Urgent Question about Tech/Design Ratio

According to the wiki Tech/Design ratio is one of the most important aspects that influence rating.
For example for an Action game you should aim at 1.8/1 and for casual 0.5/1 etc. But the thing is, how can we influence these points with only the sliders?

If we look at the 9 different aspects of the game development we have only 3 Tec Sliders (Engine, AI and Level Design), 1 neutral slider (Graphics) and the 5 other are design sliders.
So let’s say I make an Simulation game, and put all Tech sliders completely at max, and all the design sliders completely down, I still end up with a close to 1:1 ratio (always ca 5000:5000). When I infact I need 60% more tec, which I can not achieve.
All workers have 900 in everything. Also, every worker is specialized as they should. Engine Tec, AI Tec, Gameplay Design, Dialogue Design etc etc.

How can I even achieve an unbalanced Tech/Design Ratio with fully upgraded workers?

What year are you on?
The game was tried balanced for 30 years in mind.

I had this problem since year 24 or so Also why would upgrading workers make the games weaker?

This is taken exactly from the wiki, #2 under Development Phase http://gamedevtycoon.wikia.com/wiki/Game_Development

'[If] you assign 50% development time of Phase 2 to Dialogues, 30% to Level Design and 20% to AI, then during 50% of the time spent on the phase, 90% of bubbles generated by your employees will be design bubbles and 10% tech bubbles, then during 30% of the time spent, 40% of the bubbles will be design and 60% will be tech, and during last 20% of the time spent, 20% of the bubbles will be design and 80% will be tech.

Game quality and correct Tech/Design balance (exact value you must aim for is based on the chosen genre) is very important during rating calculation.’

Hope this helps, since your question got me interested :smiley:

Yeah, it does not seem possible to make a tech heavy AAA game if everyone is 900/900. I just tested it, and then I tried taking the features out of the design heavy categories. That helped tip the balance a bit, but only very little. I think its mostly because you cannot do more than 45% or so on any tech heavy category, or your employee will go above 110%.

I guess the lesson is don’t train everyone to 900 in design.