The Ultimate Guide to Sibr 1x551

The Ultimate Guide to Sibr 1x

Page 1 of 2 1, 2  Next

View previous topic View next topic Go down

The Ultimate Guide to Sibr 1x

Post by SimBroFanatic on Wed Apr 10, 2013 8:55 pm

Hello all,

As a big fan of the original Sim Brothel, I was very pleased to find this site.

Huge repect to emcioron and all the folks working on development! cheers

One thing I did notice, though, was the lack of information about the mechanics of the game. Looking through the forums only led to more confusion. It also highlighted the need for some sort of walkthrough.

emcioron is obviously too busy developing the game rather than writing guides for it, as it should be.

So I've taken it upon myself to put this together this guide for Sibr 1x using information from emcioron, KaiSakurai, and others as well as my own observations and experimentation.

If you find any errors, or have any concerns, please post them up.

I'll try to check back periodically to update the Topic.

Hope you enjoy and find it useful.

SimBroFanatic

Posts: 13
Reputation: 0
Join date: 2013-04-10

View user profile

Back to top Go down

PLAYER ACTIONS

Post by SimBroFanatic on Wed Apr 10, 2013 8:56 pm

***PLAYER ACTIONS***

SPECIAL PROJECTS
You can Start a new Special Project, view an active Special Project or review a completed Special Project.
Special Projects represent an investment in money, Player APs, and Girl ACTIONS but can pay some substantial dividends.

START SPECIAL PROJECT: The player can select from multiple Special Project Types.
COST is the initial outlay cost to the player.
TIME NEEDED represents the total number of ACTION POINTS (AP) the Player will have to expend,
followed by the total number of Girl Actions each Girl will have to expend.
GIRLS NEEDED is the minimum number of girls who must work and the maximum number who can work on the project.

PHOTO SPREAD Cost: $800 Complexity: Low Time Needed: 60/5 Girls Needed: 1-2
NUDE MAGAZINE Cost: $1500 Complexity: Medium Time Needed: 80/10 Girls Needed: 2-3
SHOOT PORN FILM Cost: $3000 Complexity: High Time Needed: 150/15 Girls Needed: 2-4
MAKE HENTAI GAME Cost: $5000 Complexity: Highest Time Needed: 200/20 Girls Needed: 3-4


QUALITY: The Estimated Quality of the Special Project. The higher the quality, the more money you will make from the end product.
YOUR WORK: The Player can chose to automatically devote a number of APs per day to the Special Project or can assign them manually.
STYLE: Choose the style of the Special Project

SOFTCORE No effect
HARDCORE Quality boost from sex skills of the involved Girls
SPECIALITY Quality boost from matching characteristics

GIRLS ON PROJECT:
You must chose a Lead Girl and then the required number of Members and can select additional Members up to the maximum for the project type.
Ideally you want a Lead Girl with a high INT attribute. Members with the Creative / Performer / Star Talent Specials will increase Quality.
For Specialty projects you want the members to share as many matching characteristics as possible with the Lead Girl.
The Progress Bar indicates how many more WORK ON SPECIAL PROJECT Girl Actions are necessary from that particular Girl.

You can cancel a Special Project at any time, but receive no refund of any kind for the cash or time already invested.
Once a Special Project is completed, you can sell it.
You will receive an immediate "advance" and will subsequently receive "royalties" for a period of time.
The higher the Quality of the Special Project, the more cash you will receive.
The higher the Complexity of the Special Project, the longer you will receive royalties for.

COMPLETED PROJECTS:
You can review Completed Projects that are still paying royalties here.

GO TO TOWN
You visit a selected location within a selected district.Once there, you can engage in several activities

SEARCH THE AREA (1 AP): You can search a selected location for a chance to randomly find cash, items, or even Jokers.

BUY ITEMS (1 AP): In select areas you can purchase items, the 1 AP is paid for the shopping trip, not per item

TALK: You can select a Town Girl to talk with (see TOWN GIRLS)

TALK TO GIRL
You select one of your girls to talk to, where you can engage in selveral activities.

CHAT (1 AP): +5 HAP

SEX LESSON (1 AP): You provide a lesson in one of the types of sex acts.
The higher the level the girl has, the more lessons necessary to increase to the next level. Note that lessons cause SEX WEARINESS.

GROOM (1 AP) +5 HYG

MASSAGE (1 AP): +5 END

HIRE GIRLS
You chose from a number of girls for hire.

AUDITION ($100): This seems to have no effect aside from allowing you to view a photo of the girl in question performing a sex act.
Only 1 photo per girl.

BUY GIRL: You acquire the girl.


Last edited by SimBroFanatic on Wed Apr 10, 2013 9:02 pm; edited 2 times in total

SimBroFanatic

Posts: 13
Reputation: 0
Join date: 2013-04-10

View user profile

Back to top Go down

CUSTOMERS

Post by SimBroFanatic on Wed Apr 10, 2013 8:56 pm

***CUSTOMERS***
There are 5 types of customers (Riff Raff, Peasant, Gentleman, Noble, Lord).
The location of the building determines the likelihood that you will receive a customer of a certain quality.
Higher quality customer types pay more money, are less likely to cause trouble, and demand much higher satisfaction when visiting,
They are also far more likely to spend money on other events such as strippers or food.
Ultimately to maximize profits you want to get as many of these as possible.
However, you will need much more capable girls to satisfy them.

SEX PROFITS: The most critical thing is customer type, then satisfaction, then sex type.
If any of these are low then you will receive less money for the act.

OTHER PROFITS: Stripping, Cooking, Bartending.
Each customer receives X amount of money when they are generated.
This amount is determined entirely by their type. Lords receive a lot of money where Riff Raff receive very little.
Once they have chosen a girl then may spend the remainder of the money on these activities.

CUSTOMER PREFERENCES: These are up to 4 characteristics (such as hair color or personality traits) that a customer is looking for.
It determines CUSTOMER SATISFACTION (UNCONFIRMED) as well as which girl the customer choses if multiple are available.

HAIR DYE & COSTUMES: These provide CUSTOMER SATISFIACTION boosts if a girl lacks a characteristic that the customer wants.
A girl with a natural characteristic will always receive a higher boost.

