[ A small team-coloured building awaits in front of you, ready for you to assume direct control! Can your business withstand the turbulent waters of capitalism? ]
Clothing it is, then. Next, we should figure out how to employ everyone. If I recall from the last game, the miners actually provide power to things, so we can't skimp on them, either... I personally would prefer we keep them balance by cost, but that means we have to decide how much funds are going into hiring and maintaining employees.
Personally, I would like to put most of our spending in employees and put off safety and security measures for when we have a metric of what they'll actually do, but my option is rather expensive...
[Let me show the math here: Yes, I'd totally spend 580 on employees before anything else gets added.]
This method makes sure that we're spending roughly 100 moneys on all jobs, but doesn't really account for us doing anything else with this round.
Safety and security is pretty important, though, since if any of our employees get hurt, they're not going to be a whole lot of use, and we don't need our stuff getting stolen or destroyed.
Maybe we should cut down on advertising and mining by a bit, to add in a level for safety and security.
I'm mostly concerned that we'll have a problem like running out of power, so at least I don't want less miners than there are craftsmen. We're definitely going to need at least one advertising, though.
[That still pulls down quite a bit, too...]
Administration is another job that's probably going to be based on how many employees we have... We're going to need a strict target down the road on how much administration there is per employee count, but we can't do that until we have enough information to work with...
[Siiigh, reducing that to 1 too.]
There's also the question of Security measures versus security personnel. Raising the security by one level is a little higher than the price of hiring an additional member of security, so if we're raising the security one level, I'm pulling back our personnel there.
We really can't do much on the first day without knowing what effects are going to happen. It's better to play it safe by spending a small amount on the first day and see how much we'll make tomorrow, since last thing we want is to be losing money when we've just started.
We should also think about how we're going to get these clothes to the city, so we should probably invest in the railroad.
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Clothes are probably better choice out of the two, then, since we have to worry about food going bad and being contaminated.
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[Let me show the math here: Yes, I'd totally spend 580 on employees before anything else gets added.]
This method makes sure that we're spending roughly 100 moneys on all jobs, but doesn't really account for us doing anything else with this round.
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Maybe we should cut down on advertising and mining by a bit, to add in a level for safety and security.
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[That still pulls down quite a bit, too...]
Administration is another job that's probably going to be based on how many employees we have... We're going to need a strict target down the road on how much administration there is per employee count, but we can't do that until we have enough information to work with...
[Siiigh, reducing that to 1 too.]
There's also the question of Security measures versus security personnel. Raising the security by one level is a little higher than the price of hiring an additional member of security, so if we're raising the security one level, I'm pulling back our personnel there.
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We should also think about how we're going to get these clothes to the city, so we should probably invest in the railroad.
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It's a one-time cost, so it should be fine...
[Let's see then... I have 555 moneys written down for the price now...]
Let's pull back the clerks, since we're already reducing the employees everywhere else, and... Should we invest in a spy?
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What does that come out to now, with one spy?
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