Business Controller: Business Runs YOU!

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ZephyrZodiac:
Any chance of getting something done about the stupid message you get when a sim moves neighbourhoods and tries to call to check on his businesses?  Or the way when you demote a manager, you have to actually cut his pay before promoting someone else and raising their wages?  After all, in a properly run modern business, there would be a pay scale which would be automatically applied!  And sometimes you don't want to fire the manager, just demote them since they aren't really very good at managing!

J. M. Pescado:
Quote from: ZephyrZodiac on 2006 May 21, 20:38:52

Any chance of getting something done about the stupid message you get when a sim moves neighbourhoods and tries to call to check on his businesses?
What stupid message?

Quote

Or the way when you demote a manager, you have to actually cut his pay before promoting someone else and raising their wages?  After all, in a properly run modern business, there would be a pay scale which would be automatically applied!  And sometimes you don't want to fire the manager, just demote them since they aren't really very good at managing!
I could implement QC-0 pay scaling, sort of like how Monique's whatzit tries to make everyone "fairly paid" (which, of course, I think is simply outrageous: How do you expect to run a profitable sweatshop like that?!?). Then employees will automatically be paid the minimum possible wage that they'll accept without quitting. :P

dadditude:
Quote from: J. M. Pescado on 2006 May 22, 14:43:00

I could implement QC-0 pay scaling, sort of like how Monique's whatzit tries to make everyone "fairly paid" (which, of course, I think is simply outrageous: How do you expect to run a profitable sweatshop like that?!?). Then employees will automatically be paid the minimum possible wage that they'll accept without quitting. :P


That would be perfect!

witch:
Quote from: dadditude on 2006 May 22, 16:11:26

Quote from: J. M. Pescado on 2006 May 22, 14:43:00

I could implement QC-0 pay scaling, sort of like how Monique's whatzit tries to make everyone "fairly paid" (which, of course, I think is simply outrageous: How do you expect to run a profitable sweatshop like that?!?). Then employees will automatically be paid the minimum possible wage that they'll accept without quitting. :P


That would be perfect!


I second that notion! Even if sims are good at retail, $48 an hour or more is ludicrous. Retail is not a highly paid job. Though if the prices in the sim shops rise, so should the sim minimum wage, as presumably the business is then higher class and attracting more revenue.

I'm never sure how low I can pay sims before they quit (it's a pain getting new staff and dressing them etc etc.) - because I don't want them to quit so I've been using the fair wages sign - but those wages aren't fair, they're OTT.

J. M. Pescado:
Well, if you want less ludicrous wage demands, you might try "Relevant Wages". This greatly reduces the influence of skills on wages paid (since many skills are entirely useless in a business). Each badge-level otherwise seems to jack up a sim's wage demand by $5: Relevant wages makes it so only relevant badges affect this.

The wages are still pretty high, but then you figure it also costs $40 for a pizza. This produces the "Fairly Paid" wage, which is not necessarily the QC0 wage. For a random employee that doesn't really know the business owner, the "Fair" wage is QC0, but for better relation levels, you can get QC0 wages as low as the "Very Underpaid" mark. Ridiculously Underpaid seems to produce a minimum of about 3%, even with every other factor in your favor (max STR/LTR, plat mood), and in practice, this doesn't seem likely to actually trigger if you keep them from idling much.

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