range of customers you will have. 5. Location: you will draw customers from your district and nearby ones. 6. Population lewdness - the higher the better. 7. Population Prosperity: the more money they have, they more they can spend in your club.
help.simul.2.body There's quite a bit of randomness involved too. So don't expect everything to follow a very predictable pattern. However, the pattern of what days and times are popular should be fairly evident. In addition, all five clubs are competing for the same set of customers. So it's a zero sum game for the most part. A customer that visits your club is not visiting another club. Now, as time goes by, the size of the customer base will increase. This will be the result of increasing fame as well as changes in the lewdness and prosperity of the population (which is slow but significant).
help.simul.3.body Most customers to your club are invisible, they don't appear anywhere, with whom you may interact. You can see how many customers you get by looking at the club reports. Club visits refer to how many individual visits you had in a given time period while transactions means how many different interactions customers had. For example, a customer comes in and has 2 drinks and a meal, that's one visit and 3 transactions.
help.simul.4.body Customers come into the club with a specific purpose in mind. Purposes are essentially your revenue generating opportunities: drink, eat, get a lap dance, etc. If their desired purpose is not met some may settle for something else, at a cost of lower satisfaction. In general not being able to meet the customers needs leads to lower satisfaction. Satisfaction is a big component of what drives fame. Satisfaction is also influenced by costs (the higher the costs the lower the satisfaction), quality (the higher the quality the higher the satisfaction), and the skill of the employees involved. Lewdness is also a factor, as the higher an employee's lewdness is, the higher their "effective skill" in their job will be. This doesn't apply to all jobs. Clearly the lewdness of a janitor is inconsequential, but for a stripper is almost the only thing that matters.
help.simul.5.body Customers also have a set spending power. This is how much customers will be willing to spend on a visit to the club. The higher the spending power is the more money they will spend. If they hit their budget they won't spend any more money. But that means that someone else may not be able to get in either. At first, customers won't come close to hitting their spending power, but as your offerings increase, they will. So setting a proper balance between prices and capacity is a must.
help.simul.6.body Note that for simulation simplicity, every visit is assumed to be just one period. One period is around 2.5 hours which.
help.simul.7.body You will get visits from other NPCs in your club from time to time. These visits are but a small percentage of all the overall visits and don't really factor into the results. This is to provide interaction opportunities and not a reflection of the simulation.
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# MAIN -> MECH -> ECONOMY
help.economy.title Economy
help.economy.1.body There are two main drivers for the economic engine of the town. One is inflation and the other is prosperity. Inflation affects the entire town at once, while prosperity is localized to each district.
help.economy.1.opt.inflation Inflation
help.economy.1.opt.prosperity Prosperity
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# MAIN -> MECH -> INFLATION
help.inflation.title Inflation
help.inflation.1.body Inflation affects the majority of things you spend money on. There are two drivers to inflation. One is the the constant pressure growth has on inflation. Every 90 days, there's a chance that inflation will go up or down. The probability starts at 25% and goes up every year by around 10% until it reaches 75% (which is the maximum probability). If inflation does occur, there's around a 20% chance it will go down and an 80% chance it will go up. If it goes down, it can do so up to 1%, while if it goes up it can be as high as 3%. This is completely out of your control and totally random and unpredictable.\n\nThe second driver has a much smaller effect, but it's caused by raising people's salaries and the cost of products and services. Everytime this happens, there's a small chance that inflation will go up by a very small amount, which will be normally be impercetible. But over the long run they can add up.
# MAIN -> MECH -> PROSPERITY
help.prosperity.title Prosperity
help.prosperity.1.body Prosperity is a measure of how succesful and productive the population is. At game start, prosperity is 100. As time goes by, prosperity will tend to rise. However, as the population becomes more lewd and they start frequenting the clubs intead of engaging in more productive tasks and as the clubs start to hoard capital, prosperity will tend to go down.\n\nLower prosperity has the effect of reducing the amount of money people have to spend on things, like visiting clubs. If prosperity goes down too much, you may see an impact on the number of visits to your club. Which then may start to raise prosperity as well.
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# MAIN -> MECH -> LAWS
help.laws.title City Laws
help.laws.1.body This section talks about the City Laws and their effect on the game. City laws are established by the City Commission. The City Commission is made up of 7 commissioners, one representing each of the 7 districts in the city. Every law that's established is beneficial to the clubs. They all allow the club to make additional revenue, either by expanding the hours the clubs can be open or by allowing more services to be offered or by promoting activities that help raise the population's lewdness and thus desire to visit clubs. There are 6 types of laws that can be established.
help.laws.1.opt.lawmech How Laws are established
help.laws.1.opt.lawtypes Types of Laws
help.laws.1.opt.inter Interacting with Commissioners
help.laws.1.opt.election Commissioner Elections
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# MAIN -> MECHS -> LAWS -> LAWMECH
help.lawmech.title Law Mechanics
help.lawmech.1.body All laws, other than the 6 or so that are established when the game starts are established using the same procedure: Every couple of weeks or so, the city commission will meet to determine which of the available laws should be enacted. If they get enough votes, they will pick one law to be voted on within the following two weeks. You can use this time to sway the commissioners to vote for it. Or you can let them do whatever they want. At the end of this period they will vote. There are 7 commissioners, so 4 votes are needed for it to pass. All commissioners must vote and they can only vote yes or no. You can discuss the law with the commissioners ahead of time to determine which way they are likely to vote and you can also try influencing them. If the law passes it takes effect immediately. All laws are beneficial to the clubs, so you will always want them to pass. There's no process to revoke laws so once it established it won't go away.
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# MAIN -> MECHS -> LAWS -> TYPES
help.lawtypes.title Law Types
help.lawtypes.1.body There are 6 types of laws:\n * What days and times are the clubs able to open\n * What types of entertainment are the clubs allowed to offer\n * What's the maximum tip sharing allowed\n* How much are the taxes that clubs pay on the revenue they generate\n * How old does someone have to be to be a customer at the club (or to drink)\n * What's are the decency standards regarding public nudity and other activities\n
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# MAIN -> MECHS -> LAWS -> INTER
help.inter.title Interacting With Commissioners
help.inter.1.body You can interact with commissioners just like you can with any other character. The more they like you the more they will want to do what you want. But you do have a few additional options, including bribing and blackmailing commissioners. This can pay off greatly or it can backfire. Try learning as much as you can about commissioners. Their greed and honor will dictate how likely are bribes to work.
