r/freecitiesgame • • Sep 13 '17

ALPHA 0.10.7: Madame Ambassador NSFW

185 Upvotes

It's been a long time since the last update, but it's not something I can honestly express much regret over, since the reason for the delay is personally advantageous. I haven't been able to playtest and support a public release of FC lately because I've been making some good career strides, the pursuit of which has been very time consuming. At this point, I'm not sure what the ultimate effect on my lewd games availability is going to be once everything settles down, but for now, I'm busy.

This update has no real unifying theme, other than that it includes fixes for a number of outstanding omissions that have built up. Chief among them is slaves' sexual satisfaction, which has always been handled by a painfully simple system that assumed that any sexual assignment would satisfy any slave, and nothing else would. This update replaces that with a more flexible system that allows slaves' varying libidoes to require differing amounts of attention, and their varying sexual tastes to require different types of attention. As it's developed, I hope it will serve to disrupt the easy slide towards nymphomania that so many slaves still experience, and provide more texture to slaves' needs. For example, pregnancy fetishists will no longer enjoy public service if they aren't allowed to have vaginal intercourse. The only nuance I think may be confusing is that by design, this system does not address paraphilias. Paraphilias are compulsions rather than sexual desires, and they must be addressed more specifically through each paraphilia's established method.

This update also provides several mild incentives to apply piercings. Reducing the number of flavor-only choices by providing more gameplay effects is an ongoing goal. On the other hand, the profusion of existing effects is already difficult to track. I'm testing out a way to address this by letting the player delegate some piercing to the Head Girl. I think it's a fun and characterful way to helpfully remind the player of game mechanics to have the Head Girl look at the slave she's training and say, you know, this bitch would look nicer with some cute earrings.

Saves from 0.10.6 should be compatible. All 0.6+ saves are eligible for New Game Plus. The vector artpack remains necessary; the announcement with 0.10.6 that it wasn't was my mistake.

Latest version: Mega, Dropbox. save compatible

Vector Artpack:: Mega. please download and use the latest .html above

Complete Artpack: Mega.

0.10.7.1 fixes

  • Corrected the version number and addressed a potentially terrible backwards compatibility issue.

  • Fixed display of second level prestige for starting girls.

  • Addressed several issues with the new body mod studio code.

0.10.7 changelog

Sexual release

  • Replaced the placeholder sexual release system with a more flexible system designed to identify when slaves are and aren't sexually fulfilled by their daily duties.

  • It is entirely possible for a full penthouse to overtax the PC's sexual stamina, frustrating slaves restricted to sex with the PC for release.

  • Sexual needs left seriously unfulfilled by assignments, masturbation, the PC, or other slaves will reduce libido.

  • Forcing slaves to rely on the PC for sexual relief is now an extremely efficient way to reveal fetishes if the PC has enough sexual energy to go around.

Rivalry updates

  • Slaves who are allowed to act on unsatisfied, dominant fetishes are now highly likely to start and worsen rivalries with other slaves by sexually abusing them.

  • Made rivalry initiation more common, with trust making rivalry initiation more likely; very fearful slaves will almost never start rivalries.

  • Added rivalry initiation based on behavioral flaws.

  • Rebalanced existing rivalry development with the goal of making rivalries more enduring.

Piercings

  • Getting a lewd piercing from the PC in person will now please slaves with fetishes that focus on that body part.

  • Lewd piercings also provide another avenue for organic softening of sexual flaws associated with the pierced body part.

  • Having girly piercings will help slaves who are very reluctant to be slave girls get used to the idea.

  • Revised the poorly coded reactions to new piercings and provided new reactions that highlight the new effects.

  • The Head Girl can be allowed to apply piercings to slaves she trains when they would be helpful and the rules do not dictate otherwise.

Starting slave creation

  • Applied multiplicative cost penalties for starting slaves with very high devotion and skills, reduced for older slaves; provided warnings that flag these penalties.

  • Added prestige options for starting slaves, with multiplicative cost penalties intended to make simultaneously valuable and prestigious slaves extremely expensive.

