<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://softwareinc.coredumping.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=RexCL</id>
	<title>Software Inc. - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://softwareinc.coredumping.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=RexCL"/>
	<link rel="alternate" type="text/html" href="https://softwareinc.coredumping.com/wiki/index.php/Special:Contributions/RexCL"/>
	<updated>2026-07-29T15:26:03Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.0</generator>
	<entry>
		<id>https://softwareinc.coredumping.com/wiki/index.php?title=Beginner%27s_Tips&amp;diff=811</id>
		<title>Beginner's Tips</title>
		<link rel="alternate" type="text/html" href="https://softwareinc.coredumping.com/wiki/index.php?title=Beginner%27s_Tips&amp;diff=811"/>
		<updated>2020-09-07T22:47:11Z</updated>

		<summary type="html">&lt;p&gt;RexCL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== KijinGaming's Top 10 Tips for Beginners ==&lt;br /&gt;
&lt;br /&gt;
=== Tip #1: Start on Easy with NO LOANS ===&lt;br /&gt;
&lt;br /&gt;
It is natural as gamers to immediately want to jump to medium or above difficulty settings, but do that in this game and you will most likely start with a terrible impression. Starting on easy does two major things that I am aware of: it gives your starting character higher starting stats and makes cash flow faster into your bank. Additionally, starting with no loans gives you much more time to get your first product out since your starting guy does not have a salary. This sets the game up to be a little bit more forgiving for your first playthrough.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #2: Increase your starting Programmer and Designer skills ===&lt;br /&gt;
&lt;br /&gt;
Adjust the beginning slider so that designing and programming is at a higher ratio than the other few options. When beginning the game, it is recommended to start off with a smaller product suitable for a one-man team. Having a solid designing and programming skill helps you get the product out faster and increases the overall quality of your work.&lt;br /&gt;
&lt;br /&gt;
Leadership, Marketing, and Artist are all very important, but at the beginning, it is all about survival. These other skills can be easily developed later on and can be complemented by staff you hire while you’re still learning. Let’s break down why:&lt;br /&gt;
&lt;br /&gt;
Leadership:&lt;br /&gt;
*Not too much to say here, this really only comes into play when you have a team and your character is designated as the leader. Team leads essentially just have meetings with their group and that increases everyone’s efficiency. Later on when you have the opportunity to get leaders trained with the HR Function, leaders become more important in automating the simple human resource tasks for you. As for the beginning, don’t worry about it too much.&lt;br /&gt;
&lt;br /&gt;
Marketing:&lt;br /&gt;
*Some people might argue that having a high marketing stat to begin with would benefit your first product, but I disagree. The amount of quality you lose by adjusting this to a higher value is not providing you with a better start at all. Marketing takes money to do well and that is capital you do not have at the beginning. Focus on this for later on products when it isn’t a do or die situation.&lt;br /&gt;
&lt;br /&gt;
Artist:&lt;br /&gt;
*Depending on your product, you may actually need to adjust this one as well. However, if you decide to go with the simple products that do not use graphical interfaces, programming and designing are the core. If you decide to go ham on your first product and add in all the graphical designs, then increase this stat to just below the designer and programmer stat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #3: Set your specialization to 2D or Audio ===&lt;br /&gt;
&lt;br /&gt;
There are many, many possible products you can choose to get started with, but I have found through dozens of playthroughs and testing that choosing the 2D Editor or Audio Tool to begin with makes it a lot easier to progress in the game.&lt;br /&gt;
&lt;br /&gt;
There are three major reasons for this:&lt;br /&gt;
&lt;br /&gt;
*These two products require the least diverse specialization at the start of the game (only need the 2D or Audio specialization to effectively make either product)&lt;br /&gt;
*It is usually easier to create a higher quality product with just one person&lt;br /&gt;
*Marketing is not necessary to ensure this first product succeeds&lt;br /&gt;
*These three reasons are essentially linked in the sense that a one-man team will not have the proper specializations at the start of the game to cover complicated products like Operating Systems, and this resulting lower quality product is not going to *succeed without excessive marketing. These issues are resolved by starting with the 2D Editor and Audio Tool options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #4: Ride Solo ===&lt;br /&gt;
&lt;br /&gt;
At the start you really do not have enough capital to spend on another programmer or developer. Hiring more employees would essentially bankrupt you before you get halfway through the Alpha stage. Your starting developer (if starting on Easy) should have the capabilities to finish a Good or even Great quality product on their own provided they are given enough time.&lt;br /&gt;
&lt;br /&gt;
This is where the significance of this tip comes in:&lt;br /&gt;
&lt;br /&gt;
With no additional staff, your only cost would be your rent and your utilities. This should be around $700 at the beginning, which should last you for much longer than you need to develop a simple 2D Editor or Audio Tool. As compared to the ~$2000 for just one more additional rookie developer, going solo is a no-brainer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #5: Expand SLOWLY ===&lt;br /&gt;
&lt;br /&gt;
Regardless of how your first product sale goes, it is a good idea to get into the habit of expanding slowly. I’ve had so many games end prematurely because I expanded fast right after a decent first sale, and ended up making much less on subsequent products. Look into what product that you would like to “main” and hire programmers/designers/artists with those specialties.&lt;br /&gt;
&lt;br /&gt;
On Easy, it isn’t too hard to maintain a good cash flow, but higher difficulties make it hard to sustain higher salaries effectively. Get into the good practice of tightly controlling all your expenses including servers, staff, heating, rent, and salaries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #6: Get a dedicated Marketing Team ===&lt;br /&gt;
&lt;br /&gt;
Managing multiple production lines can get confusing late game, and having a dedicated Marketing team to refer all marketing tasks to makes it easier. You can start with just 1-2 marketers at the beginning attached to your core team, but once you want to get your brand name out there, you should set the team up on its own. Usually, a team of 1 Lead and 9-10 Marketers is enough for you to get your marketing to Prominent pretty easily.&lt;br /&gt;
&lt;br /&gt;
Additionally, the Marketing team can also be given marketing contracts to fulfill – essentially paying for themselves. There will be a daily marketing amount that your team has to fulfill, but I have found that as long as you fulfill around 70% of it your client will remain happy. One consideration for this is that you could be marketing for a competitor’s product and that may affect your own sales, but realistically if your product is good enough this won’t matter too much. You could just take contracts for other types of products as well if you are worried.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #7: Utilize the Project function ===&lt;br /&gt;
&lt;br /&gt;
Once you have a decent cash cushion, it may be beneficial for you to set up an additional team that is managed through the automatic Project function. In my previous post, I went over how the project management function in this game can essentially set you up for passive income. It is especially useful if you set up your project for something straightforward and with little variance like 2D Editors or Audio Tools. This lets you hire exclusively for the product and the end result is a higher quality sale.&lt;br /&gt;
&lt;br /&gt;
Going back to the previous point, having a dedicated Marketing team also means you can set up multiple projects and have all of their marketing needs met by a single team. I have played numerous games where the marketing level for my Audio Tools and 2D Editors reached Widespread with little effort on my part.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #8: Start your own Server ===&lt;br /&gt;
&lt;br /&gt;
Gotta love passive income. Hosting contracts can be a very lucrative way to sustain your operations and entering into distribution deals with other companies can give you a hefty sum each month. Additionally, you would end up paying someone else to host your games if you decide to not do it yourself.&lt;br /&gt;
&lt;br /&gt;
1. Buy 3-4 servers and link them. (Can do this by right-clicking one server, selecting “select all in room”, then select the “link” function)&lt;br /&gt;
2. Hire a receptionist and set up the reception (this lets contracts show up on the “Contracts” tab)&lt;br /&gt;
3. Accept any Hosting deals above ~0.35/mb to maximize profits.&lt;br /&gt;
4. Go to the “Distribution” tab and click “Open Online Distribution Platform”&lt;br /&gt;
5. Go to the companies tab and find one with a decent number of fans and medium company worth. (Do not go for the higher end companies yet!!)&lt;br /&gt;
6. Offer to sell their products on your online distribution platform.&lt;br /&gt;
Note: Not going for the larger companies right now is a good idea because they tend to give you a smaller cut and your servers may not be able to sustain their usage. However, it is a good idea to get started as soon as you can since you can re-negotiate your cut each month. Having a longer relationship gives you a better chance to ask for a larger cut. Becoming the sole online distributor also allows you to constantly negotiate for larger and larger cuts as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #9: Train new Programmers in a Support Team ===&lt;br /&gt;
&lt;br /&gt;
A great way to get a solid, well-trained team of programmers is to first set them up as a Support team. What you need to do is hire a bunch of low salary programmers and a lead that have “Amazing” or “Great” compatibility or higher. Next, assign them all of the support tasks for all of your products and see if they can cope with the workload. If you can, then you can get another amazing source of passive income. Get those contracts and start seeing this team pay for itself!!&lt;br /&gt;
&lt;br /&gt;
Over time you will see your support team gain specialization based off of the products they are supporting as well as an increase in their overall programming skill. When you are developing a new product, you can assign them to the programming phase to help increase quality. It just comes down to how much work they have and if they are able to keep up with their support workload.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #10: Send people to training ===&lt;br /&gt;
&lt;br /&gt;
Training your idle employees!! It may be a little micro-managing, but it certainly helps to cover all of your specializations over time. Another option is to first train all of your Leads with the “HR” skill so that they can do it for you. One option I found that worked well was setting the number of employees gone at once to 2, then setting the number of months to 3, and then setting the time delay to 0. When you have a full team, this setting lets you have enough members to get the product moving while still having some people gone for training.&lt;br /&gt;
&lt;br /&gt;
If your style of play is just one team that covers all specializations, you may want to consider upping the number of employees to around 3-4 employees at once and moving the number of months up to 6. This will considerably slow down product development, but it will give you a better-trained team faster. This method is usually for late game when you have a cash cushion.&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
Software Inc is an absolutely fantastic game once you really get into it. Use these tips as a way to get started and figure out your own way to enjoy this masterpiece. Keep in mind that this game is still in Alpha though, there will be updates that change the way this game should be played.&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
 Reddit: KijinGaming&lt;br /&gt;
 Steam: &lt;br /&gt;
 Discord:&lt;br /&gt;
 Link: https://kijingaming.com/software-inc-top-10-tips-for-beginners/&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Updated for &amp;lt;Alpha 10.6.9&amp;gt;&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>RexCL</name></author>
	</entry>
	<entry>
		<id>https://softwareinc.coredumping.com/wiki/index.php?title=Beginner%27s_Tips&amp;diff=810</id>
		<title>Beginner's Tips</title>
		<link rel="alternate" type="text/html" href="https://softwareinc.coredumping.com/wiki/index.php?title=Beginner%27s_Tips&amp;diff=810"/>
		<updated>2020-09-07T22:46:54Z</updated>

		<summary type="html">&lt;p&gt;RexCL: /* Credits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== KijinOkoye's Top 10 Tips for Beginners ==&lt;br /&gt;
&lt;br /&gt;
=== Tip #1: Start on Easy with NO LOANS ===&lt;br /&gt;
&lt;br /&gt;
It is natural as gamers to immediately want to jump to medium or above difficulty settings, but do that in this game and you will most likely start with a terrible impression. Starting on easy does two major things that I am aware of: it gives your starting character higher starting stats and makes cash flow faster into your bank. Additionally, starting with no loans gives you much more time to get your first product out since your starting guy does not have a salary. This sets the game up to be a little bit more forgiving for your first playthrough.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #2: Increase your starting Programmer and Designer skills ===&lt;br /&gt;
&lt;br /&gt;
Adjust the beginning slider so that designing and programming is at a higher ratio than the other few options. When beginning the game, it is recommended to start off with a smaller product suitable for a one-man team. Having a solid designing and programming skill helps you get the product out faster and increases the overall quality of your work.&lt;br /&gt;
&lt;br /&gt;
Leadership, Marketing, and Artist are all very important, but at the beginning, it is all about survival. These other skills can be easily developed later on and can be complemented by staff you hire while you’re still learning. Let’s break down why:&lt;br /&gt;
&lt;br /&gt;
Leadership:&lt;br /&gt;
*Not too much to say here, this really only comes into play when you have a team and your character is designated as the leader. Team leads essentially just have meetings with their group and that increases everyone’s efficiency. Later on when you have the opportunity to get leaders trained with the HR Function, leaders become more important in automating the simple human resource tasks for you. As for the beginning, don’t worry about it too much.&lt;br /&gt;
&lt;br /&gt;
Marketing:&lt;br /&gt;
*Some people might argue that having a high marketing stat to begin with would benefit your first product, but I disagree. The amount of quality you lose by adjusting this to a higher value is not providing you with a better start at all. Marketing takes money to do well and that is capital you do not have at the beginning. Focus on this for later on products when it isn’t a do or die situation.&lt;br /&gt;
&lt;br /&gt;
Artist:&lt;br /&gt;
*Depending on your product, you may actually need to adjust this one as well. However, if you decide to go with the simple products that do not use graphical interfaces, programming and designing are the core. If you decide to go ham on your first product and add in all the graphical designs, then increase this stat to just below the designer and programmer stat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #3: Set your specialization to 2D or Audio ===&lt;br /&gt;
&lt;br /&gt;
There are many, many possible products you can choose to get started with, but I have found through dozens of playthroughs and testing that choosing the 2D Editor or Audio Tool to begin with makes it a lot easier to progress in the game.&lt;br /&gt;
&lt;br /&gt;
There are three major reasons for this:&lt;br /&gt;
&lt;br /&gt;
*These two products require the least diverse specialization at the start of the game (only need the 2D or Audio specialization to effectively make either product)&lt;br /&gt;
*It is usually easier to create a higher quality product with just one person&lt;br /&gt;
*Marketing is not necessary to ensure this first product succeeds&lt;br /&gt;
*These three reasons are essentially linked in the sense that a one-man team will not have the proper specializations at the start of the game to cover complicated products like Operating Systems, and this resulting lower quality product is not going to *succeed without excessive marketing. These issues are resolved by starting with the 2D Editor and Audio Tool options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #4: Ride Solo ===&lt;br /&gt;
&lt;br /&gt;
At the start you really do not have enough capital to spend on another programmer or developer. Hiring more employees would essentially bankrupt you before you get halfway through the Alpha stage. Your starting developer (if starting on Easy) should have the capabilities to finish a Good or even Great quality product on their own provided they are given enough time.&lt;br /&gt;
&lt;br /&gt;
This is where the significance of this tip comes in:&lt;br /&gt;
&lt;br /&gt;
With no additional staff, your only cost would be your rent and your utilities. This should be around $700 at the beginning, which should last you for much longer than you need to develop a simple 2D Editor or Audio Tool. As compared to the ~$2000 for just one more additional rookie developer, going solo is a no-brainer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #5: Expand SLOWLY ===&lt;br /&gt;
&lt;br /&gt;
Regardless of how your first product sale goes, it is a good idea to get into the habit of expanding slowly. I’ve had so many games end prematurely because I expanded fast right after a decent first sale, and ended up making much less on subsequent products. Look into what product that you would like to “main” and hire programmers/designers/artists with those specialties.&lt;br /&gt;
&lt;br /&gt;
On Easy, it isn’t too hard to maintain a good cash flow, but higher difficulties make it hard to sustain higher salaries effectively. Get into the good practice of tightly controlling all your expenses including servers, staff, heating, rent, and salaries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #6: Get a dedicated Marketing Team ===&lt;br /&gt;
&lt;br /&gt;
Managing multiple production lines can get confusing late game, and having a dedicated Marketing team to refer all marketing tasks to makes it easier. You can start with just 1-2 marketers at the beginning attached to your core team, but once you want to get your brand name out there, you should set the team up on its own. Usually, a team of 1 Lead and 9-10 Marketers is enough for you to get your marketing to Prominent pretty easily.&lt;br /&gt;
&lt;br /&gt;
Additionally, the Marketing team can also be given marketing contracts to fulfill – essentially paying for themselves. There will be a daily marketing amount that your team has to fulfill, but I have found that as long as you fulfill around 70% of it your client will remain happy. One consideration for this is that you could be marketing for a competitor’s product and that may affect your own sales, but realistically if your product is good enough this won’t matter too much. You could just take contracts for other types of products as well if you are worried.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #7: Utilize the Project function ===&lt;br /&gt;
&lt;br /&gt;
Once you have a decent cash cushion, it may be beneficial for you to set up an additional team that is managed through the automatic Project function. In my previous post, I went over how the project management function in this game can essentially set you up for passive income. It is especially useful if you set up your project for something straightforward and with little variance like 2D Editors or Audio Tools. This lets you hire exclusively for the product and the end result is a higher quality sale.&lt;br /&gt;
&lt;br /&gt;
Going back to the previous point, having a dedicated Marketing team also means you can set up multiple projects and have all of their marketing needs met by a single team. I have played numerous games where the marketing level for my Audio Tools and 2D Editors reached Widespread with little effort on my part.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #8: Start your own Server ===&lt;br /&gt;
&lt;br /&gt;
Gotta love passive income. Hosting contracts can be a very lucrative way to sustain your operations and entering into distribution deals with other companies can give you a hefty sum each month. Additionally, you would end up paying someone else to host your games if you decide to not do it yourself.&lt;br /&gt;
&lt;br /&gt;
1. Buy 3-4 servers and link them. (Can do this by right-clicking one server, selecting “select all in room”, then select the “link” function)&lt;br /&gt;
2. Hire a receptionist and set up the reception (this lets contracts show up on the “Contracts” tab)&lt;br /&gt;
3. Accept any Hosting deals above ~0.35/mb to maximize profits.&lt;br /&gt;
4. Go to the “Distribution” tab and click “Open Online Distribution Platform”&lt;br /&gt;
5. Go to the companies tab and find one with a decent number of fans and medium company worth. (Do not go for the higher end companies yet!!)&lt;br /&gt;
6. Offer to sell their products on your online distribution platform.&lt;br /&gt;
Note: Not going for the larger companies right now is a good idea because they tend to give you a smaller cut and your servers may not be able to sustain their usage. However, it is a good idea to get started as soon as you can since you can re-negotiate your cut each month. Having a longer relationship gives you a better chance to ask for a larger cut. Becoming the sole online distributor also allows you to constantly negotiate for larger and larger cuts as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #9: Train new Programmers in a Support Team ===&lt;br /&gt;
&lt;br /&gt;
A great way to get a solid, well-trained team of programmers is to first set them up as a Support team. What you need to do is hire a bunch of low salary programmers and a lead that have “Amazing” or “Great” compatibility or higher. Next, assign them all of the support tasks for all of your products and see if they can cope with the workload. If you can, then you can get another amazing source of passive income. Get those contracts and start seeing this team pay for itself!!&lt;br /&gt;
&lt;br /&gt;
Over time you will see your support team gain specialization based off of the products they are supporting as well as an increase in their overall programming skill. When you are developing a new product, you can assign them to the programming phase to help increase quality. It just comes down to how much work they have and if they are able to keep up with their support workload.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #10: Send people to training ===&lt;br /&gt;
&lt;br /&gt;
Training your idle employees!! It may be a little micro-managing, but it certainly helps to cover all of your specializations over time. Another option is to first train all of your Leads with the “HR” skill so that they can do it for you. One option I found that worked well was setting the number of employees gone at once to 2, then setting the number of months to 3, and then setting the time delay to 0. When you have a full team, this setting lets you have enough members to get the product moving while still having some people gone for training.&lt;br /&gt;
&lt;br /&gt;
If your style of play is just one team that covers all specializations, you may want to consider upping the number of employees to around 3-4 employees at once and moving the number of months up to 6. This will considerably slow down product development, but it will give you a better-trained team faster. This method is usually for late game when you have a cash cushion.&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
Software Inc is an absolutely fantastic game once you really get into it. Use these tips as a way to get started and figure out your own way to enjoy this masterpiece. Keep in mind that this game is still in Alpha though, there will be updates that change the way this game should be played.&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
 Reddit: KijinGaming&lt;br /&gt;
 Steam: &lt;br /&gt;
 Discord:&lt;br /&gt;
 Link: https://kijingaming.com/software-inc-top-10-tips-for-beginners/&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Updated for &amp;lt;Alpha 10.6.9&amp;gt;&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>RexCL</name></author>
	</entry>
	<entry>
		<id>https://softwareinc.coredumping.com/wiki/index.php?title=Beginner%27s_Tips&amp;diff=809</id>
		<title>Beginner's Tips</title>
		<link rel="alternate" type="text/html" href="https://softwareinc.coredumping.com/wiki/index.php?title=Beginner%27s_Tips&amp;diff=809"/>
		<updated>2020-09-07T21:37:26Z</updated>

