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Unfortunately, Twine doesn't have a solid tooltip system at the moment. So, a certain amount of confusion is to be expected. Sorry about that. Flip through the encyclopedia, or at least the gameplay section. It answers a lot of frequently asked questions, and if you read it you can save yourself the trouble of asking your frequently asked question on /d/ or the blog and getting told to read the encyclopedia. If you've still got questions, start a game and read what it says. The game is reasonably good about telling you what's happening to your slaves, and why. It bears repetition that almost all stat effects are called out with colored text. Try this opening strategy if you don't know where to start. It isn't an optimal build, but it works reliably and will show you the basics.

Starting options
Start the game and select any of the world options; choose normal difficulty, since it's pretty forgiving and this opener will make good money. Build a completely male PC for your first game; it makes reputation maintenance much easier. Choose wealth for both your career and your rumored method of obtaining the arcology; the other options are fun but a full wealth build will set you up quickly to get started. Now, customize your starting slaves. For your first, make her as intelligent, educated, and old as possible. Make her Devoted, but save money by giving her flaws, an unknown fetish, and making her afraid of you. (These are easy to fix.) You can customize the rest of her as you wish, but try to keep her under ¤5000. Don't worry about skills, since with two of them you'll be able to rotate head girl duty so the other can learn skills. Commit her, base another slave off her, and commit that one too. Those are your head girls. Spend the rest of your money on prospects: slaves that are cheap now, but can be improved quickly. As long as you keep Devotion pretty high, low Trust can be fixed reliably. Unknown fetishes, emaciated or fat, flaws, deep voice, and poor skills are all good ways to drive prices down, and can all be fixed quickly. Virginities are a bad idea because they drive costs up and are easy to break. Education can take a while and will take slaves away from other jobs, so make them all educated for now, and keep their intelligence reasonably high.

First turn
Assign one of your head girls to be Head Girl and make the other whore. Assign everyone else to whore. The rules assistant will speed things up a lot when you know the basics, but leave it off for now; it's easy to miss a lot of stuff if you set it up without a bit of experience. Go through your girls one by one and experiment with their options, but anyone who's Accepting or better should get nice clothes, accessories, and living conditions; anyone who's not should not. When slaves tip over into Accepting, switch them over from bedrolls and uncomfortable straps; until then, the good life is a waste of money and will spoil them. Give unhealthy slaves curatives, and give everyone hormones, since they're cheap and have good front end benefits. Get everyone working out or dieting to reach a basic fitness level and an attractive (not red) weight. Sell the girl(s) your predecessor left behind for seed money, and choose the most profitable option; there are ways to maximize this, but worry about that later. Check out the arcology management menu. You should have the money to upgrade the security systems, build the head girl suite, and to buy both kitchen upgrades; these will make the dieting and hormones work faster. Check out the slave market, and buy a single bargain slave: ¤2000 is good. Put her in the head girl suite: if she won't go, abuse her until she will. Open the personal attention menu, and fix your head girl's flaws; softening is powerful but it takes longer and we're focusing on the basics. Save the game and end the turn.

The end turn report
Read this, and note all the colored text. Pay particular attention to red, gold, or orchid text; these are generally bad. Being a slave whore is a hard life, and some trouble is inevitable. But take particular note of things like slaves losing health, becoming fearful, or hating you due to their rules, living conditions, or other slaves - these things you can control. Reload your save and fiddle around with the options to address these areas. (The head girl's girl may have a rough time; you can't affect that.) Since your head girl has her own slave to help her around the house, she'll work with two of your slaves.

Economics and events
The economics report offers some flavor, but you should leave the options it offers alone until you've got some spare cash. An event or two will follow; feel free to reload the page on each (F5 on most browsers) to see what the different options do. Generally, try to pick options that give you money and improve devotion. Trust and reputation can wait.

Moving forward
Hopefully, many of your slaves learned skills during their week of whoring. Three levels of skill (Veteran Whore or W+++ for example) is the maximum, though slaves without vaginas will only acquire two complete levels of sexual skills. As you move through the first ten weeks or so, many of your slaves will max out their whoring and sexual skills. When they do, switch them over to public service until they achieve maximum entertainment skill, and then put them back on whoring, since cross training will improve their whoring performance. When your head girl alternate has maxed skills, make her the head girl and train up the MILF she replaced. Switch your personal attention around; for now, fix the Quirks of the most devoted slave who has any, since that's the best way to maximize your chances of success each turn. Pay attention to your cash flow. If it's positive and you have a decent buffer of ¤10000 or so built up, wait for the slave market prices to naturally dip, and then purchase a girl or two to work on once your starting stable is well trained, though you may have to confine or rest new purchases for a while if they're rebellious or sick. If you get a virgin, consider applying chastity to preserve value for resale. When prices are high, consider selling anyone who's free of flaws and has a discovered sexual fetish, since this maximizes value bonuses. Within ten turns, you should be making decent weekly profit, with resale of slaves building up your bank when prices favor sale. Once you're confident of the whoring mechanics, consider building a brothel. Your alternate head girl will make a good madam.
     
 
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