leequiring

Member
Dec 12, 2018
397
285
187
Just because they have the rule doesn't automatically mean they will follow it. If they are breaking the rule, you have to call them on it. However, if you hired someone that was already in a relationship that's on you (although I think the game doesn't handle that right).


12 hours is an insane long run. So yes, save and exit the game every few hours. It does look as if the Unity code is trying to access an invalid memory location but why I have no clue.
I left it running overnight. Wasn't sitting here playing all that time. I swear. :)

Regarding relationships, I have lost track of who that was. I'll pay more attention in the future. But the girls consistently dally with other club members, since I'm just one guy and can't keep 50 people happy. But actual relationships do seem to be rare.
Hey, I just discovered that you can address this with them. I think 30 days is sufficient. :) Thanks!
 
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Not YrBroom

Member
Feb 9, 2023
199
243
134
Hmmm, yeah I've seen a similar issue to that with values that are way higher than they should be, never lower. But can't seem to track it down. Do you remember what day of the month it was when it did that?
That was on the 14th. I think it showed the same earlier in that week. Payday the next day was $113,732 (not the $106k projected) and now it shows $53k projected for the rest of the month. Here's what it looks like on the 15th:

1730752063426.png
 

devil999LEXX

Member
Feb 5, 2021
231
72
119
regarding finances, it is there a way how to increase size of main screen ?
to nod display only last 2 days and last 2 months, but add last 2 weeks there too ? to have backreturn of your changes ?
like if you made services/products cheaper/more expensive to see if they have positive effect on profit or not.
 

leequiring

Member
Dec 12, 2018
397
285
187
I thought so the first time, and the second time, and now I'm really tired of how much work it takes to get little sister to quit her stripper job. What a PITA she is. I've spent two months hammering on her stamina every shift. I'm changing her opinion about entertainment work and steering her toward working in my pool. Still, she's satisfied with her job.

There may be a bug that introduced itself here in the late game. Traveling dancers and fellow actors in the porn films all show as "a stranger", and never get names.

I'm thinking this save might be borked. I've started over at least 15 times now. What's one more? :)
 
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devil999LEXX

Member
Feb 5, 2021
231
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when i sow how much i pay for wages, i will love if there will be some way how to talk with employee about his wage. not only to increase it to increase his happynes, but even to lower it, when club is losing money. yes, i know, firing him and hiring new (for less money) is allways posibility, but not allways you want to fire your favorite employee.

and with this come another sugestion, it player can setup which profesions he want to be on at given time.
or to say it easy way. if i want to be open 24/7 (yes, i know not possible) it will be stupid to have singers/strippers to work here all day, so i will asign them to work only at night/late night.
so for rest of time it will be opened as just fancy restauration.
 

Goodfall

Newbie
Aug 3, 2023
22
2
81
1730813385149.png
Can someone explain to me how to use the cheats, I want to change the characters' opinion and attraction towards me.
 

tooldev

Active Member
Feb 9, 2018
871
834
184
when i sow how much i pay for wages, i will love if there will be some way how to talk with employee about his wage. not only to increase it to increase his happynes, but even to lower it, when club is losing money. yes, i know, firing him and hiring new (for less money) is allways posibility, but not allways you want to fire your favorite employee.

and with this come another sugestion, it player can setup which profesions he want to be on at given time.
or to say it easy way. if i want to be open 24/7 (yes, i know not possible) it will be stupid to have singers/strippers to work here all day, so i will asign them to work only at night/late night.
so for rest of time it will be opened as just fancy restauration.
I translate this again as before:

System 1 is employees. Employees are hired once, a wage is agreed on. There is System 2 which is finances. These two intersect by having employees either being paid by hour they work or by flat wage over their employment. Currently these 2 systems work in sequence System1 -> System 2 (System1 feeds into System2). As the NPCs are defined currently, the only way to extend System1 is to use Greed as the key attribute for a 'negotiation' system. As you can see this is a complete new system to be implemented. At best the negotiation segment during a job interview could be reused, but has to cover each and every NPC, not only the ones in your club. Simulating negotiations at other clubs will not be a simple task and will raise complexity level quite a bit.

So not only do you want to introduce a new system , but you also want System 2 to deliver feedback to trigger that new system. The effect will be a hefty change in the entire simulation, as greedy chars will constantly try to re-negotiate terms or constantly quit and re-apply somewhere else.

