Guide to your first two employees.
Once you reach the first office and are ready to start making medium games, you need to hire your first two employees. I say âfirst twoâ because at this point in the game, two employees is the ONLY logical choice. One employee is not enough to help you make medium games properly, and three employees is too much and will likely bankrupt you. You can stay with just these two employees until you are ready to start making large games (250k fans or more)
At this stage of the game, the most logical amount to pay for your employee search is 80k. 80k will give you access to three potential candidates. While the 80k wonât boost the quality of the employees much, we arenât looking for super high level employees at this point. You can easily afford 80k after your 2 million + smash hit game. The next logical stage up is 440k, which will easily bankrupt you so donât bother.
What type of employees you want depends on what genres you want to be good at.
As a reminder:
Complex Algorithms: Tech focused employee
Game Demos: Design/Tech balanced employee
Showreels: Design focused employee.
Based on the genre(s) I want to be good at, I hire as follows.
Action: Complex Algorithms x2
Strategy and/or Simulation: Complex Algorithms X1, Game Demos X1
RPG: Game Demos X2 (slanted to design a little bit)
Casual and/or Adventure: Showreels X1, Game Demos X1
Flexible: Complex Algorithm X1, Showreels X1 OR Game Demos X2 (Slanted to tech a little bit)
Why do I need to stack my team so heavily with Complex Algorithms for my tech genres? Because the game is naturally slated to favor design. If you have a perfectly neutral team, youâll generate 1.25 design bubbles for every tech bubble. Thus to properly hit the bubble ratio desired by the tech focused games, we need to more heavily stack our deck in favor of tech.
Employee Level:
This is a debated topic, but Iâm going to give you my personal advice: Level 2 is the best. Level 1 doesnât bring nearly enough skill points to the table and it will take a LOT of training before you get their skills up, which can cause problems when you want to turn them into specialists later in the game. Level 3 brings TOO many skill points, and will most likely cause you to way-over shoot your target game score early on, making the mid-game harder than it needs to be. They are also rarer and can throw off your bubble balance too easily.
Speed:
Unlike the tech/design skills, the speed skill is not tied to employee level. Ideally, we want employees that start with a LOW speed (under 200). Thatâs right, low. By starting with a low speed, you make speed trainings more powerful, thus allowing you to use them to make meaningful increases in your game quality than they would if you had employees who started with a high speed stat to begin with. Having a low speed wonât hurt their abilities to become specialists later on.
Research: Like speed, this skill isnât tied to the employeeâs starting level. Unlike speed, we want this to be as HIGH as possible. 200+ at a minimum. The higher this starts naturally, the more research bubbles youâll be getting out of the employee over time. Since having a high research skill to start with wonât cause any of their other starting stats to suffer, there is no downsides to getting employees with a high naturally starting research skill.
Be picky, but not TOO picky: Getting these first two employees right is important, but not to the point of bankrupting yourself. If you have no good candidates in your first employee search, donât be afraid to X out the box and try your search again. Youâll be out the 80k, but it is worth it if you can get a better employee in the next group of three. That being said, donât hold out for the absolute PERFECT employee or youâll end up wasting a lot of money. A possible (albeit cheap) tactic is to save your game before starting your employee search. If your searches turn up with no good employees, reload to try your search again, so you arenât out the 80k.