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Labor Skills
#2
The only advice i can give here is based on what ive written in the FAQ. Not sure if its accurate for the current version though.

Im not sure specifically on the marketing/admin/research skill your mentioning.
Most of the time, im focused on the specific research skills in specific areas, so that's where i can share some experience.
For example, the research skill that allows you to unlock different types of engines and numbers of cylinders.

I find the effects of the other skills often really hard to recognise outside of the game statistics in save files, if at all.

1.
So for those skills i mentioned, like engine/chassis/gearbox skill...
When you use research teams, it takes more than just having a design and spending money on research teams.
I believe its also based (in some fashion) on the statistics of the actual design, compared to your current skill.

So, if you were to make really terrible designs or perhaps even average/mediocre ones, your research teams may actually be of little or no benefit to your skills.

What i do, is design a "all sliders to max" component in each category and vehicle every say 5-6 years.
Beyond just a concept car for research, i find this car is also useful for racing.

2.
The other thing ill mention is that skill gain is pretty glacially slow.
Ive yet to try a full game to 1930 using research teams (im quite time constrained lately) but in my to-1915 games, the effect didn't cause a stunning difference.
That said, afaik, the skill gain is faster than not using it.
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Messages In This Thread
Labor Skills - by WaterlandBaits - 05-23-2014, 11:19 AM
RE: Labor Skills - by Arakash - 05-23-2014, 11:34 AM
RE: Labor Skills - by WaterlandBaits - 05-23-2014, 11:55 AM

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