		<summary type="html">&lt;p&gt;RexCL: /* Credits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== KijinOkoye's Top 10 Tips for Beginners ==&lt;br /&gt;
&lt;br /&gt;
=== Tip #1: Start on Easy with NO LOANS ===&lt;br /&gt;
&lt;br /&gt;
It is natural as gamers to immediately want to jump to medium or above difficulty settings, but do that in this game and you will most likely start with a terrible impression. Starting on easy does two major things that I am aware of: it gives your starting character higher starting stats and makes cash flow faster into your bank. Additionally, starting with no loans gives you much more time to get your first product out since your starting guy does not have a salary. This sets the game up to be a little bit more forgiving for your first playthrough.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #2: Increase your starting Programmer and Designer skills ===&lt;br /&gt;
&lt;br /&gt;
Adjust the beginning slider so that designing and programming is at a higher ratio than the other few options. When beginning the game, it is recommended to start off with a smaller product suitable for a one-man team. Having a solid designing and programming skill helps you get the product out faster and increases the overall quality of your work.&lt;br /&gt;
&lt;br /&gt;
Leadership, Marketing, and Artist are all very important, but at the beginning, it is all about survival. These other skills can be easily developed later on and can be complemented by staff you hire while you’re still learning. Let’s break down why:&lt;br /&gt;
&lt;br /&gt;
Leadership:&lt;br /&gt;
*Not too much to say here, this really only comes into play when you have a team and your character is designated as the leader. Team leads essentially just have meetings with their group and that increases everyone’s efficiency. Later on when you have the opportunity to get leaders trained with the HR Function, leaders become more important in automating the simple human resource tasks for you. As for the beginning, don’t worry about it too much.&lt;br /&gt;
&lt;br /&gt;
Marketing:&lt;br /&gt;
*Some people might argue that having a high marketing stat to begin with would benefit your first product, but I disagree. The amount of quality you lose by adjusting this to a higher value is not providing you with a better start at all. Marketing takes money to do well and that is capital you do not have at the beginning. Focus on this for later on products when it isn’t a do or die situation.&lt;br /&gt;
&lt;br /&gt;
Artist:&lt;br /&gt;
*Depending on your product, you may actually need to adjust this one as well. However, if you decide to go with the simple products that do not use graphical interfaces, programming and designing are the core. If you decide to go ham on your first product and add in all the graphical designs, then increase this stat to just below the designer and programmer stat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #3: Set your specialization to 2D or Audio ===&lt;br /&gt;
&lt;br /&gt;
There are many, many possible products you can choose to get started with, but I have found through dozens of playthroughs and testing that choosing the 2D Editor or Audio Tool to begin with makes it a lot easier to progress in the game.&lt;br /&gt;
&lt;br /&gt;
There are three major reasons for this:&lt;br /&gt;
&lt;br /&gt;
*These two products require the least diverse specialization at the start of the game (only need the 2D or Audio specialization to effectively make either product)&lt;br /&gt;
*It is usually easier to create a higher quality product with just one person&lt;br /&gt;
*Marketing is not necessary to ensure this first product succeeds&lt;br /&gt;
*These three reasons are essentially linked in the sense that a one-man team will not have the proper specializations at the start of the game to cover complicated products like Operating Systems, and this resulting lower quality product is not going to *succeed without excessive marketing. These issues are resolved by starting with the 2D Editor and Audio Tool options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #4: Ride Solo ===&lt;br /&gt;
&lt;br /&gt;
At the start you really do not have enough capital to spend on another programmer or developer. Hiring more employees would essentially bankrupt you before you get halfway through the Alpha stage. Your starting developer (if starting on Easy) should have the capabilities to finish a Good or even Great quality product on their own provided they are given enough time.&lt;br /&gt;
&lt;br /&gt;
This is where the significance of this tip comes in:&lt;br /&gt;
&lt;br /&gt;
With no additional staff, your only cost would be your rent and your utilities. This should be around $700 at the beginning, which should last you for much longer than you need to develop a simple 2D Editor or Audio Tool. As compared to the ~$2000 for just one more additional rookie developer, going solo is a no-brainer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #5: Expand SLOWLY ===&lt;br /&gt;
&lt;br /&gt;
Regardless of how your first product sale goes, it is a good idea to get into the habit of expanding slowly. I’ve had so many games end prematurely because I expanded fast right after a decent first sale, and ended up making much less on subsequent products. Look into what product that you would like to “main” and hire programmers/designers/artists with those specialties.&lt;br /&gt;
&lt;br /&gt;
On Easy, it isn’t too hard to maintain a good cash flow, but higher difficulties make it hard to sustain higher salaries effectively. Get into the good practice of tightly controlling all your expenses including servers, staff, heating, rent, and salaries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #6: Get a dedicated Marketing Team ===&lt;br /&gt;
&lt;br /&gt;
Managing multiple production lines can get confusing late game, and having a dedicated Marketing team to refer all marketing tasks to makes it easier. You can start with just 1-2 marketers at the beginning attached to your core team, but once you want to get your brand name out there, you should set the team up on its own. Usually, a team of 1 Lead and 9-10 Marketers is enough for you to get your marketing to Prominent pretty easily.&lt;br /&gt;
&lt;br /&gt;
Additionally, the Marketing team can also be given marketing contracts to fulfill – essentially paying for themselves. There will be a daily marketing amount that your team has to fulfill, but I have found that as long as you fulfill around 70% of it your client will remain happy. One consideration for this is that you could be marketing for a competitor’s product and that may affect your own sales, but realistically if your product is good enough this won’t matter too much. You could just take contracts for other types of products as well if you are worried.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #7: Utilize the Project function ===&lt;br /&gt;
&lt;br /&gt;
Once you have a decent cash cushion, it may be beneficial for you to set up an additional team that is managed through the automatic Project function. In my previous post, I went over how the project management function in this game can essentially set you up for passive income. It is especially useful if you set up your project for something straightforward and with little variance like 2D Editors or Audio Tools. This lets you hire exclusively for the product and the end result is a higher quality sale.&lt;br /&gt;
&lt;br /&gt;
Going back to the previous point, having a dedicated Marketing team also means you can set up multiple projects and have all of their marketing needs met by a single team. I have played numerous games where the marketing level for my Audio Tools and 2D Editors reached Widespread with little effort on my part.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #8: Start your own Server ===&lt;br /&gt;
&lt;br /&gt;
Gotta love passive income. Hosting contracts can be a very lucrative way to sustain your operations and entering into distribution deals with other companies can give you a hefty sum each month. Additionally, you would end up paying someone else to host your games if you decide to not do it yourself.&lt;br /&gt;
&lt;br /&gt;
1. Buy 3-4 servers and link them. (Can do this by right-clicking one server, selecting “select all in room”, then select the “link” function)&lt;br /&gt;
2. Hire a receptionist and set up the reception (this lets contracts show up on the “Contracts” tab)&lt;br /&gt;
3. Accept any Hosting deals above ~0.35/mb to maximize profits.&lt;br /&gt;
4. Go to the “Distribution” tab and click “Open Online Distribution Platform”&lt;br /&gt;
5. Go to the companies tab and find one with a decent number of fans and medium company worth. (Do not go for the higher end companies yet!!)&lt;br /&gt;
6. Offer to sell their products on your online distribution platform.&lt;br /&gt;
Note: Not going for the larger companies right now is a good idea because they tend to give you a smaller cut and your servers may not be able to sustain their usage. However, it is a good idea to get started as soon as you can since you can re-negotiate your cut each month. Having a longer relationship gives you a better chance to ask for a larger cut. Becoming the sole online distributor also allows you to constantly negotiate for larger and larger cuts as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #9: Train new Programmers in a Support Team ===&lt;br /&gt;
&lt;br /&gt;
A great way to get a solid, well-trained team of programmers is to first set them up as a Support team. What you need to do is hire a bunch of low salary programmers and a lead that have “Amazing” or “Great” compatibility or higher. Next, assign them all of the support tasks for all of your products and see if they can cope with the workload. If you can, then you can get another amazing source of passive income. Get those contracts and start seeing this team pay for itself!!&lt;br /&gt;
&lt;br /&gt;
Over time you will see your support team gain specialization based off of the products they are supporting as well as an increase in their overall programming skill. When you are developing a new product, you can assign them to the programming phase to help increase quality. It just comes down to how much work they have and if they are able to keep up with their support workload.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #10: Send people to training ===&lt;br /&gt;
&lt;br /&gt;
Training your idle employees!! It may be a little micro-managing, but it certainly helps to cover all of your specializations over time. Another option is to first train all of your Leads with the “HR” skill so that they can do it for you. One option I found that worked well was setting the number of employees gone at once to 2, then setting the number of months to 3, and then setting the time delay to 0. When you have a full team, this setting lets you have enough members to get the product moving while still having some people gone for training.&lt;br /&gt;
&lt;br /&gt;
If your style of play is just one team that covers all specializations, you may want to consider upping the number of employees to around 3-4 employees at once and moving the number of months up to 6. This will considerably slow down product development, but it will give you a better-trained team faster. This method is usually for late game when you have a cash cushion.&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
Software Inc is an absolutely fantastic game once you really get into it. Use these tips as a way to get started and figure out your own way to enjoy this masterpiece. Keep in mind that this game is still in Alpha though, there will be updates that change the way this game should be played.&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
 Reddit: KijinOkoye&lt;br /&gt;
 Steam: &lt;br /&gt;
 Discord:&lt;br /&gt;
 Link: https://kijingaming.com/&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Updated for &amp;lt;Alpha 10.6.9&amp;gt;&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>RexCL</name></author>
	</entry>
	<entry>
		<id>https://softwareinc.coredumping.com/wiki/index.php?title=Beginner%27s_Tips&amp;diff=808</id>
		<title>Beginner's Tips</title>
		<link rel="alternate" type="text/html" href="https://softwareinc.coredumping.com/wiki/index.php?title=Beginner%27s_Tips&amp;diff=808"/>
		<updated>2020-09-07T21:36:09Z</updated>