CUSTOMER SATISFACTION:
Pissed ~ -5 Reputation
Grumbling ~ 0 Reputation
Satisfied ~ +5 Reputation
Happy ~ +10 Reputation
Thrilled ~ +15 Reputation

SEX RESULTS:
Cum in Mouth (+3 HYG, +5 SEX WEARINESS)
Cum on Tits (-3 HYG, -5 SEX WEARINESS)
Cum in Hair (-10 HYG)
Cum in Eye (-10 END)
Orgasm (+25 HAP)


Last edited by SimBroFanatic on Wed Apr 10, 2013 10:30 pm; edited 2 times in total

SimBroFanatic

Posts: 13
Reputation: 0
Join date: 2013-04-10

View user profile

Back to top Go down

GIRLS

Post by SimBroFanatic on Wed Apr 10, 2013 8:56 pm

***GIRLS***

GIRL STATISTICS:

CHARISMA - Impacts customer satisfaction, advertising activity, bartering, special projects.
^Skill Check Success^ = "really turned on the charm"

STYLE - Impacts customer satisfaction, stripping, dress up, special projects.

LIBIDO - Girls with low libido will become unhappy after having sex too much. They may also just ignore
customers if they had sex too much in any day.

TOLERANCE - How much the girl is willing to put up with. Girls with low tolerance will throw fits if
you ask them to do stuff they are not comfortable with.
^Skill Check Failure^ = "was fussy and not very cooperative".

STRENGTH - Impacts self defense and endurance restoration.
^Skill Check Success^ = "beat up the customer instead..."

INTELLECT - Impacts several skill checks as well as projects.
Girls with High intellect should be leaders in special projects to have the best impact.
^Skill Check Success^ = "used lube."

GIRL SKILLS:

SEX SKILLS: A bonus is applied for every level in the associated activity.

GENERAL SKILLS: A bonus is applied for every level in the associated activity.
When an attribute and skill both effect an action, the skill level always has a greater impact.
So if a Girl is defending herself she is better off with a 20 Self Defense skill then a 20 strength. Obviously 20 in each is a lot better.

GIRL SPECIALS:
Each girl starts with 1 Special and earns 1 for every 4 levels (1,5,9,13,etc).
To purchase a higher tier Specials you must meet the prerequisites by purchasing ALL of the lower tier Specials.
So to purchase Irresistible / Pleaser / Juicy you must have Teaser, plus Soft Hand, Nimble Tongue, Tight Vagina, Power Bottom, and Flexible.

SEX
Teaser (1) ~ +10 CUSTOMER SATISFACTION for all sex acts
Soft Hands (1) ~ +25 CUSTOMER SATISFACTION for Hand Jobs
Nimble Tongue (1) ~ +25 CUSTOMER SATISFACTION for Blowjobs
Tight Vagina (1) ~ +25 CUSTOMER SATISFACTION for Vaginal
Power Bottom (1) ~ +25 CUSTOMER SATISFACTION for Anal
Flexible (1) ~ +25 CUSTOMER SATISFACTION for Fetish
Irresistible (2) ~ Girl always upsells one type of sex act to customers
Seducer (3) ~ +5 CUSTOMER SATISFACTION for all sex acts. Cannot receive less than "Grumbling" status.
Juicy (2) ~ Never needs lube
Bedroom Goddess: ~ +5 CUSTOMER SATISFACTION for all sex acts. Cannot receive less than "Happy" status.

TALENTS
Creative (1) ~ +1 Special Project quality per day
Performer (2) ~ +1 Special Project quality per day
Star (3) ~ +3 Special Project quality per day
Copy Girl (1) ~ +50% to building advertising
Pitch Girl (2) ~ +100% to building advertising
Marketing Genius (3) ~ +25% to MAX building advertising
Literate (1) ~ Increases XP gains from SCHOOL Action
Educated (2) ~ Further Increases XP gains from SCHOOL Action
Academic (3) ~ Maximum XP gains from SCHOOL Action
Tidy (1) ~ +1 BLDG CLN per day without CLEAN HOUSE Action
Handy (2) ~ +1 BLDG MAINT per day without REPAIR BUILDING Action
Nurse (3) ~ Girls in the same building recover from illness and injury faster
Trainer (3) ~ Girls in the same building receive a +3 END bonus at the end of the day
Lucky (1) ~ During TIME OFF Actions the girl may randomly find money
Seeker (3) ~ During TIME OFF Actions the girl may randomly find items and money
Imposing (1) ~ Doubles Defense of building when girl is assigned to SECURITY Action
Truancy Officer (2) ~ Reduces the likelihood girls will run away when unhappy

STATS
Each entry on each tree costs 1 Special and adds +1 to the applicable stat. The first level adds +2 if the applicable stat is under 5.
The trees apply to (ins descending order): Charisma, Style, Libido, Tolerance, Intellect

GIRL STATUSES:

ENDURANCE - How weary or rested the girl is.
Decreases with actions. Increases with the Time Off GIRL ACTION (+30 END) and the Massage TALK TO GIRL ACTION (+5 ENDURANCE).
If this gets to low, the girl will get exhausted and be unavailable for a period of time.

HAPPINESS - How happy she is right now.
Decreases with actions. Increases with Time Off GIRL ACTION (+25 HAP) and TALK TO GIRL ACTION Chat (+5 HAP)
If this gets too low, the girl will run away and be unavailable for a period of time.

HYGIENE - How clean and well groomed she is right now.
Decreases with actions. Increases with the Hygiene GIRL ACTION (at least +25 HYG) and TALK TO GIRL ACTION Groom (+5 HYG).
If this gets too low, the girl will get sick and be unavailable for a period of time.

DISPOSITION - This is a bit more conceptual. As happiness indicates how happy the girl is right now, Disposition
indicates her view of the world, depressed or optimistic. Happiness fluctuates greatly and Disposition moves slowly. If she is happy,
clean and rested this will slowly trend upwards, if she is lacking in any of those she will slowly get more depressed. A low or high
disposition will affect just about everything a girl does.