  • The explanation for starting slaves' prestigiousness can be customized under the more customization options submenu.

Sexual Ambassadorship

  • The Recruiter can be instructed to act as a sexual Ambassador to another arcology, working in concert with the existing cultural influence mechanic.

  • Ambassadors will help advance all aligned society models in the targeted arcology, and will attack some but not all conflicting society models.

  • General Ambassadorial influence is based on effectiveness in the public servant role, but slaves who embody society models will be better at advocating for them.

Asset expansion

  • All growth drugs except lip injections can now be intensively applied, increasing growth speed at the cost of health and genome damage.

  • Provided limited RA support for intensive injections, based on whether the RA thinks a slave's health can take the strain.

  • Lifted the breast size cap, based on discussion with contributors about what would actually be immobilizing.

  • Lifted the testicle size cap, to match dicks.

Other changes

  • 14 new future society based slave acquisition events, by freecitiesbandit.

  • Two new random individual events, by freecitiesbandit.

  • A new Recruiter target option, mature divorcees, by freecitiesbandit.

  • Vector art outfit color customization, by prndev.

  • Reduced the rate of organic sexuality changes to make initial sexuality more important.

  • Added additional countries of origin for slaves.

  • Various minor UI improvements.

  • Bugfixes.

As always much of this content was contributed via GitHub, and is not attributed without permission.


r/freecitiesgame • • Jan 23 '26

Mod Free Cities Pregmod v4.0.0 alpha-39 NSFW

134 Upvotes

Link to previous version announcement

Alpha 39 of v4.0.0 has released. You can download it from Deployments > Releases on the GitGud repository or via the auto-updated MEGA archive, or compile it yourself. The relevant part of the MEGA URL is as follows:

(Note: the auto-updated archive stopped functioning back in alpha-38, so the link has been removed.)

While the changelog does not explicitly recommend it this time, it's never a bad idea for FCHost users to update or rebuild FCHost before running a new version, or for JoiPlay users (or anyone really) to export their saves to file before updating.

Here are the changes as listed in changelog.md:

  • added anklet leg accessories
  • recruiters can now target dumb and short slaves
  • foundation for pregnancy discovery
  • decoupled contraceptives from .preg. It now checks .contraceptives
  • added alternative family tree design. The classic model.
  • fixes
  • probably missed things. Been distracted.

In more detail: You can now assign a variety of anklets to the leg accessory slot, as an alternative to stockings. These all have proper text descriptions, but no art assets as of yet.

The Recruiter, in addition to seeking out eugenically viable, beautiful, tall, and intelligent slaves as before, can now select for short and stupid slaves instead; note that this is still slower than simply not caring about height or intelligence.

Surprise pregnancies have long been a planned feature, but were never implemented. The first work on that has now begun; once the system is complete, unless you have access to advanced pregnancy analysis and biometrics, you might not discover that a slave (or yourself) has become pregnant until a missed period or morning sickness raises the alarm. As part of this, a slave's contraceptive regimen has been split out from the preg variable into the new contraceptives variable. If you have any Rules Assistant rules that check a slave's contraceptive status, you'll want to make sure they still function correctly; slave.contraceptives === 1 means she's on contraceptives, slave.contraceptives === 0 means she's off contraceptives, and slave.preg === -1 no longer means anything.

(Note that the above is just the framework for the system - you shouldn't expect to actually encounter any surprise pregnancies yet.)

There's a new display mode for the family tree, toggleable at the bottom of the Content & Flavour tab of the Options menu. "Force simulation" is the original sort of jiggly dynamic spiderweb style, and "Dot digraph" is the new, non-dynamic, more traditional-looking style.

House servants now provide a modicum of sexual relief to your other slaves in addition to their primary duties. It's a much smaller effect than that of a dedicated subordinate slave, but also lacks the intense wear and tear of that assignment.

