About Employees - Also Smoothing

After trying to manage employees, training, raises, and the like, I've given up and simply when any (especially after one or two trainings or pay raises) gets discontent, I just fire and replace.

I haven't seen, yet, any indication that untrained employees are slower on the job. Of course, I may have missed that, and I could be dead wrong.

So,

1) Is training and advanced people management worth it?
2) How do you keep shop people happy? They are the worst.
3) How do you keep advanced, fully paid janitors happy. Or will they always revolt. They just hate their job, as far as I can tell.

Or, alternatively does one just fire the discontents and replace them once in a while?

Note, I haven't tried an actual scenario yet, I have a sandbox with 4000 peeps, and a few with less that are "discarded" since I caught on to better coaster building.

As to smoothing, now, is there a way to include more track than a few sections? Is there a "smooth all", if so I haven't psyched it out or found the proper manual page. I know, it's probably there somewhere, right? :)
 
After trying to manage employees, training, raises, and the like, I've given up and simply when any (especially after one or two trainings or pay raises) gets discontent, I just fire and replace.

I haven't seen, yet, any indication that untrained employees are slower on the job. Of course, I may have missed that, and I could be dead wrong.

So,

1) Is training and advanced people management worth it?
2) How do you keep shop people happy? They are the worst.
3) How do you keep advanced, fully paid janitors happy. Or will they always revolt. They just hate their job, as far as I can tell.

Or, alternatively does one just fire the discontents and replace them once in a while?

Note, I haven't tried an actual scenario yet, I have a sandbox with 4000 peeps, and a few with less that are "discarded" since I caught on to better coaster building.

As to smoothing, now, is there a way to include more track than a few sections? Is there a "smooth all", if so I haven't psyched it out or found the proper manual page. I know, it's probably there somewhere, right? :)

Are you only playing Sandbox? If so, it's very easy to keep your vendors happy. As soon as you hire someone (via shop placement), make their wages $2,000. They'll be happy forever.

"Yeah this job sucks but I'm rolling in the dough!"

Whenever you find yourself on the management screen, train the peeps that you can train. $2,000 should keep them happy, but I always train anyways as I don't want to be bothered with managing them in my sandbox park.

When you start playing a Challenge Park, that's when you need to closely keep an eye on them and train/raise wages accordingly, but if it's just sandbox, don't worry about management. Just give them a very large wage and they'll be happy virtually forever.

EDIT**** Smoothing for coasters:

There is not a smooth all that encompasses the whole ride. You have to manually, step by step, piece by piece, smooth each piece. I usually start right after the station (skipping the lift if your coaster has one) and then start at the bottom of the lift smoothing every piece until you get back to the station. Eventually you'll create coasters when you won't have to smooth everything, but a good habit is to smooth after the lift or after the station all the way back to the end of the ride.
 
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to include more track pieces for smoothing you drag the little blue diamonds at the end around the track to highlight the pieces you want
 
to include more track pieces for smoothing you drag the little blue diamonds at the end around the track to highlight the pieces you want

See! You learn something new everyday! Thank you for the info. I didn't know you could drag the diamonds like that. :)
 
I still wouldnt highlight the whole track, its better to do smaller sections for a few reasons, it will removed a lot of banking and hills and try to make them straight and it takes forever.....to process one smooth click when a big chunk is highlighted
 
1) Is training and advanced people management worth it?
2) How do you keep shop people happy? They are the worst.
3) How do you keep advanced, fully paid janitors happy. Or will they always revolt. They just hate their job, as far as I can tell.

As you increase difficulty level, everybody gets harder to please and wants to do less work for more money, so the specific numbers vary with difficulty, but the general principles remain.

To me, the only employees worth training to the max are mechanics because broken rides kill your money (both immediately in terms of stopping through-put and long-term in broken rides hurting guest happiness and park rating). I keep everybody else as an untrained, part-timer on minimum wage if at all possible. I do reward hard-working, cheerful employees with occasional training and raises, fire the malcontents, and otherwise leave them alone.