SEX WEARINESS - This number as it viewable at the bottom of the SCHEDULE screen.
Every girl has a starting value derived from her libido stat.
Libido 1 = Sex Weariness 2 / L2 = SW5 / L3 = SW7 / L4 = SW10 / L5 = SW12 / L6 = SW15 / L7 = SW17 / L8 = SW20 / L9 = SW22 / L10 = SW 25 / etc
Every sex act (including lessons) reduces this number.
Handjob = -1 SW / Blowjob = -2 SW / Vaginal = -3 SW / Anal = -4 SW / Fetish = -5 SW
If it falls below zero then the Girl starts losing happiness.
Whenever the girl rests or does a non-sex related act it will increase again, back to it's starting value.
Time Off = +16 SW / Hygiene = +12 SW / Bldg Clean, Vldg Repair, Security, Advertise, School = +8

GIRL ACTIONS:
Each girl can schedule two actions per day.

PROSTITUTE - Is available for sex with customers.
+$, +XP (dependant upon a number of factors including applicable Sex Skill)

TIME OFF - Takes the morning / afternoon off.
+30 END, +25 HAP

HYGIENE - Cleans herself up.
At least +25 HYG

CLEAN HOUSE - Improves the CLEANLINESS of the building.
+BLD CLEAN (dependant upon CLEANING skill and other factors, starts at 0)

REPAIR BUILDING - Improves the CONDITION of the building.
+BLD MAINT (dependant upon ??? and other factors, starts at ?)

SECURITY - Provides additional security for the building.
Improves the chance of an unruly customer being beaten up instead of beating up a prostitute
(dependant upon STRENGTH attribute, SELF DEFENCE skill and IMPOSING Talent).

ADVERTISE BUILDING - Provides an additional advertising for the building, increasing the number of customers.
Each level of skill = 1 additional level of advertising (@See ADVERTISING)

RUN GAMBLING (Requires Gambling Den) - Runs the gambling in the gambling den.
+/-$ (dependant upon GAMBLING skill and GAMBLING DEN upgrade level, as well as available customer funds)

BARTEND (Requires Bar) - Serves drinks to customers.
+$ (dependant upon BARTERING skill and BAR upgrade level, as well as available customer funds)

SERVE FOOD (Requires Kitchen) - Cooks and serves food to customers.
+$ (dependant upon COOKING skill and KITCHEn upgrade level, as well as available customer funds)

SCHOOL - Goes to school.
+XP -$10 (dependant upon INTELLECT attribute and LITERATE Talent Tree)

SPECIAL PROJECT - Works on the current special project
Each instance subtracts one from the girl's "Time Needed" (See SPECIAL PROJECTS).


Last edited by SimBroFanatic on Wed Apr 10, 2013 9:10 pm; edited 1 time in total

SimBroFanatic

Posts: 13
Reputation: 0
Join date: 2013-04-10

View user profile

Back to top Go down

ADVERTISING

Post by SimBroFanatic on Wed Apr 10, 2013 8:57 pm

***ADVERTISING***
Advertising increases the number of customers attending a building.
Advertising can be specialized to include a Style which increases the liklihood that customers will "want" girls with the featured characteristics.
Setting the Style to General (None) means customers will have only their own wants.
For instance, putting all your Big Boob Girls in one building and advertising that building with the Big Boob style means more customers
arriving will want Big Boob Girls, which will result in increased CUSTOMER SATISFACTION, which will make you more money per transaction.

BUILDING ADVERTISING
Advertising for an individual building can be toggled on/off
Bulletin Board Flyers ($5/day)
Bums with Signs ($10/day)
Hot Chicks w/ Flyers ($15/day)
Sign of Road to Town ($20/day)
Sign in Town ($25/day)

GLOBAL ADVERTISING
Advertising for ALL of your buildings can be toggled on/off
Newspaper Ad ($100/day)
Radio Spot ($200/day)
TV Commercial ($300)

GIRL ADVERTISING
Advertising by having a Girl in the building select the ADVERTISE BUILDING Girl Action.
This is worth one advertising step per skill level of the girl.Taking this action appears to grant the girl 5XP+skill level.

ADVERTISING LEVELS
The number of advertising levels is universally cumulative.
For instance having Bums with Signs (+2), Sign in Town (+5), a TV Commerical (+3), and a girl with 5 advertising (+5) would give you 15 levels of advertising.
A building's level of advertising will result in extra customers depending upon whether you are looking at one shift or two.

LVL 0: 1 / 2
LVL 1: 1 / 3
LVL 2: 2 / 4
LVL 3: 2 / 5
LVL 4: 4 / 8
LVL 5: 4 / 9
LVL 6: 5 / 10
LVL 7: 5 / 11
LVL 8: 6 / 12
LVL 9: 6 / 13
ETC


Last edited by SimBroFanatic on Wed Apr 10, 2013 9:12 pm; edited 1 time in total

SimBroFanatic

Posts: 13
Reputation: 0
Join date: 2013-04-10

View user profile

Back to top Go down

BUILDINGS

Post by SimBroFanatic on Wed Apr 10, 2013 8:57 pm

***BUILDINGS***

BUILDING DESCRIPTION
Each building has a screen with a description, a picture, and the statistics of the building.

COST - The cost to buy the building. You can also sell a building for the same cost. Note that you receive no credit for any upgrades you may have performed.
However, if you repurchase the building, any upgrades you made are still there.

ROOMS - The number of bedrooms compared to the maxium potential bedrooms. For example 4/6 indicates there are currently 4 bedrooms and you can build 2 more.

MAINTENANCE - The cost (per week) to maintain the building. Note that this is more like "rent" and has nothing to to with the condition or cleanliness.

DISTRICT - The district the building is in. The higher the quality of the district, the higher the quality of the potential customers.

CONDITION - The negative number indicates how quickly the building deteriorates. The larger the negative number, the faster the deterioration.
The bar indicates the current condition of the building. Condition can also be expressed as Like New, Sound, Stable, Rickety, and Fucked.
If the condition of the building is too low, a fire can start and burn down a random room.

CLEANLINESS - The negative number indicates how quickly the building gets dirty. The larger the negative number, the faster the mess.
The bar indicates the current cleanliness of the building. Cleanliness can also be expressed as Clean, Dusty, Dirty, and Filthy.
If the cleanliness of the building is too low, customers may leave in disgust. The higher the quality of the custimer, the less tolerant they are about filth.