In addition to backend updates, the WebGL renderer has had some forward-facing changes. Most notably, there are three new options under the Display tab to do with facial rendering: "Face Blending", "Beauty Modifier", and "Minor Facial Morphs", each of which coming with its own intensity setting. Face Blending blends the slave's main faceshape with other faceshapes, Beauty Modifier blends in an 'uglier' shape as the slave's facial beauty approaches -100, and Minor Facial Morphs slightly randomizes the final shapekeys. I recommend playing around with it - personally I've enabled Minor Facial Morphs at minimum strength and left the others off - but be warned that each combination of settings will look quite different on each slave. Don't go changing their artSeeds until you're sure you're satisfied with the overall feel of the settings you've chosen.

There is also a new Outfit Designer for the WebGL renderer, found under Tools in the sidebar. You can mix and match parts from existing outfits, change colors and behavior flags, quite a lot really; the text description piggybacks off of the outfit chosen as the base.

Finishing the WebGL changes, the appearances of perky and torpedo-shaped boobs have been swapped, and breast size scaling has been tweaked again. The severely borked hijab and abaya model was disabled, the silken ribbon now uses its Slutty Maid variant by default instead of its Nice Maid variant, and Slave Rags have been given the raggedy old Slave Gown model.

(There is currently a known WebGL bug that causes outfits with unique Long Stockings variants to be drawn with both the unique stockings and the basic stockings simultaneously; this will hopefully be resolved soon, but I can't figure it out, and the WebGL guy has been quiet for a little while now.)

The PC's outfit can now be changed through the same interface as slave clothing.

Highly devoted slaves are now more likely to improve their skills while on the job.

The player now has full control over the Milkmaid's diet and curative regimen.

Slimness Enthusiasm has been made more compatible with the optional Policies of other Future Societies - for instance, Slimness will now tolerate up to F-cups if Gender Fundamentalism's "Fashionable Feminine Ideal" has been implemented.

A longstanding bug has been fixed that caused corporate overhead costs to not scale correctly with game difficulty; the Corporation should now be much more forgiving on any difficulty level below the maximum.

There are, of course, other bugfixes, backend tweaks, and minor changes I've omitted, but this writeup is long enough already. This update was somewhat delayed by the project lead's other commitments and, I assume, everybody having their own holiday season business to deal with, but I assure you we're not dead.


r/freecitiesgame • • 6d ago

Mod Can I permanently sped up pregnancy by changing agetoadd via ingame debug? NSFW

11 Upvotes

On src/js/wombJS.js, line 240-246 I notice this:

/**

* Should be used to set biological age for fetus (ageToAdd), AND chronological (realAgeToAdd).

* Speed up or slow down gestation drugs should affect ONLY biological.

* @param {FC.HumanState} actor

* @param {number} ageToAdd

* @param {number} realAgeToAdd

*/

Would it work? I've been trying to speed it up by changing minlivebirth value (failed), speed it up in clinic (need to be in clinic 24/7), and the gestation drug (bad for health=clinic). I'd want fast pregnancy while allowing them to be active, so I could also accept eliminating the effects of fast gestation drugs. There's also readyAge that affects WombBirthReady though idk how it would affect the pregnant belly sprite


r/freecitiesgame • • 10d ago

Mod Pregmod Update NSFW

113 Upvotes

Alpha 40 of Pregmod just released.

Release notes

  • slave labeling for easier management
  • RA can manage reminders
  • FCTV updates annually if you don't buy the remote
  • added flannel overalls
  • added dog collar
  • added a new hero slave
  • minor refactoring and tweaks
  • lots of AI art logic
  • fixes
  • probably missed things. Still distracted.

r/freecitiesgame • • 10d ago

Mod Your Futa arcology NSFW

19 Upvotes

One FS I've struggled with is Gender Radicalism. Mainly, what other FS to build around it.

What do your futa-themed arcologies look like? I'm fishing for ideas.

My current idea is to combine it with a revivalism of some kind.


r/freecitiesgame • • 14d ago

Vanilla GSP dropping to 0m NSFW

19 Upvotes

How do you interact with GSP, what does it even mean? My archeology is profitable, has all upgrades that I can see, but it's GSP is at 0m. My neighbors are also at 0 or 1. Except for one that I took over and assigned an attendant, who has now gotten it back up to 7m on their own?

running on pregmod 0.10.7. 1


r/freecitiesgame • • 15d ago

Remakes Free Cities: Origins V0.2.1 NSFW

53 Upvotes

Hi everyone!

