Re: [アイリスフィールド] 正しい性奴隷の使い方-暗黒大陸開拓記-
Guide to field battles:
Since this is quite an important part of the game, I'll give a brief explanation with some tips.
What is it: These battles involve the slave workers as infantry against bandits, monsters or enemy factions. The random quest battles give an item or a random reward if the villager gift is refused. Taking on the faction HQ usually involves a number of field battles with difficulty depending on the player's initial game settings.
What to do: Assign a specific number of workers to the battle. Royal workers count as 100 soldiers and are required to raise the soldier count beyond 99. Both sides will engage in combat "rounds" lasting for a set period which increases over time. The engagement ends when one side or the other runs out of soldiers. Players can elect to invest light prior to the battle to give morale a head start, 999 light gives a starting morale of 99% (which is a waste since it's impossible to get 100% morale for the first round of battle, invest enough so that the second round triggers the max morale bonus).
Slave involvement: The slaves either contribute to the soldiers' combat stats or may forego stats in favour of a special ability (slave craft) when they are powered with a mana jewel for that combat round. An overview of the stats and special abilities is found in the same tab governing the slaves' prostitution duties.
High attack means the slaves are more capable of getting kills during the round. High defence keeps the slaves alive longer. The first aid stat applies when the combat round hits zero. Soldiers are given treatment during the interval allowing them to fight in the next round with some health restored. In addition high first aid appears to influence the length of subsequent combat rounds.
Actions taken: There are three strategies players can choose for the round. The sword action, the shield action and the axe action in descending order. Sword beats shield, shield beats axe, axe beats sword. Choosing a favourable action generates mana at a faster rate than an equal or unequal round and hinders the opponent on the other end.
For the bonus actions, players can pay light/sperm to ask Shion to check with 100% certainty what the opponent's next action will be. Shion's price rises with each successive round. The second tab reinforces the army at the cost of additional followers but the reinforcements cannot exceed the initial total number of soldiers committed. Note that it's not a 1:1 exchange rate for reinforcing so it should only be done if the battle hangs in the balance. The third action swaps out the front-line heroines for the round. Players get two chances initially and this will rise as more sex scenes are viewed (the 調教 rating affects the number of swap chances from what I can tell). To lock a desired girl for the round right-click on her portrait. Left-clicking invests a mana jewel in the selected girl, refund the jewel by left-clicking again.
List of girls and their actions (Attack, Defence, First aid):
Row 1:
Twins - 0,3,7. Resurrects a small number of dead soldiers repeatedly over a set interval.
Wolf - 5,2,3. Shortens the current combat round by a number of seconds at certain intervals.
Fox-god - 3,4,3. Kills a small number of enemy soldiers every once in a while.
Succubus - 4,3,3. Damages a % of enemy soldiers on the field whilst increasing morale for own faction.
Sperm extracting maiden - 5,5,5. Kills a small number of enemy soldiers.
Row 2
Mecha-nut - 1,1,3. Damages all enemy soldiers on the field at certain intervals.
Bartender - 1,1,2. One-off 30% boost to morale.
Public urination fetishist - 2,5,5. Increases current combat round by 45 seconds. Always triggers at the start of the round. Largest boost to combat round duration of all the girls.
Idol - 7,0,5. One-off reduction to combat round duration.
Clumsy trainee knight - 3,6,1. Increases combat round duration by 3 seconds multiple times. Combining with other slaves with the similar trait can make rounds last a long time.
Row 3
Lawyer - 2,8,0. Reduces combat round duration for a small duration over a period of time.
Tentacle commander - 7,3,0. Reduces enemy morale.
Academic - 3,5,2. One-off reduction to combat round duration.
Anaemic healer - 2,2,6. Heals soldiers fighting in the field multiple times during the combat round.
Nurse - 0,5,5. Heals soldiers fighting in the field multiple times during the combat round.
Row 4
Demon knight - 12,0,0. One-off increase to combat round duration.
Silver goddess's champion (main avatar) - 4,3,3. Damages all enemy soldiers on the field and simultaneously increases friendly soldier morale.
Light goddess's maiden - 5,2,3. One-off resurrection of fallen friendly soldiers. Best unit for raising dead soldiers of all the girls.
Church adviser - 1,8,1. Decreases enemy morale up to two times over the combat round.
Martial artist - 8,0,0. Damages all enemy soldiers on the field.
Row 5
Witch - 5,3,4. Kills a small number of enemy soldiers multiple times during the round.
Demon Lord - 7,0,5. 100% reduction of enemy morale. One time activation. The most effective demoraliser in the roster.
Necromancer - 0,6,6. One-off resurrection of fallen soldiers. Number cannot exceed initial number. Very high variance for a one-off ability.
Swordswoman - 3,4,3. Increases friendly morale.
Spear bodyguard - 10,0,0. Damages all enemy soldiers on the field.
Row 6
Gunslinger - 5,5,0. Damages all enemy soldiers on the field and raises friendly morale.
Reaper - 6,6,6. Damages all enemy soldiers on the field.
100% morale special:
When morale reaches 100%, the army will deal damage ignoring what the enemy faction chooses for strategy. The different actions now have a special effect as follows -
Sword - +250% attack, +50% dodge
Shield - Massive damage reduction
Axe - +500% attack
If both factions get 100% morale for the round, the usual order for strategies DOES apply. If the enemy still has numerical superiority and sets the axe stance on, prepare for a world of hurt.
Personal recommendation at 100% morale is to use axe for short battles, sword for long battles when at a numerical disadvantage and the shield if soldier resurrection is a priority.
Strategies: Players can win all of the battles if they are willing to commit enough soldiers to outnumber the enemy faction at the start. The key is winning the battles as quickly and efficiently as possible. Having 10+ mana jewels on hand should allow players to beat 4:1 odds with the right decisions (my own experience based on easiest difficulty and plenty of practice). Workers invested are partially refunded at the end of battles but prolonged battles are a drain on light and should be avoided unless a strong economic infrastructure is in place with a significant stockpile of currency and manpower in tow. Investing light for a morale boost at the start isn't worth it for lvl 1-2 field battles, but it pays off when the enemy forces number in the thousands. Reinforcing has a bad conversion rate, but it doesn't consume royal workers and is especially useful when faced with multiple field battles in a single engagement (such as the HQ assaults).
Version 1.3 introduces a cap of 2000 on number of enemy soldiers and reduces the cost of Shion's information service. On the other hand higher enemy difficulty sliders now affect the durability of enemy soldiers. 4:1 odds are still doable on v1.3 but a lot more jewels and some skill at manipulating the morale bars might be needed to clear 5:1 odds or higher difficulty levels.