Friday, December 28, 2012

URGENT

PLEASE DO NOT UPGRADE YOUR GAME AT THIS STAGE.

People have been losing accounts.

Will post once I hear it's safe to upgrade.

ST

Monday, December 24, 2012

Friends!


When you start the game I believe you are allocated something like 20 friend slots.

Each friend gives 50% perk.

The max shown in shops is 600%. So I assume you can have 120 friends.

Let’s assume your TR is 100 Million, your average Perk is 900% without Friends.

Let’s assume base number of friends is 20 friends (CEO Level 0).  That’s an additional 10 million TR for total of 110 Million (see calculation below).

Let’s assume a reasonable number of 40 friends (CEO Level 10). That’s an additional 20 million TR for total of 120 Million.

Let's assume your average profit per Million Receivable is about 30%. That equates to an additional 6 million free cash to spend per day for 40 friends.

Now if your TR was say 1.5 Billion @ 30% profit, this would roughly equate to an additional 90 million a day to spend (for 40 friends).

So very much a worth while exercise.

Have fun,
ST

Calculations
------------
20 Friends,
                Perked TR = 100 Million
                Total Perk = 900% + 100% (Base) = 1000%
                Base TR = 100 Million / 1000% = 10 Million
                20 Friends Perk = 20 Friends x 5% each = 100%
                New Total Perk = 900% + 100% (Friends) + 100% (Base) = 1100%
                New TR = 10 Million * 1100% = 110 Million

40 Friends,
                Perked TR = 100 Million
                Total Perk = 900% + 100% (Base) = 1000%
                Base TR = 100 Million / 1000% = 10 Million
                40 Friends Perk = 40 Friends x 5% each = 200%
                New Total Perk = 900% + 200% (Friends) + 100% (Base) = 1100%
                New TR = 10 Million * 1200% = 120 Million

Per friend additional profit,
               TR / avgTPerk * 5% * profit margin,
               eg.
                    200 000 000 / 800% * 5% * 15% profit margin = 187.5k
                    10 000 000 / 400% * 5% * 18% profit margin = 22.5k
                    1 500 000 000 / 1100% * 5% * 25% profit margin = 1.7 Million

Friday, December 21, 2012

FAQ

The game's guide isn't very well written.

Therefore, I would like to compile a list of the most commonly asked questions and answer them to the best of my current ability.

Please leave a comment as to what questions would be relevant to you, or the most commonly questions you see in your guild chat/world chat.

As always, if you want to contribute something, I'm all ears, just email me in-game or leave a comment.

Have fun,
ST

Equality is Unequal

Here's a tricky point to remember:

Not all land are equal.

Those that allow you to build 4 land footprint landmarks are probably worth more in your final location.

To be fair, they are relatively common, but to find one that is far enough from the border is also a consideration to bear in mind.















As you can see, you cannot build a 4 footprint Landmark on the first picture shown, but you can on the second.

Have fun,
ST

Wednesday, December 19, 2012

Managerial Level Bonus

Another table to add to the collection!

Manager LevelPerk Bonus
12
28
318
432
550
672
798
8128
9162
10200

Can you work out the formula? :) It has a factor of 2.

Have fun,
ST

Executives

Sometimes, quests give you executives.

Rank 23, Company Upgrade
Goal: The company level reaches 24
Rewards:150 Tokens, 4 000 000 G, 1 x Executive

These executives come with three benefits.
1) They are level 10 - handy to raise shop perks
2) They have an assortment of skills, in particular this is suited to various landmarks
3) They are cheap for their skillsets

See below!














Have fun,
ST

Monday, December 17, 2012

Business Skill conversion

To convert a Vocation skill to Business skill costs tokens/gold.

See below.

Convert SkillToken CostCumulative Cost
One88
Two1624
Three3256
Four64120
Five128248

Have fun,
ST

Employees (Part Three)

Finally Skills.

This is the heart of the employee game.

Skills are divided into Vocational and Business Skills. These Skills can be levelled up to Level 10 each.

Each employee has a chance to learn a New Vocational Skill each time he/she levels up.

This means that maximally, an employee would learn 1 New Vocational Skill for each level to Level 10, resulting in 10 Vocational Skills - this is extremely rare.

The Vocational Skills are:
1)   Reception
2)   Supervision
3)   Negotiation
4)   Interpersonal
5)   Learning
6)   Bookkeeping
7)   Auditing
8)   Project
9)   Compliment
10) Sales

What are they for? Vocational Skills are used in
1)   Departments
2)   Landmarks
3)   Ship

Often, you will see that filling a certain Position in say a Landmark will require a certain number of Vocational Skills - In this example below, this Memorial Park requires 5 Vocational Skills, shown here circled in red. These icons stand for Supervision, Negotiation, Bookkeeping, Compliment, and Sales. This means the employee hired here will need these 5 skills, no other!




