I think that once you have reached scale you need 2 roles to help deal with the bigger organization your running in game. I cannot speak for others but after a certain point my phone becomes cluttered with messages with employees messaging about demands. I’ve had instances with where after resting I will get 10/20 plus messages for new demands. It is easy to handle a few dozen demands but once it gets hundreds it becomes tedious and too much to handle, I have to navigate my phone to stores because there are just so many messages that pop up if you do a new max sized office building etc. I also think that at a certain point expansion becomes way too slow and while installation firms help speed it up the game already incentivizes carrying very little liquid through negative interest rates plus the installation fees can be so high that the pay back for using the services takes way too long. As such I would like to propose 2 new roles that can be filled in HQ’s to help players once they get to scale:
Requisitions officer: works similar to head hunters but once assigned to a HR manager, they suppress or automatically purchase items that are new demands of employees. They can either have a budget set to them which will be a flexible cost based on the total value of the demands wanted from the employees under them, reducing the value as they become better at their jobs and will keep act as a way to make sure employees are content at a price. Another way it can function is that the officer takes note of what demands people have and compile a list for the player per business, after which the player can approve shipping all demanded items to their respective businesses. The better they are at their job, the larger discount the officer can get for all the items. These are just some tentative ideas but I believe that It would help players deal with employee demands. Also as a side note, it is difficult to tell which desk is the desk of specific employee who has demanded a item such as a mousepad or new table or chair and we could really use some indicator when we come to fulfil their demand of what to do.
Executive: A new role with a different function to other roles entirely. They demand the largest salaries and their workplace demands can be as exorbitant or many, all being important. They will require a executive office desk rather than a normally one. However, once you hire a executive they will over see the launch of any new business assigned to them, requiring a blueprint and (optionally) a budget to launch them. The drawback is that the executive cannot launch a new store as quickly as the player, requiring a minimum of 3-4 days at 100% competence and up to 5-7 days if incompetent. In addition based on how good he is as a executive will determine the quality of employees he hires on launch. Note that it is still on the player to find the blueprint that they want and connect the businesses to warehouses. The result is the player can expand exponentially rather than in a linear fashion. If the player sees two or three good business opportunities in separate districts, he can start the business and assign executives to the other 2 businesses while he tackles the third. This will mean that the player is not constrained to themselves opening up one business at a time and can get more done in a smaller time frame. It means that in the late game or future if we get more districts or cities (god willing) we can feel like a corporation more than one man on a mission,
These are just 2 Ideas I’ve had in my head, I don’t know if others will agree, its just imo the mid to late game can get slowed down or tedious, employees bug the hell out of me and once your at close to 200k weekly income, a single store does not make a a huge boost to your income in a meaningful way, Let me know what you guys think Id love to hear other ideas for what you guys think would help improve the mid to late gameplay loop