		<summary type="html">&lt;p&gt;RexCL: /* Credits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== KijinOkoye's Top 10 Tips for Beginners ==&lt;br /&gt;
&lt;br /&gt;
=== Tip #1: Start on Easy with NO LOANS ===&lt;br /&gt;
&lt;br /&gt;
It is natural as gamers to immediately want to jump to medium or above difficulty settings, but do that in this game and you will most likely start with a terrible impression. Starting on easy does two major things that I am aware of: it gives your starting character higher starting stats and makes cash flow faster into your bank. Additionally, starting with no loans gives you much more time to get your first product out since your starting guy does not have a salary. This sets the game up to be a little bit more forgiving for your first playthrough.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #2: Increase your starting Programmer and Designer skills ===&lt;br /&gt;
&lt;br /&gt;
Adjust the beginning slider so that designing and programming is at a higher ratio than the other few options. When beginning the game, it is recommended to start off with a smaller product suitable for a one-man team. Having a solid designing and programming skill helps you get the product out faster and increases the overall quality of your work.&lt;br /&gt;
&lt;br /&gt;
Leadership, Marketing, and Artist are all very important, but at the beginning, it is all about survival. These other skills can be easily developed later on and can be complemented by staff you hire while you’re still learning. Let’s break down why:&lt;br /&gt;
&lt;br /&gt;
Leadership:&lt;br /&gt;
*Not too much to say here, this really only comes into play when you have a team and your character is designated as the leader. Team leads essentially just have meetings with their group and that increases everyone’s efficiency. Later on when you have the opportunity to get leaders trained with the HR Function, leaders become more important in automating the simple human resource tasks for you. As for the beginning, don’t worry about it too much.&lt;br /&gt;
&lt;br /&gt;
Marketing:&lt;br /&gt;
*Some people might argue that having a high marketing stat to begin with would benefit your first product, but I disagree. The amount of quality you lose by adjusting this to a higher value is not providing you with a better start at all. Marketing takes money to do well and that is capital you do not have at the beginning. Focus on this for later on products when it isn’t a do or die situation.&lt;br /&gt;
&lt;br /&gt;
Artist:&lt;br /&gt;
*Depending on your product, you may actually need to adjust this one as well. However, if you decide to go with the simple products that do not use graphical interfaces, programming and designing are the core. If you decide to go ham on your first product and add in all the graphical designs, then increase this stat to just below the designer and programmer stat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #3: Set your specialization to 2D or Audio ===&lt;br /&gt;
&lt;br /&gt;
There are many, many possible products you can choose to get started with, but I have found through dozens of playthroughs and testing that choosing the 2D Editor or Audio Tool to begin with makes it a lot easier to progress in the game.&lt;br /&gt;
&lt;br /&gt;
There are three major reasons for this:&lt;br /&gt;
&lt;br /&gt;
*These two products require the least diverse specialization at the start of the game (only need the 2D or Audio specialization to effectively make either product)&lt;br /&gt;
*It is usually easier to create a higher quality product with just one person&lt;br /&gt;
*Marketing is not necessary to ensure this first product succeeds&lt;br /&gt;
*These three reasons are essentially linked in the sense that a one-man team will not have the proper specializations at the start of the game to cover complicated products like Operating Systems, and this resulting lower quality product is not going to *succeed without excessive marketing. These issues are resolved by starting with the 2D Editor and Audio Tool options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #4: Ride Solo ===&lt;br /&gt;
&lt;br /&gt;
At the start you really do not have enough capital to spend on another programmer or developer. Hiring more employees would essentially bankrupt you before you get halfway through the Alpha stage. Your starting developer (if starting on Easy) should have the capabilities to finish a Good or even Great quality product on their own provided they are given enough time.&lt;br /&gt;
&lt;br /&gt;
This is where the significance of this tip comes in:&lt;br /&gt;
&lt;br /&gt;
With no additional staff, your only cost would be your rent and your utilities. This should be around $700 at the beginning, which should last you for much longer than you need to develop a simple 2D Editor or Audio Tool. As compared to the ~$2000 for just one more additional rookie developer, going solo is a no-brainer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #5: Expand SLOWLY ===&lt;br /&gt;
&lt;br /&gt;
Regardless of how your first product sale goes, it is a good idea to get into the habit of expanding slowly. I’ve had so many games end prematurely because I expanded fast right after a decent first sale, and ended up making much less on subsequent products. Look into what product that you would like to “main” and hire programmers/designers/artists with those specialties.&lt;br /&gt;
&lt;br /&gt;
On Easy, it isn’t too hard to maintain a good cash flow, but higher difficulties make it hard to sustain higher salaries effectively. Get into the good practice of tightly controlling all your expenses including servers, staff, heating, rent, and salaries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #6: Get a dedicated Marketing Team ===&lt;br /&gt;
&lt;br /&gt;
Managing multiple production lines can get confusing late game, and having a dedicated Marketing team to refer all marketing tasks to makes it easier. You can start with just 1-2 marketers at the beginning attached to your core team, but once you want to get your brand name out there, you should set the team up on its own. Usually, a team of 1 Lead and 9-10 Marketers is enough for you to get your marketing to Prominent pretty easily.&lt;br /&gt;
&lt;br /&gt;
Additionally, the Marketing team can also be given marketing contracts to fulfill – essentially paying for themselves. There will be a daily marketing amount that your team has to fulfill, but I have found that as long as you fulfill around 70% of it your client will remain happy. One consideration for this is that you could be marketing for a competitor’s product and that may affect your own sales, but realistically if your product is good enough this won’t matter too much. You could just take contracts for other types of products as well if you are worried.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #7: Utilize the Project function ===&lt;br /&gt;
&lt;br /&gt;
Once you have a decent cash cushion, it may be beneficial for you to set up an additional team that is managed through the automatic Project function. In my previous post, I went over how the project management function in this game can essentially set you up for passive income. It is especially useful if you set up your project for something straightforward and with little variance like 2D Editors or Audio Tools. This lets you hire exclusively for the product and the end result is a higher quality sale.&lt;br /&gt;
&lt;br /&gt;
Going back to the previous point, having a dedicated Marketing team also means you can set up multiple projects and have all of their marketing needs met by a single team. I have played numerous games where the marketing level for my Audio Tools and 2D Editors reached Widespread with little effort on my part.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #8: Start your own Server ===&lt;br /&gt;
&lt;br /&gt;
Gotta love passive income. Hosting contracts can be a very lucrative way to sustain your operations and entering into distribution deals with other companies can give you a hefty sum each month. Additionally, you would end up paying someone else to host your games if you decide to not do it yourself.&lt;br /&gt;
&lt;br /&gt;
1. Buy 3-4 servers and link them. (Can do this by right-clicking one server, selecting “select all in room”, then select the “link” function)&lt;br /&gt;
2. Hire a receptionist and set up the reception (this lets contracts show up on the “Contracts” tab)&lt;br /&gt;
3. Accept any Hosting deals above ~0.35/mb to maximize profits.&lt;br /&gt;
4. Go to the “Distribution” tab and click “Open Online Distribution Platform”&lt;br /&gt;
5. Go to the companies tab and find one with a decent number of fans and medium company worth. (Do not go for the higher end companies yet!!)&lt;br /&gt;
6. Offer to sell their products on your online distribution platform.&lt;br /&gt;
Note: Not going for the larger companies right now is a good idea because they tend to give you a smaller cut and your servers may not be able to sustain their usage. However, it is a good idea to get started as soon as you can since you can re-negotiate your cut each month. Having a longer relationship gives you a better chance to ask for a larger cut. Becoming the sole online distributor also allows you to constantly negotiate for larger and larger cuts as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #9: Train new Programmers in a Support Team ===&lt;br /&gt;
&lt;br /&gt;
A great way to get a solid, well-trained team of programmers is to first set them up as a Support team. What you need to do is hire a bunch of low salary programmers and a lead that have “Amazing” or “Great” compatibility or higher. Next, assign them all of the support tasks for all of your products and see if they can cope with the workload. If you can, then you can get another amazing source of passive income. Get those contracts and start seeing this team pay for itself!!&lt;br /&gt;
&lt;br /&gt;
Over time you will see your support team gain specialization based off of the products they are supporting as well as an increase in their overall programming skill. When you are developing a new product, you can assign them to the programming phase to help increase quality. It just comes down to how much work they have and if they are able to keep up with their support workload.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #10: Send people to training ===&lt;br /&gt;
&lt;br /&gt;
Training your idle employees!! It may be a little micro-managing, but it certainly helps to cover all of your specializations over time. Another option is to first train all of your Leads with the “HR” skill so that they can do it for you. One option I found that worked well was setting the number of employees gone at once to 2, then setting the number of months to 3, and then setting the time delay to 0. When you have a full team, this setting lets you have enough members to get the product moving while still having some people gone for training.&lt;br /&gt;
&lt;br /&gt;
If your style of play is just one team that covers all specializations, you may want to consider upping the number of employees to around 3-4 employees at once and moving the number of months up to 6. This will considerably slow down product development, but it will give you a better-trained team faster. This method is usually for late game when you have a cash cushion.&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
Software Inc is an absolutely fantastic game once you really get into it. Use these tips as a way to get started and figure out your own way to enjoy this masterpiece. Keep in mind that this game is still in Alpha though, there will be updates that change the way this game should be played.&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
 Reddit: KijinOkoye&lt;br /&gt;
 Steam: &lt;br /&gt;
 Discord:&lt;br /&gt;
 Link: [https://kijingaming.com/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Updated for &amp;lt;Alpha 10.6.9&amp;gt;&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>RexCL</name></author>
	</entry>
	<entry>
		<id>https://softwareinc.coredumping.com/wiki/index.php?title=Beginner%27s_Tips&amp;diff=807</id>
		<title>Beginner's Tips</title>
		<link rel="alternate" type="text/html" href="https://softwareinc.coredumping.com/wiki/index.php?title=Beginner%27s_Tips&amp;diff=807"/>
		<updated>2020-09-07T21:35:46Z</updated>

		<summary type="html">&lt;p&gt;RexCL: /* Credits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== KijinOkoye's Top 10 Tips for Beginners ==&lt;br /&gt;
&lt;br /&gt;
=== Tip #1: Start on Easy with NO LOANS ===&lt;br /&gt;
&lt;br /&gt;
It is natural as gamers to immediately want to jump to medium or above difficulty settings, but do that in this game and you will most likely start with a terrible impression. Starting on easy does two major things that I am aware of: it gives your starting character higher starting stats and makes cash flow faster into your bank. Additionally, starting with no loans gives you much more time to get your first product out since your starting guy does not have a salary. This sets the game up to be a little bit more forgiving for your first playthrough.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #2: Increase your starting Programmer and Designer skills ===&lt;br /&gt;
&lt;br /&gt;
Adjust the beginning slider so that designing and programming is at a higher ratio than the other few options. When beginning the game, it is recommended to start off with a smaller product suitable for a one-man team. Having a solid designing and programming skill helps you get the product out faster and increases the overall quality of your work.&lt;br /&gt;
&lt;br /&gt;
Leadership, Marketing, and Artist are all very important, but at the beginning, it is all about survival. These other skills can be easily developed later on and can be complemented by staff you hire while you’re still learning. Let’s break down why:&lt;br /&gt;
&lt;br /&gt;
Leadership:&lt;br /&gt;
*Not too much to say here, this really only comes into play when you have a team and your character is designated as the leader. Team leads essentially just have meetings with their group and that increases everyone’s efficiency. Later on when you have the opportunity to get leaders trained with the HR Function, leaders become more important in automating the simple human resource tasks for you. As for the beginning, don’t worry about it too much.&lt;br /&gt;
&lt;br /&gt;
Marketing:&lt;br /&gt;
*Some people might argue that having a high marketing stat to begin with would benefit your first product, but I disagree. The amount of quality you lose by adjusting this to a higher value is not providing you with a better start at all. Marketing takes money to do well and that is capital you do not have at the beginning. Focus on this for later on products when it isn’t a do or die situation.&lt;br /&gt;
&lt;br /&gt;
Artist:&lt;br /&gt;
*Depending on your product, you may actually need to adjust this one as well. However, if you decide to go with the simple products that do not use graphical interfaces, programming and designing are the core. If you decide to go ham on your first product and add in all the graphical designs, then increase this stat to just below the designer and programmer stat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #3: Set your specialization to 2D or Audio ===&lt;br /&gt;
&lt;br /&gt;
There are many, many possible products you can choose to get started with, but I have found through dozens of playthroughs and testing that choosing the 2D Editor or Audio Tool to begin with makes it a lot easier to progress in the game.&lt;br /&gt;
&lt;br /&gt;
There are three major reasons for this:&lt;br /&gt;
&lt;br /&gt;
*These two products require the least diverse specialization at the start of the game (only need the 2D or Audio specialization to effectively make either product)&lt;br /&gt;
*It is usually easier to create a higher quality product with just one person&lt;br /&gt;
*Marketing is not necessary to ensure this first product succeeds&lt;br /&gt;
*These three reasons are essentially linked in the sense that a one-man team will not have the proper specializations at the start of the game to cover complicated products like Operating Systems, and this resulting lower quality product is not going to *succeed without excessive marketing. These issues are resolved by starting with the 2D Editor and Audio Tool options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #4: Ride Solo ===&lt;br /&gt;
&lt;br /&gt;
At the start you really do not have enough capital to spend on another programmer or developer. Hiring more employees would essentially bankrupt you before you get halfway through the Alpha stage. Your starting developer (if starting on Easy) should have the capabilities to finish a Good or even Great quality product on their own provided they are given enough time.&lt;br /&gt;
&lt;br /&gt;
This is where the significance of this tip comes in:&lt;br /&gt;
&lt;br /&gt;
With no additional staff, your only cost would be your rent and your utilities. This should be around $700 at the beginning, which should last you for much longer than you need to develop a simple 2D Editor or Audio Tool. As compared to the ~$2000 for just one more additional rookie developer, going solo is a no-brainer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #5: Expand SLOWLY ===&lt;br /&gt;
&lt;br /&gt;
Regardless of how your first product sale goes, it is a good idea to get into the habit of expanding slowly. I’ve had so many games end prematurely because I expanded fast right after a decent first sale, and ended up making much less on subsequent products. Look into what product that you would like to “main” and hire programmers/designers/artists with those specialties.&lt;br /&gt;
&lt;br /&gt;
On Easy, it isn’t too hard to maintain a good cash flow, but higher difficulties make it hard to sustain higher salaries effectively. Get into the good practice of tightly controlling all your expenses including servers, staff, heating, rent, and salaries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #6: Get a dedicated Marketing Team ===&lt;br /&gt;
&lt;br /&gt;
Managing multiple production lines can get confusing late game, and having a dedicated Marketing team to refer all marketing tasks to makes it easier. You can start with just 1-2 marketers at the beginning attached to your core team, but once you want to get your brand name out there, you should set the team up on its own. Usually, a team of 1 Lead and 9-10 Marketers is enough for you to get your marketing to Prominent pretty easily.&lt;br /&gt;
&lt;br /&gt;
Additionally, the Marketing team can also be given marketing contracts to fulfill – essentially paying for themselves. There will be a daily marketing amount that your team has to fulfill, but I have found that as long as you fulfill around 70% of it your client will remain happy. One consideration for this is that you could be marketing for a competitor’s product and that may affect your own sales, but realistically if your product is good enough this won’t matter too much. You could just take contracts for other types of products as well if you are worried.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #7: Utilize the Project function ===&lt;br /&gt;
&lt;br /&gt;
Once you have a decent cash cushion, it may be beneficial for you to set up an additional team that is managed through the automatic Project function. In my previous post, I went over how the project management function in this game can essentially set you up for passive income. It is especially useful if you set up your project for something straightforward and with little variance like 2D Editors or Audio Tools. This lets you hire exclusively for the product and the end result is a higher quality sale.&lt;br /&gt;
&lt;br /&gt;
Going back to the previous point, having a dedicated Marketing team also means you can set up multiple projects and have all of their marketing needs met by a single team. I have played numerous games where the marketing level for my Audio Tools and 2D Editors reached Widespread with little effort on my part.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #8: Start your own Server ===&lt;br /&gt;
&lt;br /&gt;
Gotta love passive income. Hosting contracts can be a very lucrative way to sustain your operations and entering into distribution deals with other companies can give you a hefty sum each month. Additionally, you would end up paying someone else to host your games if you decide to not do it yourself.&lt;br /&gt;
&lt;br /&gt;
1. Buy 3-4 servers and link them. (Can do this by right-clicking one server, selecting “select all in room”, then select the “link” function)&lt;br /&gt;
2. Hire a receptionist and set up the reception (this lets contracts show up on the “Contracts” tab)&lt;br /&gt;
3. Accept any Hosting deals above ~0.35/mb to maximize profits.&lt;br /&gt;
4. Go to the “Distribution” tab and click “Open Online Distribution Platform”&lt;br /&gt;
5. Go to the companies tab and find one with a decent number of fans and medium company worth. (Do not go for the higher end companies yet!!)&lt;br /&gt;
6. Offer to sell their products on your online distribution platform.&lt;br /&gt;
Note: Not going for the larger companies right now is a good idea because they tend to give you a smaller cut and your servers may not be able to sustain their usage. However, it is a good idea to get started as soon as you can since you can re-negotiate your cut each month. Having a longer relationship gives you a better chance to ask for a larger cut. Becoming the sole online distributor also allows you to constantly negotiate for larger and larger cuts as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #9: Train new Programmers in a Support Team ===&lt;br /&gt;
&lt;br /&gt;
A great way to get a solid, well-trained team of programmers is to first set them up as a Support team. What you need to do is hire a bunch of low salary programmers and a lead that have “Amazing” or “Great” compatibility or higher. Next, assign them all of the support tasks for all of your products and see if they can cope with the workload. If you can, then you can get another amazing source of passive income. Get those contracts and start seeing this team pay for itself!!&lt;br /&gt;
&lt;br /&gt;
Over time you will see your support team gain specialization based off of the products they are supporting as well as an increase in their overall programming skill. When you are developing a new product, you can assign them to the programming phase to help increase quality. It just comes down to how much work they have and if they are able to keep up with their support workload.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #10: Send people to training ===&lt;br /&gt;
&lt;br /&gt;
Training your idle employees!! It may be a little micro-managing, but it certainly helps to cover all of your specializations over time. Another option is to first train all of your Leads with the “HR” skill so that they can do it for you. One option I found that worked well was setting the number of employees gone at once to 2, then setting the number of months to 3, and then setting the time delay to 0. When you have a full team, this setting lets you have enough members to get the product moving while still having some people gone for training.&lt;br /&gt;
&lt;br /&gt;
If your style of play is just one team that covers all specializations, you may want to consider upping the number of employees to around 3-4 employees at once and moving the number of months up to 6. This will considerably slow down product development, but it will give you a better-trained team faster. This method is usually for late game when you have a cash cushion.&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
Software Inc is an absolutely fantastic game once you really get into it. Use these tips as a way to get started and figure out your own way to enjoy this masterpiece. Keep in mind that this game is still in Alpha though, there will be updates that change the way this game should be played.&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
 Reddit: KijinOkoye&lt;br /&gt;
 Steam: &lt;br /&gt;
 Discord:&lt;br /&gt;
 Link: [[https://kijingaming.com/]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Updated for &amp;lt;Alpha 10.6.9&amp;gt;&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>RexCL</name></author>
	</entry>
	<entry>
		<id>https://softwareinc.coredumping.com/wiki/index.php?title=Beginner%27s_Tips&amp;diff=806</id>
		<title>Beginner's Tips</title>
		<link rel="alternate" type="text/html" href="https://softwareinc.coredumping.com/wiki/index.php?title=Beginner%27s_Tips&amp;diff=806"/>
		<updated>2020-09-07T21:35:28Z</updated>

