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How long does it take to take a Promotion from bottom to top


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Posted

I would like to know how long it would take to take upstart bottom of the barrel promotion from last place to first place. I know times will vary based on workers hired and how you book them but if anyone has any experienced doing this your feed back would be greatly appreciated.

 

Also, since I know a lot of people start with already made promotions if you would like to add your experience in the time it took to take a promotion like ROF or CZW to the top that would be appreciated as well though I'm more interested in starting my own promotion and working from the ground up.

 

Thank you in advance.

Posted

I began as Regional (so not really from the bottom), now I'm Global (5th year).

I was a short time #2, now I am #3.

 

This is my "best" performance. Before, it took me at last 7 or 8 years to go to be #1 from a Regional fed.

Posted

K. So running multiple shows a month would probably be a negative thing or would that speed up the process.

 

And if I only run 1 show a month do the workers develop as fast as if I ran multiple shows?

 

I know this is a lot of questions but while I enjoy the game I bugs me that I don't get these small details about the game. With WMMA I could start with a bottom up promotion and go to the top no problem because things were simple: fighters would win or loose, you could see there skills getting better or not basically after each fight, and the better the fighters the better the fights card. With TEW I barely see a change in most workers after a year and putting on multiple shows a month for a year is pretty time consuming for no results so I would just like to know how long until I see them

Posted
It took me 8 years to get RPW to national in the '97 CV

 

1 show per month for 3 years and then we.got TV.

 

For the first while we were 3rd in regional wars

 

Yeah, 8 years is a pretty good metric for local to (at least) National.

 

K. So running multiple shows a month would probably be a negative thing or would that speed up the process.

 

It's not that easy. There are a lot of variables that come into play. Product, game area (and thus, availability and quality of workers), economy & industry, booking style and aptitude, and so on. I have never had a problem developing workers (in-ring and out), since TEW07. You're asking for answers that can only be given by the best of teachers (experience). None of us know your booking style. None of us know how adept you are at using your workers. No one knows this stuff but you. At best, we can only give you general tips that may not even apply to you or be useful at all.

 

I would almost guarantee that it would be easier/faster to go from local to national+ in the US than it would be for Europe or the UK (and let's not even mention Australia). That's an important determining factor.

Posted
Yeah, 8 years is a pretty good metric for local to (at least) National.

 

With the major proviso that it depends on where you are.

In the US and Canada thats about right. I dont know about Mexico. I imagine Japan is quicker.

 

In the UK you could do it at a push in 8 years (but not really in one of the historical mods) but in Europe and Australia you'd really struggle. More like 10+ there. The reason being is you need a ready supply of workers better/more over than what youve got. In the smaller regions sometimes those dont exist so you have to make them.

 

And yes, creating pop is easy, but not so much when noones on TV or can beat bigger people

Posted

You know, it's actually doable in Australia. Workers notwithstanding (let's rephrase that: building a company on...10 guys notwithstanding) they have an 85 and 90 importance area. Sure, the 70% for the third sucks, but...it's a doable National.

 

I think.

 

Edit:

 

If you need three areas in Australia at 65% importance, then no, it's not really feasible. Since that 70% area needs 92.x to get to 65%.

Posted
How many shows did you run a month in the 5 years.

A weekly event since the beginning, in the beggining not broadcasted, then on PPV, then a TV contract.

Now, since a few monce the show is 3 hours long (2 hours before) and is now broadcasted all over the world.

Only 3 PPV for the all year, all are 4 hours long.

Posted
The reason being is you need a ready supply of workers better/more over than what youve got. In the smaller regions sometimes those dont exist so you have to make them.

 

And yes, creating pop is easy, but not so much when noones on TV or can beat bigger people

 

Not true. I'm on the cusp of taking Pro Wrestling EVE (a women's promotion based in the UK) to Cult and I'm churning out shows rated in the 70s. The key is knowing how to build overness in your home area. If you know how to manipulate overness (like bleeding it from a worker before their contract comes up for renewal), you can do this indefinitely, with the same handful of workers. The problem with this approach is that it's tedious as all hell (and almost requires the use of out-of-game tools like spreadsheets) so it's meta-gaming at its finest. However, anyone who has run a business in reality can tell you that that's exactly what you do every day. Use gimmick effects to your best advantage and it's even easier (a cool/c0cky gimmick'd person will see their overness plummet with every loss. Same with Legit/Brute losing to gimmicky). I built up April Davids as this unstoppable MMA monster (Shooter) and when she dropped the title to Melissa (Cheerleader), she lost her spot in the main event. One loss. Then she lost to Daizee Haze (Hippy) and plunged even further. Three losses, 19.4% overness lost, easy to afford extension. Once that extension was signed though, she was back in the main event within three weeks.

 

What also matters is how you set the save up. If you play with restrictions off (as I typically do but haven't recently), it's MUCH easier since the area you're based in doesn't restrict the quality of worker you have access to. That's Australia's biggest problem: a dearth of available talent. If you have the talent and the money, you have a lot better chance of doing it in less time.

Posted
Not true. I'm on the cusp of taking Pro Wrestling EVE (a women's promotion based in the UK) to Cult and I'm churning out shows rated in the 70s. The key is knowing how to build overness in your home area. If you know how to manipulate overness (like bleeding it from a worker before their contract comes up for renewal), you can do this indefinitely, with the same handful of workers. The problem with this approach is that it's tedious as all hell (and almost requires the use of out-of-game tools like spreadsheets) so it's meta-gaming at its finest. However, anyone who has run a business in reality can tell you that that's exactly what you do every day. Use gimmick effects to your best advantage and it's even easier (a cool/c0cky gimmick'd person will see their overness plummet with every loss. Same with Legit/Brute losing to gimmicky). I built up April Davids as this unstoppable MMA monster (Shooter) and when she dropped the title to Melissa (Cheerleader), she lost her spot in the main event. One loss. Then she lost to Daizee Haze (Hippy) and plunged even further. Three losses, 19.4% overness lost, easy to afford extension. Once that extension was signed though, she was back in the main event within three weeks.

 

What also matters is how you set the save up. If you play with restrictions off (as I typically do but haven't recently), it's MUCH easier since the area you're based in doesn't restrict the quality of worker you have access to. That's Australia's biggest problem: a dearth of available talent. If you have the talent and the money, you have a lot better chance of doing it in less time.

 

Cheers Remi. Yes it is possible but it takes aaaaaageees. Thats the problem Ive got in my HIW game in the 97 cverse UK. Steady rises but very slow. Hence my point that it would take much longer in that situation.

 

I love that save but if someone is planning on going from bottom to top ina standard amount of time they shouldnt pick that location in that mod.

 

I stand corrected

Posted
The original poster asks how long it will take to get from the bottom to the top... then at the same time says he knows times will vary.

 

You answered your own question.

I actually didn't answer my question at all. When I said "I know times will vary based on..." I was letting people know that I did have common sense and that user operations had an effect on the outcome. What I was asking for was a rough estimate of the time I would have to invest into the game starting from bottom up to see if I would be interested in starting that way or from higher up like I have been doing. Just because I said I know the concept of the game doesn't mean I know without playing it if it will take 5 game years or 50 to achieve the goal the question is asking for. You really look like an ass when you try to make others seem dumb when you don't grasp the simplistic nature of a question.

 

And to everyone who has posted here thank you. Your feedback is much appreciated. I was thinking it was going to take a lot longer than what you guys have told me.

Posted
Cheers Remi. Yes it is possible but it takes aaaaaageees. Thats the problem Ive got in my HIW game in the 97 cverse UK. Steady rises but very slow. Hence my point that it would take much longer in that situation.

 

I love that save but if someone is planning on going from bottom to top ina standard amount of time they shouldnt pick that location in that mod.

 

I stand corrected

 

If you have one over (relatively speaking) worker on your roster or anyone with good to great entertainment skills (say C+ or better), you can generate overness in bunches. If one person has both of those traits, it's even easier and faster. Just like you use your most over workers to close your shows, you can/should use them before that. If you can't use angles, have your most over workers work two matches a show (singles and tag). It happens every single day in indy promotions in reality.

 

I often have an over and/or entertaining worker do a rant where she hypes the top matches for the next show/event while lamenting the lack of respect she gets (whether she's in one of those matches or not). Remember Austin in ECW? Kinda like that. Even if it rates "bad" initially, the workers in question are bound to derive some overness from it and it's like the proverbial snowball rolling downhill if you keep at it.

Posted

I'm still finding my way around 2010.

 

I used to play 2008, and Australia was a little easier there.

 

Why?

 

Well, in 2008, Aussie land belonged to APW. There were no competitors, no promotion war going on.

 

In 2008, APW started out as small as it gets (local?) but within six months to a year, you could take it to cult and land a TV contract and then things got a bit easier to build from.

 

In 2010, APW starts out as cult, but you have to reach regional to get a TV contracts.

 

Doing that means taking your home area and your next-most important area, both, to 41 percent, and keeping it there until the game decides to award you Regional size.

 

With no TV and only one event per month, and the best worker in the company (Swoop) only being able to generate, at best, a match rated in the 50s if you do EVERYTHING just right...

 

...and with RAW kicking your butt and trying to steal Swoop and anyone else decent from you all the time... and if you steal a couple of there people, soon they're offering your ENTIRE BLEEPING ROSTER JUST TO SCREW YOU... (ahem)...

 

Well, let's just say Australia is WAY more challenging this time. My first time through I went aggressive against RAW and it came back to bit me... I was simming past a week at a time, with interruptions for emails, but the game DOESN'T STOP for emails telling you RAW is about to steal your guys... and I had it on AutoSave... so suddenly, about 18 months in my sim came to a stop only to find out RAW had signed away everyone but a couple managers, Frankie Robinson and Rebecca Richey. They even signed away most of my announce crew, my head booker, my ref... there was literally 2-4 people left in APW, they were ALL gone...