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# MAIN -> MECHS -> LAWS -> INTER
help.election.title Commissioner Elections
help.elections.1.body City Commissioners are elected officials. Every 4 months, one of the commissioner's seats comes up for election. The current commissioner will always run for re-election. A month before the election, City Hall will open applications for challengers to the seat. These candidates must live in the commissioner's district and be at least 21 years of age and pay a $5000 fee. A maximum of 4 candidates may enter the race. Then a primary is held in which every adult resident in the district can vote for one of the challengers. The winner of that primary election then takes on the incumbent commissioner in the main election. Again, all the voters in the district can vote and the winner becomes the commissioner.\n\nThe role of commissioner is a full time job and anyone who becomes commissioner must quit their current job, as such club owners will not be allowed to run.
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# MAIN -> MODS
help.mods.title Mods
help.mods.1.body Strip Club Wars was designed to be highly moddable. More details are found in the documents located in the docs folder of the game.
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# MAIN -> ABOUT
help.about.title About Strip Club Wars 2
help.about.1.body Strip Club Wars 2 is being developed by Total Fluke Studios.\nThis game may be downloaded by adults only in accordance to any local laws. It is provided for strictly non-commercial use and may not be distributed, repackaged or modified without the expressed written consent of Total Fluke Studios.\nAll character images are AI-generated and are not real people and any similarities are entirely coincidental. All characters represented in the game are at least 18 years old.\nCopyright (c) 2025 Total Fluke Studios. All rights reserved.\n
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help.faq.cat.1.title Installation and Setup
help.faq.cat.2.title Game Basics
help.faq.cat.3.title Character Attributes
help.faq.cat.4.title Club Management
help.faq.cat.5.title Character Interactions and Relationships
help.faq.cat.6.title City Hall and Commissioners
help.faq.cat.7.title Financial System Simulation
help.faq.cat.8.title User Configurations
help.faq.cat.9.title Cheats
help.faq.cat.10.title Modding
#
# Installation and Setup
help.faq.cat.1.1.q Where should I install the game?
help.faq.cat.1.1.a It doesn't matter. Most people will likely put it under their own home folder: C:\Users\<your name>.
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help.faq.cat.1.2.q How do I install character image packs?
help.faq.cat.1.2.a Unpack the contents of the zip file in the characters folder of the main game folder (where you installed the game).\n\nIf the images come from another source other than the official developer, you must add the image pack key via the Options interface (see FAQ under User Configurations).
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help.faq.cat.1.3.q I have the first Strip Club Wars. Can I share the same character images?
help.faq.cat.1.3.a Yes! And you should. You don't need to download them again, as they use the same exact image format. To share the images, go to the Options from the Main Menu and set the value for the entry labeled "Additional Location for Character Images" to the location (full path) of the characters folder of the Strip Club Wars main directory (for example: c:\Users\<your name>\StripClubWars\characters).
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help.faq.cat.1.4.q Where is the game log?
help.faq.cat.1.4.a The game log can be helpful to determine why something isn't working correctly. It should be at C:\Users\<your name>\AppData\LocalLow\Total Fluke Studios\StripClubWars 2\Player.log.
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help.faq.cat.1.5.q I don't like a particular character image. Can I remove it?
help.faq.cat.1.5.a Yes, as long as the image is not already assigned to a game character and it's not in the Defaults folder or has an image number beginning with 9. If you remove the image while it is assigned to a character, that character will no longer be represented by an image and you will see a white blank area instead.
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help.faq.cat.1.6.q How do I remove a character image?
help.faq.cat.1.6.a Under the main game folder, in the characters folder, Find the folder the image is in. Female characters are in folders called scwX, for X=1, 2, 3, etc. while males are in scw_malesX. They are in numeric order, with 50 per directory so image 00200 will be in scw5. Once there delete the files that begin with scw-XXXXX where XXXXX is the 5-digit image id. There will be several files for each character, typically 7 for males, 15 for women.
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help.faq.cat.1.7.q How can I change the image assigned to a character?
help.faq.cat.1.7.a Note that doing this is discouraged. Doing so would break internal game relations that depend on the chosen character image (for example every other character's attraction to them). But if it must be done, use the console "cheat set_image" command. For example, to set the image of character id 1948 to be scw-00300 use the command: "cheat set_image 1948 scw00300".
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help.faq.cat.1.8.q Is there a Mac or Linux version?
help.faq.cat.1.8.a No, at this time, Windows is the only platform supported.
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help.faq.cat.1.9.q How do I reset the achievements?
help.faq.cat.1.9.a To reset the achievements so that you can earn them all again, just delete the file called achievements.txt in the runtime folder of the main game. Feel free to make a backup of that file first in case you change your mind.
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# Game Basics
help.faq.cat.2.1.q Can I load my save file from a the original Strip Club Wars game?
help.faq.cat.2.1.a No, you can't. While many things remain the same, the way the data is stored and used is significantly different and can't be converted between games.
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help.faq.cat.2.2.q How is this game different from the first Strip Club Wars?
help.faq.cat.2.2.a In reality is the same game, but a lot of the internal systems have been reworked to allow for more functionality. \n\nIf you are interested in all the gory details, there's a
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help.faq.cat.2.3.q I upgraded the game and now can't load my save
help.faq.cat.2.3.a Normally you should be able to load a save file created by the immediately preceeding released version. You will need to install the skipped version and then save the game with that version before loading it into the latest version.
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help.faq.cat.2.4.q I started the game and now what?
help.faq.cat.2.4.a Make sure to run the tutorial to get an overview of the first few things you should do when the game starts. You should also read the Help "Getting Started" section.
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help.faq.cat.2.5.q Where is the help?
help.faq.cat.2.5.a In the upper right corner of the screen there's a HELP button. To get in-game help, then click the Game Help button in the screen that comes up.
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help.faq.cat.2.6.q How do I get more info on the various jobs?
help.faq.cat.2.6.a Click the HELP button in the upper right and then select Jobs from the list that appears. This will give you an overview of every job there is in the game.
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help.faq.cat.2.7.q How do I get more info on the various club rooms?
help.faq.cat.2.7.a Click the HELP button in the upper right and then select Rooms from the list that appears. This will give you an overview of every room that you can build.
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help.faq.cat.2.8.q How do I get info on what I look like and what my stats are?
help.faq.cat.2.8.a Your important stats are shown in the right side of the top bar (second row), where the icons for happiness, health, energy and clothing appear. Click on any of those icons and you will get your own character details.
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help.faq.cat.2.9.q Why don't I have a proper home?
help.faq.cat.2.9.a Early on you don't have enough money to afford one, but eventually you will have a chance to rent an apartment.
