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I am looking to do a local to global challenge on TEW and was looking for some do's/dont's or help. I plan on giving my company 10,000 dollars to start just to get the ball rolling. I have read it is very difficult with TEW 2016. So any tips would be great
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The best advice that I have is find the absolute cheapest guys you can and hire them. Pretty much any kind of show you put on will increase your pop. Also I have found that a performance over pop fed makes it easier. I tend to never hire a road agent in the beginning and make a cheap ref the owner of my fed.
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<p>You will loose money on basically every show you put in as you have no pop. Build some pop first, which will start bringing in money from sponsors- which in turn will help you to balance the finances. Other thing is, momentum is king here as most of your guys will have no pop. Use no more than 6-8 guys on your first 10 or so so shows. Remember, you can hire many guys, but you will only need to pay for the ones who are on the card. Use your avatar for as road agent, some guy on the roster as ref. You are not required to have announcers.</p><p> </p><p>

Key thing is save money! Remember- not going bankrupt is the only target here for first few years.</p>

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<p>Don't leave your home region for a LONG time. Wrestlers == road agents; don't hire one. Get a cheap announcer and a color person and DO NOT CHANGE THEM until you're big enough to eat the penalties for hiring an inexperienced crew. Owner goals are garbage, turn em off. Don't jump to Cult without 10+ million banked. Don't rush to a TV show either, you don't want to run into repeat match penalties with such a small roster. Turn off drug testing immediately. Storylines, storylines, storylines. Even if your product doesn't need them, they're the single best way to gain momentum and by proxy, popularity (albeit slowly).</p><p> </p><p>

I'll think of more.</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="SanX" data-cite="SanX" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="43432" data-ipsquote-contentclass="forums_Topic"><div>You will loose money on basically every show you put in as you have no pop. Build some pop first, which will start bringing in money from sponsors- which in turn will help you to balance the finances. Other thing is, momentum is king here as most of your guys will have no pop. Use no more than 6-8 guys on your first 10 or so so shows. Remember, you can hire many guys, but you will only need to pay for the ones who are on the card. Use your avatar for as road agent, some guy on the roster as ref. You are not required to have announcers.<p> </p><p> Key thing is save money! Remember- not going bankrupt is the only target here for first few years.</p></div></blockquote><p> </p><p> Not true about the hiring guys as you have to pay downsides end of the month etc so you don't want to go crazy with hiring people</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="The_Monk" data-cite="The_Monk" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="43432" data-ipsquote-contentclass="forums_Topic"><div>Not true about the hiring guys as you have to pay downsides end of the month etc so you don't want to go crazy with hiring people</div></blockquote><p> </p><p> No downsides are required until I believe Regional level (unless you negotiate them into the contract yourself -- below regional, the downside option starts at $0).</p>
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Just a quick heads up, I have deleted a post above this that gave out all kinds of advice that was wrong, unrelated to the questions asked and generally not accurate. And I'm going to edit in some helpful advice shortly, so stay posted. :)

 


.....

 


So, starting from the bottom and working upwards.

 


Company growth and finances are the two biggest things to worry about when you are trying to grow a company. These two things are directly linked via sponsorship, which you get more of as you grow your popularity.... your popularity spills over into other regions based too, so when you start a game like this it's a good idea to find a game region that spills over into other regions.. but beware! When you reach 11.0 (low end of F+) popularity in a region (no matter what size you are) you are eligible for a regional battle in that area with anyone else who is regional size or lower AND between 11.0 and 47.0 (lower end of D+) popularity in that region. A little scouting ahead of time should help you to see which regions in whichever database you are using could be tricky to grow in. Regional Battles happen if there are at least 3 companies in that region's battle at the end of each month and use the best show rating of each eligible company to rank the battling companies.. for each company you beat, you gain a little momentum and prestige, for each company you lose to you will lose a little momentum, prestige AND popularity. As the smallest company in a battle, this can be very painful and it's generally good advice to build up your popularity quickly when you hit the 11.0 mark by running an extra show or two to help pad that out and prevent any drops in size.