This is what I meant earlier with 'lack of structure'. Ideas are plenty, a structured thought process of what actually needs to be changed makes ideas good or bad. Also thinking about the possible effects is what makes you either the idea guy or the suggestion guy.
 
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bkfse

New Member
Jan 11, 2019
5
0
68
I've been having some issues in the newest version with getting laws passed. These issues never seemed to be problems before. Sometimes the commissioners are hard to get to agree on laws and/or they do it in the wrong order but that's fine early game. The bigger issue I've found is that even after I've gotten commissioners elected with the agreement that they will vote the way I want them to, they still don't agree on voting a law.

I've had several play throughs that I'm over a year into with 4+ commissioners that have been elected with that agreement and I get stuck in this holding pattern trying to pass laws because at least 1 if not 2 of MY commissioners won't agree on the laws I want and so they're always voting for something else and more often than not, no law is getting voted in because they just won't agree on what law to vote in. It makes the whole, effort and waiting game of getting commissioners voted in frustrating and pointless.

I have not done any edits to configs to make laws easier or harder because in older versions I thought it was fine, I could get lucky and get laws passed without commissioners or I would have to wait till I have my own commissioners and I was fine with that, but on this newest version, I have always had this kind of issue with the laws.
 
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Rabbit121

New Member
Feb 18, 2019
13
9
126
Is there a way to improve the odds of hiring stuff? I am running the job advertisement for the host and janitor positions since the beginning of times but there are no takers.
 

tooldev

Active Member
Feb 9, 2018
871
834
184
Is there a way to improve the odds of hiring stuff? I am running the job advertisement for the host and janitor positions since the beginning of times but there are no takers.
I made an overview some time back for all the jobs and their requirements which also doubles as 'problem source' indicator.
Job Cheatsheet StripClubWars.png
One thing that might be the cause of your situation is, that there are conflicting age groups and opinions. So if there are not many people, who are not against menial work for example, then your ads will be stuck for a while, as applying requires their opinions and age etc to fit your job. You might have to approach people directly and trigger an interview by directly inviting them to it.
 

devil999LEXX

Member
Feb 5, 2021
231
72
119
I translate this again as before:

System 1 is employees. Employees are hired once, a wage is agreed on. There is System 2 which is finances. These two intersect by having employees either being paid by hour they work or by flat wage over their employment. Currently these 2 systems work in sequence System1 -> System 2 (System1 feeds into System2). As the NPCs are defined currently, the only way to extend System1 is to use Greed as the key attribute for a 'negotiation' system. As you can see this is a complete new system to be implemented. At best the negotiation segment during a job interview could be reused, but has to cover each and every NPC, not only the ones in your club. Simulating negotiations at other clubs will not be a simple task and will raise complexity level quite a bit.

So not only do you want to introduce a new system , but you also want System 2 to deliver feedback to trigger that new system. The effect will be a hefty change in the entire simulation, as greedy chars will constantly try to re-negotiate terms or constantly quit and re-apply somewhere else.

This is what I meant earlier with 'lack of structure'. Ideas are plenty, a structured thought process of what actually needs to be changed makes ideas good or bad. Also thinking about the possible effects is what makes you either the idea guy or the suggestion guy.
well, if greedy chars under my system will allways push for bigger pay, or quit and try different job....well, i think that will reflect reality well.
and developer himself told, that he taken inspiration from lab rats 2 in which game you have system in which when your employe increase his skills over certain amount, they will demand pay increase. which current game totaly lacks, you can have effectively 3x better employe after some training, for same wage. which is not very realistic.

i can understand you position about adding new systems...but this game is in early stage, so many new systems and mechanics NEED to be added if game is suposed to be fun over longer time. seducing new chars for just few new pics to view (especialy when you view them outside game) get boring realy fast.
 

tooldev

Active Member
Feb 9, 2018
871
834
184
well, if greedy chars under my system will allways push for bigger pay, or quit and try different job....well, i think that will reflect reality well.
and developer himself told, that he taken inspiration from lab rats 2 in which game you have system in which when your employe increase his skills over certain amount, they will demand pay increase. which current game totaly lacks, you can have effectively 3x better employe after some training, for same wage. which is not very realistic.