 

So now, my second time through, I'm trying not to sign anyone from RAW unless they strike first, and I'm countering all offers that come in, which prevents the immediate disappear effect, and I'm trying not to fight the promo war and just build APW....

 

But 2010 is a much more challenging game. No question.

Posted
I actually didn't answer my question at all. When I said "I know times will vary based on..." I was letting people know that I did have common sense and that user operations had an effect on the outcome. What I was asking for was a rough estimate of the time I would have to invest into the game starting from bottom up to see if I would be interested in starting that way or from higher up like I have been doing. Just because I said I know the concept of the game doesn't mean I know without playing it if it will take 5 game years or 50 to achieve the goal the question is asking for. You really look like an ass when you try to make others seem dumb when you don't grasp the simplistic nature of a question.

 

And to everyone who has posted here thank you. Your feedback is much appreciated. I was thinking it was going to take a lot longer than what you guys have told me.

 

It's simple. You asked a question that has no definitive answer.

Posted
It's simple. You asked a question that has no definitive answer.

 

Yup.

 

I took a company from 0% to Cult in five years in the 97 C-Verse once, that's the closest I've ever come. But a great deal of many things can factor in to the growth of a company. The quality of a show, how often they are running shows (or, possibly more importantly, how often they CAN run shows), where they are located/have popularity, the country they're in, whether or not they're dealing with regional battles or talent thefts...

 

Five years, from being complete unknowns to number three in the country. I'd say the estimates of eights years seem reasonable, think that's about what my most optomistic estimates for any freshly Cult company I've run have been. Even then, you'll need a great TV deal. Getting .2% from a Graveyard deal on a Small network, with no PPV deal, and you're looking at a long trip through Cult. Are you a company that can put on great shows from the get-go, can pull in loads of sponsorship money, and are in a relatively awesome economy, or are you struggling to do good early on (or at any point), you aren't sponsor friendly, and the economy/industry have remained in the dumps for most of your run?

 

In THE most optomistic scenario, not including using the editor to just dump loads of cash on yourself/edittting workers... maybe seven years in the absolute most ideal scenario? I'd say eight to ten is more reasonable. If you're in the default UK or Australia, though... good luck ever sniffing higher than Cult. It's techncially doable, sure, but it's gonna be a very long, very rough road.

 

Point is, it's gonna take awhile, as it rightfully should.

 

 

 

And Craig, APW started as Small in 2008, and usually could hit Regional within the first year (usually around half a year, if I recall).

Posted
It's simple. You asked a question that has no definitive answer.

I know I shouldn't respond to post like this but I have time so why not.

 

Of course there's no "definitive answers" to my question. I didn't ask for a definitive one and even said my self that I know it all depends on how you run your company.

 

With that being said and agreed upon, that the two people who gave no positive feedback what so ever have failed to read (or be able to understand) is that I was asking for people who have experience it (or situations similar to starting from the bottom) to tell me an estimate givin there experience with the game. While everyone else seems to get the question and have been giving me and others who are curious about the question great advice, these to who have nothing to contribute seem to be members of Fox News: taking a very small part of the statement while pretending the rest of it doesn't exist, making comments that are not based on anything relevant to the topic, and trying to come off as if they know something about the situation.

Posted
In my MAW game I'm 3 years in and I'm not even at Cult. I'm happy enough putting on monthly shows in my home region at the moment. It depends on how intensely you play it. I'm really just trying to build up my roster at the moment but I keep losing most of my main event talent when they start getting over. I took ROH from regional to global in about 8 years.
Posted

I took a different approach, starting at 0/0/0/0 but gave myself some money, around 4 million and through frequent shows and relatively careful booking I'm probably goinng to hit cult by the end of the 1st yr with between 1.5 and 2 million left and having run 2x weekly from the start, recently increased to 3x/weekly.

 

That said, if you start with 50K, you can probably only afford one show/month if that and it's going to be a slow plod. I'd get bored personally which is why I went a different route, not to mention I wouldn't invest in something if I didn't have some serious cash in real life, so why do that in a sim? Maybe once I eventually hit #1 I'll go back and try.

 

I'm also owner, so I have no owner goals or limitations to worry about.

Posted
I always felt that you needed a good plan to break out of cult. The general consensus is that your home region needs to be C+ popularity and you have 5-7 million in the bank before you even go into cult. Having a TV show never hurts, especially one that broadcasts into every region of the country your promotion is in. Ditto a PPV deal. This is the point in a game where you really need to micromanage. Your costs are very high so don't have anybody on the roster that you don't really need. Trim the fat where possible. Once you get to high cult (7 million, 100% backstage, high momentum) then it is possible to start signing people to written deals. I always do this to prevent my stars getting lured away by the bigger promotions. Don't expect too much too soon!

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