 


At the same time, in order to grow quickly you are also going to want to find a product that can help you grow and help you get money via sponsorship... and those two things aren't always going to be the same. For sponsorship you will often need to pick the product elements that bias popularity (Mainstream, Comedy) or are equal for popularity vs performance (Traditional, Lucha Libre) since most of your cash flow at the lowest levels will come from sponsorship. However, these types can make it harder to get particularly strong show ratings due to being more focused on popularity, which can potentially lead to slower growth depending on what product types are trending in your game area (which you can see via in-game). For potentially quicker growth at the cost of lower sponsorship you have other options such as popularity vs performance (Cult, Hardcore) and performance biased (Modern, Realism, Hyper Realism, Pure, Daredevil) type products... since it is generally easier to find talented people who aren't over (therefore are cheap-ish) than it is to find popular people who are talented and cheap, this can lead to far higher show ratings at low levels and quicker growth. Finding a product that gives you sponsorship while also giving you the chance to grow quickly AND is on trend is the holy grail at the lowest levels... this will vary depending where in the world and in what mod you like to play, but a good rule of thumb is to pick at least one sponsor friendly element for every non-sponsor friendly element you pick. For me, that is often Traditional paired with Modern or Realism for a pretty good starting base. Any more elements than that and you run the risk of needing too many different match types in your shows to keep your fans happy, and since you should only be running a few matches you don't want to do that.

 


The only product type I didn't mention above is Risque... it is a popularity based product element that is also bad for sponsors, making it easily the worst product element at the lowest levels, but can be very good at larger sizes when you have big stars who can capitalise on this.

 


Each size has it's own pros and cons too, which I'll go through quickly in a paragraph each.

 


Local: You don't need to offer downsides, so in theory you can sign lots of people. You also don't have to worry about minimum roster sizes, so you could just have 5 people on your roster... two singles matches, one tag between them and someone acting as a referee/road agent for each of those. The shows might not be great, but even bad workers if booked right should be able to get a 20 rated match, which is 20 points above the 0 popularity you could start with. Angles rated on a worker's strengths help too, and there are generally plenty of local "monsters" who could be rated on menace against a guy rated on selling... it's basic, but it will always work and if you find the right people it's easy. With a sponsor friendly product and minimal costs you can make money like this almost from the very start. :eek: As a side note, new companies are unable to go bankrupt within the first 12 months of their debut (whether pre-set in the database or created in-game) and even after that it takes five months of being in debt after that to go bankrupt. Knowing that, you can plan to lose a little money early on and know that you can gain it later. Knowing that your main event is a huge part of your show (70% of the match part of your show rating, so therefore up to 70% of your whole show depending on your match ratio) you should generally have one person who can deliver a good match with anyone. It might mean spending an extra few hundred on them for a show, but gaining twice that back in sponsors by growing more rapidly through a good show is worth it. Setting someone as a figurehead too can help, as long as they are actually good enough for the role. It will take a year for them to become set in the role, but the bonuses on attendance (7% of 100 is still a good amount!) and merchandise (an extra few hundred a month is nothing to sneeze at!) can help you. Plus, since you should generally only be running one or maybe two shows a month at this size your time booking here will be quick so that first year will fly past as quickly as your computer can process it.

 

 


Small: If there are regional battles, this is where you will feel it... sometimes even at local depending on the importance of your particular home region. At this point you will get hit by minimum roster penalties so make sure you have hired the minimum number of people to avoid that. The good news is that you don't have to worry about downside agreements, so you don't even have to use them all. You will generally have access to some more popular talent too, so if you are struggling with regional battles this is the time where you may need to invest in a new top talent or two. Sponsorship is still likely to be your main revenue stream but somewhere in this size range (assuming you aren't hiring too many expensive people!) you should be able to break even just by running a show, though again, that can vary depending on your product/sponsors too. If you are breaking even or making money purely from running shows, this is the time when you can consider adding an extra show a month, which can help you grow more quickly. Just always keep an eye on those finances and stay disciplined with the hiring practices. It's tempting to sign those indy stars you know and love, but signing a lot of them is a recipe for disaster for your bank balance! Especially as there is a significant chance you will have to upgrade your production values here too (having lower than your competition will lower your show grades), which can eat up a fair chunk of change. On the flip side, if you are doing better than expected financially you can up your production values yourself and potentially force your competition to have lower show grades as a result, which can give you the upper hand in a regional battle. Just be careful not to end up in an expensive arms race!