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help.faq.cat.2.10.q Something is unrealistic, why?
help.faq.cat.2.10.a Because realistic stuff is boring and not fun. Adding unrealistic elements is done to improve game play and create a release from boring real life. Unless your life consists of constantly having sex in the park with some hottie you barely know, in which case, kudos to you.
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help.faq.cat.2.11.q On the other hand, why are some things so realistic?
help.faq.cat.2.11.a I believe that in order for a game to be interesting, there needs to be challenge. If characters didn't have agency or if there was no energy limitations or requirements to sleep, etc. then the game would get pretty boring pretty fast. There needs to be some obstacles for the player to overcome and to work out the best way to do so. Otherwise it's not a game.
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help.faq.cat.2.12.q Since when does February have 30 days?
help.faq.cat.2.12.a For simplicity, all months have 30 days and a year is 360 days.
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help.faq.cat.2.13.q The game is stuck in a scene and won't end or move forward!
help.faq.cat.2.13.a In the event you appear to be stuck in a scene with no way to get out, and you have the debug mode turned on, you can access the console and use the "Breakout" command to end it. You will still need to click on the next prompt to make the dialog go away, but it should end the scene. This is for emergencies only as it may leave things in a unstable state and cause issues later on.\n\nIf you do not have the debug mode enabled, then the scene will eventually end automatically. It may take a lot of clicks though to get there.
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help.faq.cat.2.14.q What's with the red exclamation mark that sometimes appears on the upper right, next to the help button?
help.faq.cat.2.14.a When the red exclamation mark icon appears it means that the game noticed that something unexpected happened. It could be something like trying to read a corrupted file or the game was unable to find a suitable character for an event or an event got stuck in a bad state. When this happens the error will be logged to the game log file. It may also be visible via the console command "show_errors". Not all issues that may occur will be logged as errors. But when they do, this info may be useful to the developer in order to address it.
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# Character Attributes
help.faq.cat.3.1.q I don't like the attributes my character has. How do I change them?
help.faq.cat.3.1.a Depends on the type of attribute. Traits and physical attributes can not be changed. Abilities change slowly based on actions you take, but don't expect to make significant changes that way. These are just going to change slowly based on your game play. Skills can be increased by reading books about them from the library and by exercising those skills. For example, edurance and strength increase when you work out or perform physical abilities (like running). Sex skills increase when you engage in those activities specially if your partner has a higher skill than you.
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help.faq.cat.3.2.q How can I create a character with certain opinions?
help.faq.cat.3.2.a You can't. During game play you will get chances (while talking to other characters or interviewing them) to set a particular opinion. The only benefit this provides is that it makes the process of convincing others to have the same opinion as your slightly easier. This is a key game mechanic that would be pointless if you could at any time define these opinions.
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help.faq.cat.3.3.q How does Endurance and Energy work?
help.faq.cat.3.3.a Endurance and energy are coupled. Endurance is a measure of the max energy you have. Your max energy is what you have after getting a full night's sleep. Max energy is usually in the 60-90 range (although it can be higher or lower in extreme cases). When you do things during the day, it uses energy, so it goes down. Once it goes under a certain amount (around 5, but depends on other factors), you are tired and your ability to do things decreases. Passing time or napping recovers some energy.\n\nCertain tasks, like running or working out increase your endurance, which leads to a higher max energy.
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help.faq.cat.3.4.q Does working out improve my fitness?
help.faq.cat.3.4.a Working out and exercising improves your fitness a tiny bit. But because fitness is tied to the character image, those changes are very small.
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help.faq.cat.3.5.q How do I improve my health?
help.faq.cat.3.5.a Your baseline health depends on your age, your level of fitness and your habits (represented by your opinion on things like junk food and smoking). Your health will tend to drift towards this baseline.\n\nIf your health is below 40, it means you are ailing or hurt, which limits which activities you can participate in. In this case you can go to the clinic when it's open and request treatment. The treatment will help you recover faster, which is depends on the skill of the doctor or nurse at the clinic. However, you can only get treated every few days, so it may require several visits to fully recover.
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help.faq.cat.3.6.q How do I improve another characters attributes?
help.faq.cat.3.6.a That depends on the attribute. Traits (will power, rationality, compassion, greed and sociability) are static and never change. These are the instrinsic personality traits a person has and once set they stay as is for the rest of the game.\n\nAbilities (intelligence, honor, lewdness, focus, etc.) can change. How they change depends on the actual attribute. For example, focus can change by drinking coffee. Lewdness changes a bit every so often based on the fame of the various clubs around where the person lives (i.e. as the clubs fame increase, the lewdness of those that live around them increases as well.). There are additional opportunities that affect when abilities change that can be discovered while playing the game.\n\nVitals, like happiness and health change all the time based on daily activities and events that the character engages in.\n\nSkills can be improved via reading skill books, by training if they are an employee in a related job, or by applying the skill (like sex skills).
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help.faq.cat.3.7.q How do I find out the attributes of another character?
help.faq.cat.3.7.a You can learn about character attributes during the course of play where it makes sense for you to have learned about it. For example, when kissing someone, you may learn their kissing skill.\n\nThere's a number of more direct ways ways to do it as well. The most common one is the interview process. That allows you to learn most attributes about another person. You can also ask the private investigator to do a background check on someone. With your own employees, the Evaluate Employee action can tell you an attribute value as well or a bouncer can also learn and share that info with you. With city commissioners you can talk to them and learn more about them and they will tell you some of their attributes. You can also learn attributes of another person during a date, during the cult meetings, when you punish someone and on many other interactions. Note that in many cases, the more the other person likes you, the more likely they are to share information about themselves.
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help.faq.cat.3.8.q Are there any shemales/futa/girls with dicks characters in the game?
help.faq.cat.3.8.a No. Due to a limitation of how the character images are created, there's no good way to support such characters. It would require either creating a ton of additional images so that every character could potentially be one, or create specific images that are geared just for those characters but that would ruin the "surprise" aspect of it. And then there would need to ba lot of content generated to handle such characters in every situation.\n\nThat said, this was pretty much the answer for the question of why are there no pregnant women in the game, and now there are. So there's always hope.
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help.faq.cat.3.9.q Why aren't any images with girls with tattoos or piercings?
help.faq.cat.3.9.a Because it's very hard to generate AI images with tattoos and piercings that are consistent from one image to another. And having those without corresponding game content ("as in talk about your tattoos") would not add much to the game. Creating content for specific images is not something the game was geared for (similar reason as for why no Futa girls).