		<summary type="html">&lt;p&gt;RexCL: /* Credits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== KijinOkoye's Top 10 Tips for Beginners ==&lt;br /&gt;
&lt;br /&gt;
=== Tip #1: Start on Easy with NO LOANS ===&lt;br /&gt;
&lt;br /&gt;
It is natural as gamers to immediately want to jump to medium or above difficulty settings, but do that in this game and you will most likely start with a terrible impression. Starting on easy does two major things that I am aware of: it gives your starting character higher starting stats and makes cash flow faster into your bank. Additionally, starting with no loans gives you much more time to get your first product out since your starting guy does not have a salary. This sets the game up to be a little bit more forgiving for your first playthrough.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #2: Increase your starting Programmer and Designer skills ===&lt;br /&gt;
&lt;br /&gt;
Adjust the beginning slider so that designing and programming is at a higher ratio than the other few options. When beginning the game, it is recommended to start off with a smaller product suitable for a one-man team. Having a solid designing and programming skill helps you get the product out faster and increases the overall quality of your work.&lt;br /&gt;
&lt;br /&gt;
Leadership, Marketing, and Artist are all very important, but at the beginning, it is all about survival. These other skills can be easily developed later on and can be complemented by staff you hire while you’re still learning. Let’s break down why:&lt;br /&gt;
&lt;br /&gt;
Leadership:&lt;br /&gt;
*Not too much to say here, this really only comes into play when you have a team and your character is designated as the leader. Team leads essentially just have meetings with their group and that increases everyone’s efficiency. Later on when you have the opportunity to get leaders trained with the HR Function, leaders become more important in automating the simple human resource tasks for you. As for the beginning, don’t worry about it too much.&lt;br /&gt;
&lt;br /&gt;
Marketing:&lt;br /&gt;
*Some people might argue that having a high marketing stat to begin with would benefit your first product, but I disagree. The amount of quality you lose by adjusting this to a higher value is not providing you with a better start at all. Marketing takes money to do well and that is capital you do not have at the beginning. Focus on this for later on products when it isn’t a do or die situation.&lt;br /&gt;
&lt;br /&gt;
Artist:&lt;br /&gt;
*Depending on your product, you may actually need to adjust this one as well. However, if you decide to go with the simple products that do not use graphical interfaces, programming and designing are the core. If you decide to go ham on your first product and add in all the graphical designs, then increase this stat to just below the designer and programmer stat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #3: Set your specialization to 2D or Audio ===&lt;br /&gt;
&lt;br /&gt;
There are many, many possible products you can choose to get started with, but I have found through dozens of playthroughs and testing that choosing the 2D Editor or Audio Tool to begin with makes it a lot easier to progress in the game.&lt;br /&gt;
&lt;br /&gt;
There are three major reasons for this:&lt;br /&gt;
&lt;br /&gt;
*These two products require the least diverse specialization at the start of the game (only need the 2D or Audio specialization to effectively make either product)&lt;br /&gt;
*It is usually easier to create a higher quality product with just one person&lt;br /&gt;
*Marketing is not necessary to ensure this first product succeeds&lt;br /&gt;
*These three reasons are essentially linked in the sense that a one-man team will not have the proper specializations at the start of the game to cover complicated products like Operating Systems, and this resulting lower quality product is not going to *succeed without excessive marketing. These issues are resolved by starting with the 2D Editor and Audio Tool options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #4: Ride Solo ===&lt;br /&gt;
&lt;br /&gt;
At the start you really do not have enough capital to spend on another programmer or developer. Hiring more employees would essentially bankrupt you before you get halfway through the Alpha stage. Your starting developer (if starting on Easy) should have the capabilities to finish a Good or even Great quality product on their own provided they are given enough time.&lt;br /&gt;
&lt;br /&gt;
This is where the significance of this tip comes in:&lt;br /&gt;
&lt;br /&gt;
With no additional staff, your only cost would be your rent and your utilities. This should be around $700 at the beginning, which should last you for much longer than you need to develop a simple 2D Editor or Audio Tool. As compared to the ~$2000 for just one more additional rookie developer, going solo is a no-brainer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #5: Expand SLOWLY ===&lt;br /&gt;
&lt;br /&gt;
Regardless of how your first product sale goes, it is a good idea to get into the habit of expanding slowly. I’ve had so many games end prematurely because I expanded fast right after a decent first sale, and ended up making much less on subsequent products. Look into what product that you would like to “main” and hire programmers/designers/artists with those specialties.&lt;br /&gt;
&lt;br /&gt;
On Easy, it isn’t too hard to maintain a good cash flow, but higher difficulties make it hard to sustain higher salaries effectively. Get into the good practice of tightly controlling all your expenses including servers, staff, heating, rent, and salaries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #6: Get a dedicated Marketing Team ===&lt;br /&gt;
&lt;br /&gt;
Managing multiple production lines can get confusing late game, and having a dedicated Marketing team to refer all marketing tasks to makes it easier. You can start with just 1-2 marketers at the beginning attached to your core team, but once you want to get your brand name out there, you should set the team up on its own. Usually, a team of 1 Lead and 9-10 Marketers is enough for you to get your marketing to Prominent pretty easily.&lt;br /&gt;
&lt;br /&gt;
Additionally, the Marketing team can also be given marketing contracts to fulfill – essentially paying for themselves. There will be a daily marketing amount that your team has to fulfill, but I have found that as long as you fulfill around 70% of it your client will remain happy. One consideration for this is that you could be marketing for a competitor’s product and that may affect your own sales, but realistically if your product is good enough this won’t matter too much. You could just take contracts for other types of products as well if you are worried.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #7: Utilize the Project function ===&lt;br /&gt;
&lt;br /&gt;
Once you have a decent cash cushion, it may be beneficial for you to set up an additional team that is managed through the automatic Project function. In my previous post, I went over how the project management function in this game can essentially set you up for passive income. It is especially useful if you set up your project for something straightforward and with little variance like 2D Editors or Audio Tools. This lets you hire exclusively for the product and the end result is a higher quality sale.&lt;br /&gt;
&lt;br /&gt;
Going back to the previous point, having a dedicated Marketing team also means you can set up multiple projects and have all of their marketing needs met by a single team. I have played numerous games where the marketing level for my Audio Tools and 2D Editors reached Widespread with little effort on my part.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #8: Start your own Server ===&lt;br /&gt;
&lt;br /&gt;
Gotta love passive income. Hosting contracts can be a very lucrative way to sustain your operations and entering into distribution deals with other companies can give you a hefty sum each month. Additionally, you would end up paying someone else to host your games if you decide to not do it yourself.&lt;br /&gt;
&lt;br /&gt;
1. Buy 3-4 servers and link them. (Can do this by right-clicking one server, selecting “select all in room”, then select the “link” function)&lt;br /&gt;
2. Hire a receptionist and set up the reception (this lets contracts show up on the “Contracts” tab)&lt;br /&gt;
3. Accept any Hosting deals above ~0.35/mb to maximize profits.&lt;br /&gt;
4. Go to the “Distribution” tab and click “Open Online Distribution Platform”&lt;br /&gt;
5. Go to the companies tab and find one with a decent number of fans and medium company worth. (Do not go for the higher end companies yet!!)&lt;br /&gt;
6. Offer to sell their products on your online distribution platform.&lt;br /&gt;
Note: Not going for the larger companies right now is a good idea because they tend to give you a smaller cut and your servers may not be able to sustain their usage. However, it is a good idea to get started as soon as you can since you can re-negotiate your cut each month. Having a longer relationship gives you a better chance to ask for a larger cut. Becoming the sole online distributor also allows you to constantly negotiate for larger and larger cuts as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #9: Train new Programmers in a Support Team ===&lt;br /&gt;
&lt;br /&gt;
A great way to get a solid, well-trained team of programmers is to first set them up as a Support team. What you need to do is hire a bunch of low salary programmers and a lead that have “Amazing” or “Great” compatibility or higher. Next, assign them all of the support tasks for all of your products and see if they can cope with the workload. If you can, then you can get another amazing source of passive income. Get those contracts and start seeing this team pay for itself!!&lt;br /&gt;
&lt;br /&gt;
Over time you will see your support team gain specialization based off of the products they are supporting as well as an increase in their overall programming skill. When you are developing a new product, you can assign them to the programming phase to help increase quality. It just comes down to how much work they have and if they are able to keep up with their support workload.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #10: Send people to training ===&lt;br /&gt;
&lt;br /&gt;
Training your idle employees!! It may be a little micro-managing, but it certainly helps to cover all of your specializations over time. Another option is to first train all of your Leads with the “HR” skill so that they can do it for you. One option I found that worked well was setting the number of employees gone at once to 2, then setting the number of months to 3, and then setting the time delay to 0. When you have a full team, this setting lets you have enough members to get the product moving while still having some people gone for training.&lt;br /&gt;
&lt;br /&gt;
If your style of play is just one team that covers all specializations, you may want to consider upping the number of employees to around 3-4 employees at once and moving the number of months up to 6. This will considerably slow down product development, but it will give you a better-trained team faster. This method is usually for late game when you have a cash cushion.&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
Software Inc is an absolutely fantastic game once you really get into it. Use these tips as a way to get started and figure out your own way to enjoy this masterpiece. Keep in mind that this game is still in Alpha though, there will be updates that change the way this game should be played.&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
 Reddit: KijinOkoye&lt;br /&gt;
 Steam: &lt;br /&gt;
 Discord:&lt;br /&gt;
 Link: KijinGaming.com&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Updated for &amp;lt;Alpha 10.6.9&amp;gt;&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>RexCL</name></author>
	</entry>
	<entry>
		<id>https://softwareinc.coredumping.com/wiki/index.php?title=Teams&amp;diff=522</id>
		<title>Teams</title>
		<link rel="alternate" type="text/html" href="https://softwareinc.coredumping.com/wiki/index.php?title=Teams&amp;diff=522"/>
		<updated>2019-04-01T19:43:23Z</updated>

		<summary type="html">&lt;p&gt;RexCL: /* Default Recommended Team Sizes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''WORK IN PROGRESS'''&lt;br /&gt;
&lt;br /&gt;
'''Teams''' in Software Inc. allow for the streamlining of the software development process. You can create unlimited teams with unlimited employees. &lt;br /&gt;
&lt;br /&gt;
== The Big Questions ==&lt;br /&gt;
* What should my team size be?&lt;br /&gt;
Following the recommended number of designers, programmers, artists in the details tab of each team is highly suggested. By doing so, you will achieve maximum efficiency. For all of you Economy majors out there, this can be classified as the [https://en.wikipedia.org/wiki/Profit_maximization profit maximization point] (Marginal Cost = Marginal Revenue).  &lt;br /&gt;
&lt;br /&gt;
* Why does my development speed slow down when I add 200 people to a project?&lt;br /&gt;
Software Inc. strives to be as realistic as possible and this rule certainly applies to software development. From a computer science perspective, having 200 people work on one code becomes increasingly difficult as each person needs to try to interpret someone else's code and perhaps documentation ''(assuming that the coders DO in fact document their work... wow!)''. For more information see [https://en.wikipedia.org/wiki/Diseconomies_of_scale diseconomies of scale].&lt;br /&gt;
&lt;br /&gt;
* Why is my team efficiency so slow?&lt;br /&gt;
''See [[#Effectiveness|effectiveness]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Default Recommended Team Sizes ==&lt;br /&gt;
Note: These recommendations are assigned by the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;caption-side:bottom; color:#000000;&amp;quot;|''The format is (# of Designers) - (# of Programmers) - (# of Artists).''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:250px; text-align:center;&amp;quot; | Software Type&lt;br /&gt;
! style=&amp;quot;width:100px; text-align:center;&amp;quot; scope=&amp;quot;col&amp;quot;| 1980&lt;br /&gt;
! style=&amp;quot;width:100px; text-align:center;&amp;quot; scope=&amp;quot;col&amp;quot;| 1990&lt;br /&gt;
! style=&amp;quot;width:100px; text-align:center;&amp;quot; scope=&amp;quot;col&amp;quot;| 2000&lt;br /&gt;
! style=&amp;quot;width:100px; text-align:center;&amp;quot; scope=&amp;quot;col&amp;quot;| 2010&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Operating System [Computer]&lt;br /&gt;
| 4 - 8 - 1&lt;br /&gt;
| 7 - 14 - 1&lt;br /&gt;
| 8 - 16 - 1&lt;br /&gt;
| 8 - 16 - 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Operating System [Computer]&lt;br /&gt;
| 3 - 6 - 1&lt;br /&gt;
| 6 - 11 - 1&lt;br /&gt;
| 7 - 13 - 1&lt;br /&gt;
| 7 - 13 - 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Operating System [Phone]&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 6 - 11 - 1	&lt;br /&gt;
| 6 - 11 - 1	&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2D Editor	&lt;br /&gt;
| 2 - 3 - 1	&lt;br /&gt;
| 3 - 5 - 2	&lt;br /&gt;
| 4 - 6 - 2	&lt;br /&gt;
| 4 - 6 - 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3D Editor	&lt;br /&gt;
| N/A	&lt;br /&gt;
| 2 - 4 - 0	&lt;br /&gt;
| 5 - 9 - 0	&lt;br /&gt;
| 5 - 9 - 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Audio Tool	&lt;br /&gt;
| 2 - 3 - 0	&lt;br /&gt;
| 2 - 4 - 2	&lt;br /&gt;
| 3 - 5 - 3	&lt;br /&gt;
| 3 - 5 - 3&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Game Engine	&lt;br /&gt;
| 2 - 3 - 1	&lt;br /&gt;
| 3 - 5 - 2	&lt;br /&gt;
| 4 - 7 - 2	&lt;br /&gt;
| 4 - 7 - 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Game [All but sports]	&lt;br /&gt;
| 2 - 3 - 2	&lt;br /&gt;
| 2 - 4 - 2	&lt;br /&gt;
| 4 - 8 - 7	&lt;br /&gt;
| 5 - 8 - 7&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Game [Sports]	&lt;br /&gt;
| 2 - 2 - 1	&lt;br /&gt;
| 2 - 3 - 2	&lt;br /&gt;
| 4 - 6 - 5	&lt;br /&gt;
| 4 - 7 - 5&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Office Software	&lt;br /&gt;
| 4 - 6 - 1	&lt;br /&gt;
| 4 - 7 - 2	&lt;br /&gt;
| 4 - 8 - 2	&lt;br /&gt;
| 4 - 8 - 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| CMS [Web]	&lt;br /&gt;
| N/A	&lt;br /&gt;
| N/A	&lt;br /&gt;
| 2 - 4 - 2	&lt;br /&gt;
| 2 - 4 - 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| CMS [Financial]	&lt;br /&gt;
| 2 - 3 - 1	&lt;br /&gt;
| 3 - 5 - 2	&lt;br /&gt;
| 3 - 5 - 2	&lt;br /&gt;
| 3 - 5 - 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| CMS [Workflow]	&lt;br /&gt;
| 2 - 4 - 1	&lt;br /&gt;
| 3 - 6 - 1	&lt;br /&gt;
| 3 - 6 - 1	&lt;br /&gt;
| 3 - 6 - 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Anti-virus	&lt;br /&gt;
| N/A	&lt;br /&gt;
| 2 - 3 - 1	&lt;br /&gt;
| 3 - 5 - 1	&lt;br /&gt;
| 3 - 5 - 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Effectiveness ==&lt;br /&gt;
There are many things that affect the efficiency of your team. They include environment, traits, leadership, benefits, team composition, and basic human needs. ''See [[Employees|employees]]'' for detailed information about each factor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Example Team Compositions ==&lt;br /&gt;
&lt;br /&gt;
=== All-Rounders ===&lt;br /&gt;
Attempt to make teams that max every skill. This way you can flow from development-marketing/support without much thought. Employees will want compensation for their skills and it will take a few in-game years to gain experience and then the training. Art is the hardest skill to gain and is the most damaging to development. Programming can be trained fairly consistently with support jobs.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;That One Big Team of Randoms&amp;quot; ====&lt;br /&gt;
A team full of unused employees with HR set to train them constantly for two months. Can be used to reduce the &amp;quot;feeling useless&amp;quot; penalty and to quickly boost skill levels. &lt;br /&gt;
&lt;br /&gt;
=== Multi-Role ===&lt;br /&gt;
Teams that contain members specialized in each role. 2 Designers, 5 Programmers, 1 Artist. It takes less time to complete training and they can also go from development-marketing/support, but members not currently in use will be idle and require a lounge to avoid bugging others. (I have noticed in some games, the speed associated with design/development/art seems to be tied to the overall team rating.)&lt;br /&gt;
&lt;br /&gt;
=== Single-Role === &lt;br /&gt;
Teams consist of a single role with a high team rating. Education only in a primary field means they can be 100% in about a 1.5 years. They will all be idle/working at the same time. Setting the vacation to maximum months means the team is always about 85-95% staffed.&lt;br /&gt;
&lt;br /&gt;
==== Designer ====&lt;br /&gt;
&lt;br /&gt;
==== Programmer ====&lt;br /&gt;
&lt;br /&gt;
==== Artist ====&lt;br /&gt;
&lt;br /&gt;
=== Specialized ===&lt;br /&gt;
&lt;br /&gt;
==== Marketing ====&lt;br /&gt;
Always have a separate marketing team. Makes your life so much easier.&lt;br /&gt;
&lt;br /&gt;
==== Support ====&lt;br /&gt;
Specialized support teams with programmers can be helpful because then your primary programmers can focus solely on continous development of software.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
* Teams should be about 10-12 people to maximize project effectiveness. Multiteam penalties have been nerfed so assigning 3 teams of 10 to a project that requires 30 is not a big deal.&lt;br /&gt;
&lt;br /&gt;
* Most software does not require a lot of artists. It is recommended that you put your artists in your programmers team and set their role accordingly. There's no point in making a 'team' of 1 or 2 artists as you'll need another room plus a leader. HR can handle this in A10&lt;br /&gt;
&lt;br /&gt;
* Always send your staff for training. If a program requires System and Network programming, always train your team in these skills as it will directly affect your product score when you outsource reviews in Alpha.&lt;br /&gt;
&lt;br /&gt;
* Your support team will depend on how many active users you have using your products and how many bugs you fixed during Beta. Always try and accommodate for ongoing growth. Try and keep your support teams under 30.&lt;br /&gt;
&lt;br /&gt;
* Marketing teams are similar to support teams, you must always account for growth, but note that with marketing, there will be a golden number depending on how much you spend on marketing for a product.&lt;br /&gt;
&lt;br /&gt;
* At the beginning either split your initial marketing (and support) teams in to two of each, or increase the vacation range so fewer people are away at once.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
 Reddit: RexCL, Dryhtscipe&lt;br /&gt;
 Steam: Kuggar, Max, &lt;br /&gt;
 Discord:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Updated for &amp;lt;Alpha 10.5.1&amp;gt;&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>RexCL</name></author>
	</entry>
	<entry>
		<id>https://softwareinc.coredumping.com/wiki/index.php?title=Project_Management&amp;diff=521</id>
		<title>Project Management</title>
		<link rel="alternate" type="text/html" href="https://softwareinc.coredumping.com/wiki/index.php?title=Project_Management&amp;diff=521"/>
		<updated>2019-03-16T02:11:29Z</updated>

