pellizza

Newbie
May 7, 2017
29
2
Hiyall

I've met this interesting game recently and already started several games but never managed to play for more than a gameplay month. I have a question regarding the barista average wages (I only had a barista so far): they range between $18 to $22 per hour. Let's say 20.

Fact is that at start you have 4 hours per shift so your daily labour cost is around 80 bucks.
After a whole month from the "grand opening" I *never* had have more than 10 visitors (roughly 18-20 transactions) per shift in none of my games. This means that my assets are still under-employed.

Medium prices for alcohol are 4 buks, half of which go to pay alcohol purchases. So the final net sale is 2 bucks each transaction which means 40 dollar net sales income per shift, while my personnel costs me double that amount.

The break even point is 40 transactions, without calculating the business general expenses.

Like I already said I never played more than a game month so this is what I'm asking: is the break even point of 20 visits/40 transactions per shift reached anywhere in the following game months?

On a last note in this game a mere *barista* - if working 40 hours a week - is making 3800 bucks a month for wages, not counting the tips. I'm sure these figures are highly irrealistic and were thought for a better playability, but anyway: is there a tweakable template file for the general wages?

Thanks

[edit] I already tweaked my barista to have a "service" ability of 100 to see if this would improve the visits. It did not happen, while she started to become more unhappy. I suppose for the under average hourly wage...
 
Last edited:

Kodex

Newbie
Dec 10, 2018
75
249
Hiyall

I've met this interesting game recently and already started several games but never managed to play for more than a gameplay month. I have a question regarding the barista average wages (I only had a barista so far): they range between $18 to $22 per hour. Let's say 20.

Fact is that at start you have 4 hours per shift so your daily labour cost is around 80 bucks.
After a whole month from the "grand opening" I *never* had have more than 10 visitors (roughly 18-20 transactions) per shift in none of my games. This means that my assets are still under-employed.

Medium prices for alcohol are 4 buks, half of which go to pay alcohol purchases. So the final net sale is 2 bucks each transaction which means 40 dollar net sales income per shift, while my personnel costs me double that amount.

The break even point is 40 transactions, without calculating the business general expenses.

Like I already said I never played more than a game month so this is what I'm asking: is the break even point of 20 visits/40 transactions per shift reached anywhere in the following game months?

On a last note in this game a mere *barista* - if working 40 hours a week - is making 3800 bucks a month for wages, not counting the tips. I'm sure these figures are highly irrealistic and were thought for a better playability, but anyway: is there a tweakable template file for the general wages?

Thanks

[edit] I already tweaked my barista to have a "service" ability of 100 to see if this would improve the visits. It did not happen, while she started to become more unhappy. I suppose for the under average hourly wage...
You misunderstood the gameplay loop. Ofc you are going to have few customers early in the game, nobody knows about your club and you offer very little for those that do. That value is represented by your "fame" value. So, in order to attract more customers, you should either get better products (I always start with high quality alcohol and high prices), increase the attractivity of your club (make sure it's clean, add new features like dancers), wait (fame grows over a long period of time, not in 1 week) or all of the above. Ofc your club will never improve if you quit after 1 month. It's a long term game.
 

pellizza

Newbie
May 7, 2017
29
2
You misunderstood the gameplay loop. Ofc you are going to have few customers early in the game, nobody knows about your club and you offer very little for those that do. That value is represented by your "fame" value. So, in order to attract more customers, you should either get better products (I always start with high quality alcohol and high prices), increase the attractivity of your club (make sure it's clean, add new features like dancers), wait (fame grows over a long period of time, not in 1 week) or all of the above. Ofc your club will never improve if you quit after 1 month. It's a long term game.
Thank you for the tip. So I guess it's normal in game terms that 50 ponits of fame bring me from 2 to 5 daily customers? Isn't the fame range 0-100?

1735574998867.png
 

Kodex

Newbie
Dec 10, 2018
75
249
Thank you for the tip. So I guess it's normal in game terms that 50 ponits of fame bring me from 2 to 5 daily customers? Isn't the fame range 0-100?

View attachment 4391286
I don't think the fame has a cap, it's not a character attribute. You get more when people like your club, which translates in more customers aka more profits. Invest the profits, make a better club, rinse and repeat.
 
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Dr. Lin

Newbie
Jan 2, 2023
20
5
Thank you for the tip. So I guess it's normal in game terms that 50 ponits of fame bring me from 2 to 5 daily customers? Isn't the fame range 0-100?