Wanted to share a major update: after lots of work was finally able to port over NoX/Deepmurk’s vector art from FC to FCO!

Also weight gain, piercings, hair modification, outfits, assignments and much more has been added! Hopefully we continue to capture the magic of the original game while also expanding on your ability to interact with slaves in unique ways.

See example

The game is available to download here or can be played online here (mobile not supported)

Thanks again for everyone who reached out, offered suggestions and even helped us! And of course all credit goes to FCAuthor, NoX and Deepmurk for the vector art. You can always follow our development on discord

Note: Just like FC we are under GPLv3 so all ported over code and assets are free to use same as for FC.


r/freecitiesgame • • 15d ago

Mod Anyone have any tips for textgen AI? NSFW

10 Upvotes

I'm not really into AI image generation, but I do really enjoy the ability to talk to my girls. I've had some decent success with my setup, but with how fast AI is developing I feel like there must be some great new models and systems people have working out there. I wish I could just have one of the new flagship models like Claude Sonnet handle textgen, but are there any new killer local models or apps that are good for the characters in this game?


r/freecitiesgame • • 18d ago

Mod Last Civilization First Look & Long Listen: Combat Engine NSFW

54 Upvotes

Hey everyone,

As I keep pushing forward on my fork, I'm invariably going to be touching powerful pieces of functionality. Rather than build entirely in isolation, I want to provide a spot for people to give initial reactions so I can course-correct a bit if need be.

This thread is pretty simple. I will be providing a rundown of the upcoming feature, complete with my design and proving process, and then I will be largely shutting up and letting everyone else give feedback, reactions, and concerns.

I am forbidding myself from engaging if I am not asked a question. Even then, I will try to narrowly answer the question, rather than say a bunch of extra stuff. The reason behind this is pretty simple. As the fork maintainer, me saying something can kill conversation as people wonder what else there is to say. So, me doing a Long Listen will hopefully address that.

Now then, to the main event.

The flagship update for the 0.4.0 release will be an overhaul of SecExp's tension system. Currently, it is largely a no-op where you pay a toll of money to set tensions to mostly nonexistent, and ignore it from there. As part of this overhaul, I have to look at the consequences of tension. That means I looked at the combat system in the game - the one where you send your soldiers and drones against external and internal threats.

This system has a reputation for being very swingy and all or nothing. As I dug into it, it became obvious why. The system, at its core, is an I-go-you-go turn based engine that attempts to simulate large scale conflicts. This is a fundamentally flawed approach for a bunch of reasons that I won't lecture everyone with, but it seems like the programmers of it were even aware of how flawed it was, because I found a couple of situations where the game actually cheated for the enemy. I never knew that because it is so trivially easy to just wipe out the enemy forces, until one day, they trivially wiped you out. There's a very, very narrow band between 'trivial' and 'impossible'.

I realized I had to make an entirely new system if I wanted to get what I needed. Ultimately, what I needed was a system that could simulate many different kinds of opposing forces, with different goals, different victory conditions, and different consequences for losing. The last part is also quite integral, because losing in the base game is pretty brutal most of the time. I need a combat tool where you can lose a conflict and have very targeted consequences, only a couple of which will be so horrible that you consider reloading rather than taking the L. I consider that a failure state in either my design, or my communication.

The first thing I did was absorb what kind of scale I was working with. The game considers an army of a few thousand to be a 'huge' army, so I could safely ignore anything bigger than that. But early game also wants some quite small engagements, and the strategy level already does a pretty good job of modeling a lot of that. Individual elements made up of X number of bodies, with individual unit statuses. That part is OK, as is the general division of play - we're here to play a management game, not a tactics game. The autobattle nature of things is correct.