		<summary type="html">&lt;p&gt;RexCL: /* Asperatology's Guide */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''WORK IN PROGRESS'''&lt;br /&gt;
&lt;br /&gt;
'''Project Management''' in Software Inc. automates much of the software development process. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Asperatology's Guide ==&lt;br /&gt;
&lt;br /&gt;
1. Hire a &amp;quot;Lead&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
2. Create a new team and find a room that can fit 10 people.&lt;br /&gt;
&lt;br /&gt;
3. Assign the new &amp;quot;Lead&amp;quot; to the new team. There should be only 1 employee on the team.&lt;br /&gt;
&lt;br /&gt;
4. Educate the &amp;quot;Lead&amp;quot; with HR management.&lt;br /&gt;
&lt;br /&gt;
5. Wait 6 in-game months.&lt;br /&gt;
&lt;br /&gt;
6. Assign new &amp;quot;leader&amp;quot; role to the &amp;quot;Lead&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
7. Go to HR Management dialog.&lt;br /&gt;
&lt;br /&gt;
8. In the Hiring panel, set 4 programmers, 3 artists, and 2 designers. Don't touch any specializations.&lt;br /&gt;
&lt;br /&gt;
9. Tick/enable &amp;quot;Handle wages&amp;quot; and &amp;quot;Handle complaints&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
10. Press OK to close all open dialogs.&lt;br /&gt;
&lt;br /&gt;
11. Create a new software project and set everything up. Start with a basic project, with few features.&lt;br /&gt;
&lt;br /&gt;
12. At the bottom of the screen, click on &amp;quot;Project Management&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
13. Set the new team to be the only team working on this project. The leader shall be the &amp;quot;Lead&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
14. All support, all pre-marketing and post-marketing, every team assigned to this new team.&lt;br /&gt;
&lt;br /&gt;
15. Press OK to accept.&lt;br /&gt;
&lt;br /&gt;
16. Start assigning easy contracts to the new team.&lt;br /&gt;
&lt;br /&gt;
17. After about 3 to 4 contracts, they should start going on their own.&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
 Reddit: RexCL&lt;br /&gt;
 Steam: &lt;br /&gt;
 Discord: asperatology&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Updated for &amp;lt;Alpha 10.10&amp;gt;&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>RexCL</name></author>
	</entry>
	<entry>
		<id>https://softwareinc.coredumping.com/wiki/index.php?title=Project_Management&amp;diff=520</id>
		<title>Project Management</title>
		<link rel="alternate" type="text/html" href="https://softwareinc.coredumping.com/wiki/index.php?title=Project_Management&amp;diff=520"/>
		<updated>2019-03-16T02:10:59Z</updated>

		<summary type="html">&lt;p&gt;RexCL: Added in Asperatology's guide from the Discord. WIP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''WORK IN PROGRESS'''&lt;br /&gt;
&lt;br /&gt;
'''Project Management''' in Software Inc. automates much of the software development process. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Asperatology's Guide ==&lt;br /&gt;
&lt;br /&gt;
1. Hire a &amp;quot;Lead&amp;quot;. &lt;br /&gt;
2. Create a new team and find a room that can fit 10 people.&lt;br /&gt;
3. Assign the new &amp;quot;Lead&amp;quot; to the new team. There should be only 1 employee on the team.&lt;br /&gt;
4. Educate the &amp;quot;Lead&amp;quot; with HR management.&lt;br /&gt;
5. Wait 6 in-game months.&lt;br /&gt;
6. Assign new &amp;quot;leader&amp;quot; role to the &amp;quot;Lead&amp;quot;.&lt;br /&gt;
7. Go to HR Management dialog.&lt;br /&gt;
8. In the Hiring panel, set 4 programmers, 3 artists, and 2 designers. Don't touch any specializations.&lt;br /&gt;
9. Tick/enable &amp;quot;Handle wages&amp;quot; and &amp;quot;Handle complaints&amp;quot;.&lt;br /&gt;
10. Press OK to close all open dialogs.&lt;br /&gt;
11. Create a new software project and set everything up. Start with a basic project, with few features.&lt;br /&gt;
12. At the bottom of the screen, click on &amp;quot;Project Management&amp;quot;.&lt;br /&gt;
13. Set the new team to be the only team working on this project. The leader shall be the &amp;quot;Lead&amp;quot;.&lt;br /&gt;
14. All support, all pre-marketing and post-marketing, every team assigned to this new team.&lt;br /&gt;
15. Press OK to accept.&lt;br /&gt;
16. Start assigning easy contracts to the new team.&lt;br /&gt;
17. After about 3 to 4 contracts, they should start going on their own.&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
 Reddit: RexCL&lt;br /&gt;
 Steam: &lt;br /&gt;
 Discord: asperatology&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Updated for &amp;lt;Alpha 10.10&amp;gt;&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>RexCL</name></author>
	</entry>
	<entry>
		<id>https://softwareinc.coredumping.com/wiki/index.php?title=Staff&amp;diff=519</id>
		<title>Staff</title>
		<link rel="alternate" type="text/html" href="https://softwareinc.coredumping.com/wiki/index.php?title=Staff&amp;diff=519"/>
		<updated>2019-03-12T15:27:25Z</updated>

		<summary type="html">&lt;p&gt;RexCL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Staff can be hired to assist in the daily operations of your company. Those functions include tech support, maintenance, cleaning, cooking, deliveries, and reception.&lt;br /&gt;
&lt;br /&gt;
Staff may be hired permanently or temporarily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
&lt;br /&gt;
; IT-Support &lt;br /&gt;
: Fixes computers and electronics. &lt;br /&gt;
::  **Non-maintained computers will run slower and potentially break down.&lt;br /&gt;
; Maintenance&lt;br /&gt;
: Fixes furniture and lights. &lt;br /&gt;
::  **Impacts environment quality for employees.&lt;br /&gt;
; Cleaning&lt;br /&gt;
: Cleans the dirt left by employees' shoes. &lt;br /&gt;
::  **Impacts environment quality for employees.&lt;br /&gt;
; Cook&lt;br /&gt;
: Cooks food for employees. &lt;br /&gt;
::  **Requires stove, refrigerator, and serving tray.&lt;br /&gt;
; Courier&lt;br /&gt;
: Delivers packages from printing room to consumers. &lt;br /&gt;
::  **A single permanent courier can pick up 54 boxes (2 pallets) every month.&lt;br /&gt;
::  **A single temporary courier picks up as many boxes as they can within 8 hours. &lt;br /&gt;
; Receptionist&lt;br /&gt;
: Greets visitors who offer deals. At least one receptionist is necessary to accept deals from other companies. ''See Deals''&lt;br /&gt;
::  **Requires reception desk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Costs ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| One-time (Temporary) Cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Monthly (Permanent) Cost&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |Cleaning&lt;br /&gt;
|$50/hour&lt;br /&gt;
|$1,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |Maintenance&lt;br /&gt;
|$100/hour&lt;br /&gt;
|$1,500&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |IT-Support&lt;br /&gt;
|$100 + $100/repair&lt;br /&gt;
|$2,500&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |Courier&lt;br /&gt;
|$100 + $125/box&lt;br /&gt;
|$2,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |Receptionist&lt;br /&gt;
|N/A&lt;br /&gt;
|$2,500&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |Cook&lt;br /&gt;
|N/A&lt;br /&gt;
|$2,000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
* Staff make noise but the decibel level is negligible. Note: Cleaners do not make more noise than other staff workers.&lt;br /&gt;
* Whenever you are in a tight situation with printing, call the temporary couriers as they pick up boxes significantly faster. Do note that with temporary couriers, the price per box increases 350%. Can be interpreted as '''Permanent: $37 per box''' whereas '''Temporary: $125 per box'''.&lt;br /&gt;
* Permanent couriers only come once a day and can be assigned shifts to ease parking and printing congestion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Updated for Alpha 10.5.1&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>RexCL</name></author>
	</entry>
	<entry>
		<id>https://softwareinc.coredumping.com/wiki/index.php?title=Main_Page&amp;diff=488</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://softwareinc.coredumping.com/wiki/index.php?title=Main_Page&amp;diff=488"/>
		<updated>2018-10-29T15:37:16Z</updated>

		<summary type="html">&lt;p&gt;RexCL: /* Operations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;div style=&amp;quot;font-size:200%&amp;quot;&amp;gt;Welcome to the Official&lt;br /&gt;
[[File:WikiHeader.png|alt=Software Inc]] &lt;br /&gt;
Wiki! &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Get it now!&lt;br /&gt;
&lt;br /&gt;
[http://store.steampowered.com/app/362620/ Steam] | [http://softwareinc.coredumping.com/buy/ Offline Version]&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| width=&amp;quot;70%&amp;quot; |&lt;br /&gt;
== Run Your Own Software Company! ==&lt;br /&gt;
Construct and design buildings for optimal working conditions. Hire people to design and release software, so you can defeat the simulated competition and take over their businesses. Manage and educate your employees to make sure they are skilled and satisfied with their job.&lt;br /&gt;
&lt;br /&gt;
'''Current Features'''&lt;br /&gt;
*Build, furnish and maintain office buildings up to ten stories + basement, on an enormous Land&lt;br /&gt;
*Hire employees to design, develop, support, research and market software in teams&lt;br /&gt;
*Build roads and parking to ease commuting for your employees&lt;br /&gt;
*Tend to your employees' needs, demands, skills and specializations, while making sure each team has compatible personalities&lt;br /&gt;
*Customize your own employee avatar&lt;br /&gt;
*Create your own software products and franchises&lt;br /&gt;
*Compete in a simulated or event-driven market by selling your products, taking on contract work or trading stocks&lt;br /&gt;
*Hire staff to repair your furniture and computers, and clean your office&lt;br /&gt;
*Mod what kind of software you can develop, what kind of companies will be simulated, game scenarios, missions, personalities and random name generators&lt;br /&gt;
*Delegate important tasks to your team leaders, such as managing development cycles and human resources&lt;br /&gt;
*Set up your own servers for products, source control and running your own online store&lt;br /&gt;
&lt;br /&gt;
== [[Introduction]] ==&lt;br /&gt;
{|&lt;br /&gt;
|[[Beginner%27s_Tips|Beginner's Tips]] | [[Quickstart_Guide|(Outdated) Quickstart Guide]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Software Types]] ==&lt;br /&gt;
{|&lt;br /&gt;
|[[Operating System]] | [[Video Tool]] | [[Audio Tool]] | [[Game Engine]] | [[Game]] | [[Antivirus]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Operations]] ==&lt;br /&gt;
{|&lt;br /&gt;
|[[Printing]] | [[Servers]] | [[Furniture]] | [[Parking]] | [[Contract Work]] | [[Research]] | [[Project Management]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[HR]] ==&lt;br /&gt;
{|&lt;br /&gt;
|[[Employees]] | [[Hire]] | [[Teams]] | [[Staff]] | [[Benefits]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Finance]] ==&lt;br /&gt;
{|&lt;br /&gt;
|[[Savings]] | [[Finances]] | [[Stocks]] | [[Loans]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Market]] ==&lt;br /&gt;
{|&lt;br /&gt;
|[[Competitors]] | [[Deals]] | [[Stocks]] | [[Distribution]] | [[Company]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Modding]] ==&lt;br /&gt;
A modding guide to get you on the road to creating your own mod!&lt;br /&gt;
* [[Modding|General modding]]&lt;br /&gt;
* [[Furniture Modding]]&lt;br /&gt;
* [[Material Modding]]&lt;br /&gt;
* [[Code Modding]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;margin:auto; text-align:left;&amp;quot; width=&amp;quot;30%&amp;quot; align=&amp;quot;right&amp;quot; valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
== Software Inc Links ==&lt;br /&gt;
*[http://softwareinc.coredumping.com/ Software Inc Homepage] &lt;br /&gt;
*[http://softwareinc.coredumping.com/forum/ Software Inc Forums] &lt;br /&gt;
*[https://trello.com/b/9I286Mhu/software-inc Software Inc Roadmap] &lt;br /&gt;
*[https://www.reddit.com/r/SoftwareInc/ Software Inc SubReddit] &lt;br /&gt;
*[https://steamcommunity.com/app/362620 Software Inc Steam Community]&lt;br /&gt;
*[https://discord.gg/TQyqXye Software Inc Official Discord Server]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RexCL</name></author>
	</entry>
	<entry>
		<id>https://softwareinc.coredumping.com/wiki/index.php?title=Main_Page&amp;diff=466</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://softwareinc.coredumping.com/wiki/index.php?title=Main_Page&amp;diff=466"/>
		<updated>2018-09-04T20:46:20Z</updated>