 

 


Regional: Probably the easiest size in the game to play at with almost any product type... unfortunately, people will expect downsides in their deals now so make sure you use them at least once a month or you will be paying people for nothing. By now a show held in your home region should be able to make you money and as you grow, your bank balance should grow too so running more shows a month shouldn't be an issue. Some mods are set up so that you can get broadcasting deals here, but at this level TV can be a very double edged sword. A TV deal is likely to only be an hour long, which can potentially upset some of your roster if they aren't being used on it... while a deal to show your events on TV can quickly raise the popularity of your workers faster than your company, leading to people asking for pay rises that may quickly see your wage bill going up faster than your revenue. PPV deals aren't generally bad though as you should be able to make money off them BUT without TV in an area to get people invested in the PPV, your buy rates will suffer. The exact level is that your PPV deal can only count to be as big as one level above your TV level exposure... so a medium level PPV deal would only count as Tiny if you have no TV deal in place, but that can still be better than nothing. Personally, I find these are both best left until you are at higher levels of regional... that way you can focus on making money as you prepare for Cult, which will see you need to be able to grow your popularity in a second region too. There has bee much talk on how to do that, but generally speaking it's best to grow a second region at some point after you are making good profit. Running weekly shows in your home region at regional should be making lots of money... so you can take the show on tour to help you grow. This can be a good time to get TV too... being on TV does at least ensure you won't lose popularity in a region and means you don't actually have to go there, but can be more expensive than simply running extra shows there. TV shows also draw smaller crowds than events and command lower ticket prices, so the financial loss can hurt. It's a balance, and it is up to you to find what you prefer. TV also comes with the advantage that it can grow multiple regions at once, which is good for earning sponsorship money too. And money is essential for....

 


Cult: ... the biggest step up in the game. This is the tipping point between being small time in a small territory (no more regional battles now) and expanding to become a big player. If you have been winning your regional battles, you should have momentum galore and good prestige too, putting you in a good position to grow. In reality, this size has killed several companies as the costs of a growing empire outstripped the financial gains at the low end. When preparing for this jump it can be a good idea to actually limit yourself to Regional size so that you can build your popularity/sponsors up first. The quickness of your potential growth should determine how much money you need for this jump, but attempting this with less than a $1,000,000 in the bank is a bad idea. Many veterans suggest up to $5,000,000 to be safe, but I've found that if you are growing quickly and have good coverage to take advantage of high show grades. Playing in Mexico and Japan (my usual areas) I've had talents capable of getting me 90 rated shows and the rapid growth meant I could raise my sponsorship quickly enough to take the financial hits. But those were rare, lucky breaks for me wih no major competition left above me OR loyal workers... generally that won't be the case, so stockpile cash and find the biggest TV deal you can get, with a PPV deal up to one size above it. The closer to Prime Time you are, the better too. But again, be careful with your workers... by now they are almost certainly turning into major stars and major companies will want them. Sign your stars to written deals, sign your best prospects to written deals and do this before the competition try to poach them. With AI Predatory Hiring being made more aggressive, any big name being offered a written deal (usually anyone being offered more than $10,000 a month) will prompt a bidding war so lock your stars up fast and be prepared for them to ask for lots of pay rises during their contracts as both the company and the workers in it grow in popularity. At the low end, you will want to keep costs as low as possible as the overheads here are VERY HIGH... on the plus side, at mid level cult you enter another sweet spot where growth is fairly easy and you should be able to make money again. Cult (and perhaps Regional) are the best places to tweak your product to whatever your ideal product is... when you have written deals at Cult, you can literally shape it to suit your best workers but be careful to not get the message about alienating some of your fanbase... you don't want that popularity hit ever, it's brutal. At the top end of cult, it's a nice place to book shows because you have stars and you know your roster... the downside, any other major companies around are going to try to steal those stars if their contract comes up. So get ready for National... ideally, you should set your Size Cap to Cult until you are at least 1 whole point above the threshold for National. This is insurance for you to not be adversely affected by a region having it's Regional Importance drop by a point and then drop you to Cult through no fault of your own. Some mods have all regions fixed at one level by setting the minimum and maximum values for those regions to the same level though, so if this is the case you can ignore that step and move on up to...