I like to start using other games as instructive guides, and finish with real-life equivalents. If my design confirms a lot of real-life equivalents, it's probably pretty solid.

My mind immediately went to the ____ General games (Fantasy General, Panzer General, etc), and in the process of tinkering with the lessons that those hex-based games taught me, I ended up referring to MENACE.

In MENACE, I found a solid basis in terms of how to configure and treat the elements we already have in the game such that they would make sense in the simulation we're trying to create. Starting from there, I got some basic soldier types that Free Cities already has you fighting, and added in weapon classes they would reasonably use. MENACE bootstrapped me up with some other basic concepts like cover, weapon range, and morale cascades.

I replaced the battle map with a basic frontage to borrow the concept of combat width. This is the first fundamental thing that separates the new combat engine from the old. With frontages, I can now simulate corridor fights and rugged terrain.

This combines with the other major change. With individual elements now expressible, we go from a strict I-go-you-go turn based setup to an interleaved turn setup. This gives the slack for complex and closely matched fights to turn out differently, rather than everything being decided by alpha strikes.

I then went about testing the hell out of this and tuning numbers. I spent days on making sure that truly even fights boiled back to even, that disciplined troops could hold against substantially more undisciplined bodies in the correct circumstances. Disciplined, higher-tier troops win when outnumbered between 2-3x in the open field, but when outnumbered 4:1, they will start to crack. However, in a tight corridor, even 4x won't do the job. Terrain and cover matter now.

Then, very slowly, I went about adding special weapons to provide counters to various units and setups. I added an Autocannon specifically to destroy cover, while also putting in Deployable Cover so defensively minded units could dig in. I put in a gas launcher to counter massive swarms of bodies, while also putting in a DMR to crush the discipline of professional units. All of these were simmed out in thousands upon thousands of trials, conclusively proving out that the sweet spot of "interesting fight" was actually something I could configure toward.

Once I had that, I was able to configure for different OPFORs, made by different conditions, coordinated over different individual theaters that make up an entire conflict, articulating different consequences if they win. A slave rebellion consists mostly of desperate slave regiments with SMGs, but their only real goal is to punch through a specific route to the exterior of the arcology, liberating as many menials as they can along the way. A middle-class citizen rebellion instead will use a mixture of mobs and professional operators to damage key infrastructure, hoping to loosen your grip on their strata by humiliating you and destroying your automation potential. Your upper class citizens, meanwhile, will fund a bunch of very slick operators (potentially in clown masks) to blow open your vaults and take every dime.

The next question was about furnishing commanders, which the game already supports, but the current system turns into almost a no-op. The prose surrounding it aside, the math made your choice of commander basically meaningless. Since I was still committed to sticking to the duality of 'user furnishes, battle resolves itself', I decided to stick the commander in as the needed middle manager for deployment. An unskilled commander deploys the soldiers you've furnished them randomly, a somewhat skilled commander has type matchups that they will prefer, but a truly skilled commander is allowed to run the matchups through the combat simulator that acted as the proving grounds. The commander is allowed to sim out the theater based on a few seeds, and will choose the battle plan that sims the best. This actually has an enormous impact. In the same theater setup, a low-skill commander loses 78% of the time in the simulator, over 3000 trials. A high-skill commander only loses 38% of the time.

All of this leaves one last, burning question: How on earth will a player ever understand all of the detail behind what I've done here, or grasp how to be a good general?

Well, fortunately, I still have the combat sim. And I see no reason why a player that's studied warfare shouldn't have access to it.

