Talk:Success Guide/@comment-101.160.210.200-20130513034533

Epic guide, amazing job Istrabitel.

I created an Excel spreadsheet because I do not have LibreOffice and it is not compatible with Excel. I have added it under the helper section for others in the same predicament.

A few quibbles -

"Boost" is amazing. Rather than focus on using it during games and potentially breaking your scoring trend, use it to train your employees, conduct research and create game engines. It can cut downtime significantly. An employee training with "boost" active will train much higher and faster.

You can also use "Boost" to attempt to compensate T/D ratios if you take on a publishing deal that your staff are not good at (E.G. you have an RPG studio and take an action contract - use "boost" on staff during engine / AI development time), or to compensate for a good game during a "strange games" trend, or to compensate for a publishing contract with a bad topic-genre combination (a Pirate-Action game, for example, with a 0.8 modifier - you can boost your staff during production to compensate for the 20% overall score penalty).

Finally you can use "boost" to hammer out a second game under the same engine without a staff training downtime cycle. This is useful if you have an optimal publishing contract available and dont want to risk losing it, or think you can only just squeeze one more game in before your staff vacation is due. Just be careful not to overshoot, especially if the previous game was released with full bugs. This is better done when the previous game was released with a full post-production cycle (no bugs and maximum extra late bubbles), just to be safe.

Research training can be stopped once your 5 staff in the middle office level staff hit 450-500R, and the two new employees in the final office will not need any research training. This should still generate more research bubbles than you can use up.

Action / Sim / Strategy genres can be achieved by specialising one employee into technical and creating a level specialist (2D-3T) in the middle office. While this will make Adventure games hard to hit, there are more "good combos" to explore in the technical fields, and "action" games are a good fit for your custom console later on. Action-RPG and Action-Casual are great fits and very easy T/D ratios (1.24 for both).

Early game strategy - do your action games first, while your T+D is under 30. This way you can take advantage of "new combination" research bonuses for action combinations while the tech-design balance is irrelevant. It is very hard / nearly impossible to design a 1.3 quality action game in the garage after you exceed 30 T+D, because your D will always be too high. Save your strategy combinations for after 30 T+D as as 1.6 T/D balance is far more achievable than 1.8.