i can understand you position about adding new systems...but this game is in early stage, so many new systems and mechanics NEED to be added if game is suposed to be fun over longer time. seducing new chars for just few new pics to view (especialy when you view them outside game) get boring realy fast.
Since you brought up realism: In reality getting any employee to agree to a lower pay, than originally agreed on, is the most extreme (and uncommon) case of a business decision and procedure. It usually only occurs when management has already failed some time before and the entire business is at risk of failing all-together soon, if not extreme measures are taken. In real life a new employee usually has a trial period which makes hiring and firing for example in the US a standard thing. In countries with better employee security laws, it is hard to fire them at all after probational period - the exact opposite is reflected currently in the game because you are forced to keep an employee at least 30 days before you can fire them. The game is about you managing your business in a given set of rules. Constantly changing the rules (mechanics) would mean there has never been a concept to begin with, as mechanics tend to intertwine with each other (system in game design language).

Inspiration never means copy. A game can be a good inspiration but plays out completely different from the old one. TotalFluke has obviously a heavier emphasis on inter-personal stuff than on the deeper details of an economic simulator. Suggesting to make a convertible to become a truck might sound like a good idea but is in reality the worst thing one can do to the convertible. It is better to build a truck from scratch.
 

devil999LEXX

Member
Feb 5, 2021
231
72
119
Since you brought up realism: In reality getting any employee to agree to a lower pay, than originally agreed on, is the most extreme (and uncommon) case of a business decision and procedure. It usually only occurs when management has already failed some time before and the entire business is at risk of failing all-together soon, if not extreme measures are taken. In real life a new employee usually has a trial period which makes hiring and firing for example in the US a standard thing. In countries with better employee security laws, it is hard to fire them at all after probational period - the exact opposite is reflected currently in the game because you are forced to keep an employee at least 30 days before you can fire them. The game is about you managing your business in a given set of rules. Constantly changing the rules (mechanics) would mean there has never been a concept to begin with, as mechanics tend to intertwine with each other (system in game design language).

Inspiration never means copy. A game can be a good inspiration but plays out completely different from the old one. TotalFluke has obviously a heavier emphasis on inter-personal stuff than on the deeper details of an economic simulator. Suggesting to make a convertible to become a truck might sound like a good idea but is in reality the worst thing one can do to the convertible. It is better to build a truck from scratch.
well, what is better in your opinion ? to negotiate with employees about lowering thier wage or go bankrupt ? as others clubs in your game do, and it can happen to you too.
 

tooldev

Active Member
Feb 9, 2018
871
834
184
well, what is better in your opinion ? to negotiate with employees about lowering thier wage or go bankrupt ? as others clubs in your game do, and it can happen to you too.
I would argue in the limits set by the rules of course. So i would fire those who seemingly are too expensive and hire others for lower wages. And yes - I would assume that the new workers wont be as good as the ones I am going to fire. This is a typical example of cause and symptom. You are not fixing the cause, but look for a way out to get rid of a symptom. The cause is bad planning or too quickly expanding and not being able to keep up with your income.
 

SilverFire

Member
Apr 28, 2017
189
52
143
I made an overview some time back for all the jobs and their requirements which also doubles as 'problem source' indicator.
View attachment 4203256
One thing that might be the cause of your situation is, that there are conflicting age groups and opinions. So if there are not many people, who are not against menial work for example, then your ads will be stuck for a while, as applying requires their opinions and age etc to fit your job. You might have to approach people directly and trigger an interview by directly inviting them to it.
I`ve also seen in the help section of the game that cooks and bartenders fall under the crafting category of jobs, but i can`t find the "crafting" opinion in the job category selection when i influence their opinions. The closest thing is "food prep work" opinion, is it mislabeled? I ask because so far i did not use this opinion for bartenders, thinking it`s only for cooks, bartenders and waiters falling under the service category...
 
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tooldev

Active Member
Feb 9, 2018
871
834
184
I`ve also seen in the help section of the game that cooks and bartenders fall under the crafting category of jobs, but i can`t find the "crafting" opinion in the job category selection when i influence their opinions. The closest thing is "food prep work" opinion, is it mislabeled? I ask because so far i did not use this opinion for bartenders, thinking it`s only for cooks, bartenders and waiters falling under the service category...
This has to be answered by Fluke actually. I made the same assumptions as you did but since cooking is effectively the only job that actually requires 'cooking' as a skill I believe we are right with our assumption. Since it doesnt apply as a skill to bartenders I am almost certain that you can ignore it for them, at least in terms of how effective they are performing.