		<summary type="html">&lt;p&gt;RexCL: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;div style=&amp;quot;font-size:200%&amp;quot;&amp;gt;Welcome to the Official&lt;br /&gt;
[[File:WikiHeader.png|alt=Software Inc]] &lt;br /&gt;
Wiki! &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Get it now!&lt;br /&gt;
&lt;br /&gt;
[http://store.steampowered.com/app/362620/ Steam] | [http://softwareinc.coredumping.com/buy/ Offline Version]&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| width=&amp;quot;70%&amp;quot; |&lt;br /&gt;
== Run Your Own Software Company! ==&lt;br /&gt;
Construct and design buildings for optimal working conditions. Hire people to design and release software, so you can defeat the simulated competition and take over their businesses. Manage and educate your employees to make sure they are skilled and satisfied with their job.&lt;br /&gt;
&lt;br /&gt;
'''Current Features'''&lt;br /&gt;
*Build, furnish and maintain office buildings up to ten stories + basement, on an enormous Land&lt;br /&gt;
*Hire employees to design, develop, support, research and market software in teams&lt;br /&gt;
*Build roads and parking to ease commuting for your employees&lt;br /&gt;
*Tend to your employees' needs, demands, skills and specializations, while making sure each team has compatible personalities&lt;br /&gt;
*Customize your own employee avatar&lt;br /&gt;
*Create your own software products and franchises&lt;br /&gt;
*Compete in a simulated or event-driven market by selling your products, taking on contract work or trading stocks&lt;br /&gt;
*Hire staff to repair your furniture and computers, and clean your office&lt;br /&gt;
*Mod what kind of software you can develop, what kind of companies will be simulated, game scenarios, missions, personalities and random name generators&lt;br /&gt;
*Delegate important tasks to your team leaders, such as managing development cycles and human resources&lt;br /&gt;
*Set up your own servers for products, source control and running your own online store&lt;br /&gt;
&lt;br /&gt;
== [[Introduction]] ==&lt;br /&gt;
{|&lt;br /&gt;
|[[Beginner%27s_Tips|Beginner's Tips]] | [[Quickstart_Guide|(Outdated) Quickstart Guide]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Software Types]] ==&lt;br /&gt;
{|&lt;br /&gt;
|[[Operating System]] | [[Video Tool]] | [[Audio Tool]] | [[Game Engine]] | [[Game]] | [[Antivirus]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Operations]] ==&lt;br /&gt;
{|&lt;br /&gt;
|[[Printing]] | [[Servers]] | [[Furnature]] | [[Parking]] | [[Contract Work]] | [[Research]] | [[Project Management]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[HR]] ==&lt;br /&gt;
{|&lt;br /&gt;
|[[Employees]] | [[Hire]] | [[Teams]] | [[Staff]] | [[Benefits]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Finance]] ==&lt;br /&gt;
{|&lt;br /&gt;
|[[Savings]] | [[Finances]] | [[Stocks]] | [[Loans]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Market]] ==&lt;br /&gt;
{|&lt;br /&gt;
|[[Competitors]] | [[Deals]] | [[Stocks]] | [[Distribution]] | [[Company]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Modding]] ==&lt;br /&gt;
A modding guide to get you on the road to creating your own mod!&lt;br /&gt;
* [[Modding|General modding]]&lt;br /&gt;
* [[Furniture Modding]]&lt;br /&gt;
* [[Material Modding]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;margin:auto; text-align:left;&amp;quot; width=&amp;quot;30%&amp;quot; align=&amp;quot;right&amp;quot; valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
== Software Inc Links ==&lt;br /&gt;
*[http://softwareinc.coredumping.com/ Software Inc Homepage] &lt;br /&gt;
*[http://softwareinc.coredumping.com/forum/ Software Inc Forums] &lt;br /&gt;
*[https://trello.com/b/9I286Mhu/software-inc Software Inc Roadmap] &lt;br /&gt;
*[https://www.reddit.com/r/SoftwareInc/ Software Inc SubReddit] &lt;br /&gt;
*[https://steamcommunity.com/app/362620 Software Inc Steam Community]&lt;br /&gt;
*[https://discord.gg/TQyqXye Software Inc Official Discord Server]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RexCL</name></author>
	</entry>
	<entry>
		<id>https://softwareinc.coredumping.com/wiki/index.php?title=Main_Page&amp;diff=465</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://softwareinc.coredumping.com/wiki/index.php?title=Main_Page&amp;diff=465"/>
		<updated>2018-09-04T20:39:38Z</updated>

		<summary type="html">&lt;p&gt;RexCL: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;div style=&amp;quot;font-size:200%&amp;quot;&amp;gt;Welcome to the Official&lt;br /&gt;
[[File:WikiHeader.png|alt=Software Inc]] &lt;br /&gt;
Wiki! &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Get it now!&lt;br /&gt;
&lt;br /&gt;
[http://store.steampowered.com/app/362620/ Steam] | [http://softwareinc.coredumping.com/buy/ Offline Version]&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| width=&amp;quot;70%&amp;quot; |&lt;br /&gt;
== Run Your Own Software Company! ==&lt;br /&gt;
Construct and design buildings for optimal working conditions. Hire people to design and release software, so you can defeat the simulated competition and take over their businesses. Manage and educate your employees to make sure they are skilled and satisfied with their job.&lt;br /&gt;
&lt;br /&gt;
'''Current Features'''&lt;br /&gt;
*Build, furnish and maintain office buildings up to ten stories + basement, on an enormous Land&lt;br /&gt;
*Hire employees to design, develop, support, research and market software in teams&lt;br /&gt;
*Build roads and parking to ease commuting for your employees&lt;br /&gt;
*Tend to your employees' needs, demands, skills and specializations, while making sure each team has compatible personalities&lt;br /&gt;
*Customize your own employee avatar&lt;br /&gt;
*Create your own software products and franchises&lt;br /&gt;
*Compete in a simulated or event-driven market by selling your products, taking on contract work or trading stocks&lt;br /&gt;
*Hire staff to repair your furniture and computers, and clean your office&lt;br /&gt;
*Mod what kind of software you can develop, what kind of companies will be simulated, game scenarios, missions, personalities and random name generators&lt;br /&gt;
*Delegate important tasks to your team leaders, such as managing development cycles and human resources&lt;br /&gt;
*Set up your own servers for products, source control and running your own online store&lt;br /&gt;
&lt;br /&gt;
== [[Introduction]] ==&lt;br /&gt;
{|&lt;br /&gt;
|[[Quickstart_Guide|(Outdated) Quickstart Guide]] | [[Beginner%27s_Tips|Beginner's Tips]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Software Types]] ==&lt;br /&gt;
{|&lt;br /&gt;
|[[Operating System]] | [[Video Tool]] | [[Audio Tool]] | [[Game Engine]] | [[Game]] | [[Antivirus]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Operations]] ==&lt;br /&gt;
{|&lt;br /&gt;
|[[Printing]] | [[Servers]] | [[Furnature]] | [[Parking]] | [[Contract Work]] | [[Research]] | [[Project Management]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[HR]] ==&lt;br /&gt;
{|&lt;br /&gt;
|[[Employees]] | [[Hire]] | [[Teams]] | [[Staff]] | [[Benefits]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Finance]] ==&lt;br /&gt;
{|&lt;br /&gt;
|[[Savings]] | [[Finances]] | [[Stocks]] | [[Loans]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Market]] ==&lt;br /&gt;
{|&lt;br /&gt;
|[[Competitors]] | [[Deals]] | [[Stocks]] | [[Distribution]] | [[Company]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Modding]] ==&lt;br /&gt;
A modding guide to get you on the road to creating your own mod!&lt;br /&gt;
* [[Modding|General modding]]&lt;br /&gt;
* [[Furniture Modding]]&lt;br /&gt;
* [[Material Modding]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;margin:auto; text-align:left;&amp;quot; width=&amp;quot;30%&amp;quot; align=&amp;quot;right&amp;quot; valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
== Software Inc Links ==&lt;br /&gt;
*[http://softwareinc.coredumping.com/ Software Inc Homepage] &lt;br /&gt;
*[http://softwareinc.coredumping.com/forum/ Software Inc Forums] &lt;br /&gt;
*[https://trello.com/b/9I286Mhu/software-inc Software Inc Roadmap] &lt;br /&gt;
*[https://www.reddit.com/r/SoftwareInc/ Software Inc SubReddit] &lt;br /&gt;
*[https://steamcommunity.com/app/362620 Software Inc Steam Community]&lt;br /&gt;
*[https://discord.gg/TQyqXye Software Inc Official Discord Server]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RexCL</name></author>
	</entry>
	<entry>
		<id>https://softwareinc.coredumping.com/wiki/index.php?title=Main_Page&amp;diff=464</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://softwareinc.coredumping.com/wiki/index.php?title=Main_Page&amp;diff=464"/>
		<updated>2018-09-04T20:38:53Z</updated>

		<summary type="html">&lt;p&gt;RexCL: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;div style=&amp;quot;font-size:200%&amp;quot;&amp;gt;Welcome to the Official&lt;br /&gt;
[[File:WikiHeader.png|alt=Software Inc]] &lt;br /&gt;
Wiki! &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Get it now!&lt;br /&gt;
&lt;br /&gt;
[http://store.steampowered.com/app/362620/ Steam] | [http://softwareinc.coredumping.com/buy/ Offline Version]&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| width=&amp;quot;70%&amp;quot; |&lt;br /&gt;
== Run Your Own Software Company! ==&lt;br /&gt;
Construct and design buildings for optimal working conditions. Hire people to design and release software, so you can defeat the simulated competition and take over their businesses. Manage and educate your employees to make sure they are skilled and satisfied with their job.&lt;br /&gt;
&lt;br /&gt;
'''Current Features'''&lt;br /&gt;
*Build, furnish and maintain office buildings up to ten stories + basement, on an enormous Land&lt;br /&gt;
*Hire employees to design, develop, support, research and market software in teams&lt;br /&gt;
*Build roads and parking to ease commuting for your employees&lt;br /&gt;
*Tend to your employees' needs, demands, skills and specializations, while making sure each team has compatible personalities&lt;br /&gt;
*Customize your own employee avatar&lt;br /&gt;
*Create your own software products and franchises&lt;br /&gt;
*Compete in a simulated or event-driven market by selling your products, taking on contract work or trading stocks&lt;br /&gt;
*Hire staff to repair your furniture and computers, and clean your office&lt;br /&gt;
*Mod what kind of software you can develop, what kind of companies will be simulated, game scenarios, missions, personalities and random name generators&lt;br /&gt;
*Delegate important tasks to your team leaders, such as managing development cycles and human resources&lt;br /&gt;
*Set up your own servers for products, source control and running your own online store&lt;br /&gt;
&lt;br /&gt;
== [[Introduction]] ==&lt;br /&gt;
{|&lt;br /&gt;
|[[Quickstart_Guide|(Outdated) Quickstart Guide]] [[Beginner%27s_Tips|Beginner's Tips]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Software Types]] ==&lt;br /&gt;
{|&lt;br /&gt;
|[[Operating System]] | [[Video Tool]] | [[Audio Tool]] | [[Game Engine]] | [[Game]] | [[Antivirus]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Operations]] ==&lt;br /&gt;
{|&lt;br /&gt;
|[[Printing]] | [[Servers]] | [[Furnature]] | [[Parking]] | [[Contract Work]] | [[Research]] | [[Project Management]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[HR]] ==&lt;br /&gt;
{|&lt;br /&gt;
|[[Employees]] | [[Hire]] | [[Teams]] | [[Staff]] | [[Benefits]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Finance]] ==&lt;br /&gt;
{|&lt;br /&gt;
|[[Savings]] | [[Finances]] | [[Stocks]] | [[Loans]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Market]] ==&lt;br /&gt;
{|&lt;br /&gt;
|[[Competitors]] | [[Deals]] | [[Stocks]] | [[Distribution]] | [[Company]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Modding]] ==&lt;br /&gt;
A modding guide to get you on the road to creating your own mod!&lt;br /&gt;
* [[Modding|General modding]]&lt;br /&gt;
* [[Furniture Modding]]&lt;br /&gt;
* [[Material Modding]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;margin:auto; text-align:left;&amp;quot; width=&amp;quot;30%&amp;quot; align=&amp;quot;right&amp;quot; valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
== Software Inc Links ==&lt;br /&gt;
*[http://softwareinc.coredumping.com/ Software Inc Homepage] &lt;br /&gt;
*[http://softwareinc.coredumping.com/forum/ Software Inc Forums] &lt;br /&gt;
*[https://trello.com/b/9I286Mhu/software-inc Software Inc Roadmap] &lt;br /&gt;
*[https://www.reddit.com/r/SoftwareInc/ Software Inc SubReddit] &lt;br /&gt;
*[https://steamcommunity.com/app/362620 Software Inc Steam Community]&lt;br /&gt;
*[https://discord.gg/TQyqXye Software Inc Official Discord Server]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RexCL</name></author>
	</entry>
	<entry>
		<id>https://softwareinc.coredumping.com/wiki/index.php?title=Beginner%27s_Tips&amp;diff=463</id>
		<title>Beginner's Tips</title>
		<link rel="alternate" type="text/html" href="https://softwareinc.coredumping.com/wiki/index.php?title=Beginner%27s_Tips&amp;diff=463"/>
		<updated>2018-09-04T20:37:39Z</updated>