Molly is the first employee at the Memorial Park above and has fulfilled the requirements of all 5 skills and at Level 2 each, shown circled in red.

Often these requirements also have a Level requirement. For example, the second employee at the memorial park will require ALL the five skills to be at Level 3.


As you can see, the ticked employee only has 3 skills, and only 1 of which fits the 5 Skill profile required, and even then, is not high Level enough. Wanda has Level 1 of Bookkeeping, where Level 3 is required. She has none of the other skills required, but does have Reception and Interpersonal skills.

So on and so forth.

So we've spoken about Vocational Skills. What are Business Skills?

There are five Business skills:
1)   Geniality
2)   Compatibility
3)   Positivity
4)   Salesmanship
5)   Creativity

As far as I know, they do not differ from each other at all. But how do employees get them, you ask?

By conversion using tokens. The employee must convert existing Vocational Skills into Business Skills. They can relearn these Vocational Skills by chance when they next level.


The rate of conversion is given below.

Business Change No.Token Cost
First skill converted8
Second skill converted16
Third skill converted32
Fourth skill converted64
Fifth skill converted128

So what do these Business Skills do? They serve only one purpose as far as I know - increasing shop perks as the manager. Each Level in a Business Skill provides 20 + 1% Perk if the employee is the manager.

For example, Pearl Fast, my manager for Fox Cosmetics, has 5 Geniality, 5 Compatibility and 10 Positivity. This equates to 20 Business Skill Levels - this provides 21% * 20 Perk = 400 + 20% Perk.



The extra 3% from the number highlighted in purple comes from 1 of Pearl's Vocational Skill and Two other employees with 1 skill each.

There are other things to know about Skills, for example, the cost of levelling each and Education, but I'll leave that for a later date.

I hope this introduction to Employees gives you a better basic understanding of what to look for in your new hirelings. As usual, I leave discovering the best strategy to hiring/firing/training to you - is it better to hire all Secondary Talents and try to get good employees there, knowing that your wages will be low or is it better to hire International Headhunts to likely shorten the time to get good employees?

Have fun,
ST

Friday, December 14, 2012

Employees (Part Two)

So we've covered Talent and Discernment.

Once hired, you can deploy your employee to different shops as you see fit. You can also invest money and tokens into employees to make them better, that is to help you turn a bigger profit.

The things to take into consideration into this is the concept of Level and Traits.

A new employee starts life at Level 0. Each employee also comes with three attributes, called Traits:
1) Experience
2) Adaptability
3) Loyalty

These start out with values of 12.

Let's discuss these: Levels and Traits.

Levels
------
An employee starts out at Level 0 and reaches maximum at Level 10.

To gain levels, the employee must undergo Cultivation, which is a (tedious) increase in Traits. Once all the three Traits reach a certain Level, the employee can be Upgraded to that Level. Eg. a Level 2 Employee with Level 4 Experience, Level 7 Adaptability, and Level 5 Loyalty can be upgraded to Level 3 and then Level 4.

Trait LevelPoints Required to Next Level
Level 121
Level 236
Level 363
Level 4110
Level 5192
Level 6336
Level 7588
Level 81029
Level 91800
Level 10-

The value of adding Levels is an increase in Perks for the shop the employee is hired at. This is measured as 'Professionalism' which has a separate score and then converted into a Perk score.

Employee LevelProfessionalism ScoreProfessionalism Perk
Level 181.67
Level 2173.33
Level 3255.00
Level 4336.66
Level 5428.33
Level 65010.00
Level 75811.66
Level 86713.33
Level 97514.99
Level 108316.66

Another benefit of Levelling an employee is to try for Skills. This will be discussed in the next section.

There are many ins and outs into determining whether this is a worthwhile endeavour, but there are several points to make here for the junior player:
1) Managers and simple employees have different ways of contribution to shop profit. Levelling a manager is more profitable.
2) Higher 'Talent' employees are more likely to have skills, but become too costly!
3) At an early stage, it is perhaps better to hire 'Primary Talent' or 'Secondary Talent' for the majority of your employees.

Have fun,
ST

Wednesday, December 12, 2012

Employees (Part One)

Employees form the backbone of your company. They are the ones who sell your goods while you sleep!

This is the first in a short series on employees.

You can hire/fire/tickle employees via the Staffing button in the bottom menu. (Not really, you can't tickle them.) All new employees start at Level 0 and max out at Level 10.

Before you hire them, they have three attributes that you need to consider, two hidden and one not.

These are:
1) Talent
2) Wage
3) Discernment

Talent is divided into 5 groups and will be the main way in which you decide how to hire your employees.

