3/ you need huge amounts of capital and a long runway to actually get to profitability and even then, you don’t actually make much money day to day. You need yet another injection of capital to reach a new level of daily profit.
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4/ some fake numbers: if it takes 100k to get to 1k in profit you need 500k to get to 10k in profit. Trying to get 500k of capital on 1k of profit takes a longggg time.
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5/ when you hit 1 dollar in daily profit you reach a point where you can “do this forever”. Doesn’t feel much like a life though. From my perspective it’s just a farm squeezing out widgets.
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6/ certain employees have huge effect in small numbers. A handful of sale people can manage ALL the money for a company of 100. 1 or two marketers is enough. Same for sys admins.
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7/ the bulk of the output is from managing teams of engineers & designers.
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8/ the game doesn’t have a parallel for the product manager role though. It has this concept of “researchers” that generate points you can spend to unlock benefits like company benefits and cooler furniture. (Which lowers attrition)
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9/ regarding attrition and salary. when there’s enough capital, the bonuses for restore happiness and salaries don’t matter that much. I just need warm bodies to throw at a job to produce stuff to reach profitability.
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10/ the bottlenecks are incredibly hard to figure out. The same amount of time spent untangling the knots can be solved by raw output.
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I wonder if really managing a company of hundreds is like this... You’re forced by circumstance to dehumanize your employees. The fun resource game becomes a grind. Etc....
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Replying to @a_yawning_cat
Is there a mod for cyan/teal management or is it all old-school top-down management? XD
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The latter lol. Everyone is just a cog in your machine.
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