		<summary type="html">&lt;p&gt;RexCL: Created a Beginner's Tips with KijinOkoye's guide. Will update and format more later. &amp;lt;Alpha 10.6.9&amp;gt;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== KijinOkoye's Top 10 Tips for Beginners ==&lt;br /&gt;
&lt;br /&gt;
=== Tip #1: Start on Easy with NO LOANS ===&lt;br /&gt;
&lt;br /&gt;
It is natural as gamers to immediately want to jump to medium or above difficulty settings, but do that in this game and you will most likely start with a terrible impression. Starting on easy does two major things that I am aware of: it gives your starting character higher starting stats and makes cash flow faster into your bank. Additionally, starting with no loans gives you much more time to get your first product out since your starting guy does not have a salary. This sets the game up to be a little bit more forgiving for your first playthrough.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #2: Increase your starting Programmer and Designer skills ===&lt;br /&gt;
&lt;br /&gt;
Adjust the beginning slider so that designing and programming is at a higher ratio than the other few options. When beginning the game, it is recommended to start off with a smaller product suitable for a one-man team. Having a solid designing and programming skill helps you get the product out faster and increases the overall quality of your work.&lt;br /&gt;
&lt;br /&gt;
Leadership, Marketing, and Artist are all very important, but at the beginning, it is all about survival. These other skills can be easily developed later on and can be complemented by staff you hire while you’re still learning. Let’s break down why:&lt;br /&gt;
&lt;br /&gt;
Leadership:&lt;br /&gt;
*Not too much to say here, this really only comes into play when you have a team and your character is designated as the leader. Team leads essentially just have meetings with their group and that increases everyone’s efficiency. Later on when you have the opportunity to get leaders trained with the HR Function, leaders become more important in automating the simple human resource tasks for you. As for the beginning, don’t worry about it too much.&lt;br /&gt;
&lt;br /&gt;
Marketing:&lt;br /&gt;
*Some people might argue that having a high marketing stat to begin with would benefit your first product, but I disagree. The amount of quality you lose by adjusting this to a higher value is not providing you with a better start at all. Marketing takes money to do well and that is capital you do not have at the beginning. Focus on this for later on products when it isn’t a do or die situation.&lt;br /&gt;
&lt;br /&gt;
Artist:&lt;br /&gt;
*Depending on your product, you may actually need to adjust this one as well. However, if you decide to go with the simple products that do not use graphical interfaces, programming and designing are the core. If you decide to go ham on your first product and add in all the graphical designs, then increase this stat to just below the designer and programmer stat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #3: Set your specialization to 2D or Audio ===&lt;br /&gt;
&lt;br /&gt;
There are many, many possible products you can choose to get started with, but I have found through dozens of playthroughs and testing that choosing the 2D Editor or Audio Tool to begin with makes it a lot easier to progress in the game.&lt;br /&gt;
&lt;br /&gt;
There are three major reasons for this:&lt;br /&gt;
&lt;br /&gt;
*These two products require the least diverse specialization at the start of the game (only need the 2D or Audio specialization to effectively make either product)&lt;br /&gt;
*It is usually easier to create a higher quality product with just one person&lt;br /&gt;
*Marketing is not necessary to ensure this first product succeeds&lt;br /&gt;
*These three reasons are essentially linked in the sense that a one-man team will not have the proper specializations at the start of the game to cover complicated products like Operating Systems, and this resulting lower quality product is not going to *succeed without excessive marketing. These issues are resolved by starting with the 2D Editor and Audio Tool options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #4: Ride Solo ===&lt;br /&gt;
&lt;br /&gt;
At the start you really do not have enough capital to spend on another programmer or developer. Hiring more employees would essentially bankrupt you before you get halfway through the Alpha stage. Your starting developer (if starting on Easy) should have the capabilities to finish a Good or even Great quality product on their own provided they are given enough time.&lt;br /&gt;
&lt;br /&gt;
This is where the significance of this tip comes in:&lt;br /&gt;
&lt;br /&gt;
With no additional staff, your only cost would be your rent and your utilities. This should be around $700 at the beginning, which should last you for much longer than you need to develop a simple 2D Editor or Audio Tool. As compared to the ~$2000 for just one more additional rookie developer, going solo is a no-brainer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #5: Expand SLOWLY ===&lt;br /&gt;
&lt;br /&gt;
Regardless of how your first product sale goes, it is a good idea to get into the habit of expanding slowly. I’ve had so many games end prematurely because I expanded fast right after a decent first sale, and ended up making much less on subsequent products. Look into what product that you would like to “main” and hire programmers/designers/artists with those specialties.&lt;br /&gt;
&lt;br /&gt;
On Easy, it isn’t too hard to maintain a good cash flow, but higher difficulties make it hard to sustain higher salaries effectively. Get into the good practice of tightly controlling all your expenses including servers, staff, heating, rent, and salaries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #6: Get a dedicated Marketing Team ===&lt;br /&gt;
&lt;br /&gt;
Managing multiple production lines can get confusing late game, and having a dedicated Marketing team to refer all marketing tasks to makes it easier. You can start with just 1-2 marketers at the beginning attached to your core team, but once you want to get your brand name out there, you should set the team up on its own. Usually, a team of 1 Lead and 9-10 Marketers is enough for you to get your marketing to Prominent pretty easily.&lt;br /&gt;
&lt;br /&gt;
Additionally, the Marketing team can also be given marketing contracts to fulfill – essentially paying for themselves. There will be a daily marketing amount that your team has to fulfill, but I have found that as long as you fulfill around 70% of it your client will remain happy. One consideration for this is that you could be marketing for a competitor’s product and that may affect your own sales, but realistically if your product is good enough this won’t matter too much. You could just take contracts for other types of products as well if you are worried.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #7: Utilize the Project function ===&lt;br /&gt;
&lt;br /&gt;
Once you have a decent cash cushion, it may be beneficial for you to set up an additional team that is managed through the automatic Project function. In my previous post, I went over how the project management function in this game can essentially set you up for passive income. It is especially useful if you set up your project for something straightforward and with little variance like 2D Editors or Audio Tools. This lets you hire exclusively for the product and the end result is a higher quality sale.&lt;br /&gt;
&lt;br /&gt;
Going back to the previous point, having a dedicated Marketing team also means you can set up multiple projects and have all of their marketing needs met by a single team. I have played numerous games where the marketing level for my Audio Tools and 2D Editors reached Widespread with little effort on my part.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #8: Start your own Server ===&lt;br /&gt;
&lt;br /&gt;
Gotta love passive income. Hosting contracts can be a very lucrative way to sustain your operations and entering into distribution deals with other companies can give you a hefty sum each month. Additionally, you would end up paying someone else to host your games if you decide to not do it yourself.&lt;br /&gt;
&lt;br /&gt;
1. Buy 3-4 servers and link them. (Can do this by right-clicking one server, selecting “select all in room”, then select the “link” function)&lt;br /&gt;
2. Hire a receptionist and set up the reception (this lets contracts show up on the “Contracts” tab)&lt;br /&gt;
3. Accept any Hosting deals above ~0.35/mb to maximize profits.&lt;br /&gt;
4. Go to the “Distribution” tab and click “Open Online Distribution Platform”&lt;br /&gt;
5. Go to the companies tab and find one with a decent number of fans and medium company worth. (Do not go for the higher end companies yet!!)&lt;br /&gt;
6. Offer to sell their products on your online distribution platform.&lt;br /&gt;
Note: Not going for the larger companies right now is a good idea because they tend to give you a smaller cut and your servers may not be able to sustain their usage. However, it is a good idea to get started as soon as you can since you can re-negotiate your cut each month. Having a longer relationship gives you a better chance to ask for a larger cut. Becoming the sole online distributor also allows you to constantly negotiate for larger and larger cuts as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #9: Train new Programmers in a Support Team ===&lt;br /&gt;
&lt;br /&gt;
A great way to get a solid, well-trained team of programmers is to first set them up as a Support team. What you need to do is hire a bunch of low salary programmers and a lead that have “Amazing” or “Great” compatibility or higher. Next, assign them all of the support tasks for all of your products and see if they can cope with the workload. If you can, then you can get another amazing source of passive income. Get those contracts and start seeing this team pay for itself!!&lt;br /&gt;
&lt;br /&gt;
Over time you will see your support team gain specialization based off of the products they are supporting as well as an increase in their overall programming skill. When you are developing a new product, you can assign them to the programming phase to help increase quality. It just comes down to how much work they have and if they are able to keep up with their support workload.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tip #10: Send people to training ===&lt;br /&gt;
&lt;br /&gt;
Training your idle employees!! It may be a little micro-managing, but it certainly helps to cover all of your specializations over time. Another option is to first train all of your Leads with the “HR” skill so that they can do it for you. One option I found that worked well was setting the number of employees gone at once to 2, then setting the number of months to 3, and then setting the time delay to 0. When you have a full team, this setting lets you have enough members to get the product moving while still having some people gone for training.&lt;br /&gt;
&lt;br /&gt;
If your style of play is just one team that covers all specializations, you may want to consider upping the number of employees to around 3-4 employees at once and moving the number of months up to 6. This will considerably slow down product development, but it will give you a better-trained team faster. This method is usually for late game when you have a cash cushion.&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
Software Inc is an absolutely fantastic game once you really get into it. Use these tips as a way to get started and figure out your own way to enjoy this masterpiece. Keep in mind that this game is still in Alpha though, there will be updates that change the way this game should be played.&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
 Reddit: KijinOkoye&lt;br /&gt;
 Steam: &lt;br /&gt;
 Discord:&lt;br /&gt;
 Link: https://tycoonbeast.com/top-10-tips-software-inc-2018/&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Updated for &amp;lt;Alpha 10.6.9&amp;gt;&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>RexCL</name></author>
	</entry>
	<entry>
		<id>https://softwareinc.coredumping.com/wiki/index.php?title=Teams&amp;diff=441</id>
		<title>Teams</title>
		<link rel="alternate" type="text/html" href="https://softwareinc.coredumping.com/wiki/index.php?title=Teams&amp;diff=441"/>
		<updated>2018-05-05T23:11:13Z</updated>

		<summary type="html">&lt;p&gt;RexCL: Added stuff to teams page. Still a work in progress, but just wanted to save it before I lost it. &amp;lt;Alpha 10.5.1&amp;gt;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''WORK IN PROGRESS'''&lt;br /&gt;
&lt;br /&gt;
'''Teams''' in Software Inc. allow for the streamlining of the software development process. You can create unlimited teams with unlimited employees. &lt;br /&gt;
&lt;br /&gt;
== The Big Questions ==&lt;br /&gt;
* What should my team size be?&lt;br /&gt;
Following the recommended number of designers, programmers, artists in the details tab of each team is highly suggested. By doing so, you will achieve maximum efficiency. For all of you Economy majors out there, this can be classified as the [https://en.wikipedia.org/wiki/Profit_maximization profit maximization point] (Marginal Cost = Marginal Revenue).  &lt;br /&gt;
&lt;br /&gt;
* Why does my development speed slow down when I add 200 people to a project?&lt;br /&gt;
Software Inc. strives to be as realistic as possible and this rule certainly applies to software development. From a computer science perspective, having 200 people work on one code becomes increasingly difficult as each person needs to try to interpret someone else's code and perhaps documentation ''(assuming that the coders DO in fact document their work... wow!)''. For more information see [https://en.wikipedia.org/wiki/Diseconomies_of_scale diseconomies of scale].&lt;br /&gt;
&lt;br /&gt;
* Why is my team efficiency so slow?&lt;br /&gt;
''See [[#Effectiveness|effectiveness]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Default Recommended Team Sizes ==&lt;br /&gt;
Note: These recommendations are assigned by the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;caption-side:bottom; color:#000000;&amp;quot;|''The format is (# of Designers)-(# of Programmers)-(# of Artists).''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:250px; text-align:center;&amp;quot; | Software Type&lt;br /&gt;
! style=&amp;quot;width:100px; text-align:center;&amp;quot; scope=&amp;quot;col&amp;quot;| 1980&lt;br /&gt;
! style=&amp;quot;width:100px; text-align:center;&amp;quot; scope=&amp;quot;col&amp;quot;| 1990&lt;br /&gt;
! style=&amp;quot;width:100px; text-align:center;&amp;quot; scope=&amp;quot;col&amp;quot;| 2000&lt;br /&gt;
! style=&amp;quot;width:100px; text-align:center;&amp;quot; scope=&amp;quot;col&amp;quot;| 2010&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Operating System [Computer]&lt;br /&gt;
| 4 - 8 - 1&lt;br /&gt;
| 7 - 14 - 1&lt;br /&gt;
| 8 - 16 - 1&lt;br /&gt;
| 8 - 16 - 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Operating System [Computer]&lt;br /&gt;
| 3 - 6 - 1&lt;br /&gt;
| 6 - 11 - 1&lt;br /&gt;
| 7 - 13 - 1&lt;br /&gt;
| 7 - 13 - 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Operating System [Phone]&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 6 - 11 - 1	&lt;br /&gt;
| 6 - 11 - 1	&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2D Editor	&lt;br /&gt;
| 2 - 3 - 1	&lt;br /&gt;
| 3 - 5 - 2	&lt;br /&gt;
| 4 - 6 - 2	&lt;br /&gt;
| 4 - 6 - 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3D Editor	&lt;br /&gt;
| N/A	&lt;br /&gt;
| 2 - 4 - 0	&lt;br /&gt;
| 5 - 9 - 0	&lt;br /&gt;
| 5 - 9 - 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Audio Tool	&lt;br /&gt;
| 2 - 3 - 0	&lt;br /&gt;
| 2 - 4 - 2	&lt;br /&gt;
| 3 - 5 - 3	&lt;br /&gt;
| 3 - 5 - 3&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Game Engine	&lt;br /&gt;
| 2 - 3 - 1	&lt;br /&gt;
| 3 - 5 - 2	&lt;br /&gt;
| 4 - 7 - 2	&lt;br /&gt;
| 4 - 7 - 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Game [All but sports]	&lt;br /&gt;
| 2 - 3 - 2	&lt;br /&gt;
| 2 - 4 - 2	&lt;br /&gt;
| 4 - 8 - 7	&lt;br /&gt;
| 5 - 8 - 7&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Game [Sports]	&lt;br /&gt;
| 2 - 2 - 1	&lt;br /&gt;
| 2 - 3 - 2	&lt;br /&gt;
| 4 - 6 - 5	&lt;br /&gt;
| 4 - 7 - 5&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Office Software	&lt;br /&gt;
| 4 - 6 - 1	&lt;br /&gt;
| 4 - 7 - 2	&lt;br /&gt;
| 4 - 8 - 2	&lt;br /&gt;
| 4 - 8 - 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| CMS [Web]	&lt;br /&gt;
| N/A	&lt;br /&gt;
| N/A	&lt;br /&gt;
| 2 - 4 - 2	&lt;br /&gt;
| 2 - 4 - 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| CMS [Financial]	&lt;br /&gt;
| 2 - 3 - 1	&lt;br /&gt;
| 3 - 5 - 2	&lt;br /&gt;
| 3 - 5 - 2	&lt;br /&gt;
| 3 - 5 - 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| CMS [Workflow]	&lt;br /&gt;
| 2 - 4 - 1	&lt;br /&gt;
| 3 - 6 - 1	&lt;br /&gt;
| 3 - 6 - 1	&lt;br /&gt;
| 3 - 6 - 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Anti-virus	&lt;br /&gt;
| N/A	&lt;br /&gt;
| 2 - 3 - 1	&lt;br /&gt;
| 3 - 5 - 1	&lt;br /&gt;
| 3 - 5 - 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Effectiveness ==&lt;br /&gt;
There are many things that affect the efficiency of your team. They include environment, traits, leadership, benefits, team composition, and basic human needs. ''See [[Employees|employees]]'' for detailed information about each factor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Example Team Compositions ==&lt;br /&gt;
&lt;br /&gt;
=== All-Rounders ===&lt;br /&gt;
Attempt to make teams that max every skill. This way you can flow from development-marketing/support without much thought. Employees will want compensation for their skills and it will take a few in-game years to gain experience and then the training. Art is the hardest skill to gain and is the most damaging to development. Programming can be trained fairly consistently with support jobs.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;That One Big Team of Randoms&amp;quot; ====&lt;br /&gt;
A team full of unused employees with HR set to train them constantly for two months. Can be used to reduce the &amp;quot;feeling useless&amp;quot; penalty and to quickly boost skill levels. &lt;br /&gt;
&lt;br /&gt;
=== Multi-Role ===&lt;br /&gt;
Teams that contain members specialized in each role. 2 Designers, 5 Programmers, 1 Artist. It takes less time to complete training and they can also go from development-marketing/support, but members not currently in use will be idle and require a lounge to avoid bugging others. (I have noticed in some games, the speed associated with design/development/art seems to be tied to the overall team rating.)&lt;br /&gt;
&lt;br /&gt;
=== Single-Role === &lt;br /&gt;
Teams consist of a single role with a high team rating. Education only in a primary field means they can be 100% in about a 1.5 years. They will all be idle/working at the same time. Setting the vacation to maximum months means the team is always about 85-95% staffed.&lt;br /&gt;
&lt;br /&gt;
==== Designer ====&lt;br /&gt;
&lt;br /&gt;
==== Programmer ====&lt;br /&gt;
&lt;br /&gt;
==== Artist ====&lt;br /&gt;
&lt;br /&gt;
=== Specialized ===&lt;br /&gt;
&lt;br /&gt;
==== Marketing ====&lt;br /&gt;
Always have a separate marketing team. Makes your life so much easier.&lt;br /&gt;
&lt;br /&gt;
==== Support ====&lt;br /&gt;
Specialized support teams with programmers can be helpful because then your primary programmers can focus solely on continous development of software.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
* Teams should be about 10-12 people to maximize project effectiveness. Multiteam penalties have been nerfed so assigning 3 teams of 10 to a project that requires 30 is not a big deal.&lt;br /&gt;
&lt;br /&gt;
* Most software does not require a lot of artists. It is recommended that you put your artists in your programmers team and set their role accordingly. There's no point in making a 'team' of 1 or 2 artists as you'll need another room plus a leader. HR can handle this in A10&lt;br /&gt;
&lt;br /&gt;
* Always send your staff for training. If a program requires System and Network programming, always train your team in these skills as it will directly affect your product score when you outsource reviews in Alpha.&lt;br /&gt;
&lt;br /&gt;
* Your support team will depend on how many active users you have using your products and how many bugs you fixed during Beta. Always try and accommodate for ongoing growth. Try and keep your support teams under 30.&lt;br /&gt;
&lt;br /&gt;
* Marketing teams are similar to support teams, you must always account for growth, but note that with marketing, there will be a golden number depending on how much you spend on marketing for a product.&lt;br /&gt;
&lt;br /&gt;
* At the beginning either split your initial marketing (and support) teams in to two of each, or increase the vacation range so fewer people are away at once.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
 Reddit: RexCL, Dryhtscipe&lt;br /&gt;
 Steam: Kuggar, Max, &lt;br /&gt;
 Discord:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Updated for &amp;lt;Alpha 10.5.1&amp;gt;&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>RexCL</name></author>
	</entry>
	<entry>
		<id>https://softwareinc.coredumping.com/wiki/index.php?title=Staff&amp;diff=440</id>
		<title>Staff</title>
		<link rel="alternate" type="text/html" href="https://softwareinc.coredumping.com/wiki/index.php?title=Staff&amp;diff=440"/>
		<updated>2018-05-05T01:15:47Z</updated>

		<summary type="html">&lt;p&gt;RexCL: Adjusted the permanent/temporary courier price information. &amp;lt;Alpha 10.5.1&amp;gt;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Staff can be hired to assist in the daily operations of your company. Those functions include tech support, maintenance, cleaning, cooking, deliveries, and reception.&lt;br /&gt;
&lt;br /&gt;
Staff may be hired permanently or temporarily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
&lt;br /&gt;
; IT-Support &lt;br /&gt;
: Fixes computers and electronics. &lt;br /&gt;
::  **Non-maintained computers will run slower and potentially break down.&lt;br /&gt;
; Maintenance&lt;br /&gt;
: Fixes furniture and lights. &lt;br /&gt;
::  **Impacts environment quality for employees.&lt;br /&gt;
; Cleaning&lt;br /&gt;
: Cleans the dirt left by employees' shoes. &lt;br /&gt;
::  **Impacts environment quality for employees.&lt;br /&gt;
; Cook&lt;br /&gt;
: Cooks food for employees. &lt;br /&gt;
::  **Requires stove, refrigerator, and serving tray.&lt;br /&gt;
; Courier&lt;br /&gt;
: Delivers packages from printing room to consumers. &lt;br /&gt;
::  **Permanent couriers pick up 54 boxes (2 pallets) every month.&lt;br /&gt;
::  **Temporary couriers pick up as many boxes they can for 8 hours.&lt;br /&gt;
; Receptionist&lt;br /&gt;
: Greets visitors who offer deals. At least one receptionist is necessary to accept deals from other companies. ''See Deals''&lt;br /&gt;
::  **Requires reception desk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Costs ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| One-time (Temporary) Cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Monthly (Permanent) Cost&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |Cleaning&lt;br /&gt;
|$50/hour&lt;br /&gt;
|$1,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |Maintenance&lt;br /&gt;
|$100/hour&lt;br /&gt;
|$1,500&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |IT-Support&lt;br /&gt;
|$100 + $100/repair&lt;br /&gt;
|$2,500&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |Courier&lt;br /&gt;
|$100 + $125/box&lt;br /&gt;
|$2,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |Receptionist&lt;br /&gt;
|N/A&lt;br /&gt;
|$2,500&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |Cook&lt;br /&gt;
|N/A&lt;br /&gt;
|$2,000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
* Staff make noise but the decibel level is negligible. Note: Cleaners do not make more noise than other staff workers.&lt;br /&gt;
* Whenever you are in a tight situation with printing, call the temporary couriers as they pick up boxes significantly faster. Do note that with temporary couriers, the price per box increases 350%. Can be interpreted as '''Permanent: $37 per box''' whereas '''Temporary: $125 per box'''.&lt;br /&gt;
* Permanent couriers only come once a day and can be assigned shifts to ease parking and printing congestion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Updated for Alpha 10.5.1&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>RexCL</name></author>
	</entry>
	<entry>
		<id>https://softwareinc.coredumping.com/wiki/index.php?title=Main_Page&amp;diff=439</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://softwareinc.coredumping.com/wiki/index.php?title=Main_Page&amp;diff=439"/>
		<updated>2018-05-04T13:25:07Z</updated>