UPGRADES
The number under each entry indicates the current level of the upgrade compared to the maximum potential level of the upgrade.
An entry of Room not available indicates that upgrade is not possible in this building. For example 1/3 under Bar indicates that there is a Level 1 bar present and it could be upgraded to a Level 3 bar.

GAME DEN - Needed for gambling
Card Table $300
Pool Table $1200
Slot Machine $2500
Roulette Wheel $5000

DUNGEON - Needed for "Customer Rents Dungeon" events
Shackles $400
Cage $1500
Fun Toys $5000
*IMPORTANT NOTE* The presence of a dungeon allows for it's use, with no control from the player.
While the rent paid is very high, it will cause injury to the girl and have serious negative effects on her disposition.
Rental Price = (CustomerType*25)*(Girl_Str+Girl_Tol)+500

BAR - Needed to sell drinks.
Bar Tap $500
Liquor Cabinet $2500
Wine Cellar $8000

LOUNGE - Improves customer satisfaction.
Wooden Stools $500 (END +1, CUSTOMER SATISFACTION +3)
Cushioned Seats $1200 (END +1, CUSTOMER SATISFACTION +5)
Leather Sofas $2500 (END +1, CUSTOMER SATISFACTION +7)

MUSIC HALL - Increases customer satisfaction and girl happiness.
Record Player $250 (CUSTOMER SATISFACTION +1)
Radio $1500 (CUSTOMER SATISFACTION +2, SEXUAL RELIEF +1)
Piano $7500 (CUSTOMER SATISFACTION +3, SEXUAL RELIEF +2)

KITCHEN - Needed to sell food.
Sink $300
Stove $1200
Ice Chest $5000

GARDEN - Gardens reduce girls sex weariness.
Benches $300 (CUSTOMER SERVICE +1, SEXUAL RELIEF +2)
Gazebo $1500 (CUSTOMER SERVICE +1, SEXUAL RELIEF +4)
Fountain $3000 (CUSTOMER SERVICE +3, SEXUAL RELIEF +6)

PRIVATE ROOM - Needed for stripping.
Lap Dance Stool $400
Stripping Pole $2000
Mirrors $3500

WASH ROOM - Needed to keep girls clean.
Bucket $300 (HYG +3)
Washboard $900 (HYG +5)
Bath $2500 (HYG +8 )

BEDS - Bonus/Penalties for Customer Satisfaction, Girl happiness, endurance and hygiene
Hay Pile $250 (END -1,HAP -1,HYG -1,BLDG CLEAN -2,CUSTOMER SATISFACTION -2)
Cot $500 (END +1,HAP 0,HYG +1)
Small Bed $1000 (END +2, HAP +1, HYG +1)
Queen Bed $2500 (END +3, HAP +2, HYG +1, CUSTOMER SATISFACTION +1, SEXUAL RELIEF +1)
King Bed $5000 (END+4, HAP +3, HYG +2, CUSTOMER SATISFACTION +3, SEXUAL RELIEF +1)
*IMPORTANT NOTE* You can currently only upgrade the Beds 1 category higher than what the building starts with.
For example if your building starts with a Bed rating of 1, then you could only upgrade to a Hay Pile (2).

LINEN - Bonus/Penalties for Customer Satisfaction, Girl happiness, endurance and hygiene.
Wool Linen $250 (END +1, HAP -1, CUSTOMER SATISFACTION -1)
Cotton Linen $500 (END +1, HAP +1, HYG +1)
Silk Linen $2000 (END +2, HAP +2, HYG +1, CUSTOMER SATISFACTION +1)
Royal Linen $4000 (END +3, HAP +3, CUSTOMER SATISFACTION +2, SEXUAL RELIEF +1)

*IMPORTANT NOTE*: Upgrades are not cumulative. Having a Bucket in your Wash Room has no effect if you purchase a Washboard and you get not cash credit.
In addition, if you purchase an upgrade lower then the one you currently have, you will downgrade and not only get no cash credit, but it will cost you whatever you paid for the lower upgrade.

