Let's School

Let's School

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Need help with managament department
Any guide for Management Module ?
Thank you
Last edited by MyNameIsPooh; Aug 7, 2023 @ 9:39am
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Showing 1-3 of 3 comments
WittiW Aug 7, 2023 @ 10:20am 
What do you need it for? You start as the boss and you have a certain amount of management points. Every management room has room for 1 manager that can be managed by the big boss. Then you can form a tree. If you click on an icon of a room to manage, you can put it to another manager. If for some reason a head of a school room (or head of reseach) hasnt got enough management points, your manager can add a few (click on the icon and press +- on the right side of the screen).

Not much more to it.

I would like to be able to zoom out in the management view. It's sometimes little difficult to move stuff around there now.
Last edited by WittiW; Aug 7, 2023 @ 10:27am
Aether Aug 7, 2023 @ 7:24pm 
This is honestly one of my favorite parts and I wish more management games had something like this.

Basically, you can customize your management heirarchy however you'd like. Every staff member has a certain management capacity based on their skill level. The headmaster starts off pretty low and will need to be trained up a bit to be efficient. While you do that, you can assign staff members to a management department (that you can name and customize), then offload whatever you want to that person.

Every facility and class will use up some of the management capacity of the person running it. If the manager or headmaster is overcapacity, they will quickly stress out and lose control over all of their managed areas. Some facilities, like washrooms, have a static cost, others such as classrooms could be more dynamic based on who is in that room.

The dynamic facilities, like classrooms and research areas, also use up the management capacity of whoever is running that room. This is why teachers with poor management skills will quickly lose control of their class.

Lower level managers can also "borrow" capacity from their own managers. For example, if a classroom teacher's management skill is 17 but needs 20 to run their class effectively, they can use up 3 points of capacity from their direct supervisor, so long as the supervisor can spare it. This can continue all the way up the chain as well.

To help, here's the late game heirarchy I tend to build towards:

Headmaster --> "Academics", "Facilities", "Services"
Academics --> A manager for each of 3-year programs that I have, each manager looks after the three classroom teachers of that program.
Facilities --> A manager for each building I've created for my campus. For example, I usually will have a "Sports Director" who manages all of my outdoor classes.
Services --> A manager for every group of services I currently offer like transportation, food, health and safety, etc.

Feel free to make a management tree that suits your playstyle though! Hope that helps :)
MyNameIsPooh Aug 7, 2023 @ 10:23pm 
Originally posted by Aether:
This is honestly one of my favorite parts and I wish more management games had something like this.

Basically, you can customize your management heirarchy however you'd like. Every staff member has a certain management capacity based on their skill level. The headmaster starts off pretty low and will need to be trained up a bit to be efficient. While you do that, you can assign staff members to a management department (that you can name and customize), then offload whatever you want to that person.

Every facility and class will use up some of the management capacity of the person running it. If the manager or headmaster is overcapacity, they will quickly stress out and lose control over all of their managed areas. Some facilities, like washrooms, have a static cost, others such as classrooms could be more dynamic based on who is in that room.

The dynamic facilities, like classrooms and research areas, also use up the management capacity of whoever is running that room. This is why teachers with poor management skills will quickly lose control of their class.

Lower level managers can also "borrow" capacity from their own managers. For example, if a classroom teacher's management skill is 17 but needs 20 to run their class effectively, they can use up 3 points of capacity from their direct supervisor, so long as the supervisor can spare it. This can continue all the way up the chain as well.

To help, here's the late game heirarchy I tend to build towards:

Headmaster --> "Academics", "Facilities", "Services"
Academics --> A manager for each of 3-year programs that I have, each manager looks after the three classroom teachers of that program.
Facilities --> A manager for each building I've created for my campus. For example, I usually will have a "Sports Director" who manages all of my outdoor classes.
Services --> A manager for every group of services I currently offer like transportation, food, health and safety, etc.

Feel free to make a management tree that suits your playstyle though! Hope that helps :)
this is what i looking for, i have problem which to group them and what perks i should use for
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Date Posted: Aug 7, 2023 @ 9:37am
Posts: 3