These groups are:
1) Primary Talent
2) Secondary Talent
3) Advanced Talent
4) Super Talent
5) International Headhunt

They are divided into these groups by wage grouping; Primary Talent has wages of 100 - 255; Secondary, 256 - 507; Advanced, 508 - 1142; Super, 1143 - 2570; International, 2571 - 3855.

These groupings are a basic indicator for two things - how likely you are to get different levels of Discernment (which I will explain shortly), and what the highest possible wage you are going to pay for this employee should you train them all the way to Level 10.

Discernment is one of the hidden qualities.

It is divided into 5 categories:
1) Data Collecting
2) Informed
3) Knowledgeable
4) Wise
5) Enlightened

An employee's Discernment, as far as I can tell, affects the chances of getting Skills, which help empower your business via various means. I will explain this in the next instalment. The higher the Discernment, the more likely the employee is going to learn a Skill each level. Enlightened is the highest Discernment, followed by Wise, etc. etc.

You can uncover an employee's discernment by using Aptitude Test or Tryout. This costs 10 Tokens and 30 Gold respectively. I will explain these in the next instalment.

Essentially, hiring an employee from a higher Talent group (i.e. International Headhunt) means you are more likely to get a more Discerning employee (i.e. Enlightened rather than Informed) - General Vezax from my guild calculates this at about 2% for Enlightened from International Headhunt.

Note however, this does not guarantee your employee will have more skills - just a higher chance of getting skills on levelling.

What it does mean though is that to increase your chance of getting multi-skilled employees, you are likely to higher more 'Talented' employees, which will increase your base wages. Whether this is worth doing is debatable at different Company levels.

Have fun,
ST

Monday, December 10, 2012

Jobs Smhobs

A common question asked is, how can I increase the number of employees I have? I build all these shops, and I can't employ people!

As far as I know, you can only increase the number of employees in 2 ways:
1) Reaching certain levels.
2) Buying a Headquarters, found under the Corporate Facilities tab when building Landmarks

For number 1, I think you get a cap of 330 Jobs at level 20, 460 Jobs at level 22, and 700 Jobs at level 24.

Will update this as I find out more.

Have fun,
ST

Saturday, December 8, 2012

Sourcing Problems

At some point in the game you will find that your shops are selling your goods faster than you can buy them. This is exactly the point where you will have your sourcing problem.

To solve the problem you have two CEO Skills which will help you.
  1. Just in Time
    Can be used when all CEO attributes reach 1,200 points
    Effect: Make your shops able to store more goods (increase SFR) in steps of
  2. Multisourcing
    Can be used when all CEO attributes reach 2,500 points
    Effect: Shortens the time to cool down after buying goods in steps of 3%.

Example:

Procure 20,000 goods / shop = cool down 4h (240min)
Procure 500,000 goods / shop = cool down 15h (900min)

Now we increase the moutisourcing skill by one level (3% less cooling time)

Procure 20,000 goods per / shop = cool down 233min (you saved 7min)
Procure 500,000 goods per / shop = cool down 873min (you saved 27min)

Conclusion: With the same moultisourcing level you can save more cooling time when buying bigger quantity.

Important Note: If you buy 500,000 goods / shop you actually don't. You will just buy the maximum good which can be stored by your shop (maximum SFR). So you are not wasting any cash!

How to effectively solve the problem now?

Buy as much goods as possible in one go. But as your shops can only store a certain amount, you have to increase the shops storage capacity (SFR) by using your just in time CEO skill. Level up Just in Time and Moutisourcing and keep them in balance. DONT level up Multisourcing and leave Just in time at a low level!

Problems you will face when fighting against your sourcing issue

  • If you increase your Just In Time skill, you can buy more goods. This will use up more cash, so only upgrade once you have enough savings to procure more.
  • Pricing skill, increases the cost of your goods, so only upgrade once your sourcing is in balance.
  • Multisourcing is a very expensive skill, only upgrade once you can make the 500K procurement (which depends on your cash balance).


Friday, December 7, 2012

50:50

Another quick note,

There is a Daily Quest that tells you to engage in Futures 50 times.

Now, if you're anything like me, you'll not buy futures at a high price and you'll want to buy the most profitable commodity!

The trick is, buy 500 contracts of a cheap commodity, and sell them 1 contract at a time.

That way, you'll finish the quest as fast as possible, and be able to move on to the next Daily Quest, while not compromising your acquisition of cheap high yield contracts.

Have fun,
ST

Thursday, December 6, 2012

Back to BASICS

There are THREE important things to know in running your company.
     1) Demo
     2) Profit
     3) Perks

Demo
----
This is a difficult but important concept to grasp. Demo is the larger of GPC and CHC. These are ‘Geographical and Population Coverage’ (GPC) and ‘Customer Handling Capacity’ (CHC)respectively. The way to remember their relationship is this:
     If you don’t have GPC, all the CHC in the world is useless. 
     If you don’t have CHC, you're wasting GPC.

