Something I think need to be patched

Hi. It isn’t exactly a bug, it is more like a very annoying thing that I faced Every time I played. I dont know about others, but I almost never really used training for my workers, maybe alittle bit for myself but that’s it. Now, workers don’t get any experience or more points in desighn or technology as they work, and I get to a situation that in late game (in the third office) my workers have low desighn/technology points with a huge salary (they can get to insane ones like 95K per month), and once I get something arround 50M I fire them and hire much better workers for much less money.

Now, it is kind of sad to do it, These workers have been in my company for like 20 years after all. Even when I tried to use training, its just not worth it. I’m losing time, RP and money when I simply can later fire these workers and get new ones.

I’d like to hear other’s opinion about it.

Solution: Camelot Expansion (I believe). Install that mod and your workers will earn Design/Technology points for themselves once in a while :wink:

:heartbeat: Welcome to the world of mods :heartbeat:

1 Like

From what you have said it seems to me that it is less of a bug and more of an ethics question. If you apply what you have just written to real life, yes, some companies work like that, others do not. Depends on the company’s ethics.

Personally i train my staff, because it is part of the core mechanics to improve your games ( that is if you want to keep making 8+ games ) Firing them and replacing them with higher skilled staff will in most cases just result in a huge increase of Tech and Design points generation.

Couldn’t have said it better @Charlie

Let’s assume you are playing with having in mind you want to make each game with a great review score.
The game gives you a couple of options, besides having a good time management on your development stages.

  • Training your staff.
  • Add engine features

These are both the most common ways to increase your Tech/Design point generation.
Since you barely train your staff, you must rely on engine features to improve your Tech/Design points, thus eventually using up all available features and have no more means to keep improving.

@LineLiar I do not really like that mod, because it disables players ability of micromanagement.
It’s like having the coding contest pop-up, after you did well considered staff training.

Well… I’m not a fan of the whole training aspect, neither is the guy who suggested/asked for this so I think it would be a good mod for him to use. Of course some people will not like it, but in this case HE probably will. :wink:

So basically you are not a fan of a core gameplay mechanic in GDT?

Hmm… you could take it like that. I myself think the training is a bit boring (oh god). I don’t know, I just don’t do it often. I try to do it sometimes, but I can’t. I think the Camelot Expansion doesn’t ruin the core mechanic, but improves it a lot. You improve while you do it, instead of only doing it to improve, if that makes sense.

It all comes down to a matter of opinion on how people want to experience the game.

Some people want micromanagement ( and have control over their success )
Others like the A.I. decided for them.

I must admit that i did not used the camelot mod, so i can’t say anything about whether it’s balanced and based on other players decisions or just randomized.
if it’s randomized it ruins the core mechanics a lot, because players actions have no role in having staff improving their skills.
As for training staff is boring, well the part of watching them perform the training can be tedious, but so is watching bubbles pop up after a while.

Training staff can also be viewed as an additional strategic element of the game. In some game sessions I used to make a training session after each game developed, to be sure that staff gets improved after every game.

So basically I think it is not bad at all. Maybe a combination of both strategies (manual and AI) would be interesting and charming.

I wouldn’t call this micromanagement (as this would really involve boring masks with a lot of settings) but kind of a micromanagement.

I also think that training staff gives the game a different drive whenever played again, because you can take influence on how the team will perform on the next game(s).

In the reality it’s basically a mixture of both. Specialized trainings and a training which is done on the job. In the game this is resolved by using experience levels for the staff and skill points for training.

I totally agree with @JayCheetah when it comes to the fact that it’s all a matter of opinion on how people wants to experience games.

Just my 2 cents :wink: