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Small Business (Part 3) - Building Awareness And Reputation

This is a continuation of the series on running a business in This Grand Life 2. Previous posts: Part 1 and Part 2

[h3]Awareness[/h3]

Awareness can be built by spending money on advertising, or getting your characters to do certain activities like handing out flyers.



It affects how much foot traffic and how many potential contracts you are offered, which in turn affects how much work is available.



Different types of businesses will have different ways to build awareness. For example, a restaurant can purchase billboard ads whereas a game dev studio would be making cold calls to drum up business.



[h3]Brand Reputation[/h3]

Reputation is something that is earned slowly over time and (usually) cannot be bought. It changes depending on your worker's skills and your ability to complete all jobs every month.



For example, say you run a real estate agency. In this business, the real estate agents and property managers generate the income but they also generate lawyer job hours. You don't need to complete the lawyer job hours to make money and can cut corners by leaving them incomplete.



However, this lack of professionalism will reflect poorly on your business. It will lower your brand reputation for all future business, *unless* it can be offset by having very skilled real estate agents.



The industry inflation system can also play into this decision making. Continuing with the real estate example, imagine a scenario where the property market is booming (real estate agents expensive to hire) and the professional services is busting (lawyers are working for cheap). In this case you might want to hire cheaper unskilled agents, but also hire good lawyers to make sure all job hours are complete and your reputation is maintained.

There are also a few ways to build brand reputation by spending money such as sponsoring a local sporting team, but these aren't available to most businesses.

Demo Is Launched!

You can now play a demo of This Grand Life 2! I've also made a new trailer for this grand occasion:

[previewyoutube]https://youtu.be/Sm03PeJ_7UA[/previewyoutube]

The demo is set in the land of TutorialVille, Kentucky USA!



In this fine city you can get a job, rent an apartment, buy stocks and start a lemonade stand business.

There's also a survey link in-game if you want to provide feedback to help improve the game. Thanks!

Small Business (Part 2) - Contracts and Industry

Last time I talked about the "job hour" being the core of the small business system. Contracts are an extension to this system that can amplify your profits or losses.

Let's look at opening a flower shop as an example. When working a flower shop's regular job hours, the income you generate is largely determined by how the retail industry is doing (since people are more likely to buy flowers while they're out shopping for other things).



A flower shop can also accept a contract to supply corporate offices, where your business agrees to supply a corporation with flower bouquets for a fixed number of months in return for a fixed payout. The payout of these contracts is naturally impacted by how well the professional services industry is doing.​



This agreement is simulated via adding job hours to be completed each month. ​As you work those job hours, they count towards fulfilling your duties of the contract. .



This means if retail is in a downturn but professional services is booming, you can still make ends meet by taking on more corporate contracts and perhaps even closing your shop to regular sales.

For multi-year contracts, you should also look at where inflation is headed before deciding whether to accept the contract. If we consider a worst-case scenario, imagine agricultural inflation is rising so your cost of flowers is rising rapidly.



The retail industry is also booming, so the cost of hiring florist employees is also rising.



The problem is that once you've accepted a contract, your payout remains the same! In this scenario you might end up losing money if the trend of increasing expenses continues and you didn't account for it.

Of course the opposite could happen where your expenses decrease over time but you locked in a contract while the payout was high, in which case you'll be swimming in profits.

This is probably the most complex system so far in This Grand Life 2. There's a few things to think about when trying to eke out a profit from the contracts system and I'll be making tweaks during development to try make it as easy to understand as possible.

As a final note, I've been focused on getting a demo and new trailer ready before the end of the year so look out for that coming soon.

Small Business (Part 1) - From Employee To Employer

Starting your own business is in some ways a culmination of all the other gameplay mechanics. In a business you will have jobs to work, utilities to pay, assets and floorspace to manage, a premises for it to occupy, industry profitability to consider, and so on.