If you’re mathematically inclined, it looks like this:
     If GPC > CHC, Demo = CHC
     If CHC > GPC, Demo = GPC

Demo is very important because, all else being equal, it is the single most important determinant in your profit. The more Demo, the more profit.

GPC is governed by three things: 1) Land Population, 2) Landmark Bonus and 3) Shop Level. Land Population increases as you migrate from District A to District B and from District B to District C and so on. Landmark Bonus comes from landmarks that you build and staff. In summary, the higher the District, and the more the landmarks, the more money you make. Shop Level increases GPC by expanding the area of influence of the specific shop. A Three-Star Shop covers 9 squares. A Five-Star Shop covers 49 squares.

CHC is governed by three things: 1) Shop Floors, 2) Shop Size and 3) Interior Design.

In summary,
   
     More DEMO, more profit
     More GPC, more DEMO (if enough CHC to cope)
     More CHC, more DEMO (if enough GPC to fill)
       
          Higher DISTRICT, more GPC
          More LANDMARK, more GPC
          Higher SHOP LEVEL, more GPC
          More SHOP FLOORS, more CHC
          Bigger SHOP, more CHC
          More INTERIOR DESIGN, more CHC
     

Profit
------
Profit is governed by three things: 1) Shop Type, 2) Pricing Skill and 3) Chancellor Bonus.

Essentially, profit is what’s left over after buying and selling something.
Do not confuse profit with Receivable.

Receivable = what you get paid for selling something.
Profit = what you get paid MINUS what you paid for it first.

Therefore,
     ARPD = what you get paid
     CoGS% = percent of ARPD you pay in the first place.

For example:
     Shop Type: Cafe
     ARPD  = 44
     CoGS% = 61%
     Profit = 44 MINUS 61% x 44
            = 44 MINUS 26.84
            = 17.16

     This means that for each product sold, you Profit 17.16 Cash. You earn 44 Cash, but you paid 26.84 Cash earlier. 

Compare this to a different type of shop:
     Shop Type: Watch
     ARPD  = 58
     CoGS% = 82%
     Profit = 58 MINUS 82% x 58
            = 58 MINUS 47.56
            = 10.44

     This means that for each product sold, you Profit 10.44 Cash. You earn 58 Cash, but you paid 47.56 Cash earlier. 

At the surface level, earning 58 Cash is better than earning 44 Cash. But if you count the actual Profit, earning that 44 Cash is better. Almost two times better.

Perks
-----
Perks are governed by a lot of things. The most important thing to know about perks is this: you sell things faster.

     More PERK, FASTER selling

If you can master these three concepts, you’re well on your way to becoming
a successful player in Biz Tycoon HD.

ST

Wednesday, December 5, 2012

I see the Light!

As you probably know, employees have different 'Discernment' that is their ability to learn new skills with each level gained.

This ranges from Data Collecting - Informed - Knowledgeable - Wise - Enlightened.

I know not the exact chances for each strata, but I got my first Enlightened employee!
















Whoo!
















The best part about her is only 88k wages!

Have fun,
ST

Tuesday, December 4, 2012

Biz Tycoon HD Database (Excel File)

Thought I'd share it for now.

There are things in there that are incorrect. Use at your own peril. :)

https://docs.google.com/open?id=0B1AL3P0AZvGjODdPWE1MNGRGZkk

Also more than happy to put up your files if you want to share, or incorporate any other information you have into this file. Email me in-game.

Have fun,
ST

Too Much Clicking for Joint Promos Irritates Me

Let's get them to change it.

Essentially a petition to:-
1) Offer all valid Joint Promotions
2) Accept all valid Joint Promotions

With One Click!

http://www.ipetitions.com/petition/jointpromobiztycoon/

Spread the word!

PS: Use your in-game name to sign please!

Have fun,
ST

Monday, December 3, 2012

Sailors

Sailors? In a business game?

Yes, you send handbags half way around the world and get paid for it.

You can also appoint 'sailors' or 'crew' if you like that increase the capacity of the boat.

Unfortunately, the requirements for the crew is inordinately high, so it may take a while to fill it in.

As it stands, I have only appointed 1 crew member - the added benefit was 100 extra goods. If it scales linearly, then a full crew will double the load. If it scales exponentially, who knows!

If you have more information, please let me know! I will update this as I appoint more crew members.

Have fun,
ST

NB: When I wrote this, I did not know if increasing the number of sailors improves cargo. In fact, it does! That is, the next employee increases the cargo capacity by a larger amount.

The second employee adds 200 cargo, the third 300 cargo. If one could extrapolate this, a full ship complement would result in 6500 cargo. That said, it is hard to fill the skillset required.