P.S. There could be the idea of a mixologist or whatever they are called, which would fall into the 'crafting' section when making cocktails
 

SilverFire

Member
Apr 28, 2017
189
52
143
P.S. There could be the idea of a mixologist or whatever they are called, which would fall into the 'crafting' section when making cocktails
Yeah, i`ve thought about that too, as long as the customers don`t want just a bottle of beer :giggle:

Oh, and i have another question, are the waiters only bringing food from the kitchen, or do they also bring drinks from the bar? What i actually want to know is if i should have more waiters than barmans.
And non related, a weird observation: it seems for me the laws get proposed, not accepted, only whenever i fail an event, like a failure to influence someone`s opinion, or canceling a training session, or canceling a date, anything that disturbs my timeline and i usually want to load an earlier save...

And because you mentioned a "suggestion guy" earlier, i have a few suggestions, dunno how complicated they could be to implement:

1. a button in a "settings" section somewhere in the main menu to disable/overpass the confirmation when loading a game when already playing... for a save scummer like me it`s extremely annoying to constantly press that confirmation button. "Yes i know i haven`t saved the game, yes i want to load a game, yes i know what i`m doing"...:cautious:
2. it would be EXTREMELY helpful if some sign or icon or something would appear on the buttons on the main map (and maybe even in the clubs) when there is a new unknown NPC in that location. Something like that is already implemented with the button of the location changing color when it`s closed. Having to lose a time segment just to move from location to location is very expensive, and having to save/load just to check all the locations for new npc`s without losing ingame time is very expensive in RL time... And related to this subject, a question: what is the frequency for new npc`s to appear? Is it a fixed day of the week or month?
3. more criterias for sorting the contact list, like their home area, their diplomas, or maybe even abilities/skills, that would be awesome.
 
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TotalFluke

Active Member
Game Developer
Aug 24, 2021
509
1,229
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regarding finances, it is there a way how to increase size of main screen ?
to nod display only last 2 days and last 2 months, but add last 2 weeks there too ? to have backreturn of your changes ?
like if you made services/products cheaper/more expensive to see if they have positive effect on profit or not.
No. To be honest, this is not really feasible as the data is not kept in a way to facilitate doing this. I've said a few times that I'm not interested in building an optimization game. I'm sorry if this is the game you want to play and I do enjoy playing those games, I just don't enjoy managing and displaying all the data required to properly develop such a game. The cash flow value from the main screen will give you the most information regarding whether or not changes had a positive effect or not. But in general there are too many variables to be able to tell for sure.

I thought so the first time, and the second time, and now I'm really tired of how much work it takes to get little sister to quit her stripper job. What a PITA she is. I've spent two months hammering on her stamina every shift. I'm changing her opinion about entertainment work and steering her toward working in my pool. Still, she's satisfied with her job.

There may be a bug that introduced itself here in the late game. Traveling dancers and fellow actors in the porn films all show as "a stranger", and never get names.

I'm thinking this save might be borked. I've started over at least 15 times now. What's one more? :)
Getting the sister to quit may not have a solution if her personality is not right. There's no secret steps to make it happen. As I mentioned yesterday, this story line still needs to be finished properly.

Never seen that issue with the missing names before. Does sounds like a corrupted save.

when i sow how much i pay for wages, i will love if there will be some way how to talk with employee about his wage. not only to increase it to increase his happynes, but even to lower it, when club is losing money. yes, i know, firing him and hiring new (for less money) is allways posibility, but not allways you want to fire your favorite employee.

and with this come another sugestion, it player can setup which profesions he want to be on at given time.
or to say it easy way. if i want to be open 24/7 (yes, i know not possible) it will be stupid to have singers/strippers to work here all day, so i will asign them to work only at night/late night.
so for rest of time it will be opened as just fancy restauration.
Out of curiosity how far along are you in the game? Once you hire your first entertainers and you have an entrance money should not be an issue. I think the timeframe for when you may want to try to get someone to accept a lower salary is such a short time that's not worth doing it. And most characters won't accept it. Basically one would have to be very bad at their job to take it in which case you might as well fire them.

Creating shifts like you say is something I've started on a few times but it's complexity gets quickly out of hand. In the end managing the shifts for every employee would become tedious and not fun and going back to my earlier comment about not wanting to build an optimization game.

