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Vega Hunters [v2. This is an extremely invasive modification to integrate, and serious bugs are inevitable.

As such, what you can do with Extended Family Mode is currently very limited. The primary way of building large slave families is to create them at the start of a new game, and there are limitations on this; in particular, complex parentage structures aren't currently possible.

If this feels limited, that's because it is; more ways of collecting many interrelated slaves will be added as the system matures.

As provided, Extended Family Mode is an extremely robust system, which I was grateful for as I created the starting slave creation code for it.

On a less mechanically radical note, this update also adds a significant story expansion, involving an old world peacekeeping force sent to stabilize a war-torn area near the Free City.

Events involving the peacekeepers will take place alongside the existing story events rather than fitting in before or after them, and the peacekeepers can in fact play a minor role in several existing situations.

The presence of the peacekeepers presents the player with a choice: work to undermine and eliminate a powerful old world presence near the arcology, or accept the threat and seek to take indirect control of it?

Finally, a contributor descriptively named prndev has done impressive work with the vector art. Not only is it now integrated into the code, making separate resources unnecessary; but the art will also now display much more efficiently.

All in all, I've been getting some outstanding assistance with FC lately; my thanks to everyone who's been contributing.

Provided continuous scaling for several body parts, replacing the previous separate. Created a proper, flexible color system, replacing the previous separate precolored.

Added a shine effect to latex. I apologize for the lengthy wait between updates. I've had the time to work with contributors on GitHub and create a little content myself lately, but not much to support a public actual update.

That means there's quite a bit of new stuff here that's built up since 0. This update makes a small change to the disposition of slaves' children, which is based on a player suggestion that I thought did a good job of addressing player feedback on having all children born to the PC's slaves remanded to slave orphanages, while also keeping depiction of underage characters out of the game.

It's now possible to pay to have slaves' children raised as citizens, or schooled privately. Both child-rearing options remain completely offscreen, as before.

Their only in-game impact is their cost, their understandably major impact on the slave mother's opinion of the player, and their predictable reputational effects with Paternalists and Degradationists.

I would like to emphasize that the game does not track the children in any way, meaning that the child-rearing and the associated expenses have no end date.

This would occur after a monstrous turns if I were to depict it, however, so I don't think it's a serious deficiency. If I had the free year, the team, the art budget, and the requisite insanity to create Free Cities 2, I'd probably set the turn length at two to six months, to allow simulation of slave breeding and succession within a reasonable number of turns.

There are definitely some other fun long-term ideas this would allow, as well. But that's air castle building. FC is meant to depict a moment in history and the PC's role in it, for a couple of years, and the weekly turns work well for that.

Addressed an issue with amputees under the new body modification UI. Corrected body modification omissions in the long form slave description.

Addressed problems with sexuality display in the new slave summary code. Much better randomization of slaves for many existing two-slave events.

Fixes display issue caused by virginity and other statuses with summary display. Certain future society specific events not involving slaves should now direct play appropriately.

Posted by FC Author at 82 comments:. This update allows surnames for the player character and his or her chattel. They're optional in that the player character can go without one, and slaves can have them stripped away.

Naturally, they may have feelings about this. Even with surnames present, they won't always be shown. Slaves are mostly known by their first names, so this is partially a stylistic choice.

The surname mechanic will also be expanded and polished with future updates. One current limitation of this mechanic is that it depicts all names in a given name first, surname last format, as in English, despite the fact that there are languages present in the game that do not follow this order.

This is a known limitation and does not need to be reported. This is another broad update without a specific focus, combining contributions from many different people.

I'll spotlight one area, though, since it's something that's gotten a fair amount of well-merited criticism lately: future society progression.

All society models are not created equal in terms of ease of progression.

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Change them. Don't want them running away? Surgically blind them or amputate their limbs. That fucknugget is. Endless amounts of option to change and better your slaves into supreme fucktoys.

Just remember. The dairy farm options within this game beat anything done by any mod, hands down. You can customize. You can sell the rights to their.

And there are drawbacks to being industrial in that. Lots more to find in this game, the depth of writing is astouding. It really is a unicorn in the wild for anyone looking.

I am a huge fan of Free Cities! I usually play as a relatively kindly master, but sometimes it's good to indulge my cruel streak. I absolutely love this game, have for a while.

Always play as a kindly owner, but with a Industrial dairy and ruthless to those who resist. I'm always a cruel and evil master.

