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I use marketing, printing and OS exclusivity all the time and it helps a lot to start out. But you HAVE to keep the deadlines. With a good team that's no problem though.
Marketing's not as bad as it sounds. Use it in each phase to build up awareness.
So, in Design phase, if you know your release schedules pretty well from experience, you can set a release date, plus write a Press Release.
Timing is key, because you want your followers to grow as you approach Alpha without dropping off, so I don't even start until 3rd iteration, (or 4th for mid or late game).
Use Hype to crest the wave (stop you losing followers as you move from one phase to another).
As a bonus, if you do marketing right before you move into alpha, you'll still be gaining those followers when you move over, giving you a bit more time for marketing in alpha stage.
You get an extra tool in alpha and beta - press builds. Again, space them out, and use Hype to crest the waves.
*Don't* use your design and dev teams for marketing or you'll slow development down. Use a dedicated team. You can always give them Contracts or Deals between releases.
Your team size should be large enough to complete a complex press release and release it, and have the press publish it, before a phase is finished. That's the task that takes the longest, and you need level 2 (or 3) marketers for the photo, and level 3 marketers for the video.
When the software is released, set a reasonable budget and see if your team can use it all and achieve "Widespread" or better within a few days. If they don't use all the budget and don't reach the target, add another person. If they do reach the budget, increase the budget, and keep doing these steps until you get "widespread" or better.