The DLC gives perhaps too much micromanagement chores in the Company window - we constantly have to go back and forth to check if everything’s all right, whether we want it or not.
It could be optional, with the introduction of a finance manager (or name it something better) who you could
- Unlock first, as a separate tree under Research -> Globalization,
- Hire, to retrain from one available Executive, who you would assign to take over the micromanagement part (per drug or as total?),
- Upgrade, to be more precise (able to handle high level drugs efficiently) for a higher fee.
- Find the optimum price and production (with premium/discount slider) to maximize throughput (per-hour-profit). Basically no overproduction, no underproduction, and no lost possible sales with too low premium (stock always jumping between 0 and 1 - you are probably losing out on possible extra sales).
- Manage stock levels to allow this overhead to never run out, but dynamically change the premium/discount to achieve the optimum.
- If upgraded, they could
- If upgraded, he could possibly even set to find the best combinations on the Executive Dashboard (Sales bonus window) (what to set Executives to), either for one product or all, to maximize single drug profit or overall profit. I’m thinking about the cross product stacking bonus, which should be considered.
- Give you hints or alerts, e.g:
- when a product has to have a high discount (no premium) - he could hint that you might want to discard that product, but leave you to decide. Or, analyze why it’s high discount, e.g. demand fulfilled by AI and hint at a patent. (This could act as some tutorial to the game as I saw in your vlog talking about in what circumstances it is worth applying for a patent)
- the opposite, when a product has a high premium possible, he could hint that you might want to start a new production line of the same drug.
- he could even “analyze” available Ingredients and the Cures tree to hint at what drugs are viable next (you have the necessary equipment unlocked, etc)
- You would have a finance forecast that shows a week in advance or something based on trends (not sure if that’s possible or needed). Basically you’d have a statistics button/window with advanced graphs that you wouldn’t have otherwise without the manager.
- It should be dependent on user “level” somehow, e.g. number of drugs produced, as a multiplier, to avoid mid/late game ease (a fixed cost would disappear with thousands of dollars profit).
- The fee should be such that it is not an obvious choice for the player to have one.
+If without him you often overproduce and find a drug stocked to like 30, it should be worth having a manager in theory.
+If without him you manage levels quite okay, say Daily production and Daily sales are similar (1.0, 1.1), it is not a high enough difference to pay a manager.
Though, coupled with the above extras in efficiency (at “hints”), which would use unused potential, such advanced hints and features could be a higher upgrade that does cost a lot in total
- It should not be easy to fire him - what if he shows you all the optimizations and you just choose to do it manually and fire him…
Still, it would be advantageous if all we get is it disables the micromanagement part with regards to Premium/Discount for those who don’t enjoy it.
That task is always the same for every player: to raise it to a high enough number that is just balanced. No skill required, just comparing two numbers. But do it for all products, check back every minute, adjust according to AI activities, and it gets really tedious, only to balance two other numbers in the sheet constantly.
Does anyone agree?
I just had a storm of thoughts and wrote them down, perhaps some are odd.