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Free Enterprise Known Issues Free Enterprise Machine Data for Researchable Machines

Keeping Machine Efficiency Up:
Four workers per machine will ensure that the machine has around 90% to 110% efficiency.
The breakdown of worker assignments to achieve this is:
2 Machine Operators (Load, Maintain OR Operate)
1 Maintenance Engineer (Operate, Load, Maintain)
1 Foreman (Operate, Load, Maintain)

The machine operators can either help maintain the machine or help operate it, there isn't much difference, you could even assign one to operate and one to maintain.

The best thing about this is that these 4 workers can easily cover 2 machines (with the same tasks at each machine) and they will both run at the same high efficiency level.

Research Tips:
Keep a track of what you are researching, it's very handy to use some sort of spreadsheet and list what you're trying, what you've already tried and what the game has confirmed to be needed.
Note that the highest tech machines may not always produce the highest profit, however I found it too difficult to analyse the data as I was using a save, try, make notes, load and retry method, which means all the data for each machine was not available simultaneously.
You might find the tech 8, 9 or 10 items are the best for profit per unit per daily output.
Also remember that as the technology level goes up so does the length of time research takes - in general the change isn't noticeable until the highest tech levels.

Worker Profile:
The profile of your workers is important, I recommend turning on "Editable Personalities" and either creating your own 'super-worker' or using the one I've made (with the values below), available here.

Here is a list of the attributes, what I think each one affects and is good for, and my recommended settings for "Best overall worker".
The values (in brackets) were chosen by comparison with the workers the game gives you through normal hiring and my thoughts on what each one affected. Some were tweaked and tested a little to improve productivity. If you combine this profile with the 'Robo-Workers' game option you'll have a very efficient workforce.
NOTE: These are highly speculative and Unofficial!

Aptitude:
Mathematical (100): Good for accounting.
Mechanical (100): Good for machine workers, especially maintenance.
Verbal (100): Communication, good for office workers and management/Overseers.
Logical (100): Good for problem solving, best for management.

Habits:
Work Ethic (100): How much the person is devoted to their work, affects arrival time.
Coffee (0): Caffeine addiction, possibly affects break time and frequency.
Smoking (0):
Need for smoke breaks, also means you need smoking areas.
Alcohol (0): How much they like to drink, possibly affects general work performance and if they will turn up drunk to work.
Drugs (0): How addicted they are to drugs, could affect work performance.

Judgement:
Information (100): The amount of information they gather to make a decision.
Options (100): How many options and alternatives they consider.
Think Time (50): How long it takes them to make their choice.
Random (50): Affects decisions in general, unknown as to what extent.
Detail (100): How much detail the person goes into.
Closure (50): Possibly the chance of a person finishing off a task.

Office:
Typing (100): Persons ability to type, affects office workers with computers.
Office Equipment (100): Ability to use the office equipment you give them.
Reception (100): Phone answering/handling ability, good for sales/marketing.
Computer (100): Persons ability to use a computer, good for office workers.
Clerical (100): Persons ability to handle paperwork, good for office workers.

Personality:
Ambition (70): Affects drive to get things done, possibly pay rise demands.
Power (80): Either power they posses or their want for more power and control.
Complaining (30): How much they whinge and complain, doesn't seem to affect pay demands.
Sensitivity (60): How sensitive the person is to other factors, possibly workers.
Structure (60): Highly uncertain, possibly the persons stability.

Note: I had a worker with high structure that would spend all day doing "Get Structure" and not working. When I turned it down he went back to work.

Physique:
Age (18): Persons Age, Cosmetic.
Height (65): Persons Height in inches, Cosmetic.
Weight (140): Persons weight in pounds.
Metabolism (100): Possibly affects work speed after breaks, highly unsure.
Physical Health (100): How healthy the person is, might affect work speed, highly unsure.
Physical Strength (100): Persons ability to carry things around, good for machine operators or workers that have to load/unload machines.

Profession:
Accounting (100): Good for accountants/finance.
Sales (100): Good for salespeople.
People (100): Ability to communicate, convey messages or talk people into things.
Planning (100): Good for management, purchasing.
Engineering (100): Good for maintenance engineers, foremen.
Design (100): Good for research.
Software (100): Probably good for research.

Relations:
Talkativeness (60): Apparently workers chatting with each other makes them better.
Assertiveness (80): How likely a person is to push their point of view. Unknown effects.
Responsiveness (70): How likely a person is to do something or react to something.

Remember that the listed values are not official and could probably be tweaked to create even better, more productive, workers.


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