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# Club Management
help.faq.cat.4.1.q Why can't I hire anyone?
help.faq.cat.4.1.a You must have open positions and in general you must be posting them (i.e. advertising that you are looking to fill one or more positions). If you don't have open positions you may need to build additional rooms (locker rooms to increase your total employee count and/or other rooms to create new positions).\n\nIf your club is very dirty (has a high maintenance amount) or you are very deep in debt, you may also have a hard time getting people to want to work at your club.
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help.faq.cat.4.2.q How do I hire strippers?
help.faq.cat.4.2.a It takes about 12 months of game time to get to the point where you can hire strippers. More of less depending on the whims of the City Commission. You need to have at least one seating area and one dressing room built. The dressing room must not already be full and you must also have space in the locker room. It must also be legal to hire strippers, so the City Commissioner must have passed the Topless Entertainment law.
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help.faq.cat.4.3.q Everyone turns down my job offers. Why?
help.faq.cat.4.3.a The main reason would be because your club is too far into debt. The higher your debt, the more employees will not trust your ability to run a business and may not want to work for you. They may also not like you enough. If their opinion of you is negative it will be hard to convince them to work for you. This can sometimes be overcome by offering very high salaries. Also, if your interview goes on for too long that can give them a negative impression of working there as well and would turn you down or even leave in mid-interview.
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help.faq.cat.4.4.q My club is at the max employees, how to I reassign someone to a new job?
help.faq.cat.4.4.a Unfortunately this can't be done. It's a current limitation of the game which will hopefully be fixed in some upcoming version. It's the top bug in the list, but's its really hard to fix which is why it remains unsolved.
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help.faq.cat.4.5.q How do I fire someone?
help.faq.cat.4.5.a If they are at work, when you interact with them you should have a Discuss Work interaction option. Selecting that should give you the option to fire them. If you don't get it is because you can't fire them because you just hired them. You can't fire someone before they have worked at least 30 days.
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help.faq.cat.4.6.q Why won't others want to come to an interview?
help.faq.cat.4.6.a Assuming you already are Posting Jobs, if someone turns you from interviewing is because:\n 1. they have a job that they really like\n 2. they just started working their current job\n 3. they don't feel they are qualified for or would be willing to do any of your current posted jobs. In most cases they should tell you why. If they don't is because they have multiple reasons why they don't want to work.
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help.faq.cat.4.7.q Why won't strippers strip?
help.faq.cat.4.7.a Not all girls you hire to be strippers want to actually get naked. They like the money, so they take the jobs and they undress to just their swimsuit or underwear. Some may go as far as going topless. You have to talk to them to get them to undress. You can do this by Evaluate Employee which tells if they are willing to undress to the maximum level allowed. If not you can talk them to doing so, or threaten to fire them if they don't.\n\nThis is a temporary solution that eventually will wear out so you'll have to keep asking them to. A harder but longer-term solution is to talk them into liking/loving attention, following orders, revealing clothing and public nudity.
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help.faq.cat.4.8.q My employees are always unhappy. What do I do?
help.faq.cat.4.8.a This is probably the most realistic aspect of the game! Happiness affects different characters differently. Some characters will be happier than others in general and there's nothing you can do about that. However, among the things you can solve, their salary is the main driver for unhappiness. The more greedy a character is the more underpaid they will feel. A few other things also affect their happiness:\n* Do they want a relationship and don't have one (or do they have one with someone they don't like)\n* Are they comfortable in their job (or is their job too lewd for them)\n* Do they have to share their tips with others\n* Is the club too much in debt?\n\nIn general you can do certain things to improve their happiness temporarily, like telling them they are doing a good job. You can change some of their opinions so that they are less likely to be unhappy. Picking up a bad habit (like eating junk food, smoking, drinking alcohol or doing drugs) helps raise happiness, although they all come with side effects. Make sure the like the type of job they do (i.e. if they are waitress make sure they like Service Work). Make them hate complaining as well, it won't change their happiness, but won't be bitching about it so much. And of course give them a raise every so often. But if none of that works, maybe is time to let them go.
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help.faq.cat.4.9.q Why can't I build room X?
help.faq.cat.4.9.a The answer is likely one of the following:\n * The room requires another room to be built first\n * You already have built the maximum allowed instances of that room\n * Your club is not expanded enough\n * The room requires a specific law to be passed\n * Your club does not have an open spot\n\nYou can check the requirements for building each room in the Help section under Room Types.
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help.faq.cat.4.10.q Why can't I hire/assign person X to job Y?
help.faq.cat.4.10.a The answer is likely one of the following:\n * You don't have that job available\n * The person doesn't qualify for that job (i.e. age or gender is wrong)\n * The job requires a college degree and the person doesn't have one\n * The job has a lewdness requirement that's too high for this person\n\nYou can check the specific requirements for each job in the Help section under Job Types.
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help.faq.cat.4.11.q How does training affect job skill?
help.faq.cat.4.11.a A person's job skill is dependent on a few factors with different weights. The higher the weight the more important it is. This info is available in the Help section under Job Types. Every job includes at least one skill attribute. You can only train employees on the skill attributes included in the job type. For example, a bartender job skill depends on their service skill, their sociability trait and their focus and lewdness abilities. So you can only train them on service. Service has a 60% weight which means that when you train them on service, every point of service gained translates to 0.6 points of job skill gained.
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help.faq.cat.4.12.q I'm having trouble making money, what can I do?
help.faq.cat.4.12.a Early on, cash is hard to come by. That's because you won't have enough customers to pay off the salaries of your bartender and cook. So you need to keep your expenses low. Some hints to save money during this phase of the game:\n\n * At first hire just a bartender and a cook. Your 3rd hire should be a singer/dancer. You need the entertainers to start raising your customer base so you can afford more employees.\n\n * Give your employees as many days off as possible. They don't get paid during this time, but you must work in their place to generate revenue. * Do Maintenance, at least once a day. Keep it as low as possible. Poor maintenance hurts your fame quite a bit. * Don't train employees yet as you have to pay them for that time and they are not generating revenue. * Don't open on the weekday afternoon hours, as not enough people will show up then.\n\nYou will need to build a seating area and a dressing room and that will put you into debt. That's fine and should be manageable. The goal is to get to the point you can hire entertainers before your debt gets over $30k.
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help.faq.cat.4.13.q One of my employees keeps doing something bad, how do I stop it?
help.faq.cat.4.13.a It depends. If the bad action involves drugs and alcohol you can send them to rehab and/or try to convince them that drugs and alcohol are bad. If they are eating your food you can try to convince them of healther eating habits. You can then punish them for this behavior. In time most will either stop or they will quit. If it becomes too big a problem you may just have to fire them.