View attachment 4391286
I think there are 3 main factors about customers, i may be mistaken tho; fame, customer satisfaction (that relates to fame) and general lewdness (the average lewd of the districts, grows over time) and laws.
The fame improves over time, the more the customers are satisfied with the services the more it improves (employee stats, cleanliness, price/value ratio, services you offer, etc), try to mantain good services without compromising the quality, you can give employees days off in the rules so you can pay them slightly less, but you will have to cover for them if there are no other employees.
Customer satisfaction is more or less the same.
General lewdness and laws thats a lengthy progress, so try to keep the laws being passed, you can change the opinion of the politicians so they are more favored to vote, theres a file called laws in the game where it explains what affect the votes. But practically all the laws will favor your economy or the progress in wich your club can grow and the customers.
 

pellizza

Newbie
May 7, 2017
29
2
you can give employees days off in the rules so you can pay them slightly less, but you will have to cover for them if there are no other employees.
Wait... Can the MC cover a shift himself if the bartender does not show up, say for sickness or else?
 
Last edited:

SenPC

Active Member
Feb 3, 2018
583
1,126
Wait... Can the MC cover a shift himself if the bartender does not show up, say for sickness or else?
Not automatically like the managers can be assigned to, but yes. You can go to a location during a shift and work that location.
 
May 23, 2023
182
87
Got a couple questions about room building mechanics.

Seems to me progress on new rooms can stall for several days and I'm unsure whether it's random or is being influenced by something I'm doing.

I'd also like to know how having multiple room constructions in progress affects their completion rate. Is building work allocated independently for each room or for the whole club then divided among the rooms in progress?
 

Not YrBroom

Member
Feb 9, 2023
100
114
Seems to me progress on new rooms can stall for several days and I'm unsure whether it's random or is being influenced by something I'm doing.

I'd also like to know how having multiple room constructions in progress affects their completion rate. Is building work allocated independently for each room or for the whole club then divided among the rooms in progress?
I believe they progress independently, but the progress % is only updated weekly.
 
May 23, 2023
182
87
I believe they progress independently, but the progress % is only updated weekly.
Thanks for that, but I figure there's more to it. For example, I sometimes start two rooms on the same day and when I check their progress later one will be over 30% while the other is still on 0.5%. So I'm guessing building work is allocated differentially with at least some random component but I'm wondering if anything the player does can influence it.
 
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Not YrBroom

Member
Feb 9, 2023
100
114
I hadn't noticed that. Different room types do have different construction times, but I don't think there's a big enough difference between any of them to account for that big a percentage difference.
 

Varimatras

Member
Apr 29, 2017
157
157
I can´t open the console. i onced enabled DEV Mode in the options (since version 1.07 available), now the option is gone. But i cant open console with the key "^". Must there be a binding for console anywhere in the config?...
usually you just have to find the key for your layout, no software switching needed...
For example: as im from Germanistan, for me its the Ö Key to open the console.
 
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youraccount69

Engaged Member
Donor
Dec 30, 2020
3,848
1,701
StripClubWars-1.07
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Dr. Lin

Newbie
Jan 2, 2023
20
5
Not automatically like the managers can be assigned to, but yes. You can go to a location during a shift and work that location.
Exactly, you have the option to "work as (w/e the work at the location is), you can also work if there's more room for workers in that job even if they are already working, not completely sure it helps the revenue and satisfaction, but in theory it should if you have decent stats.
 

wjrjbnjd

Member
Aug 6, 2016
372
170
in the megapack v3 in file scw11 there's a image set labeled scw09527. I wanna use it on someone on console, but it said "invalid to said person" and the console said: invalid image file - either bad format or loose image with no master.

what do I do? I would really like to use it and the game won't let me.
 

fregreger

Member
Apr 28, 2018
319
506
Hi Total Fluke, can you add a setting in the cfg file that adjusts the minimum lewdness requirements for various jobs? Or alternatively, the average lewdness of characters appearing in game?
 

ssynergy

Newbie
May 29, 2020
47
23
Let me know if this link works or not. Included are 6 packs, totalling 111 characters, as well as the TXT file listing who is who if you were curious for their names.
Forewarning, I made these for myself not really to share initially so if you don't like 'em don't use 'em. :p
They do not have removed backgrounds because I don't mind having them, though they SHOULD all display well enough. The early ones were mainly experiments when I first started playing so they're not as high quality as later ones, though they're fairly niche anyway. There's also more images than you might potentially see depending on stats and whatnot because I've tried to future-proof a lot of them just in case things open up to allow better access to more RNG with images in future.
Either way if anyone gets some use out of them then I don't mind sharing them. :) (Also if Total Fluke doesn't want me to share them 'cause they're not typical PNGs or for any reason then let me know too!)

Packs are listed as "ofg" to add them to the game.

Pixeldrain
i'm liking these so much i actually want more
(gimme more)
 
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