 


National: ... and your first port of call is to make sure you stay at National. You are eligible for National Battles after one month at this size but unlike their Regional cousins, these don't go by show quality. It's assumed you are putting on great shows to get to this size anyway, and any show rated at 80 or higher CANNOT lower your popularity on it's own. Other factors such as a bad wrestling industry and losing a National Battle can though... so it's your job to put on great shows and try to make the most of the star power on your roster to win National battles. The in-game explanation of this is badly worded and should read "each Main Event worker has their star quality multiplied by the average popularity in that area, all divided by ten [ (Star Quality*Average Popularity) / 10 ]. Your top 5 workers are then added together to give your company score". Star Quality matters so much now in terms of winning the war with other companies, but your talented workers who may not have star quality are still essential to deliver good show ratings and drive more growth. By now you will generally have a pretty diverse roster and would hopefully know how to manage them pretty well. Winning a National Battle gives you a little extra momentum and prestige, losing hurts momentum, prestige and popularity. The more companies involved, the more painful it is for whoever is bottom. It is however very possible for multiple companies to stay at National and higher with high enough rated shows... the addition of an extra A show in particular (like what Thunder was meant to be for WCW and Smackdown was for WWE) can drive this. B shows are also great for building up new stars if you are losing National Battles, which can also help to turn the tide if you are on the losing end or simply want to further punish any rivals below you. :p

 


International: Another step up, this requires more popularity in your home area and cult in three other regions. It's actually pretty easy as long as you can get the tv deals in other game areas. Otherwise you might want to think about getting your own broadcaster here if you haven't already, it can do a great job of opening up good things for you to get to Global. The only other real perk here is that you can offer contracts to people who aren't normally available in your game area... though this option can be turned completely off in the preferences anyway so this perk is very much optional.

 


Global: Just keep growing. The hardest part here is usually patience, though finding a product that is trending enough in other areas for goo growth can also be tricky. With enough time and focus on star building you should be able to get people over enough to deal with National Battles in all parts of the world. Once you get here you would have definitely won your challenge and hopefully had a lot of fun in the process.

 


I've never had the patience to do all of this in one save... but I've stepped up every level in different saves and obviously have a few advantages in knowing the game mechanics from helping to develop them. This should all be pretty solid advice for running any company too... I think we all suffer from over-spending in our games, usually by hiring too many people we like the look of and not being focused in what we do. With enough discipline and knowing where you are going next on the business side of things, hopefully you can use that to keep things focused on the creative side and have lots of fun with this challenge. It's never easy and it does take a while, but the long term rewards are great when you can look at the empire you've built from the ground up.