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help.faq.cat.4.14.q Why can't we have work shifts?
help.faq.cat.4.14.a Would love to have them. Have started the process to do it twice and both times had to stop because it's extremely complex. There's too much nuance to do this in way that actually makes sense and doesn't require a spreadsheet to manage everyone's shifts. And by the time one has enough employees that shifts are possible, one has enough money so it doesn't matter.
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# Character Interactions and Relationships
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help.faq.cat.5.1.q How can I have multiple girl/boyfriends?
help.faq.cat.5.1.a Most characters will not be happy sharing you with others. The best way to make this work is to get gf/bf with a high loyalty and get them to like you a lot. That may allow you to have others and they won't be too upset about it.\n\nHowever, changing loyalty is hard. You can make them be less upset about this by changing their monogamy (make them hate it) and polyamory (make them love it) opinions. Note that will make them more willing to get a second boy/girlfriend.\n\nAlso realize that having 2 girlfriends is not considered cheating so the cheating and marriage opinions are not relevant for this.
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help.faq.cat.5.2.q How can change a character's sexual orientation?
help.faq.cat.5.2.a You can't make a straight character gay or vice-versa, but you can turn most straight or gay characters into bi-sexual. If their opinion of you is high enough, you can Talk To them and there will be an option to discuss their sexual orientation. You can then attempt to make them more attracted to your gender. If you are man you can attempt to turn straight men and gay wommen bi, but not gay men and straight women.\n\nHovering over their Sexual Orientation icon on the details page will show you the percent bi-sexual they are. When it's high enough, they may accept to going on dates with you and fooling around up to a point. You will need to do that several times to make it go as high as possible. Once you start the process, other characters may also join in. Once the percentage is close to 100% they may decide to come out as bi-sexual. Some characters may undergo this process without your involvement.
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help.faq.cat.5.3.q How do I stop people from spreading rumors about me?
help.faq.cat.5.3.a The best way to avoid gossiping is to make those you are cheating with hate or at least dislike gossiping. That's where the rumor normally gets started. It also goes without saying that you shouldn't cheat in public or others may see it and then they can also spread that rumor. Once someone starts the rumor however, it will spread faster than you can do anything about.\n\nYou can also start the spread of the rumor yourself as someone may catch you in a weak moment and you say something you shouldn't have. There's nothing you can do about this.
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help.faq.cat.5.4.q Someone is asking me if a rumor is true. What should I say?
help.faq.cat.5.4.a You can admit to it, deny it or refuse to answer. The consequences of each action are:\n * Admit to it: your honor increases, but that person will spread the rumor further.\n * Refuse to answer: nothing happens, the person will continue to spread the rumor.\n * Deny it: your honor will go down. but if they believe you, the modifier over the rumor will go away and they will be less likely to keep spreading the rumor. Your honor, sociability and their will power are the main determinants of whether they believe you.
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help.faq.cat.5.5.q Why can't I move in with someoene/get engaged/get married?
help.faq.cat.5.5.a The main reason is that it would add a lot of complexity to every scene. Having to check your marital status for a lot of situations would require a lot of work. Essentially would require revisiting most scenes in the game and handling the situation where the character is married/engaged. So for now it's not possible, but it's on the list of things to add soon.
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help.faq.cat.5.6.q Can characters get pregnant?
help.faq.cat.5.6.a Yes! Everytime a man and a woman have sex there's a chance for the woman to get pregnant. This chance depends on the fertility of both participants, whether a condom was used or the woman is using birth control, how many times it happened and whether the man cummed inside the woman. Note that condoms and birth control are not 100% effective, they greatly reduce the chance but not to 0. Fertility decreases as people age, much faster in women who usually by age 45 are no longer fertile. In addition, for women fertility varies each month, with each women peaking on a particular day and having the lowest fertility 15 days later. Both men and women can improve their fertility by undergoing fertility treatments at the clinic.\n\nWhen children are born they will essentially disappear from the game. The parents will have an extra monthly expense but that's the entirety of the children participation in the game afterwards.
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help.faq.cat.5.7.q What do the icons in front of character names mean?
help.faq.cat.5.7.a In the People Here menu, the icons in front of the character's name mean:\n\n* Gear: working here\n* House: lives here\n* Badge: your employee (outside of work)\n* Red Heart: your romantic partner\n* Blue Heart: your friend\n* Blood drop: Family\n* Pawn: Your follower\n* Shackles: Your slave\n* City Hall: a city commissioner\n* Martini glass: a club owner\n* Snowflake: A special/unique story-driven character\n* Green Star: Marked as favorite\n
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help.faq.cat.5.8.q Why am I having a hard time convincing someone to have a particular opinion?
help.faq.cat.5.8.a There could be many reasons. It's probably a combination of these reasons:\n * You sociability trait is not high enough\n * Their willpower trait is too high\n * They don't like you enough (however attraction is not a factor)\n * How common is the opinion (rarer opinions are harder to change)\n * You don't hold the opinion (it's easier if you believe it)\n * Some addiction opinions (like smoking or drugs) are much harder to change\n * They have other conflicting opinions
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help.faq.cat.5.9.q Can I get more details on exactly how an AI NPC decides when to do what I ask?
help.faq.cat.5.9.a In the vast majority of the cases, when an AI character is asked by another character (whether the MC or another NPC), the system calls the built-in function &agree_prob() which returns a value 0-100 to indicate how likely the NPC is to do what they are being asked to do.\n\nIt considers the following parameters (values in parentheses is the relative weight): asker's sociability (0.25), asker's looseness (-1), opinion of the asker (0.1 if positive, 0.25 if negative), looseness (1), willpower (-0.2), compassion (0.05), loyalty (0.05), Following Orders (12), Submissive (5), happiness (if negative, 0.33).\n\nThen there are additional bonuses for specific relationships: 2.5 to 12 if romantic (depends on closeness), 2-10 if family (depends on closeness), 8 if follower, 50 if slave, 0-10 if employee (depends on greed).\n\nIn some cases (depending on the type of request), attraction to (the weight depends on the type of interaction, but they are normally around 0.1).\n\nThe final value is adjusted so that 50 is the mid-point (and the result if all parameters are 0). This value can then sometimes be further modified by something specific to the situation.
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help.faq.cat.5.10.q How can I take over the Moral Police group?
help.faq.cat.5.10.a The Moral Police, also known as the Society for Morality and Decency or simply the Cult, can be infiltrated and then you can slowly gain influence over your fellow society members. Eventually they will think highly enough of you than you can challenge the leader to take over it. The best way to gain influence is by recruiting new members, donating money to the group and participating in their monthly meetings or special outings. Talk to other cult members to check on these options. Once your standing is high enough you can challenge the leader for the position during the monthly meeting.