I've been having some issues in the newest version with getting laws passed. These issues never seemed to be problems before. Sometimes the commissioners are hard to get to agree on laws and/or they do it in the wrong order but that's fine early game. The bigger issue I've found is that even after I've gotten commissioners elected with the agreement that they will vote the way I want them to, they still don't agree on voting a law.

I've had several play throughs that I'm over a year into with 4+ commissioners that have been elected with that agreement and I get stuck in this holding pattern trying to pass laws because at least 1 if not 2 of MY commissioners won't agree on the laws I want and so they're always voting for something else and more often than not, no law is getting voted in because they just won't agree on what law to vote in. It makes the whole, effort and waiting game of getting commissioners voted in frustrating and pointless.

I have not done any edits to configs to make laws easier or harder because in older versions I thought it was fine, I could get lucky and get laws passed without commissioners or I would have to wait till I have my own commissioners and I was fine with that, but on this newest version, I have always had this kind of issue with the laws.
So you have sponsored multiple commissioners and they are not voting the way you tell them to? Are you actually telling them I want to vote this way and they don't? That'd be a big bug if that's what's happening which I haven't seen. They can't read minds and the usual you should vote this way is not the same as demanding it.

Is there a way to improve the odds of hiring stuff? I am running the job advertisement for the host and janitor positions since the beginning of times but there are no takers.
In general there should be no trouble finding candidates for those two roles. Just approach any unemployed person on the street and ask them to interview. Most of them should take it. As long as you are not running a huge debt and they like you.

I`ve also seen in the help section of the game that cooks and bartenders fall under the crafting category of jobs, but i can`t find the "crafting" opinion in the job category selection when i influence their opinions. The closest thing is "food prep work" opinion, is it mislabeled? I ask because so far i did not use this opinion for bartenders, thinking it`s only for cooks, bartenders and waiters falling under the service category...
Yes, "crafting" is the internal code. It shows up in the display as "Food Prep Work". I'll see if I can make the help more consistent.

Yeah, i`ve thought about that too, as long as the customers don`t want just a bottle of beer :giggle:

Oh, and i have another question, are the waiters only bringing food from the kitchen, or do they also bring drinks from the bar? What i actually want to know is if i should have more waiters than barmans.
And non related, a weird observation: it seems for me the laws get proposed, not accepted, only whenever i fail an event, like a failure to influence someone`s opinion, or canceling a training session, or canceling a date, anything that disturbs my timeline and i usually want to load an earlier save...

And because you mentioned a "suggestion guy" earlier, i have a few suggestions, dunno how complicated they could be to implement:

1. a button in a "settings" section somewhere in the main menu to disable/overpass the confirmation when loading a game when already playing... for a save scummer like me it`s extremely annoying to constantly press that confirmation button. "Yes i know i haven`t saved the game, yes i want to load a game, yes i know what i`m doing"...:cautious:
2. it would be EXTREMELY helpful if some sign or icon or something would appear on the buttons on the main map (and maybe even in the clubs) when there is a new unknown NPC in that location. Something like that is already implemented with the button of the location changing color when it`s closed. Having to lose a time segment just to move from location to location is very expensive, and having to save/load just to check all the locations for new npc`s without losing ingame time is very expensive in RL time... And related to this subject, a question: what is the frequency for new npc`s to appear? Is it a fixed day of the week or month?
3. more criterias for sorting the contact list, like their home area, and their diplomas, or maybe even abilities/skills, that would be awesome.
Waiters do bring drinks to those in the seating area and VIP room. So you do need to hire those to make money selling drinks and food in those areas. In general I would try to even them out, hiring the bartenders first. I.e. b, w, b, w, etc.

Not sure I understand your point about the disturbing the timeline.

I will look into putting an option to bypass the confirmation button.
I'm not sure I like telling you where the NPCs you don't know are. Seems like a big cheat. Generic NPCs get created early in the morning at a rate of around 5 per month but it's random what days they actually get created on. Although additional ones are created to fulfill stories at any time.

As for the contact list, I'm thinking about removing the traits (will power, rationality, etc.) which are mostly unknown and adding sex orientation, home district, lewdness, health and happiness since those seem to be much more interesting. And put column headers like the employee listing so you can sort on anything (except for last name, not sure how to do that then).
 
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