Sooo, apparently I really f**ked up the beta2 ^^"
Here is a beta3:
Changes since beta2:
So what I said earlier
Some additional replies:
The general suggestions for properly starting the game making money are:
- Build Rooms1/2, Stage1, Bar1
- Hire girls with low popularity (and thus salary requirements), rising the relationship > 35 should let you lower down salaries a bit
- With Stage1 and Bar1 you should never have more than 3 girls working, thus put the exceeding ones you hired in "rest"
- Keep supplies in the range you consume per night
- As soon as you have enough budget room, you should upgrade to Stage2 and Bar2, where you should probably make margin with ~5 girls working per night
This should sets you on a good "path".
Here is a beta3:
You must be registered to see the links
You must be registered to see the links
Changes since beta2:
Code:
- fixed girl visit
- fixed (again) salary/relationship polynomial coefficients
- fixed city schedule load after midnight
- fixed gym hiring not working
- added Taurus Club city location (stage only)
now applies to beta4.As for the next steps, In case no other big issues come out with this beta, I expect the next beta3 to implement clubs and relevant changes in night processor. I would say this can take few feeks, but as usual, no ETAs
Some additional replies:
I agree, it *might* be possible to open the club even later once I updated the night processor after other clubs completion.Minor play gripe: Having to start the club at exactly20:00, no later, is fine, but it's too easy to miss.
Economy might be revised for 1.0.0 final. But, in general, the overall "economy design" will be kept intact, and thus, if you start the club throwing tons of money on the table while actually no-one knows about your club (low popularity), that will always end in losing.So it's been ages since I played the previous versions so I don't exactly remember how it used to work before. But economy at the start feels a bit broken and rough now. You start with at most 15k or something like that. Not sure what the salary formula is, but 250-400 is the minimum salary I've seen so far. I made the mistake of hiring a girl for 1500 and that seemed reasonable weighed against my current cash pool of 10k, but then I realized it's the nightly salary, not just a one time fee.
Makes sense, but early on, you can't afford that. With no upgrades or supplies or anything you'll be making a pretty constant 400 in tickets for a club night as far as I can tell, and sub 100 in tips. So one club night with this girl put me more than 1k in the red. Even with the cheapest possible hires, if run more than one at a time, it doesn't gain you anything early on and you still lose money. Seems a bit counter intuitive to me.
Finally, for someone who has never even played the game at all, I can 100% see someone seeing the "you should probably buy some rooms and a stage" tooltip, blow all their cash on say room, stage, bar, marketing and have pretty much no money left for hiring or digging out of the hole. Or doing what I apparently just did and hire too many girls. Seems you can't have more than 1-2 until you've bought more upgrades and unlocks.
The general suggestions for properly starting the game making money are:
- Build Rooms1/2, Stage1, Bar1
- Hire girls with low popularity (and thus salary requirements), rising the relationship > 35 should let you lower down salaries a bit
- With Stage1 and Bar1 you should never have more than 3 girls working, thus put the exceeding ones you hired in "rest"
- Keep supplies in the range you consume per night
- As soon as you have enough budget room, you should upgrade to Stage2 and Bar2, where you should probably make margin with ~5 girls working per night
This should sets you on a good "path".
Current plans for 1.0.0 final don't include any other option, as you can still hire girls with 0 relationship spending ~1.8x the base salaries. For future versions: we'll see.Very good update but I hope that as it progresses there will be other ways to "quick hire" and not have to flirt and seduce all your workers to add them to the club even if that implies some kind of "evil route"