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Derek B" data-cite="Derek B" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="43432" data-ipsquote-contentclass="forums_Topic"><div>Just a quick heads up, I have deleted a post above this that gave out all kinds of advice that was wrong, unrelated to the questions asked and generally not accurate. And I'm going to edit in some helpful advice shortly, so stay posted. <img alt=":)" data-src="//content.invisioncic.com/g322608/emoticons/smile.png.142cfa0a1cd2925c0463c1d00f499df2.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></div></blockquote><p> </p><p> EVERYTHING I SAID WAS TRUE. I SENT VIA PM TO THE TC BECAUSE I KNEW GREY DOG MARKS WOULD DELETE IT. IT HAS BEEN THE SAME FOR YEARS NOW. IF YOU DON'T PLAY THERE WAY. THEY CENSORED YOU. NO WONDER MODS ARE LEAVING THESE FORUMS. I'M GOING TO START A MESSAGE BOARD OF MY OWN CALLED THE TRUTH ABOUT TEW. SO PEOPLE CAN ACTUALLY HAVE A HANDBOOK HOW TO PLAY THE GAME. INSTEAD OF ALOT OF DELETED INFORMATION OVER THE YEARS. TEW HAS BECOME A MARKS HEAVEN. POST SOMETHING NEGATIVE ABOUT TEW. IT WILL BE DELETED THE NEXT DAY. IT DOES NOT MATTER IF IT TRUE OR NOT. THEY DON'T WANT THE TRUTH ANYMORE. THEY WANT TO HAVE NORTH KOREA UNIVERSE ONLY. BAN ME IM ALREADY BAN BAN ME IM ALREADY BAN. I WILL BE BACK THE NEXT DAY BECAUSE YOU CAN'T SHUT DOWN THE INTERNET.</p>
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<p>*sigh*</p><p> </p><p>

Anyway. One ref will last you until they die or retire. Keep your first hires to 0 pop across the USA. Make sure you're a step above DIRECT competition in terms of production values. Set your distribution to DVD/Home Video; every penny helps. Set your Merchandise Production System to "Just In Time". Don't worry about tag teams until you're larger, like upper Regional.</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="drcat123" data-cite="drcat123" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="43432" data-ipsquote-contentclass="forums_Topic"><div>snip</div></blockquote><p> </p><p> Screenshotted that for my future enjoyment <img alt=":D" data-src="//content.invisioncic.com/g322608/emoticons/biggrin.png.929299b4c121f473b0026f3d6e74d189.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p><p> </p><p> To the OP: use as few wrestlers as possible, as stated above. Having a show grade > your company's pop = pop gains, and being 40 points higher or 10 points higher doesn't matter because the gains are the same (exception being if the wrestling industry is in the toilet, which will severely limit your pop gains; I would suggest setting the starting industry score at least at average or rerolling games until you get one because otherwise the early game is a long tedious slog without much to show for it). When you have zero pop, that's extremely easy to do. Any penalties you might incur are basically moot until you are around regional size.</p><p> </p><p> Gain sizes as quickly as is reasonably possible up to Regional. That means run weekly shows as soon as you can break even doing so (with a $10 starting bank, I would run weekly shows until I was around $1000, then aim to break even monthly). After moving from Local to Small, I would be very surprised if you were squeezed for money again unless a) the economy/industry crashes and you're running more shows than the climate can support, b) you have a product extremely unfriendly to sponsorship, or c) you're careless with your money.</p><p> </p><p> As soon as I have C- or so pop in my home region and am turning a good profit, I start touring in a nearby spillover region with a second brand of cheap wrestlers that is essentially the same strategy as in my home region: run a lot of shows quickly so they'll become self sustaining. Within a short time you would be running profitable shows in two regions weekly. With a favorable market, the climb to cult only takes 2-3 years and you'll have several million dollars in reserve. I've seen $10m thrown around as a benchmark but honestly I think it's overkill as long as you remember to remain financially prudent and don't immediately sign all your indy darlings to written deals.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="nebradska" data-cite="nebradska" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="43432" data-ipsquote-contentclass="forums_Topic"><div>Screenshotted that for my future enjoyment <img alt=":D" data-src="//content.invisioncic.com/g322608/emoticons/biggrin.png.929299b4c121f473b0026f3d6e74d189.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /><p> </p><p> To the OP: use as few wrestlers as possible, as stated above. Having a show grade > your company's pop = pop gains, and being 40 points higher or 10 points higher doesn't matter because the gains are the same (exception being if the wrestling industry is in the toilet, which will severely limit your pop gains; I would suggest setting the starting industry score at least at average or rerolling games until you get one because otherwise the early game is a long tedious slog without much to show for it). When you have zero pop, that's extremely easy to do. Any penalties you might incur are basically moot until you are around regional size.</p><p> </p><p> Gain sizes as quickly as is reasonably possible up to Regional. That means run weekly shows as soon as you can break even doing so (with a $10 starting bank, I would run weekly shows until I was around $1000, then aim to break even monthly). After moving from Local to Small, I would be very surprised if you were squeezed for money again unless a) the economy/industry crashes and you're running more shows than the climate can support, b) you have a product extremely unfriendly to sponsorship, or c) you're careless with your money.</p><p> </p><p> As soon as I have C- or so pop in my home region and am turning a good profit, I start touring in a nearby spillover region with a second brand of cheap wrestlers that is essentially the same strategy as in my home region: run a lot of shows quickly so they'll become self sustaining. Within a short time you would be running profitable shows in two regions weekly. With a favorable market, the climb to cult only takes 2-3 years and you'll have several million dollars in reserve. I've seen $10m thrown around as a benchmark but honestly I think it's overkill as long as you remember to remain financially prudent and don't immediately sign all your indy darlings to written deals.</p></div></blockquote><p> </p><p> If you are wondering why I'm so mad. I spend over a hr coming up with 20 tips for the tc. Tips I know are 100% true to the game. Derek does not play that way. So he deletes it without any care at all. There is nothing I said that was based on just the way I play the game. It was all true to how you can play the game. They were alot of good tips. Since I told the TC almost step by step how to grow from local. Derek likes people to find out stuff for themselves. Which alot of new members hate about tew these days. There has been handbooks but they get deleted by the marks. Just because they don't want people to have the game without frustrating things and questions by the players. So based on the marks they would have ripped up every instruction book for videogames. Since apparently finding every little thing is fun to them. They don't care about the people who just want to play the game.</p>
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Things like it's only possible to gain 0.1 pop per show in Australia and a variety of other things that involve heavily editing the database and doing a lot of things that would mean the poster wasnt' actually doing a Local To Global challenge at all. My post above is been edited with advice that should cover any and every way of playing and is actually correct on how the game works in all circumstances. :)