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help.faq.cat.5.11.q Why do I care about taking over the Moral Police group?
help.faq.cat.5.11.a Once you take over, you will have at your disposal a group of mostly low-will characters that will be more inclined to do as you say. They will be likely to accept when you ask them to change opinions. And you can still have the monthly group meetings during which time you can raise their lewdness and some other attributes and opinions. It's the only way you can actively raise someone's lewdness.
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help.faq.cat.5.12.q Why can't I propose a relationship to someone?
help.faq.cat.5.12.a If the Propose Relationship option doesn't appear is probably because the target character is not interested in you (i.e. you are the same gender and they are straight, or you are a different gender and they are gay). The other common reason why it wouldn't appear is if you just met. A minimum of two months must pass before you are allowed to propose a relationship to another person.
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help.faq.cat.5.13.q How do I break up another couple?
help.faq.cat.5.13.a First of all, this not easy. It requires a bit of an effort to do so in most cases. Second, some couples may be impossible to break up. In particular if both of them have a high will and high compassion it most likely not worth to even try. The best way to do this, assuming its not a Male-Male couple, is to get someone pregnant. There's no guarantee that will result in them breaking up but is probably the way that has the highest chance of success.\n\nIf you are woman you can also try getting pregnant by the man in the relationship. Or you don't have to do it yourself, if you can arrange it for somoene else to be the one that gets pregnant. That however has it's own set of difficulties.\nOr you can challenge one of them to a bet with very high stakes. If you win, you can force them to break up.
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help.faq.cat.5.14.q How do I break up another couple if getting her pregnant is not possible or didn't work?
help.faq.cat.5.14.a If the getting someone pregnant solution didn't work you still have some options. But note that these are going to be difficult and highly dependent on luck and the RNG. In general you will need to do some combination of this, some of them many times:\n* Focus on the partner with the lower will power\n* Become friends and get them to like you as much as possible, ideally more than their partner.\n* Get them to hate marriage, family, monogamy and love on your own and casual sex. Getting them to love following orders first will make this easier.\n* If you have heard bad rumors about the other partner share them, if not make some up. You can also ask their friends for rumors about them (better the less the like them).\n* Use the talk about partner to get them to like their partner less.\n* Make them as unhappy as possible.\* When a couple have sex, their opinions towards each other improve so prevent this from happening if you can.
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help.faq.cat.5.15.q Why can't I see which characters are in a location before I go there?
help.faq.cat.5.15.a For performance reasons, characters are not moved around the map on every turn. Only those that are working in a given location are guaranteed to be moved there. When the MC moves to specific location, additional characters are moved there to make the city seem more populated. Thus it is not possible to show ahead of time who is in every location.
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help.faq.cat.6.1.q The Commission is stuck and is not choosing any new laws to vote for. What can I do about it?
help.faq.cat.6.1.a As the game progresses, the commissioners may be more reluctant to want to pass laws. So ties during the vote selection will be more likely. Commissioners hate to abstain, so the more they abstain they less likely they will be to do so in the future. So it may take a couple of cyles for a new law to be proposed.\n\nThe best way to deal with the Commission is to install your own puppet commissioners during elections. After that is bribe them or blackmail them to generate better results.
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help.faq.cat.6.2.q How do I get the Commission to pass a specific law?
help.faq.cat.6.2.a Always pay attention the announcements when the laws are up for a vote. Check with the City Hall employee and find out who voted for what. Then go talk to the commissioners and find out which way they will vote. Concentrate on swaying those that are leaning against voting for it. Those are say they will vote against it are probably too hard to change. If that's not enough, then resort to bribes or blackmail. Save your blackmail info for the really tough ones, the ones that can't be swayed. But you can always get more blackmail materials later. And when commissioners are up for a vote, check their lewdness and always try to elect those with higher lewdness, unless there's some specific law you want to pass and one candidate supports that law.\n\n It also helps to get them to like things like entertainment work, revealing clothes and public nudity as those affect their way they will vote for the most difficult to pass laws. Straight women are also less likely to pass the entertainer's laws so you may want to increase their bi-sexual tendencies.
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help.faq.cat.6.3.q No, serioulsy, the Commission sucks and won't pass any laws. What do I do?
help.faq.cat.6.3.a There are 4 ways you can get commissioners to vote for laws: you can sway them, you can bribe them, you can blackmail them or you can install your own puppet commissioner. Which option to use depends on the situation. Blackmail depends on having the info you need, which is not always possible, talking to the city hall workers often increases the chances of you getting the material. Once you have it, it works for anyone. Bribes only work for low honor or high greed commissioners (but that should be most of them). Sway works best the more they like you, so always be trying to increase their opinion of you. High will characters will be harder to sway though, no matter how much they like you.\n\nFor more specific hints look in the Help > Laws and check the affinities. Those indicate how likely they are to vote for or against a law based on their attributes and opinions. For example, Amateur Contests has <i>Attraction To Females: 50%</i> which means that their attraction to females accounts for 50% of their willingness to vote for it. So gay males and straight females will be very likely to vote against it. It also has <i>Voyeurism: 20%</i> which means that their opinion of voyeurism is worth 20%.
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# Simulation
help.faq.cat.7.1.q How does the game figure out how many customers I get?
help.faq.cat.7.1.a There's a bunch of factors that affect how many customers you get. The main ones are: your club's fame, the day of the week and the time of day. Saturday nights will be busier than Wednesday afternoons for example. The higher the fame the more customers you will get. Your cover charge is also a big factor, as the higher it is, the less customers will come. See other questions in this section for more details.
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help.faq.cat.7.2.q What other factors play a part on how many customers I get?
help.faq.cat.7.2.a These are ones that you can't do anything about. Most of your customers will come from people that live in your district. However, you will pull some from neighboring districts, specially if the other district doesn't have a club or it's club has less fame than yours, or the club is closed when yours is open. The number of visitors is also affected by the average income and lewdness of the people in your district. The higher those are the more people you will see.
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help.faq.cat.7.3.q How do the game figures out what my customers spend their money on?
help.faq.cat.7.3.a Every customer has a set spending power, the amount of money they are willing and able to spend in club in a week. The higher this value, the more things they can buy. That value is dependent on your users income level, which is mostly driven by the district your club is in. Your prices, other than cover charge, don't affect how many customers you get, but it affects how many things they will buy. The higher the value, the less they will buy. If you raise prices and don't see a corresponding increase in revenue, it's because your customers were already spending all their money in your club and couldn't spend any more.
