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All of that would be fine if you could actually make money on the end product but the returns just aren't there.
What worked for me:
I fired the starting composers and editors
Starting employees are VERY expensive, for example Emma Berry is worth $14,300 every month, although if you fire her, she immediately appears on the job market demanding a salary 2.5 times less than the starting salary she had. And there are tons of overpaid employees like that.
I didn't use high quality actors, but took cheap low quality actors with a good attitude, it greatly increased the quality of the movie while these actors cost ~$3k for 3 years. After that I stamped mid-rated movies one after another.
Screenwriters wrote the script almost on the same working template copying 2-3 successful movies.
Yes I realize that this strategy sounds cheesy, but the utilities for electricity and water at the studio are ~$1.5kk$ a year, which means that the revenue from the movies should as a MINIMUM cover it.
There are a couple other ways, but I don't want to spoil the game for those who read this, so I suggest you discover it yourself.
That's a problem, min-maxing just to stay alive shouldn't be the gameplay. I'm not going for an achivement or a challenge, just playing the game normally shouldn't require that.
It seems you have to know every detail at start to not go bankrupt or, like Tspirit said, cheese the game to survive.
1.) The game doesnt describe its mechanics at all (How does everything you have and can do while making the movie impact the film quality and making money? I dont know after going bankrupt twice after two years)
2.) The mechanics mostly seem to punish you (mood always going down and you cant do nothing against that at start -> film quality goes down; your starting employees suck -> film quality goes down; random events are mostly bad -> film quality goes down)
3.) Do you need all the buildings? How does the quality of the buildings impact the game? Dont know, but It seems you need most of the buildings -> much money gone to build them and then your payroll is going straight up
4.) Should I use other movie theaters? The starting film uses it, so I used it. But should I or not? How does it affect ticket sales and Income? Don´t know
5.) Should I hire my employees per movie or per year? I tried both and the movie quality still went straight down. (the mafia movie you get later went from 8/9 script quality to a final 4/5 quality, although I hired only the best available on every position for that movie, all had 7/8.. what???)
All that and the movies you do barely make profit. It should be fun to play, not a nightmare to survive the first two years.
it is a promising game and I know, I will have fun with it. But right now? So unbalanced, while not describing anything, that it sucked every fun out of it for me.
600k to produce, but 1.26m in monthly costs to run the studio. Against a profit of 2.4m for two months (which actually is another 140k each month, so really less than 300k profit which you cannot afford anything with.)
Marketing will make and break your movie, targeting the wrong audience hurts a lot but you can still make a small profit. not giving your marketing enough time before launch also will hurt you at the end, I also find taking advantage of holidays can save a film especially if the other studios movies are not lined up the same day.
that's another thing you have to be very careful of, timing your release outside of another blockbuster hit. think of it as if you're a indie movie and you release next to titanic, ain't no one gonna pick your movie over titanic.
I will say the balancing of employee happiness is pretty rough in the start, which may need some balance tweaks. for the first 5 years I haven't had a issue with making at least a small profit for majority of movies with a few really cursed productions where rng is not in my favor and the quality takes a huge dump to the point i'll never get the production cost out of it, but in a way drives down the end profit a bit which isn't always a bad thing when the tax rate is taken into effect.
will say the game doesn't hold your hand and gives you just the very bare essentials to get you going and expects you to figure ♥♥♥♥ out on your own which I personally like but can see how some may not be as fond of.
another easy money pit you can land in is paying too much for too much talent that you can't use to the fullest ability. it's better to get budget average talent then it is to overpay for a 10 star that you can't use to the max.
also poaching talent with low demanded salary is ESSENTIAL
You can maintain a good happiness with gifts and improving your area quality (you need to unlock it in tech tree). Having 8 hours shifts helps too, but you can maintain good happiness with gifts and 2 grade area.
Use script constructors, you don’t need 8-8 script to be profitable, you can be profitable even with 3-3/4-4 scripts. Even if the final production is low, you can still profit. Just don’t buy a lot of screenings from 3rd party theatres. I buy around 3-4k for the first two weeks (max in first week), then start declining.
Showing movies in your theatres is free, that will allow you to always extend your movie for another 4 week for free.
ALso agree with above, using gifts to make sure everyone is happy seems to help, although that seems way more balanced now than the demo, almost ALL employees were unhappy in the demo, gave out more watches, cigars, and whisky than I suspect will be required now.
As mentioned above, also lost some of the high wage low talent actors early on. I usually end up having to hire for each movie, usually producers (which is a pain until you get to the spot they can work on 2 movies at a time).
It will be interesting to see what happens once you can actually increase the quality of the equipment, sets, props etc, and if I can start renting more than the basic 4K a week :)
So, you did what real successful studios do and it worked. Seems like that is the way it should work.
to me I'm unsure how people are finding it impossible not to make money, I have a strong feeling they are way overspending somewhere that doesn't give them any return. I do find the marketing has a bit of a learning curve but once you get the formula you do much better and is a slow ball rolling and I'm already experiencing jumps in my profits in movies as i improve the overall quality and fine tune the spending.
Happiness was made worse than the demo wrt decay speed and impact of gifts. Beelining all of the happiness skills as early as possible still takes 5+ years, which is almost as much as the lowest loan research, which will put you teetering on the edge of bankruptcy in most usecases. Aside from writers and directors, I have only chosen the lowest budget staff, and am still doing 140k a month without hiring a single soul. An 8/8 movie is not profitable, as I already demonstrated above, I only rented ~1.5k movie theaters and had a return of 2.4m on a 600k budget, BUT the monthly costs for a total of 11 months added to the budget meant I got 2.4m back on 2.1-2.3m, which is nowhere near profitable. This is before I have to spend on marketing myself because of the 3 movie deal at the start of the game. I am down to 2.2m having only bought essentials and having only released movies that were "profitable" in the 600k-2m range. I have not bought any gifts, I have not hired any talent I didn't start with aside from the "choose a contract" stuff where 8/10 staff were the lowest budget.