 


Anywho, time to channel some "Broken" Matt Hardy and get my delete thang on...

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Owen Rey" data-cite="Owen Rey" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="43432" data-ipsquote-contentclass="forums_Topic"><div>I'm very curious as to what drcat said in his original comment</div></blockquote><p> </p><p> See that is why I'm held down on this site. Derek knows I said some good points too. He only focused on giving yourself a tv show, majority age to 30, etc. </p><p> </p><p> He totally forgot about hire menace, selling, acting people. He totally forgot about don't hire people with respect. Since they cost alot. It also helps because there is no way to sort by money. He totally forgot about focused on 4 or 5 people. So you balanced your roster out. He totally forgot about alot of my good points. </p><p> </p><p> Yes I will probably get another negative for this too.</p>
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I bought TEW 2016 when it came out and have only played maybe three or four different saves, the save game I've played the vast majority of my time on is a RtG challenge which is essentially what you're going for, but with 1000 instead of 10,000. Now, my growth, compared to the other RtG games I've seen on the forum, has been very, very slow, but I can at least throw out a couple things that I believed helped me when my company was first starting out...

 

The chief tip would be a simple of echo of what everyone else has said about finances. At local, watch your finances first and foremost. I failed two RtG games in a row going bankrupt within the first two or three years of my company. When I began my third game, I started with a perf over pop fed and I don't believe I started making money until month ten or eleven, might have been later than that. It was a Cornelleverse save, and I had like six guys at start. I never gave a thought to expanding my roster until I was making money. Even then, when my fed began to make money, the country(USA) took a nosedive in industry and economy, so I scrimped and saved and didn't hire anyone or bolster my roster for a long time. Once I hit regional, I was starting to make decent dough, and that's when I began splashing out money on new hires.