FOREST SHACK - $300 (Outside Town)
RMS: 1/2 M:$15 Con-5 Cln-3 DEN x/x DUN x/x BAR x/x LNG x/x MUS x/x KTN x/x GDN x/x PVT x/x WR 0/2 BED 1 LIN 1
TREE HOUSE - $800 (Outside Town)
RMS: 1/2 M:$20 Con-5 Cln-3 DEN x/x DUN x/x BAR x/x LNG x/x MUS x/x KTN x/x GDN x/x PVT x/x WR 0/2 BED 1 LIN 1
OLD GAS STATION - $2500 (Outside Town)
RMS: 1/3 M:$25 Con-5 Cln-3 DEN x/x DUN x/x BAR 0/2 LNG x/x MUS x/x KTN 0/2 GDN x/x PVT x/x WR 0/2 BED 1 LIN 1
CAVE OF WONDERS - $3500 (Outside Town)
RMS: 1/2 M:$20 Con-1 Cln-3 DEN x/x DUN 2/3 BAR x/x LNG x/x MUS x/x KTN x/x GDN x/x PVT x/x WR 0/2 BED 1 LIN 1
LARGE DECREPIT HOUSE - $6000 (Slums)
RMS: 1/4 M:$30 Con-5 Cln-3 DEN x/x DUN x/x BAR 0/2 LNG 0/2 MUS x/x KTN 0/2 GDN 0/2 PVT x/x WR 0/3 BED 2 LIN 1
SMALL HOUSE - $10000 (Slums)
RMS: 2/3 M:$50 Con-4 Cln-2 DEN 0/2 DUN x/x BAR 0/2 LNG 0/2 MUS x/x KTN 0/2 GDN 0/2 PVT x/x WR 0/3 BED 3 LIN 1
HOUSE BOAT - $18000 (Slums)
RMS: 2/3 M:$60 Con-4 Cln-2 DEN 0/2 DUN x/x BAR 1/3 LNG 0/2 MUS x/x KTN 0/3 GDN 0/2 PVT x/x WR 0/3 BED 3 LIN 1
AVERAGE HOUSE - $23000 (Slums)
RMS: 3/4 M:$65 Con-4 Cln-2 DEN 0/2 DUN x/x BAR 1/3 LNG 0/3 MUS x/x KTN 0/3 GDN 0/2 PVT x/x WR 1/3 BED 3 LIN 1
DECENT HOUSE - $26000 (Merchant District)
RMS: 3/5 M:$70 Con-4 Cln-2 DEN 0/2 DUN x/x BAR 1/3 LNG 0/3 MUS x/x KTN 0/3 GDN 0/2 PVT x/x WR 1/3 BED 3 LIN 1
DOWNTOWN OFFICE - $30000 (Merchant District)
RMS: 3/5 M:$80 Con-4 Cln-2 DEN 0/2 DUN x/x BAR 1/3 LNG 0/3 MUS 0/2 KTN 0/3 GDN 0/2 PVT x/x WR 1/3 BED 3 LIN 1
OLD THEATER - $32000 (Slums)
RMS: 4/6 M:$90 Con-4 Cln-2 DEN 0/3 DUN 0/2 BAR 1/3 LNG 0/3 MUS 0/3 KTN 0/3 GDN 0/2 PVT x/x WR 1/3 BED 3 LIN 1
OLD ASYLUM - $35000 (Slums)
RMS: 6/12 M:$100 Con-5 Cln-3 DEN 0/2 DUN 0/3 BAR 1/2 LNG 0/2 MUS x/x KTN x/x GDN 0/2 PVT 0/2 WR 1/2 BED 2 LIN 1
LARGE HOUSE - $38000 (Merchant District)
RMS: 4/6 M:$120 Con-3 Cln-2 DEN 0/3 DUN x/x BAR 1/3 LNG 0/3 MUS x/x KTN 0/3 GDN 0/2 PVT x/x WR 2/4 BED 3 LIN 1
SMALL MOTEL - $40000 (Slums)
RMS: 5/9 M:$130 Con-4 Cln-2 DEN 0/2 DUN x/x BAR 1/3 LNG 0/3 MUS x/x KTN 0/3 GDN 0/2 PVT x/x WR 1/3 BED 3 LIN 1
VERY NICE HOUSE - $42000 (Merchant District)
RMS: 4/6 M:$140 Con-3 Cln-2 DEN 0/2 DUN x/x BAR 1/3 LNG 0/3 MUS x/x KTN 0/3 GDN 0/2 PVT x/x WR 2/4 BED 3 LIN 1
DON JON - $45000 (Merchant District)
RMS: 4/6 M:$150 Con-1 Cln-2 DEN x/x DUN 1/4 BAR 0/2 LNG 0/3 MUS x/x KTN 0/3 GDN 0/2 PVT 0/4 WR 1/3 BED 3 LIN 1
OLD MONESTARY - $50000 (Nobleman Yards)
RMS: 6/10 M:$180 Con-4 Cln-3 DEN 0/4 DUN 0/2 BAR x/x LNG 0/3 MUS 0/3 KTN 0/3 GDN 0/3 PVT 0/3 WR 1/3 BED 3 LIN 1
APARTMENT BUILDING - $55000 (merchant District)
RMS: 8/12 M:$200 Con-4 Cln-2 DEN 0/3 DUN x/x BAR 1/3 LNG 0/3 MUS x/x KTN 0/3 GDN 0/2 PVT x/x WR 2/4 BED 3 LIN 1
LUXURY APARTMENTS - $62000 (Nobleman Yards)
RMS: 8/12 M:$300 Con-3 Cln-1 DEN 0/4 DUN x/x BAR 1/3 LNG 0/3 MUS 0/2 KTN 0/3 GDN 0/2 PVT 0/2 WR 3/4 BED 3 LIN 1
HOTEL - $70000 (Merchant District)
RMS: 8/14 M:$400 Con-4 Cln-2 DEN 1/3 DUN x/x BAR 1/3 LNG 0/3 MUS 1/3 KTN 0/3 GDN 0/2 PVT 0/2 WR 2/4 BED 3 LIN 1
GREAT HOTEL - $78000 (Nobleman Yards)
RMS: 8/16 M:$500 Con-3 Cln-1 DEN 1/4 DUN x/x BAR 1/4 LNG 1/4 MUS 1/4 KTN 1/4 GDN 1/3 PVT 1/3 WR 3/4 BED 4 LIN 1
MANSION #1 - $92000 (Palacial District)
RMS: 8/12 M:$700 Con-3 Cln-1 DEN 1/4 DUN 0/3 BAR 1/4 LNG 1/4 MUS 1/3 KTN 0/4 GDN 1/3 PVT 1/4 WR 3/4 BED 4 LIN 1
MANSION #2 - $94000 (Palacial District)
RMS: 8/12 M:$750 Con-3 Cln-1 DEN 1/4 DUN 0/3 BAR 1/4 LNG 1/4 MUS 1/3 KTN 1/4 GDN 1/3 PVT 1/4 WR 3/4 BED 4 LIN 1
WEST CASTLE - $110000 (Palacial District)
RMS: 10/20 M:$1000 Con-2 Cln-1 DEN 1/4 DUN 1/4 BAR 1/4 LNG 1/4 MUS 1/4 KTN 1/4 GDN 1/4 PVT 1/4 WR 3/4 BED 4 LIN 1
EAST CASTLE - $115000 (Palacial District)
RMS: 10/22 M:$1100 Con-2 Cln-1 DEN 1/4 DUN 1/4 BAR 1/4 LNG 1/4 MUS 1/4 KTN 1/4 GDN 1/4 PVT 1/4 WR 4/4 BED 4 LIN 1



Last edited by SimBroFanatic on Wed Apr 10, 2013 9:30 pm; edited 4 times in total

SimBroFanatic

Posts: 13
Reputation: 0
Join date: 2013-04-10

View user profile

Back to top Go down

JOKERS

Post by SimBroFanatic on Wed Apr 10, 2013 8:57 pm

***JOKERS***
Jokers are rewards granted for succeeding at missions.
You can also purchase Jokers at the Gypsy Camp. Jokers purchased in this way start at $500 and increase in price +$250 each time you purchase one.
Unless the card says otherwise, it applies to the girl whose screen you accessed the Joker button from.
Jokers are based on the Tarot Deck. There are four suits (Cups, Pentacles, Swords, and Wands) with cards ranging from Ace (or 1), through 2-10, plus a Page, Knight, Queen, and King. There are also a number of special cards.

