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1. No crunch time ever.
2. Low pressure.
3. Some Breaks or Many Breaks.
Rooms:
1. Carpet/Artistic Drawing helps room quality.
2. 1 Coffee Maker per 3 employees. 1 Water and Trash per 10.
NOTE: If desks are placed with clipping, this can be put in between desks by the chairs.
3. 1 Medical Cabinet per 3 employees. You can use hallways and space between desk/wall.
Once you get some awards for game of the year or gold records, they have 5 stars! Put them in rooms. One per room is good.
WORK: People like to be busy.
Techs: Workshops keep them busy when not making consoles, and increase their tech skill
Research: Don't auto-research topics. Research about one topic every 1-3 months. You can also use Training Rooms.
Extra Desks: Leave extra desks in your Support, Marketing, Research rooms, so you can toss people in there in between jobs, like you move Console Dev techs to Workshops above.
Corridor: It's important to use the Cleaning Robot. Ensure your hallway has some kind of Artistic Drawing 2, maybe a few chairs or benches.
Bathrooms: Add a trashcan and carpet. Maybe Artistic Drawings behind the toilets.
Lounge: You really only need Keyboards, Refrigerators and Seating. If you have TWO less desks than "Overcrowding Limit" per room, most rooms can fit a TV. You can also stick a Radio in between desks in most rooms. The more needs you can provide inside the room, the less people need to go to the lounge. The more needs you can provide in the room, the fewer needs the lounge must provide. So you can have small bathrooms and lounges.
Heating must also provide heat to lounges, bathrooms, and hallways. People WILL quit on the toilet and en route to places.
If you have an odd-width room with extra spacing, put the extra space in the middle, skewing both side's desks toward their walls, the space in the center can have a heater and some amenities.
Contract Work rooms are good to keep people busy. Just build 3-5 desk rooms and move some people over to complete the work.
Polishing games can keep people busy which means not quitting.
- The overcrowding limit, which you can see when building a room, has to be respected by two workspaces lower. That means, in a dev room that has an overcrowding limit of ten, you should only have eight people at most. Going "one below" that limit is, from what I've been seeing, causing some of the employees to outright ignore their needs until they're all the way down to 20, as if they were in an eternal crunch (even though I never use any crunch, it's a vestigial feature that never worked.)
- Don't give your employees "free time." I mean, put the settings for breaks to "many breaks" as mentioned above, but try to not have rooms spend any time without any work to do. I generally start making a game as soon as I release one, and set rooms that don't have "constant" work (console dev) to do contract work. As for scientists, I tend to only focus on a few topics and one or two genres per run, so I have all extra topics as "things to keep scientists busy." Doing one topic a month will keep them busy enough to not quit on you, and if you have new stuff to research, you don't need to use up a topic.
Also: A training room has an extra function: You can use it to keep people busy. You don't even need to be training them in stuff they need. Just put your scientists to learn some basic programming once they run out of topics to research.