 

Another thing I did, and perhaps others may disagree with this approach, but I checked for new wrestlers entering the world nearly every month. They are, of course, quite cheap, but some of them are pretty darned phenomenal for being 18 - 20 years old. I won't spoil who it is, but there is one wrestler who entered the world a couple months after I began my game, and he is now THE DUDE in my promotion, he is literally A-rated pop in my region right now. Checking every month for those fresh-faced greenhorn wrestlers ensured I had available talent on the cheap to fill time and build for the future. Though if new wrestler generation is off, this is useless to you.

 

I have only hit Regional so far in this game, and am about a year away from ten years of play in this save. I'm making very decent money, saving up just the way Derek said for the jump to Cult. I've also tweaked my product (via the editor, which admittedly is a violation of the RtG rules) simply because playing one save for so long showed me what product my fantasy booker self loves more than any, so now I've got a perf=pop product and have to put on a tech masterclass, wild brawl, high spots, and story teller match each show. I also run at least five shows a month. Needless to say, this seems cumbersome at first, but Derek is right about regional: it's much, much easier, especially with money flowing in.

 

One other tip I've just started doing since I'm close to making the jump to Cult is, I've shortlisted every wrestler working for a major promotion in the U.S. and Canada. I get a ton of emails, sure, but more importantly, whenever a guy or gal who has been on tv is up for release, I know about it, and I can sometimes scoop them up if they're a good fit for my fed. Perhaps the biggest tip I haven't seen on here, one that ties together my last two is, be aware of your wrestling world. Keep up on the major promotions, the shows they run, the wrestlers they hire and release, etc. I don't have any docs on the other feds or anything(compared to the pages of notes I have on my own fed), but I do keep tabs on them, and especially now with me so close to making the jump to cult, it pays off.

 

To summarize the rambling points above succinctly, be cheap until you get to regional, keep an eye on new wrestlers, and keep an eye on what will someday be your biggest competitors, the major promotions in your area. Hope this helps, and also, thanks to Derek for that very thoughtful analysis I'll be using your tips when I get to Cult in my game.

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See that is why I'm held down on this site.

 

I love this. It's as if he thinks that if you get enough positive feedback on your posts, you become Adam Ryland. Why do you keep holding him back? Give him a shot and he'll prove he can make it as Adam. If not, he'll get frustrated and do a podcast with Colt Cabana.

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I must STRONGLY agree with limiting your growth at both Cult, and National until you're above the thresholds. Here is another tip:

 

When you're ready to look at the rest of the world, ripe for the picking - pre-sign a bunch of talent from that region with at least 55-60 popularity, who can put on at least a C match and isn't toxic in the locker room. I personally prefer to use PPA deals or working agreements with a foreign company to stock up a few midcarders. If you can get 4 of these guys, you have a few temp jobbers for your midcarders while main eventers focus on menace vs selling. Now, if by luck you can get 6 of them - then you have a solid midcard "invasion" stable. These guys will help draw in some local fans and start the process of overcoming language barriers.

 

I also like to run EVENTS (not shows) in these foreign countries because I can repeat the same card in each region of that country. Just make a note that "All of Aussie has seen 'Taker vs Sid once, and everyone on TV-Land has seen it twice." - you can also take matches where, in your home region you did have your 3 matches within 6 months, and repeat those matches in "events" in the new foreign area as long as you do non-televised events and not TV shows.

 

Lastly, when you hit regional and cult, you have to make decisions about alliances and working agreements. If you enter an alliance, exiting causes the remaining companies in it to hate you and potentially declare war which leads to constant talent raids and other shenanigans. Working agreements are awesome because like alliances, you can use them to have a stream of already built jobbers (I love 3 PPA loan) especially foreign workers for foreign countries. The thing to be careful about is this works both ways - don't enter an alliance with DAVE or ECW or some promotion that will snag all your stars into a hardcore deathmatch and injure them. I have had it happen.

 

Lastly, just have fun. Don't worry about the pressure "MY NEXT MATCH NEEDS 92 RATING, OH NO!!". Instead, focus on enjoying yourself. I suggest having fun with different companies and products and seeing what really works for you. I started this series only WWE, and I got a little tired of 2 A-Shows + B-Show to manage every week. So, one day I loaded up the C-Verse and tried some 21CW, NOTBPW and SOTBPW and I was refreshed at all the different ways this game can be played.

