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:
These start out with values of 12.
Let's discuss these: Levels and Traits.
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 Level||Points Required to Next Level|
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 Level||Professionalism Score||Professionalism Perk|
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.