1 of CUPS ~ +50 END
2 of CUPS ~ +100 END
3 of CUPS ~ $500
4 of CUPS ~ $750
5 of CUPS ~ $1000
6 of CUPS ~ $1500
7 of CUPS ~ $2000
8 of CUPS ~ $2500
9 of CUPS ~ $3000
10 of CUPS ~ $3500
PG of CUPS ~ $4000
KT of CUPS ~ $5000
QN of CUPS ~ Restore END to full
KG of CUPS ~ 1 Free Girl

1 of PENT ~ +1 CHA
2 of PENT ~ +1 TOL
3 of PENT ~ +1 LIB
4 of PENT ~ +1 INT
5 of PENT ~ +1 STY
6 of PENT ~ +1 STR
7 of PENT ~ Random Item
8 of PENT ~ +1 Tokens
9 of PENT ~ +1 Token
10 of PENT ~ 1 Special
PG of PENT ~ +2 LIB
KT of PENT ~ +2 STY
QN of PENT ~ Improve Disposition 1 level
KG of PENT ~ 1 Free Girl

1 of SWRD ~ +50 HAP
2 of SWRD ~ +100 HAP
3 of SWRD ~ +25 REP
4 of SWRD ~ +50 REP
5 of SWRD ~ +75 REP
6 of SWRD ~ +100 REP
7 of SWRD ~ +25 Food
8 of SWRD ~ +50 Food
9 of SWRD ~ +100 Food
10 of SWRD ~ 1 Special
PG of SWRD ~ +2 TOL
KT of SWRD ~ +2 STR
QN of SWRD ~ Restore HAP to full
KG of SWRD ~ 1 Free Girl

1 of WAND ~ +50 HYG
2 of WAND ~ +100 HYG
3 of WAND ~ +50 XP
4 of WAND ~ +100 XP
5 of WAND ~ +200 XP
6 of WAND ~ +300 XP
7 of WAND ~ +400 XP
8 of WAND ~ +500 Xp
9 of WAND ~ +600 XP
10 of WAND ~ +750 XP
PG of WAND ~ +2 CHA
KT of WAND ~ +2 INT
QN of WAND ~ Restore HYG to full
KG of WAND ~ Restore END/HAP/HYG to full

THE PRIESTESS ~ +3 CHA
TEMPERENCE ~ +3 TOL
THE LOVERS ~ +3 LIB
THE MAGICIAN ~ +3 INT
THE EMPRESS ~ +3 STY
STRENGTH ~ +3 STR

THE CHARIOT ~ -1 INT, +4 STY
DEATH ~ -1 STR, +4 CHA
THE HANGED MAN ~ -1 TOL, +4 STR
JUSTICE ~ -1 LIB, +4 TOL
THE DEVIL ~ -1 CHA, +4 LIB
JUDGEMENT ~ -1 STY, +4 INT

THE FOOL ~ 5 Tokens
THE HERMIT ~ +2500 XP
THE STAR ~ 3 Specials
THE WORLD ~ +1 to All Attributes
THE EMPEROR ~ Clean & Fix All Buildings
The SUN ~ Restore All Girls END/HAP/HYG
THE MOON ~ $10,000
THE TOWER ~ +3 Random Attribute Increases
THE HIEROPHANT ~ +200 XP to All Girls
THE WHEEL OF FORTUNE ~ 3 Random Jokers

*IMPORTANT NOTE*: Currently you cannot get a duplicate of a card until such time has you have a complete deck.
Cash gained from Jokers does not appear until the next day.
The game developer has indicates that JOKERS are an area which is still being balanced and so is subject to change.


Last edited by SimBroFanatic on Wed Apr 10, 2013 9:32 pm; edited 1 time in total

SimBroFanatic

Posts: 13
Reputation: 0
Join date: 2013-04-10

View user profile

Back to top Go down

ITEMS

Post by SimBroFanatic on Wed Apr 10, 2013 8:58 pm

***ITEMS***
Items can be purchased at the Central Market (Merchant District), the Witch's Hut (Outside Town), and the Gypsy Encampment (Outside Town).
The inventory changes every day.
Some items are only available in some locations.

DRESSES (Equipable)
Cotton Pajamas $100 (END+1, HAP+1, HYG+1)
Silk Pajamas $500 (STY+1, END+2, HAP+1, HYG+1)
Princess Nightgown $5000 (CHA+1, LIB+1, STY+1, END+5, HAP+4, ???+3, REP+2, LOV+1)
Plain Dress $300 (CHA+1, REP+1)
Nice Dress $1000 (CHA+1, STY+1, HAP+1, REP+1)
Elegant Dress $2500 (CHA+1, STY+2, HAP+1, REP+3)
Luxurious Dress $5000 (CHA+2, INT+2, SY+2, END+1, HAP+1, REP+5)
Princess Dress $10,000 (CHA+3, INT+1, STY+3, STR+1, END+1, HAP+2, REP+7)
Queen's Dress $25,000 (CHA+4, TOL+1, LIB+1, INT+1, STY+4, STR+2, END+2, HAP+3, REP+10)
Magic Dress $100,000 (CHA+5, TOL+5, LIB+5, INT+5, STY+5, STR+5, END+5, HAP+5, REP+5, LOV+5, Skills+5)
Submissive Suit $4000 (TOL+5, LIB+2, STY+1, STR+1, END-2, HAP-2)
Chain Mail Bikini $5000 *CHA+1, TOL+2, STR+2, END-1, HAP-1, Self Defence+2)