 

Cheers!

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  • 4 weeks later...
<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Derek B" data-cite="Derek B" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="43432" data-ipsquote-contentclass="forums_Topic"><div><p> At the same time, in order to grow quickly you are also going to want to find a product that can help you grow and help you get money via sponsorship... and those two things aren't always going to be the same. For sponsorship you will often need to pick the product elements that bias popularity (Mainstream, Comedy) or are equal for popularity vs performance (Traditional, Lucha Libre) since most of your cash flow at the lowest levels will come from sponsorship. However, these types can make it harder to get particularly strong show ratings due to being more focused on popularity, which can potentially lead to slower growth depending on what product types are trending in your game area (which you can see via in-game). <strong> For potentially quicker growth at the cost of lower sponsorship you have other options such as popularity vs performance </strong>(Cult, Hardcore) and performance biased (Modern, Realism, Hyper Realism, Pure, Daredevil) type products... since it is generally easier to find talented people who aren't over (therefore are cheap-ish) than it is to find popular people who are talented and cheap, this can lead to far higher show ratings at low levels and quicker growth. Finding a product that gives you sponsorship while also giving you the chance to grow quickly AND is on trend is the holy grail at the lowest levels... this will vary depending where in the world and in what mod you like to play, but a good rule of thumb is to pick at least one sponsor friendly element for every non-sponsor friendly element you pick. For me, that is often Traditional paired with Modern or Realism for a pretty good starting base. Any more elements than that and you run the risk of needing too many different match types in your shows to keep your fans happy, and since you should only be running a few matches you don't want to do that.</p><p> </p><p> <strong>The only product type I didn't mention above is Risque... it is a popularity based product element that is also bad for sponsors, making it easily the worst product element at the lowest levels, but can be very good at larger sizes when you have big stars who can capitalise on this.</strong></p><p> </p><p> </p></div></blockquote><p> </p><p> It was a great post. Thank you very much for that. </p><p> But I didn't quite understand some elements about product values. How does Cult/Hardcore help with the rise in popularity? Is there any pop bonuses for these products? And how is risque helpful for larger companies?</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Gtact420" data-cite="Gtact420" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="43432" data-ipsquote-contentclass="forums_Topic"><div>It was a great post. Thank you very much for that. <p> But I didn't quite understand some elements about product values. How does Cult/Hardcore help with the rise in popularity? Is there any pop bonuses for these products? And how is risque helpful for larger companies?</p></div></blockquote><p> </p><p> I think what he means is that those product types are more based on performance than popularity so it's easier to get a cheap guy who has high performance skills if he has no popularity. Contracts are primarily negotiated based on popularity and workers ask for more money if they're more popular. Also, if you have a product that rates matches more on performance, you're going to get better show grades at the lower levels because most of your guys have very low popularity at local/small/regional.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="marsupial311" data-cite="marsupial311" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="43432" data-ipsquote-contentclass="forums_Topic"><div>I think what he means is that those product types are more based on performance than popularity so it's easier to get a cheap guy who has high performance skills if he has no popularity. Contracts are primarily negotiated based on popularity and workers ask for more money if they're more popular. Also, if you have a product that rates matches more on performance, you're going to get better show grades at the lower levels because most of your guys have very low popularity at local/small/regional.</div></blockquote><p> </p><p> The thing is Cult and Hardcore have no impact on the perf vs pop rating.</p>
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I just meant that all of those elements aren't popularity based, therefore making it easier to grow by using the talented, cheap unknowns instead of the talente, expensive well known workers.

 


Some of those elements also come with a vocal crowd though, which can be a double edged sword. On the one hand a vocal crowd can help boost your segment ratings by being extra loud (a small boost to every segment) but they can also tank ratings by really letting you know when they don't like someone.... so they can be risky. But I love them for larger companies where you can really take advantage of them and get great ratings with a wide range of workers. :D

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