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There's far too many variables at play to post the full formula, but basically you want to keep the # of employees working on a project closest to the project's recommended team size. You can see the recommended team size in the Design Document's Details pane.
On the note of assigning multiple teams to one project: I think this does increase overall completion time, but only slightly, and (imo) fairly:
Note that Working.Count is updated to include the employees from other assigned teams. So having multiple teams assigned will always result in (very) slightly lower project effectiveness than having one team with the recommended team size.
But if multi-teaming is detrimental I might have to change that approach. I cannot maths at all (I LITERALLY CAN'T EVEN) but I'll take testing's word for it!
Looks like changing teams based on specific project needs might really need to be a thing but I honestly can't see how to design flexible offices for that so I probably won't at this time and I'll just have to accept inefficiency.
so let's say a product's recommended team size is 8. you assign team 1 and team 2 to the product. team 1 has 4 members and team 2 has 4 members. the overall value would then be 9 (4 + 4 + 1). to expand, (team1Size + team2Size) + (numTeams - 1).
the * 2 in the code snippet above is likely just padding.
so this doesn't have a dramatic effect on effectiveness, and makes more sense. having multiple teams working on a single project probably reduces effectiveness in real life as well, since you'd have to coordinate with each team.
you can look at this formula as adding an invisible employee to each team that goes to the other teams and does the coordination :)
tl;dr i made a mistake. don't rethink your strategies. multiple teams are not detrimental to effectiveness.
I hadn't observed a huge detrimental effect but was assuming this was likely because I was ensuring that no more than two teams were ever combined.
Glad I don't have to rethink my office designs, though!
Suppose a project requires 12 people. Is it efficient to have a design team of 12 designers and then switch to a development team of 12 total programmers and artists?
1) Does the game penalize you for switching teams for different parts of production?
2) Does the team size number assume a ratio of jobs already? Does, for example, a project that recommends 12 members limit you to 4 or 5 designers, or will it let 12 people of any job work at max efficiency at one time?
3) How does a team lead affect this?
4) I saw a guide that said it's easiest to limit a room to 6 people to easily cover their needs. Is it always harmful to split a large team over several rooms? Can you make up for the separation by giving them a central meeting room for team meetings, for example?
Are you telling me that having 300 people in one team isn't very effective?
wot
1. no
2. it does not, but the pie chart breaks down what skills will be needed (2d, audio, etc)
3. can't find everything that the Leader effects, but it seems to be that Leader contributes as all roles (designer, programmer, artist) in all phases (design, alpha, beta) at ~25% effectiveness.
from my understanding it would technically be fastest to have 12 designers during the design phase and 12 total programmers / artists during the alpha and beta phase. however, this would require keeping a close eye on each project to make sure you're switching teams as soon as it reaches the next phase. when you get to late-game you will likely have several projects going at once. so that's something you should weigh in. personally, after my first big hit i'll start switching everything but OS development to project management so i don't have to worry about teams, phases, etc. each software type gets its own tailored, dedicated team with project management. this turns the game into an idler though, so might not be very fun unless you're like me and love idlers :p