While I still have a lot of fit and finish to do, I am delighted to show off the wargame simulator, working and in game:

https://i.imgur.com/scfggCz.png

Everything in that image works, though the UI is behind cheat mode and in the main branch, unreleased, until the aforementioned fit-and-finish is done. Still, it is entirely reasonable for you to just say "show me how the citizens 1st, 2nd, and 3rd platoons perform against this enemy preset, and give me the results aggregated over 100 engagements". You can get a grasp of how your army - not some theoretical army, the one you have in this game - performs against real threats pretty quickly. And you can see how your AI commanders make their decisions so you can have a general idea of how they will accomplish tasks. You can also experiment with giving them different special weapons and see how that does, or doesn't move the needle.
Thanks to HandHandler, a wonderful contributor on the repository, the building blocks for a mobile-reactive environment are also working. The new UI takes advantage of those blocks by adding the appropriate phone-width boards.

https://i.imgur.com/itAe7lm.png

There's an entire album I've put up over on Imgur that everyone can browse at their leisure: https://imgur.com/a/VnmBD3S


r/freecitiesgame • • 18d ago

Mod Add a custom workflow NSFW

10 Upvotes

When I first started my modding journey I believe I was doing something for a solid few weeks till I found I was using simply comfy ui button . Get rid of it add everything needed for code to point to comfyui active sandbox workflow so it runs on the front end or make a comfyui custom workflow that actually works because I followed step by step custom workflow and it's broken doesn't work trash garbage useless link useless information dead end .

Thought about deleting everything in simple comfyui and having ai write code to build a track to whatever is on your active screen in comfy ui without the export API every single time I make a slight change . I feel that way the games stuck in 2017 when it first came out .

I've also thought about updating the twine and sugar cube as it's outdated

I have code built to make characters as large as possible yet I have run into a wall outdated program or a non functional instruction.


r/freecitiesgame • • 20d ago

Mod Anyone else get weirdly attached to their slaves? Soft playthrough advice needed NSFW

63 Upvotes

Hey everyone 💕

I’m pretty new to Free Cities (been playing for about two weeks) and I’m completely addicted already.

I’ve been running a pretty soft, affectionate playthrough so far. My current favorite slave is a 22-year-old girl I named Lila. She’s intelligent, a bit shy, and I’ve been focusing on high devotion + trust while slowly introducing her to more intimate duties. I love how the game lets you build that kind of gentle, caring dynamic instead of just going full extreme right away.

Right now I’m trying to figure out the best way to raise her sex skills without tanking her mental stats too hard. I’ve been using a mix of assignments and personal attention, but I feel like I’m still missing something.

Anyone else prefer the more affectionate / devoted style of play, or do most of you go heavier into the strict side? Would love some tips from people who’ve done similar runs.

Also… is it normal to get weirdly attached to certain slaves? Because I definitely have 😳

Thanks in advance!


r/freecitiesgame • • 20d ago

Mod Trying to use ComfyUI custom workflow to run FC with a Krea 2 model. No prompt being sent NSFW

2 Upvotes

I've got the workflow communicating through FC, the game just doesn't seem to be sending the prompt to ComfyUI. Have all ndoes and workflow works outside of FC. Anyone got any ideas or guidance on how to run these mtype of models (ZIT, Anima etc.)

edit: was because of a game bug. fix here: https://old.reddit.com/r/freecitiesgame/comments/1wooh2z/fix_for_ai_gen_custom_workflow_latest_build/


r/freecitiesgame • • 21d ago

Vanilla Deadliness in Rules Manager NSFW

10 Upvotes

Is there a way to send every slave above a certain Deadliness threshold to the Arena, by using the Rules Manager?


r/freecitiesgame • • 22d ago

Mod Fix for AI Gen custom workflow (latest build) NSFW

11 Upvotes

There is an issue in the current code from 2 months ago in commit 2b78631d that breaks custom workflows. It ignores the seed and prompts.

If you are building from git code, undo this bit starting at line 738 src/art/genAI/workflows.js

if (node_title.match(exp)) {

if (exp === "seed") {
promptWorkflow[prompt_id].inputs.seed = part;
} else {
promptWorkflow[prompt_id].inputs.text = part;
}

promptWorkflow[prompt_id].inputs.value = part;
successful_prompts.push(exp);
break;
}

re-add lines in bold and remove/comment strikethrough line
and recompile

edit: i've discovered why the change was implemented. If you don't want to maintain your own branch of code, make the change in your comfyui workflow to use text primitives to link to the text input of your clip text encoders and name the text primitives "positive prompt" and "negative prompt", don't name the clip text encoders. use an int primitive to link to your seed and name it "seed" instead of using a seed generator.