With shopkeepers, training does speed up their ability to serve customers, which reduces their workload, so they end up staying happy. For example, 1 star of training will usually take a shopkeeper from high workload and unhappiness to normal workload and happy. Give a $12.50 raise at the same time and you should be done with that person. I don't give people raises or training just because they're unhappy with normal or low workloads, I just let them quit or fire them to get them out of my park.

As to smoothing, now, is there a way to include more track than a few sections? Is there a "smooth all", if so I haven't psyched it out or found the proper manual page. I know, it's probably there somewhere, right? :)

You don't want to smooth the entire thing at once, you want to smooth a short section as you build with 1 end of the track hanging in the air. That way, you can work all the wrinkles out the free end, which will cause it to move. Then you add more pieces to that end after you've smoothed upstream of it. If you smooth the whole thing once it's built, there's nowhere for the wrinkles to escape so they bunch up.
 
Don't train your vendors up "just cuz". You might find a lot of them will have a normal work load at level 2 training, and $175. If you train them up one more, the work load may turn to LOW, and now you will have problems. You don't need to pay them $2000 either. I found $250 will keep a fully trained, "NORMAL" workload vendor happy forever. If the workload is HIGH, train them up until it is normal, and pay them more.

If a shop just repeatedly closes because of LOW work, try moving it. If there is no business at it's current location, why keep it? Aesthetics?

Mechanics are happy fully trained at $350. Fully trained mechanics fix rides better than lower trained mechanics.

Janitors remain happy fully trained for $222 ( I use that because it's super easy to enter on the number pad ;) )
 
Don't train your vendors up "just cuz". You might find a lot of them will have a normal work load at level 2 training, and $175. If you train them up one more, the work load may turn to LOW, and now you will have problems. You don't need to pay them $2000 either. I found $250 will keep a fully trained, "NORMAL" workload vendor happy forever. If the workload is HIGH, train them up until it is normal, and pay them more.

If a shop just repeatedly closes because of LOW work, try moving it. If there is no business at it's current location, why keep it? Aesthetics?

Mechanics are happy fully trained at $350. Fully trained mechanics fix rides better than lower trained mechanics.

Janitors remain happy fully trained for $222 ( I use that because it's super easy to enter on the number pad ;) )

Oh yeah, I agree you need to adjust the values accordingly when it's a Challenge park. He's currently playing in Sandbox though where the pricing doesn't matter. :) That's why I said to train at will and overpay. :) I've never had any issues giving peeps $2000 in sandbox and training all willy nilly. They're all happy forever :)
 
Lo and behold that works like a charm. (no, I don't actually do the whole ride, but being able to smooth out a whole turn, etc, is a good deal) Being able to get rid of that little spike in the acceleration is a big winner. d3xyz/dt3 is the killer.
 
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Interestingly, I think I have discovered the limits to park size. Your park can't expand when the peeps are out of money (including ATM withdrawals) by the time they get into the good rides t the far end from the entrance.
 
Don't train your vendors up "just cuz". You might find a lot of them will have a normal work load at level 2 training, and $175. If you train them up one more, the work load may turn to LOW, and now you will have problems. You don't need to pay them $2000 either. I found $250 will keep a fully trained, "NORMAL" workload vendor happy forever. If the workload is HIGH, train them up until it is normal, and pay them more.

If a shop just repeatedly closes because of LOW work, try moving it. If there is no business at it's current location, why keep it? Aesthetics?

Mechanics are happy fully trained at $350. Fully trained mechanics fix rides better than lower trained mechanics.

Janitors remain happy fully trained for $222 ( I use that because it's super easy to enter on the number pad ;) )
Thx for the tip !
 
Dealing with staff when not is sandbox mode:

As soon as you get a staff member, give them a $10 raise. If their workload gets high, train them and give them another $10 raise. Rinse and Repeat.
This will keep them happy except in the Golem career park where the staff will demand more pay.

InfinityFox
InfinityofLight
 
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