bdubbs wrote:I agree with the complexity already built into this game that trying to individualize workers in some way, or create a variable salary based on some kind of skill or experience just seems like it would be the kind of thing that would be difficult to implement smoothly. The fact that the RWR changes over time as well as other macroeconomic factors that change the landscape of cities is plenty for me. What I was saying about the one size fits all wage was just something I thought was funny given the ideological contradiction to the name of the game.
I actually have an interesting game going right now. I hit 100 expertise in Beverages but I had AI starting capital, expertise, and aggressiveness maxed out. 7 cities, with 3 or 4 of them being over 3 million population and 50 RWR. Local competitors quality is maxed, seaport quality is minimized, and there is only 1 consumer good seaport per city.
I started the game as I start most games, retailing seaport goods in the best city I can find, in this game London. I went with a Discount Mega to start and realized that because of my in game settings retailing this way was not going to give me the strongest return. I opened a medium farm to sell frozen pork, beef, and lamb which was enough to give me some modest profits but it was clear that this wasn't going to be a big money venture until my farm trained up.
I proceeded to open up some retailers where I could, opened another farm in a big city and managed to get myself to about $40m in profits over a few years. Any seaport good worth selling had demand outpacing supply tremendously so I moved into manufacturing bottled milk by opening a large factory in Lagos which had only modest freight costs to London, D.C., and Pittsburgh. I started to R&D bottled milk and was able to churn some small profits even with the low quality and strong local competition.
I ended up running into trouble over time because of R&D expenses which were ultimately wasted as I couldn't come close to keeping a tech lead in any of my products. I ended up really putting myself against the wall financially and gave up.
If I had to approach it again, which I will since I saved the beginning of that game I would probably retail farm goods again but I'm not planning to R&D my own products since the competition will happily sell to me if there are multiple players in the market. Instead I'm thinking of committing to retailing and farming for several years and focusing my R&D on semi products like glass and corn syrup and products that the AI might happen to ignore. If I can make enough money to support a few idle farms and warehouses I can start producing milk, corn, grapes, cocoa, and other products where quality improvements cannot be researched. This should give me the ability to dominate the food / snacks / beverage arena which are highly dependent on input quality to determine overall quality.
Seem like a plan that could work?
It sounds like you're setting up a fairly harsh playing field for yourself, which is cool . . .
So far, I've mostly enjoyed custom games: main goal $10 billion personal wealth, no industries/products precluded. 15 to 20 computer opponents, all with slightly better startup funds and some competitive/aggressiveness. 7 cities, 2 or 3 each of the seaports . . .
In the little bit that I've played the game, the strategy that I've found to be the most generalizable to get at least 10 years or so down the line and into the "~300 million net worth / ~40m per annum operating profit" ball park (which I've never got past because of me not knowing exactly how the game works and some of it not exactly working 'intutively' and me screwing things up . . . (e.g., killing myself financially with too much R&D, hiring stupidly expensive executive staff whose contribution to bottom line is dubious at best, expanding into endeavors that didn't take advantage of my existing enterprises):
1. Pause the game.
2. Buy up at enough of the companies stock from public shareholders that I am at ~55%, but ideally even more . . . even up to 75% (allows for lots of "stock issuance fund raising" that doesn't endanger my majority sharehold status later).
3. Go to my HQ and make sure my salary is at least low if not zero, maybe setup an HR department or a finance department depending on how I'm feeling.
4. Find a city with at least two preferably three consumer goods that can be sold in a convenience store. Nothing else really seems to matter about the city.
5. Set up a convenience store with at least 1 and up to 3 each of purchase-sell dyad, plus one advertise node which services all three sales nodes (two blank nodes that are not adjacent = no problemo; no point in overstaffing eh?). Set training to a reasonable modicum. Set advertising to be in the ~$25,000 / month ballpark.
Cigarettes, frozen lamb, and cakes (I think) were what I made the most money on in my most recent (now abandoned) playthrough. I figured the cigarettes would be obscenely profitable and lead to even larger profits down the road once I could build farms/factories (which was completely true: customers were thronging to buy them at ~$11/pack and once I got a farm, logging mill, warehouse and factory setup in the HQ city they were costing me like . . . 10 cents per pack . . . obscene yes [my real life Mom died of emphysema and lung cancer about 10 years ago, so yes I do appreciate the . . . paradoxicality of it . . . but hey, I'm an apprentice game developer who works on war games so I don't let it bother me too much . . .].
6. As soon as possible set up a second then third convenience store selling the exact same products . . .
Had I stuck with that theme until I my company was a Gibraltar, "winning" (getting to my $10 B personal wealth goal) probably would've been a foregone conclusion. But given I'm still just playing with all the dials and knobs and seeing how it works, I naturally started diversifying and expanding, and in some cases I think this hurt me more than it helped.
7. As soon as I had the funds, I built additional retail outlets to take advantage of all the other consumer goods in my home HQ city (or at least the ones that didn't face serious local competition from computer-opponent firms that had emerged in the interim).
By this point, I'm up to about 10 years, net worth in the hundreds of millions, company with several hundred employees, etc. At some point along around 6-7 I expanded my convenience store chain to pretty much every other city in the game (7 of them) and that probably was profitable.
8. in HQ city: logging camp, farm warehouse factory to be able to supply my own cigarettes, frozen lamb and (long-term) cakes. Farms are incredibly expensive though, so this phase of diversification really ate up a lot of funds and required considerably borrowing and stock issuance. By this point, the computer-opponents are not even trying to compete with me in my three core products (cigarettes, lamb, and cakes) . . . well in a few cities there are a few outlets that sell some of those products, but they are not really competing. Even companies with brands that are better than mine are not really managing to take much of my market share, simply because my prices are so relatively low.
9. Hired the execs and killed my profitability by doing this all too quickly along with other expenditures of one sort or another . . . at which point I got a bit peeved and decided to bag it.
Having dabbled at a few of the other 'starting themes' that are promoted in other scenarios, I think this is an almost hands down viable strategy unless the scenario design just rules it out categorically:
I. cheap retail goods (at least one ideally 3) if you have a choice, pick products with the following attributes:
1. low mass (e.g., cigarettes, or cakes, NOT washing machines!)
2. small number of raw material inputs (try to only go with products that use two, not three or more) Initially this is largely irrelevant but it will facilitate expanding your endeavours to the production chain later.
3. products which inherently have a 'friendly' cost to price ratio (which generally will mean they use 1st order "raw" inputs that are not particularly "rare:" paper or tobacco = not rare; CPUs or engines = RARE!)
4. obviously if you can get them all from the local seaports that is preferable, but not essential.
5. Consider adding the additional node to "private label" your products. If I understand properly, the real benefits of branding and advertising are not realized unless you do this to your imported goods and I would assume that: down the road when you change suppliers to your own farms (which will presumably provide product of at least as good if not better quality) that the brand you "automatically" apply to your own supplied products will be THE SAME brand as the one you've been selling by private label already . . .
II. keep costs low, generate funds
III. expand using the exact same template
IV. repeat steps II & III until you are a juggernaut
V. keeping focused on your existing product line, and securing control of the production chain for your products all the way back to the dirt (from whence all consumer goods arise!)
VI. DO NOT hire anyone except employees. Executive staff do not seem to add much and they are very costly (I saw the script to half their costs, but still not convinced they are "worth it" in games current form)
VII. Avoid head-to-head competition, go for low hanging fruit, until such time as there IS NO low-hanging fruit.
VIII. Do not worry about your stock price, it seems largely irrelevant. Funds to expand are more important than having a stock value that is "competitive."
IX. Be judicious but not timid about borrowing.