r/freecitiesgame • • 24d ago

Mod can the player get an anal womb NSFW

7 Upvotes

he crode i crode she crode we all crode

Okay. Legit question though, I feel like my plastic surgeon's been booked for like 10 weeks straight because I keep putting my pc through that stuff, but I can't find it, so I'm assuming not. If it's not possible yet, all it means is that I'll stay with a pussy right now. But a man can perhaps dream 🤤🤤🤤🤤🤤


r/freecitiesgame • • 29d ago

Remakes Free Cities: Origins (V0.1.0.2) NSFW

92 Upvotes

Hi everyone,

It’s been a couple years since my last update to FCO, but I remade the entire game in React and wanted to share / get some feedback here. Thanks to all my supporters throughout the years and thanks to this community for helping to guide the vision!

You can play the game online and download it on my here.

Also if you are interested in following every update and help develop / guide the game in real-time please join our Discord

Some images of the updated version can be found here on F95


r/freecitiesgame • • Sep 15 '26

Mod Mastectomy? NSFW

6 Upvotes

How does one perform it? I have no idea, I can't see it... I fucked up and put a breast mesh via autosurgery on some slaves, and well, one of them has string implants and I can't remove it. T'was my fuck up, haven't played in a long while, forgot a lot of stuff (idk if I even knew they existed back then, I didn't look at everything in rule assistant especially surgery related stuff). Maybe at this point I should just transfer her consciousness, but hey, I still wanna know. Thanks in advance! Love this game it's fun as hell


r/freecitiesgame • • Sep 14 '26

Mod Cum Addict Rule NSFW

15 Upvotes

I'm trying to set up a rule so that any slave that's got a cum addiction gets their diet set to "Cum Added" but I can't figure out how. I can't really wrap my head around coding works so some help getting this set up would be appreciated


r/freecitiesgame • • Sep 15 '26

Mod Trying to Get Milked added when set to weight gain NSFW

0 Upvotes

yes I'm aware I could just make a rule where milk is added to their diet when under a certain weight, but I've already got a "weight correction" rule set to bring their weight up or down if they or under or over weight, and I want to add milk to their diet only when they're set to weight gain, but not weight loss, without making a new rule for it. I read on another thread that a milk diet can help with weight gain, which is why I'm trying this

I tried this:

c => c.slave.weightDirection === "GainingWeight" && c.slave.DietMilk === "supplemented"

but it didn't do anything


r/freecitiesgame • • Sep 13 '26

Mod AI Image Storage NSFW

2 Upvotes

I've downloaded an archive of all my images and I have no idea where it got sent. Where does that archive go, and also where are these images stored on my drive usually?


r/freecitiesgame • • Sep 11 '26

Mod A question on expansion NSFW

25 Upvotes

Okay, so the base game is a good framework, while pregmod and last civ are good expansions on it.

My ultimate question to y'all is this: what else would you want added or expanded?

I've always thought the arena could use more, and I've also been wanting demi humans since forever.

But what else?


r/freecitiesgame • • Sep 10 '26

Remakes Can i find their description and put it into a seperate AI model NSFW

10 Upvotes

I dont really want to install an ai to do it ingame but i would like to find whatever it uses to generate the pic and do it myself. Playing on Pregmod.


r/freecitiesgame • • Sep 08 '26

Mod Prompt help NSFW

5 Upvotes

What customs prompts you all use for backgrounds also some advice on cfg scale to sample ratio


r/freecitiesgame • • Sep 07 '26

Mod Last Civilization - 0.3.0 release NSFW

116 Upvotes

I'm delighted to announce my fork has just made a new release.

EDITED/UPDATED: https://gitgud.io/ghioasdf/fc-lastcivilization/-/releases/0.3.3

I had a few bugs with the Meeting Hall that I failed to merge in my fixes for before launching. Whoops.

Highlights:

- New room, The Meeting Hall, with 15 events that work with it. I've redone the existing justice events that you see near the start of the game, and also written some more events from scratch.