Yeah its a great game they are doing another update in a few days can't wait. You need to be a member in order to leave a comment.

Sign up for a new account in our community. It's easy! Already have an account? Sign in here. Adult Gaming. Existing user?

Sign in anonymously. Recommended Posts. Posted November 2, So I've been playing with this text based strategy game called Free Cities, wherein you play a slaveholder on a large city-wide scale.

I have to say the level of detail is immense given that its a browser based game, whoever did the writing for it deserves top honors.

You spend most of the game building up your arcology while trying to take over others and assert your dominance. Treat them too kindly they become arrogant and resentful.

The fetish system evolves with each slave depending on what you learn about them by using them. As provided, Extended Family Mode is an extremely robust system, which I was grateful for as I created the starting slave creation code for it.

On a less mechanically radical note, this update also adds a significant story expansion, involving an old world peacekeeping force sent to stabilize a war-torn area near the Free City.

Events involving the peacekeepers will take place alongside the existing story events rather than fitting in before or after them, and the peacekeepers can in fact play a minor role in several existing situations.

The presence of the peacekeepers presents the player with a choice: work to undermine and eliminate a powerful old world presence near the arcology, or accept the threat and seek to take indirect control of it?

Finally, a contributor descriptively named prndev has done impressive work with the vector art. Not only is it now integrated into the code, making separate resources unnecessary; but the art will also now display much more efficiently.

All in all, I've been getting some outstanding assistance with FC lately; my thanks to everyone who's been contributing. Provided continuous scaling for several body parts, replacing the previous separate.

Created a proper, flexible color system, replacing the previous separate precolored. Added a shine effect to latex.

I apologize for the lengthy wait between updates. I've had the time to work with contributors on GitHub and create a little content myself lately, but not much to support a public actual update.

That means there's quite a bit of new stuff here that's built up since 0. This update makes a small change to the disposition of slaves' children, which is based on a player suggestion that I thought did a good job of addressing player feedback on having all children born to the PC's slaves remanded to slave orphanages, while also keeping depiction of underage characters out of the game.

It's now possible to pay to have slaves' children raised as citizens, or schooled privately. Both child-rearing options remain completely offscreen, as before.

Their only in-game impact is their cost, their understandably major impact on the slave mother's opinion of the player, and their predictable reputational effects with Paternalists and Degradationists.

I would like to emphasize that the game does not track the children in any way, meaning that the child-rearing and the associated expenses have no end date.

This would occur after a monstrous turns if I were to depict it, however, so I don't think it's a serious deficiency. If I had the free year, the team, the art budget, and the requisite insanity to create Free Cities 2, I'd probably set the turn length at two to six months, to allow simulation of slave breeding and succession within a reasonable number of turns.

There are definitely some other fun long-term ideas this would allow, as well. But that's air castle building.

FC is meant to depict a moment in history and the PC's role in it, for a couple of years, and the weekly turns work well for that.

Addressed an issue with amputees under the new body modification UI. Corrected body modification omissions in the long form slave description.

Addressed problems with sexuality display in the new slave summary code. Much better randomization of slaves for many existing two-slave events. Fixes display issue caused by virginity and other statuses with summary display.

Certain future society specific events not involving slaves should now direct play appropriately. Posted by FC Author at 82 comments:.

This update allows surnames for the player character and his or her chattel. They're optional in that the player character can go without one, and slaves can have them stripped away.

Naturally, they may have feelings about this. Even with surnames present, they won't always be shown. Slaves are mostly known by their first names, so this is partially a stylistic choice.

The surname mechanic will also be expanded and polished with future updates. One current limitation of this mechanic is that it depicts all names in a given name first, surname last format, as in English, despite the fact that there are languages present in the game that do not follow this order.

This is a known limitation and does not need to be reported. This is another broad update without a specific focus, combining contributions from many different people.

I'll spotlight one area, though, since it's something that's gotten a fair amount of well-merited criticism lately: future society progression.

All society models are not created equal in terms of ease of progression. In the early game, when only a single model has been selected, it's a major boost to that single goal.

Later, when four or five models are active, things are more sluggish, but by then the player should have the resources to overcome that.

Additionally, Shops can now be upgraded into future society specific versions, adding some flavor and helping advancement.

Finally, PC reputation now impacts future society progress directly, providing an incentive to raise reputation in the early game.

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Free Cities Hentai Game

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