A small business is centered around the "job hour". This is the expected time it takes to complete an hour of work for a given job. Job hours are generated at the start of each month depending on demand for your product or service.



For example, let's say you're running a restaurant and have 75 job hours of chef work this month. If your character or a staff member works at 50% efficiency (due to low skill or not enough cooktops), then they will take 150 actual hours to complete the work. When working for someone else this terrible inefficiency doesn't matter, but when it's your own business then this affects profits!



Jobs in a business work similarly to the normal ones you would do as an employee. Your characters require the same qualifications, gain the same experience, feel the same love/hatred based on their preferences and the asking wages of staff are affected by industry inflation.



Some jobs generate other jobs. A chef produces meals to be served and makes a big mess in the kitchen, so will generate waitperson and janitor jobs.



Some jobs generate income, and these are the most important to complete. They pay for everything else in the business, so if you don't do them then you don't make money! In a small restaurant this would be the waitperson who gives people their bills.



But that's not all, the waitperson also generates bookkeeper jobs! These are unrelated to the food industry, and yet they need to be done to efficiently manage the restaurant. You can start to see how the chain of job generation can become complex and allow for flexibility to accommodate different business types.



There's not enough work to employ a full-time bookkeeper at a small restaurant, so one option is to outsource it. An outsourced job will have its hours completed without requiring you to have the necessary assets, inventory or staff, but it's very expensive. Of course, your character could always do the bookkeeping themselves (assuming they're not allergic to paperwork).

[h3]Hiring Staff[/h3]



When your business gets busy enough, you can hire employees to help complete job hours. Each employee comes with their own experience statement and gain XP as they work, just like your characters.

Naturally, you'll have to pay experienced staff more than junior staff. Some are willing to work full-time while others are looking for part-time work. It's up to you to decide who is the best fit for your business.



Hopefully I've explained this well enough to make sense so far. In the future I'll talk about contract work for businesses, which stacks on top of this job hours system and allows the aspiring entrepreneur to make (or lose) even more money.

Populating The Map

For the first This Grand Life game (TGL1), a large portion of player suggestions was for more jobs and career types. I was reluctant to add too many of these that played the same and were only cosmetically different. It would also have cluttered the world with too many things that the player didn't care about in their current playthrough.



In TGL2, there are several improvements to mitigate these problems and allow for adding a ton of activities that behave differently from game to game. As previously discussed, the preferences system makes activities more or less attractive depending on your individual characters. The industry inflation system makes activities more or less lucrative depending on economic conditions.



To avoid cluttering the map, a fresh game only starts with several key sites like the town hall and shopping mall. To find more sites and things to do, your characters need to spend time searching for them.



For example, let's say your character enjoys paperwork and being social. The education industry is booming as well, making teaching a perfect career path for them. After getting the prerequisite education and qualifications​, you would use the "Find Job" action to look for teaching jobs. This will spawn sites where job openings might occur. For a teaching career, this would be the grade school.​



You could also search for the grade school directly if you have school age children in your household. If you don't want to be a teacher and have no children, then you never have to see the grade school at all in your playthrough.



You might be wondering, "won't the map become filled up anyway after a long enough playtime?" That's where the economy helps us. When the economy is doing poorly, there is a chance that some sites will close down and be removed from the map. It will only happen to sites you don't have a major interaction with, so don't worry about your home being demolished unexpectedly.

[h3]Map Density - A Look Behind The Scenes[/h3]

The spawn locations for sites like the grade school are random but follow a few rules based on each map's features.



Above is the density map for Sydney, Australia which is auto-generated based on available transport links. It actually matches the city density in real life quite well! In general, a greener value means more sites (and more types of sites) are able to spawn there.



You'll tend to have banks, shopping malls and other such places clustering around these high density areas. However it will also be more expensive to live there, so you have to consider whether the trade-off in travel time is worth it.

Side Note: The density and transport maps can be edited, but that's a topic for another time.