This management style is just so daunting.
I have a cook and two bartenders (along with bar and a kitchen). My money flow is net neutral, what should I be focusing on to turn that to a positive flow?
You should build a seating area and dressing room next and start hiring entertainers. Your money only starts flowing when you have strippers. You will likely need to sway the commissioners to get them to pass the necessary laws.
So I called the PI to investigate someone twice in a row on accident. But next day the PI showed up for both. A week later I did it around 6 times to a single target and pretty much revealed everything to know about them. Also worked a week after that by sending the PI to six different targets.
Hmmm, seems like a bug. Pretty sure that didn't used to allow you to do that. Will look into it.
Any way to get a quicklist of how many staff each facility supports and what unlocks them? I'm over here building extra seating areas, dressing rooms, and locker rooms because it seems to be the only available way to open up more staff slots so I can shuffle people around again after maxing out at 19/19.
Little things, like if I have an office manager, a business manager, and a marketing manager, should I have three auxiliary offices? One? None? A locker room supports 12 employees, I can see that in the room_types.txt file. But gameplay-wise, are they necessary at all, or should I make sure to build # employees/12?
More documentation or tooltips would be great.
Under Help there's some basic info about most rooms. Not sure it goes into the exact parameters that each room supports but it provides an overview of the room's basics. The next version will have an info screen to show you the actual parameters of each room. And once you build something the Facilities tab of the Manage Club panel would tell you how many people are assigned to each room and the max you can have.
The aux office allows you to hire the 3 managers, so you only need one (and can only build one). For hiring there's two limits: a club limit total which is controlled by the number of locker rooms you have (and a few other rooms also increase this total). This tells you the total employees you can have. Then there's the room limits, which limits the number of each type of job you can have. For example, each bar supports 2 bartenders, so in order to hire a bartender, you need both a bar with an open slot and a club-wide slot available.
I've had 55 staff frequently for long duractions and only ever had one staff member quit at which point I reloaded and she didn't quit. That would really do my head in if staff were quitting regularly. I invest so much time into each member of staff, opinions, training, improving their opinion of me, happiness, etc. I constantly have to resist the urge to build rooms and post jobs until I have the current staff where I want them.
I was also wondering, while on the subject of staff, are each new character's stats generated completely randomly, because there are times when I have a slew of job applicants with crap stats and it takes forever to find someone decent. Other times I'll have several with good stats together. There are also things like I'll get someone with great stats for a Bouncer, but it's right at the beginning of the game, so I'm not going to need a Bouncer for a while. I'm assuming, if it's not completely random, each new character roughly matches one of the character archetypes, but it's difficult to find out which with the limited knowledge you can gain from an interview.
There are two main ways characters are created. Most characters are created completely random with a few exceptions. The average lewdness of new characters goes up as time goes by. So when you are ready to hire strippers you should have more suitable candidates. There will be more characters created with college degrees after the first year as well so that you can hire your managers. The second way is when characters are created specifically for a particular job. These are then given attributes that are better suited for those jobs. For example, when your sibling tells you about a friend that would be good for one of your job openings, that character is usually created to be a good fit for that job. (Good fit is relative to people from the first group). Sometimes you get a bunch of crap candidates in a row just like sometimes it comes up red 5 times in a row. And sometimes you may get someone great for a position that you can't hire yet. It's just random.
The point of the archetypes is to create characters that have a number of attributes that are consistent in an interesting manner. For example, the "student" archetype is someone young, with above average will and rationality, who likes partying, casual sex, and is not interested in family or working (among other things). But there's no guarantee that it work out that way. There will be college students that don't like parties and want to get married. It just means that the RNG is biased towards specific traits.