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help.faq.cat.7.4.q How is fame calculated?
help.faq.cat.7.4.a Fame changes in two ways. Specific events will generate a short time fame bump (or dip). This includes when you open your club or when someone posts a positive (or negative) review on social media. Also included here is the manager duty to increase fame or events that make your club lose fame, like damages or fights.\n\nHowever, most of your fame will come from how good your employees are. The two big factors are their skill and their lewdness. The employee skills lead to higher satisfaction which is then multipled by an weighted average of your club employee's lewdness (the weights depend on their jobs, so a strippers lewdness is worth a lot more than bartender which is worth way more than a janitor, for example). In addition, each room has a lewdness factor as well, so a waitress in the VIP room has a higher weight than the one in the main seating area. (The room lewdness factor does not apply to performers as they roam across all rooms).\n\nAnother factor is how much maintenance your club needs. When it's over 1000, it starts to hurt your fame.
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help.faq.cat.7.5.q How are taxes calculated?
help.faq.cat.7.5.a The amount of taxes you have to pay is the previous month's taxable income above $1000 times the current tax rate. The taxable income is the sum of the club's revenues (alcohol, food, cover charges, lap dances, massages, etc.) minus inventory costs. If your taxable income is less than $1000, you don't pay any taxes. The tax rate used is the one on the date the taxes are due, so they are calculated using the lower tax rate even if the tax rate was lowered after the income was received.

help.faq.cat.7.6.q How are points calculated?
help.faq.cat.7.6.a Points don't matter but if you must know, it's a function of how much net cash you have, your market share and your club's fame.
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help.faq.cat.7.7.q What does the district lewdness value mean?
help.faq.cat.7.7.a The district lewdness value is the average lewdness of all the people that live in that district. The higher it it, the more customers you will have in your club. The value goes up as time goes by depending on the fame of your club. The higher the fame, the stronger the pressure your club exerts on the district (and the neighboring districts). This pressure causes the average lewdness to increase.\n\nWhen a district's lewdness increases, any resident that lives there will have their lewdness increase by a proportional amount. This is one of the few ways in which a character's lewdness can change.
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help.faq.cat.7.8.q How does prosperity figure into the simulation?
help.faq.cat.7.8.a Prosperity measures how productive and wealthy the population of the district is. The higher the prosperity is, the more customers you will have. However, if people are spending too much of their time and money in the clubs, they are not using it for "productive" purposes and the prosperity will go down. You can't worry about it however, and it's still benefits you to have as many customers come even if that hurts the district's prosperity.
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# User Config
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help.faq.cat.8.1.q Can I change the values in the config.dat file?
help.faq.cat.8.1.a Yes, but it's not recommended. If you change a value there, if you install a game update you will lose those changes. It is recommended that you use the in-game options interface to change the configuration entries. That process ensures that any value you change is within the logical range for the field. (Although these ranges have not been verified that they provide a good and balanced game play).\n\nIf the field you want to change is not listed in the in-game options you can still change the value using the user_config.dat file. To do this, copy the full line from the config.dat file and insert it in the user_config.dat file. Then make the change. These values are not verified and selecting values that are too low or high can result in issues, including game crashes. During game play, the in-game options take precedence, then the user_config.dat file and then finally the config.dat file.
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help.faq.cat.8.2.q How do I turn on dev mode?
help.faq.cat.8.2.a In the in-game options menu, se the Run in Development Mode option to True. You will need to restart the game for it to take effect though.
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help.faq.cat.8.3.q What do I need to change to add a new image pack source?
help.faq.cat.8.3.a In the in-game options menu, find the option called Image Modules to Use (under the Characters category) and add the key of the image pack to it. Add your new image pack prefix (typically a 3-letter code) to this line, separated by a comma. So if you want to add image module "xyz", the line would then look like: "scw,xyz".
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help.faq.cat.8.4.q Can I get rid of the masked images?
help.faq.cat.8.4.a No. The masked images are shown when you haven't personally met the character in question so you have no idea what they look like. Masked images are also shown when there are no more available images for that combination of gender/age/ethnicity. In that case, you should download and install more image packs.
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help.faq.cat.8.5.q How do I get rid of all dudes in the game?
help.faq.cat.8.5.a You can't completely get rid of all the men in the game. The game needs male characters for certain events and scenes to function. So it will create male characters for specific roles and jobs. The game will attempt to create around 78% females/22% males by default, but because of extra males created for specific purposes the percentage of men will be slightly higher.\n\nYou can however eliminate men from all the pool characters (these are the characters that are created every so often for no specific purpose). This should make it so that close to 90% of all characters are women. To do so, set the Probability that Pool Characters are Female option to 99.\n\nYou can also set the <i>init_worker_gender</i> to "Female" to guarantee the common location (like gym, coffee shop, etc.) employees are female. You do this in the user_config.dat file.
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help.faq.cat.8.6.q How do I change the default sexual orientation percentages?
help.faq.cat.8.6.a In the in-game options screen, there are 2 entries to set the probability that pool characters are gay and bi-sexual. You can also change the probability of asexual characters directly in the user_config.dat file like:\nasexual_probability float 0.02\n\nThese values are added up and the remainder is the probability of straight characters.
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help.faq.cat.8.7.q Can I change the percentages of each ethnicity?
help.faq.cat.8.7.a The percentages the game uses are tied to the availability of images. So changing these parameters would result in your game running out of images of certain ethnicities quicker. The proportions are defined in the data/regions.txt file so it is possible to change them although it's not recommended.
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help.faq.cat.8.8.q The Action and Interaction menus are overlapping the Message Log. What can I do?
help.faq.cat.8.8.a There's a game option called "command_menu_height" that controls the size of those menus. This option is not accessible via the in-game options so you need to change it by editing the user_config.dat file and adding the line:\n\ncommand_menu_height int 630\n\nThe value (630 in this case) is the maximum height of the area in pixels. Change it to a smaller value so that the menus fit properly. You need to restart the game for it to take effect.
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# Cheats
help.faq.cat.9.1.q How do I access the console?
help.faq.cat.9.1.a First turn on dev mode (see FAQ in the User Configurations section). Then restart the game and type the backtick key (`), found above the TAB key on most keyboads. The console will open up then. Hit the backtick again to hide it. This may not work on some non-US keyboards so you may want to try changing the key to open the console via the options.
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help.faq.cat.9.2.q What cheat commands are there?
help.faq.cat.9.2.a Once you are inside the console, type "help" to get a list of all available commands. There are two types of commands, those that show you the internal values of many game objects (like characters, clubs, rooms, etc.) or to change some values. The list and dump commands are used for the first, the cheat command is used for the second.\n\nThere are some console commands that are not meant for users. Using any cheat command may create instability in the game and lead to unexpected results. Use with care.