NECKLACE (Equipable)
Hemp Choker $300 (TOL+1, STR+1, HAP-1)
Cloth Choker $800 (TOL+2, LIB+1, STR+1)
Leather Choker $1500 (TOL+3, LIB+1, STR+1)
Chain Choker $2500 (TOL+4, LIB+2, STR+2, HAP-1, REP-1)
Spiked Choker $5000 (TOL +5, LIB+3, STR+3, HAP-2, REP-2)
Oak Pendant $50 (HAP+1, REP+1)
Silver Pendant $300 (CHA+1, HAP+1, REP+1)
Gold Pendant $600 (CHA+1, STY+1, HAP+2, REP+2)
Ruby Pendant $1200 (CHA+1, STY+2, HAP+3, REP+3)
Diamond Pendant $2500 (CHA+2, STY+3, HAP+4, REP+4)

RING (Equipable)
Silver Ring $300 (HAP+1, REP+1)
Gold Ring $600 (SY+1, HAP+2, REP+2)
Diamond Ring $1200 (CHA+1, STY+2, HAP+3, REP+3)
Charm Ring $5000 (CHA+3, STY+1, HAP+1, REP+5)
Submissive Ring $5000 (TOL+3, STY+1, HAP+1, REP+5)
Passion Ring $5000 (LIB+3, SYT+1, HAP+1, REP+5)
Intuition Ring $5000 (INT+3, STY+1, HAP+1, REP+5)
Fashion Ring $5000 (STY+3, Hap+1, REP+8 )
Power Ring $5000 (STY+3, HAP+1, REP+5)
Mood Ring $10,000 (CHA+1, TOL+1, INT+1, STY+1, STR+1, END+5, HAP+5, HYG+5, REP+5)

WEAPON (Equipable)
Dagger $250 (STR+1)
Short Sword $500 (STR+2)
Mace $1000 (STR+3)
Longsword $1500 (STR+4)
Flail $2500 (STR+5)
Magic Staff $5000 (INT+2, STR+4)

TRANSPORTATION (Raises Player's Action Points)
Bike $500 (5 AP)
Stagecouch $5000 (7 AP)
Car $25,000 (10 AP)
Limo $50,000 (12 AP)
Helicopter $150,000 (18 AP)

GIFTS (Used when Talking to Town Girls)
Huge Lollipop $50
Teddy Bear $100
Hiking Boots $200
Cell Phone $300
Scented Candle $400
Ornamental Dagger $500
Stylish Necklace $750

HOUSEHOLD GOODS (Shared between all buildings)
Lubricant ~ $10 for 5 ~ Used for sex acts with large dicks (INT Skill Check or -40END)
Sex Toys ~ $10 for 2 ~ Sold to customers for extra cash (BARTERING Skill)
Hair Dye ~ $25 for 5 ~ Used to increase CUSTOMER SATISFACTION by copying a desired trait
Costumes ~ $50 for 5 ~ Used to increase CUSTOMER SATISFACTION by copying a desired trait
Food ~ $25 for 10 ~ Sold to customers for extra cash (COOKING Skill, requires Kitchen)
Booze ~ $25 for 5 ~ Sold to customers for extra cash (BARTERING Skill, requires Bar)


Last edited by SimBroFanatic on Wed Apr 10, 2013 9:36 pm; edited 2 times in total

SimBroFanatic

Posts: 13
Reputation: 0
Join date: 2013-04-10

View user profile

Back to top Go down

TOWN GIRLS

Post by SimBroFanatic on Wed Apr 10, 2013 8:58 pm

***TOWN GIRLS***
Town Girls can be interacted with from the GO TO TOWN Player Action.
Each Girl has a progress bar which represents how favourably she views the player.
Selecting the right interaction can increase the bar, while the wrong interaction subtracts from it.
The correct interaction is a complex choice based on the Town Girl's characteristics and the current progress bar.
In theory, when the progress bar is filled, the Player can proposition the girl for sex or to join the Player's stable of girls.

CHAT: Interests / Hang outs / Shopping / Romance
INSULT: Dumb / Boring / Ugly / Slut
GIVE CASH: 25 / 50 / 75 / 100
TOUCH: Hug / Hold Hand / Slap Butt / Grab Breast
PLAY GAME: 5 Questions / Find Something
COMPLIMENT: Clever / Smart / Cute / Breasts
JOKE: Kids / Adult / Sex / Gross
GIVE GIFT: Give a GIFT ITEM
KISS: Hand / Forehead / Cheek / Mouth
PROPOSITION: Friends / Girlfriend / Sex / Hire


Last edited by SimBroFanatic on Wed Apr 10, 2013 9:36 pm; edited 2 times in total

SimBroFanatic

Posts: 13
Reputation: 0
Join date: 2013-04-10

View user profile

Back to top Go down

STRATEGY

Post by SimBroFanatic on Wed Apr 10, 2013 8:58 pm

Generally speaking, you want as many girls as you can working as much as they can with the maximum number of high quality customers as can be accomodated.

While it is certainly possible to level girls up without prostituting them, it is slow and difficult and expensive to do so.
The most effective way of doing so is with the SCHOOL Girl Action. However, this costs money every time it is used and the girl is not generating any revenue in return. Other Girl Actions such as BARTEND, SERVE FOOD, and RUN GAMBLING can generate xps and cash but at a much slower level then sex acts and with much less potential cash. So ideally, you should be prostituting the girls, even those that you wish to develop into non-prostitute roles.

You want the girls working as much as possible, but you must always keep in mind the limitations of ENDURANCE, HAPPINESS, and HYGIENE. Allowing any of these to drop too low could take your Girl out of commission, which will definately slow your progress. Therefore, you must balance out PROSTITUTE Actions with the occassional TIME OFF and HYGIENE Actions. Experiment until you find a Schedule which keeps the Girl working as much as possible while maintaining her needs. Remember that you can use your Player Action Points to assist in this by TALKING TO GIRL and then selecting CHAT, GROOM, or MASSAGE.

Girls can only work if they are assigned to a bedroom. The only possible actions for a girl without a bedroom are TIME OFF and HYGIENE. In a pinch, for a short period, you can rotate girls in and out of bedrooms. However, this is very inefficient. Either add a bedroom to the existing building, or consider purchasing a new building.

You do not want girls taking the PROSTITUTE Girl Action and then not have customers for them to service. On the other hand, you want to avoid customers arriving and no girls being available. Carefully adjust your advertising levels to ensure that enough customers are on hand for the girls offering their services. You will almost 100% of the time make this money back if it results in the proper number of customers. On the other hand, if you know that girls are not going to be available (due to TIME OFF or other non-PROSTITUTE Girl Actions) then any money spent on advertising is money wasted. When you have multiple girls in a building, try to sync their schedules so that at least some of them are available for service at any time.