The Meeting Hall REQUIRES SECEXP TO BE ON - you will not see it at all without it. This is because it's designed to work closely with the social tension systems that SecExp enables. When 0.4.0 releases, this will become much more tightly bound.

It acts as both a place to hear justice cases, and also to hold parties. It fully replaces the need to enact the "regular social events" law in order to not lose reputation.

All Meeting Hall cases work off of a new Truth substrate. The Truth of a specific case is derived and hidden from you, and you will need to rely on your officers to help you reveal it. Minor cases generally only have one variable truth; the more major cases (of which there are 3) can have multiple.

The Meeting Hall is staffed by individual slaves who will wheedle out secrets and grievances based on their Beauty. They are led by a new leader, the Chancellor, who acts as your spymaster and truth-teller. Of all the ways you find the Truth, your Chancellor is the most vital. Part puppetmaster and part detective, she will compile dossiers and call out when someone is lying to you.

The Meeting Hall is kicked into high gear for its first release so people can play with it more easily - it will currently produce 1 case per week, which means it will pretty quickly start repeating itself. The ultimate goal is to have many more events, and also for the throughput to go down.

- New Citizen representation, tied to the Meeting Hall

Actual citizens will now be generated to attend the Meeting Hall, selected from your arcology settings. They are INTENTIONALLY thin, in order to keep sizes down, so don't expect the big paragraph of text you get from a slave.

Citizens represent a specific class, and the number of citizens representing a class goes up as the population of that class does. You can expect the Top/Millionaires class to have only one magnate, while the lower class will generally have many.

Neighboring arcologies will now also send Envoys to attend you at the Hall. Annoying the Envoy will sour relations with their host arcology.

Citizens have traits, which will determine how they respond to various pressures and how they approve or disapprove of certain choices. A Sadistic citizen will not be happy with Paternalism, but will approve quite strongly of Degradationism.

Citizens also have Secrets, which mostly relate to the crimes they've committed. If you find a Secret, you will have multiple options. Blackmail? Banishment? Enslavement, for the truly heinous ones? The choice is yours.

- Citizen intrigue layer

Citizens do not tell you the truth. Their regard and investment are only what you know of. If they are nursing a private grievance, and find others with a similar grievance, they can start a Faction. Factions attempt to recruit others with a common grievance and slowly build their progress and demands. If they complete their dark work, they PERFECTLY LEGALLY take everything they want from you. Either sniff them out early and pay them off, or root out the conspirators and 'remove' them from your domain.

Be careful, though. The most deceitful and canny citizens will be able to see you coming, and a cornered snake is dangerous indeed.

- Living Standards

ALL rooms (like the brothel, club, schoolroom, etc) now have living standards - Sparse (bedrolls), Normal (Bunks), and Luxury (Rooms). This brings the entire arcology into line with the functionality of the Penthouse. Future Society decorations for individual rooms have also been updated to expect a certain housing level. Failing to meet the standard will harm FS progress, while meeting it will help it. The standard is EXACT - exceeding is is just as wrong as failing to meet it.

Bunks are considered the default for builds, and costs from 0.2.0 are unchanged if you just build all bunks, all the time. Bedrolls are substantially less expensive, while rooms are substantially more. Keeping a large stable of slaves in luxurious surroundings will be very expensive indeed.

- Quality of life

The entire codebase was swept for cash gating. Now, very consistently, if you don't have the money for something, you shouldn't be able to buy it. This makes it much less likely you can accidentally spend yourself into a hole. DO NOTE that the ever-infamous porn subsidy is still an issue here.

- Another bugfix wave

Another 50+ bugs present in alpha 39 have been fixed as part of the ongoing bugfix crusade.

I am delighted to answer any questions and take any (polite) feedback. :)


r/freecitiesgame • • Sep 07 '26

Mod How to get the sinful trait and traits in particular NSFW

14 Upvotes

I cant train it, I cant specify it when purchasing slaves so how do you get traits like sinful or strugle fuck or it just like of the draw.