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help.faq.cat.9.3.q Where are the save files stored? Can I change them?
help.faq.cat.9.3.a The save files are located in the runtime/save_files folder of the main game directory. Save files are text files and can be edited with most editors.\n\nIt should go without saying, but make a back up of the save file before you attempt to modify it. If you mess up the file you will make the save file unreadable. Also, making changes even if they don't break the save file format, may put the game in an unexpected state and lead to issues.
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help.faq.cat.9.4.q Can I get an example of how to change a character attribute via the cheats in console?
help.faq.cat.9.4.a Say you want to set the lewdness attribute of a character named Mary Smith to 80. In the console run:\n\nlist p Mary\n\nThis will give you a list of all persons called Mary. Find the one you want and the first number of the line is their character id. If this number is 99999 you will use the following command:\n\ncheat set_attr 99999 lewd 80\n\nYou can get the list of all attributes via the <i>cheatsheet.txt</i> file in the game runtime folder.
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help.faq.cat.9.5.q Can I turn off STDs?
help.faq.cat.9.5.a STDs have been removed from the game on account of not being fun!
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help.faq.cat.9.6.q How do I make a character younger than 18 years old?
help.faq.cat.9.6.a You don't. The minimum 18 years old age is hardcoded in the compiled code. There's no way to change it and there will never be. Children born during the game are of course under 18 years of age, but these are not characters and are not in any way represented in the game and can not be interacted with.
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# Mods
help.faq.cat.10.1.q How do I add my own character images to the game?
help.faq.cat.10.1.a In the "docs" folder there's a PDF file called "SCW Character Image System.pdf". It has all the info you need to do so.
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help.faq.cat.10.2.q How do load a mod into the game?
help.faq.cat.10.2.a In general you need to download the mod file and unpack it into the mods folder. The mod should have its own folder with a unique name. You would then need to add this name (or the mod key) to the mods.txt file in the mods folder. But any mod may have different or more speicific instructions, so you will should check those out too.
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help.faq.cat.10.3.q How do I create mods for the game?
help.faq.cat.10.3.a In the "docs" folder of the game directory there's two PDF files, one called "SCWars modding guide.pdf" and the other named "SCWars Modding Tutorial.pdf". Read those files which explain how to create mods for SCW.
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help.duties.cover The Cover duty has the manager work in place of a revenue generating employee (bartender, waiter, host or cook) when the employee is taking a day off or on a break, or if there's a spot open. In general the manager will prioritize positions that have no worker (i.e. will work as host in the entrance if there are no other hosts there instead of in the bar if 1 of 2 bartenders is out).\n\nAll managers can handle this duty.
help.duties.inv The Inventory duty makes the manager responsible for periodically checking inventory levels and order replacements if necessary. The first time the manager needs to place an order, he/she will ask the owner for the quality of product to order. This will remain in place for 6 months or until the duty is removed.\n\nThis duty is available only to the business and office managers.
help.duties.morale The Morale duty makes the manager responsible for improving the morale of the work force. The manager will pick an unhappy worker and attempt to improve their happiness. The success depends mostly on the manager's sociability, the employee's will power and the employee's opinion of the manager.\n\nEach attempt will cost around $75 as it normally involves giving gifts to the employee or taking them out to lunch.\n\nThe office and marketing managers can uaesr this duty.
help.duties.satis The Satisfaction duty has the manager work the club rooms and checking with the customers to make sure they are being satisfied. This will provide a temporary satisfaction increase that will decay over a period of a week or so. The amount and duration of the satisfaction bump depends on the manager's job skill.\n\nThis will cost at least $100 as this often involves giving customers free drinks or discounts but the cost increases as the club's customer count increases.\n\nThe business and marketing managers can handle this duty.
help.duties.train The Train Employee duty has the manager train a non-performer worker. The manager will pick a worker mostly at random, but prioritizing those that the manager think have a lower job skill. It will train the worker in a skill required for their job. The success and amount of improvement will depend on the manager's skill level and how much better they are at it than the worker. The results won't be as good as when the owner is doing the training, but it doesn't use the owner's time. It's also done during regular working hours, so the employee doesn't get additional pay for that time.\n\nOnly the office manager can handle this duty.
help.duties.trainp The Train Entertainers duty has the manager train a entertainer (singer/dancer/stripper/sex worker). The manager will pick a entertainer at random, but prioritizing those with lower job skills. It will train the entertainer in a skill required for their job. The success and amount of improvement depends on the manager's skill level and how much better they are than the entertainer. The results won't be as good as when the owner does the training but it doesn't use the owner's time. It's also done during regular working hours, so it doesn't add to the employee's hours worked. In addition, the manager can also use this opportunity to encourage the entertainer to wear sexier clothing or be more willing to take off ^her clothing on stage.\n\nOnly the marketing manager can be assigned this duty.
help.duties.eval The Evaluate Employee duty has the manager do an employee evaluation, the same as the one the owner can do via the interaction with the same name. The owner will learn whatever the manager learns as part of the evaluation. This also includes enforcing that the employee is dressing accordingly and in the case of strippers, that is stripping to the maximum extent.\n\nOnly the office manager can be assigned this duty.
help.duties.fame The Increase Fame duty allows the manager to spend money marketing the club to increase it's fame. Each such attempt improves the club's fame by up to 5% and costs start around $125, with the cost being relative to the current club's fame. The actual improvement depends on the manager's job skill. The improvement is temporary and lasts around two weeks, longer the higher the improvement is.\n\nOnly the marketing manager can be assigned this duty.
help.duties.fin The Manage Financial Investments duty allows the manager to take some of the cash the club has an invest it. The investments are short-term, lasting between a week and a month. The investment success depends on the manager's job skill. The club must have at least $11,000 of cash and be debt free. The amount invested will depend on the amount of cash the club has with a 20% or $1,000,000 cap. The annualized rate of return is between 21% and -14%.\n\nThis duty is only available to the business manager.
help.duties.comm The Sway Commissioner duty allows the manager to go to City Hall and meet with a commissioner and attempt to sway them. It will work with a random commissioner each time and if there's a law waiting to be voted on will attempt to sway the commissioner. In this case it will normally try a simple sway but in some cases it may actually attempt to bribe the commissioner in which case the owner will be responsible for the bribe amount. If there's no law waiting to be voted on, the manager will attempt to get the commissioner to vote for any law.\n\nThis duty is available only to the business manager.