Once you have larger, multiple room buildings, then it makes sense to develop some non-PROSTITUTE Girls. Having Girls with Specials such as Nurse or Trainer enhances your other Girls. In addition, they can enhance the building with ADVERTISE BUILDING, SECURITY, and other money-making skills to ensure that you milk every dollar from your customers. That being said, CLEAN HOUSE and REPAIR BUILDING are generally poor choices for Girl Actions. To be effective you have to invest in Skills and Specials that are better spent otherwise. These functions are easily replaced by the Clean All Buildings and Repair All Buildings on the BUILDING Screen. While it costs money, your Girls can make much more cash then you are spending with practically any other Girl Action.

There are two completely different, but valid, strategies when it comes to building / girl management. On the one hand, you can own as many buildings as possible but keep them relatively undeveloped (aside from maxing out the bedrooms) and fill them full of tons of relatively low-end girls making cash. On the other hand, you can pick quality over quantity and try to fully develop a high end building to make maximum cash off comparitively few Girls. The second strategy is certainly more challenging, but can be just as cost effective.

Missions are a gamble. On the one hand, if there is value to be gained by completing the mission (absent any other rewards) then consider fulfilling it if the cost is not too great. On the other if fulfilling the mission would require you to spend lots of cash, time, or points on something you are not interested in, feel free to skip the mission. Remember that you can fulfill a mission at any time you meet the requirements by selecting the COMPLETE button. You do NOT have to wait until time expires. A hint / cheat is to save the game right before fulfilling the mission. That way you can always reload if the Joker you get is not desirable.

Special Projects are definately worth doing. While the initial outlay in cash can be a burden, you can take as much time as you want to complete the project. Remember that completing the project requires not only an AP outlay from the Player, but requires the involved Girls to select the SPECIAL PROJECT Girl Action a number of times as well. The cash reward for completing a Special Project is well worth the investment.



Last edited by SimBroFanatic on Wed Apr 10, 2013 10:16 pm; edited 1 time in total

SimBroFanatic

Posts: 13
Reputation: 0
Join date: 2013-04-10

View user profile

Back to top Go down

Reserved

Post by SimBroFanatic on Wed Apr 10, 2013 8:59 pm

10

SimBroFanatic

Posts: 13
Reputation: 0
Join date: 2013-04-10

View user profile

Back to top Go down

Re: The Ultimate Guide to Sibr 1x

Post by Aglarod on Thu Apr 11, 2013 2:12 am

Very detailed. I have played the game a decent amount yet i read here things i have not found, like the gupsy bazaar and some high end costumes and items. Also i liked the strategy part, mainly because i ( and almost everyone i guess) have some differences in my "builds" and its interesting to see what strats someone else does

One thing i would like to be added: the relation between missions and jokers.
basically, it seems like the game has difficulty tiers for mission, that have different odds of awarding different jokers. I have saved and loaded many times for some missions, only to receive the same range of 9-10 low-quality jokers . If you know anything about this , or how the percentage chances for jokers work please add it to your guide.

Overall awesome work, 10/10

Aglarod

Posts: 2
Reputation: 0
Join date: 2010-04-13

View user profile

Back to top Go down

Re: The Ultimate Guide to Sibr 1x

Post by SimBroFanatic on Sat Apr 13, 2013 3:37 am

Hi Aglarod,

My Joker information was gleaned mostly from purchasing them at the Gypsy Encampment, so I have no definitive data about their awarding through missions. I'll see if I can glean anything from my regular playtesting.

Glad you enjoyed the guide so far.

SimBroFanatic

Posts: 13
Reputation: 0
Join date: 2013-04-10

View user profile

Back to top Go down

Re: The Ultimate Guide to Sibr 1x

Post by Kaizerdragon on Wed Apr 24, 2013 12:51 pm

dood, thanks for this man very informative, can i ask though, do you have a sample schedule? something basic and effective to start off with?

Kaizerdragon

Posts: 17
Reputation: 0
Join date: 2010-10-21
Age: 32
Location: Aruba

View user profile

Back to top Go down

Re: The Ultimate Guide to Sibr 1x

Post by Chon Waen on Wed May 15, 2013 7:23 am

Kaizerdragon wrote:dood, thanks for this man very informative, can i ask though, do you have a sample schedule? something basic and effective to start off with?

I personally like the following for houses with 3 or fewer rooms:

Girl 1
MonAM-Prostitute MonPM-Hygiene
TueAM-Prostitute TuePM-Time Off
WedAM-Hygiene WedPM-Time Off
ThurAM-Hygiene ThurPM-Prostitute
FriAM-Time Off FriPM-Prostitute
SatAM-Hygiene SatPM-Prostitute
SunAM-Time Off SunPM-Time Off

Girl 2
MonAM-Hygiene MonPM-Prostitute
TueAM-Time Off TuePM-Time Off
WedAM-Prostitute WedPM-Hygiene
ThurAM-Prostitute ThurPM-Time Off
FriAM-Hygiene FriPM-Time Off
SatAM-Prostitute SatPM-Hygiene
SunAM-Time Off SunPM-Prostitute

Girl 3
MonAM-Hygiene MonPM-Time Off
TueAM-Hygiene TuePM-Prostitute
WedAM-Time Off WedPM-Prostitute
ThurAM-Hygiene ThurPM-Time Off
FriAM-Prostitute FriPM-Hygiene
SatAM-Time Off SatPM-Hygiene
SunAM-Prostitute SunPM-Time Off

This schedule provides 2 girls with 5 prostitute shifts/wk and the other girl with 4 prostitute shifts/wk. It also gives each girl ample rest time to keep em happy, and hygiene time to keep em healthy. Finally, there is one girl working each shift of each day of the week.

Chon Waen

Posts: 10
Reputation: 1
Join date: 2013-05-15

View user profile

Back to top Go down

Page 1 of 2 1, 2  Next

View previous topic View next topic Back to top


Permissions in this forum:
You cannot reply to topics in this forum