		<summary type="html">&lt;p&gt;RexCL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;div style=&amp;quot;font-size:200%&amp;quot;&amp;gt;Welcome to the Official&lt;br /&gt;
[[File:LargeCapsule.png|alt=Software Inc]] &lt;br /&gt;
Wiki! &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Get it now!&lt;br /&gt;
&lt;br /&gt;
[http://store.steampowered.com/app/362620/ Steam] | [http://softwareinc.coredumping.com/buy/ Offline Version]&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| width=&amp;quot;70%&amp;quot; |&lt;br /&gt;
== Run Your Own Software Company! ==&lt;br /&gt;
Construct and design buildings for optimal working conditions. Hire people to design and release software, so you can defeat the simulated competition and take over their businesses. Manage and educate your employees to make sure they are skilled and satisfied with their job.&lt;br /&gt;
&lt;br /&gt;
'''Current Features'''&lt;br /&gt;
*Build, furnish and maintain office buildings up to ten stories + basement, on an enormous Land&lt;br /&gt;
*Hire employees to design, develop, support, research and market software in teams&lt;br /&gt;
*Build roads and parking to ease commuting for your employees&lt;br /&gt;
*Tend to your employees' needs, demands, skills and specializations, while making sure each team has compatible personalities&lt;br /&gt;
*Customize your own employee avatar&lt;br /&gt;
*Create your own software products and franchises&lt;br /&gt;
*Compete in a simulated or event-driven market by selling your products, taking on contract work or trading stocks&lt;br /&gt;
*Hire staff to repair your furniture and computers, and clean your office&lt;br /&gt;
*Mod what kind of software you can develop, what kind of companies will be simulated, game scenarios, missions, personalities and random name generators&lt;br /&gt;
*Delegate important tasks to your team leaders, such as managing development cycles and human resources&lt;br /&gt;
*Set up your own servers for products, source control and running your own online store&lt;br /&gt;
&lt;br /&gt;
== [[Introduction]] ==&lt;br /&gt;
{|&lt;br /&gt;
|[[Quickstart_Guide|(Outdated) Quickstart Guide]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Software Types]] ==&lt;br /&gt;
{|&lt;br /&gt;
|[[Operating System]] | [[Video Tool]] | [[Audio Tool]] | [[Game Engine]] | [[Game]] | [[Antivirus]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Operations]] ==&lt;br /&gt;
{|&lt;br /&gt;
|[[Printing]] | [[Servers]] | [[Furnature]] | [[Parking]] | [[Contract Work]] | [[Research]] | [[Project Management]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[HR]] ==&lt;br /&gt;
{|&lt;br /&gt;
|[[Employees]] | [[Hire]] | [[Teams]] | [[Staff]] | [[Benefits]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Finance]] ==&lt;br /&gt;
{|&lt;br /&gt;
|[[Savings]] | [[Finances]] | [[Stocks]] | [[Loans]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Market]] ==&lt;br /&gt;
{|&lt;br /&gt;
|[[Competitors]] | [[Deals]] | [[Stocks]] | [[Distribution]] | [[Company]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Modding]] ==&lt;br /&gt;
A modding guide to get you on the road to creating your own mod!&lt;br /&gt;
* [[Modding|General modding]]&lt;br /&gt;
* [[Furniture Modding]]&lt;br /&gt;
* [[Material Modding]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;margin:auto; text-align:left;&amp;quot; width=&amp;quot;30%&amp;quot; align=&amp;quot;right&amp;quot; valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
== Software Inc Links ==&lt;br /&gt;
*[http://softwareinc.coredumping.com/ Software Inc Homepage] &lt;br /&gt;
*[http://softwareinc.coredumping.com/forum/ Software Inc Forums] &lt;br /&gt;
*[https://trello.com/b/9I286Mhu/software-inc Software Inc Roadmap] &lt;br /&gt;
*[https://www.reddit.com/r/SoftwareInc/ Software Inc SubReddit] &lt;br /&gt;
*[https://steamcommunity.com/app/362620 Software Inc Steam Community]&lt;br /&gt;
*[https://discord.gg/TQyqXye Software Inc Official Discord Server]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RexCL</name></author>
	</entry>
	<entry>
		<id>https://softwareinc.coredumping.com/wiki/index.php?title=Quickstart_Guide&amp;diff=438</id>
		<title>Quickstart Guide</title>
		<link rel="alternate" type="text/html" href="https://softwareinc.coredumping.com/wiki/index.php?title=Quickstart_Guide&amp;diff=438"/>
		<updated>2018-05-04T13:24:37Z</updated>

		<summary type="html">&lt;p&gt;RexCL: Outdated warning&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;	&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: red&amp;quot;&amp;gt;This guide is outdated &amp;lt;Alpha 4.5&amp;gt;&lt;br /&gt;
Will be updated soon.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So you want to create software do you? Well this page is here to get you started. Information on this page is drawn from observations, forums, and discussions to help YOU attain software superstar status! *This page is very much in progress and will be updated as time goes on*&lt;br /&gt;
&lt;br /&gt;
'''&lt;br /&gt;
== Your First Day ==&lt;br /&gt;
'''&lt;br /&gt;
When you hit &amp;quot;New Game&amp;quot; in the main menu you will be presented with this image:&lt;br /&gt;
&lt;br /&gt;
[[File:NewGame.png|1024x768px]]&lt;br /&gt;
&lt;br /&gt;
'''&lt;br /&gt;
== Don't Freak Out ==&lt;br /&gt;
'''&lt;br /&gt;
Its supposed to be a confusing mess. There will be a tutorial window that will helpfully guide you through the process and introduce you to all the different windows.&lt;br /&gt;
A recommended starting build to get a hang for the game is make your founder's two '''personality''' traits &amp;quot;Optimistic&amp;quot; and &amp;quot;Generous&amp;quot;. The sliders on the bottom left can be left untouched for now, those will be explained shortly. &lt;br /&gt;
&lt;br /&gt;
Now on the right, you should increase starting money to $20,000 or one notch up if you are playing with a different currency (You may change currency through the options menu). Starting year is fine at 1980, but you should change the difficulty to &amp;quot;Easy&amp;quot; while you learn the game. &lt;br /&gt;
&lt;br /&gt;
Finally, the number of days in a month might seem odd. Simply put, if you leave it at the default 1 day per &amp;quot;Month&amp;quot;, every day that goes by will be equivalent to a month on the in-game calendar. You can increase this if you like, most people play with 4 days in a month, but it just affects how quickly time moves and is a matter of preference. Leave it at 1 or 2 for now.&lt;br /&gt;
&lt;br /&gt;
Go ahead and customize your founder and put a cool name for your company like &amp;quot;SpaceTech&amp;quot;, &amp;quot;ApetureCakeProduction&amp;quot; or &amp;quot;Potato&amp;quot;. I chose to name my company Potato. Your screen should now look something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Potato.png|1024x768px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&lt;br /&gt;
== Playing the Game ==&lt;br /&gt;
'''&lt;br /&gt;
So you've started the game and now you are treated to this lovely screen:&lt;br /&gt;
&lt;br /&gt;
[[File:Welcome.png|1024x768px]]&lt;br /&gt;
&lt;br /&gt;
Remember to breath, you got this. An important concept for this game is every window is resizable and movable so feel free to drag that tutorial around. Go ahead and read what its got to say and hit continue until there is no more, then hit end to make it go away. For this little guide, we'll be sticking to the tutorial for now, so go ahead and hit that green wrench to enter build mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&lt;br /&gt;
== Building a Better Tomorrow ==&lt;br /&gt;
'''&lt;br /&gt;
There are 3 Building Modes:&lt;br /&gt;
&lt;br /&gt;
A: Construct (used for building rooms, windows and doors)&lt;br /&gt;
&lt;br /&gt;
B: Furnish (used for placing stuff like tables, chairs, coffee machines...)&lt;br /&gt;
&lt;br /&gt;
C: Roads (used for building roads and parking but you wont need it for now)&lt;br /&gt;
&lt;br /&gt;
[[File:Building_Mode_1.png|1024x768px]]&lt;br /&gt;
&lt;br /&gt;
'''Building Rooms:'''&lt;br /&gt;
&lt;br /&gt;
After you entered build mode you should construct a small room. For this use the Construct Room Tool in the Construction Menu. A good starting size for your first room should be around 5x5 to include room enough for a chair and table for your founder to work at.&lt;br /&gt;
&lt;br /&gt;
[[File:FirstRoom.png|1024x768px]]&lt;br /&gt;
&lt;br /&gt;
'''Building Stuff inside Rooms:'''&lt;br /&gt;
&lt;br /&gt;
You'll notice that your new room is very dark! To fix this, in Construct Mode place a window or two as well as a door into the room and you should notice a huge change, but place a lamp if you don't like Windows or Microsoft(HAHAHAHA funny). &lt;br /&gt;
&lt;br /&gt;
Now switch to Furnish Mode and place a table with a computer and chair somewhere inside the main room. SHIFT+LMB if you want to place multiple. Chairs automatically lock to the closest table, but you might have to rotate the computer. To do this, click and hold, then drag in the direction you want the computer to face and release! Your room should look something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Furnishing.png|1024x768px]]&lt;br /&gt;
&lt;br /&gt;
Awesome! You now have a room as well as a place for your founder to work! Finish reading the tutorial and then hit Tab to go back to the normal view.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&lt;br /&gt;
== Earning Money: Contract Work ==&lt;br /&gt;
'''&lt;br /&gt;
The very first way your company can make money is by accepting and finishing '''Contracts'''. Contracts are randomly generated projects that your company can complete, and each comes with its own requirements for completion. &lt;br /&gt;
&lt;br /&gt;
To find contracts, hit the button under '''Development''' that looks like a piece of paper (A). You should see the following screen:&lt;br /&gt;
&lt;br /&gt;
[[File:Contracts.png|1024x768px]]&lt;br /&gt;
&lt;br /&gt;
You should sort the list by hitting '''Months''' (B) until the contracts that take the fewest months are on the top. Generally, contracts that can be completed by 1 or 2 people (C) have a month requirement of 1 or 2 months. They don't pay a lot of money, but when you are just starting out they provide an excellent source of income.&lt;br /&gt;
&lt;br /&gt;
You are also looking for contracts that have a '''Bad''' or '''Horrible''' (D) required quality because these take much less time to complete, thus more profits! &lt;br /&gt;
&lt;br /&gt;
Search through the list until you find a contract that has a low quality requirement, has a recommended team size of 1, and takes 1 or 2 months to complete, and hit '''Accept Work'''&lt;br /&gt;
&lt;br /&gt;
'''Completing the Contract:'''&lt;br /&gt;
&lt;br /&gt;
Now that you have accepted some work, you should see a project window on the right side of the screen (A). The tutorial should give you the basic run down of a project's lifespan, but we'll recap here as well. ''Warning'', this section is very wordy!&lt;br /&gt;
&lt;br /&gt;
There are four stages of completing a project. There is the design stage which is the first stage. In this stage, your designer(s) will design the product in question. If you mouse over the project window in this stage you should see one or more green bars (B) being filled as your employees work. The best case scenario is to have these bars all the way filled, but be careful! '''If you leave the project in the design stage for too long, you'll actually lose progress.'''&lt;br /&gt;
&lt;br /&gt;
[[File:Contracts2.png|1024x768px]]&lt;br /&gt;
&lt;br /&gt;
Once those bars are filled, you can hit '''Develop''' (C) in the project window to advance to the next stage called '''Alpha'''. In this stage, your programmer(s) will create the project that was just designed. Again you'll see green (or red bars which represent art requirements) being filled. Unlike the design stage, you cannot leave this project for too long, as once your programmers and artists are done, they will stop working until you hit '''Promote''' to advance to the next stage.&lt;br /&gt;
&lt;br /&gt;
The next stage is called '''Delay''' and is just an intermediate stage that will last for a set amount of time depending on the skill level of your employees. More skill = shorter delay stage. This stage will finish automatically soon.&lt;br /&gt;
&lt;br /&gt;
Then, your project enters '''Beta''' stage where bugs are squished in preparation for the projects '''Release'''. You can release the project prematurely, but be warned! Bugs make people unhappy with the final product and will affect sales/contract payment.&lt;br /&gt;
&lt;br /&gt;
Now that you understand how a project works, go ahead and continue game time until the contract is completed. Remember, you can skip time forward if there is nobody in your building until the next time somebody shows up. So every time your founder goes home you can skip til he shows up again. &lt;br /&gt;
&lt;br /&gt;
'''Finish your contract and Release it, then repeat the process until you have around $50,000 or double the amount you started the game with.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&lt;br /&gt;
== Your First Employee ==&lt;br /&gt;
'''&lt;br /&gt;
''Very Under Construction (Include section on personalities)''&lt;br /&gt;
&lt;br /&gt;
'''Building Stuff for the Employees:'''&lt;br /&gt;
&lt;br /&gt;
Another thing that is important when constructing buildings is the fact that those stupid employees want food, toilets, coffee, a quiet room, light, a nice environment, and a comfortable temperature. So go ahead and build another small room and a tiny room for toilets and a 'Chill Out' Area. &lt;br /&gt;
&lt;br /&gt;
Make sure your break room has a fridge and a table with a coffee machine.&lt;br /&gt;
And finally put a toilet in the toilet room.&lt;br /&gt;
Now throw a bunch of Windows/Lamps everywhere that people actually can see and but doors in so you can walk into the rooms.&lt;br /&gt;
&lt;br /&gt;
If you want your employees to be happy put plants in the rooms so they look better. And add Radiators and ventilation in the main room so it always has a nice temperature. You might need multiple if you did not follow the instructions and build a gigantic 100x100 room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Hiring Employees == &lt;br /&gt;
&lt;br /&gt;
''Still under construction ''&lt;br /&gt;
&lt;br /&gt;
Once you have grown your company enough to house a new employee, you will be able to start a search. &lt;br /&gt;
&lt;br /&gt;
[[File:New_Hire_1.PNG|text-bottom]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When starting a new search there are 2 of factors you need to think of:&lt;br /&gt;
&lt;br /&gt;
- What role am I looking to fill:&lt;br /&gt;
* Lead&lt;br /&gt;
* Programmer&lt;br /&gt;
* Designer&lt;br /&gt;
* Artist&lt;br /&gt;
* Marketer&lt;br /&gt;
&lt;br /&gt;
[[File:New_Hire_2.PNG|text-bottom]]&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
- How much am I willing to spend on the hiring process. The more you spend, the more candidates you will have. Also, when deciding on how much you want to spend on hiring you will need to think about your insurance policy. A good insurance fund will attract better skilled workers. I would advise on investing a little money each time you finish of a contract or release software so that when ever you decide to hire you will have more skilled employee's to choose from&lt;br /&gt;
&lt;br /&gt;
[[File:New_Hire_3.PNG|text-bottom]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After you have a list of candidates you can start to interview to find out who is a good fit and who you need to avoid hiring. It is always good to hire someone who will fit in the team as this will improve your overall ability to finish work quicker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See the image below for an employee who's compatibility is very bad:&lt;br /&gt;
&lt;br /&gt;
[[File:New_Hire_5.PNG|text-bottom]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See the image below for an employee who's compatibility is normal:&lt;br /&gt;
&lt;br /&gt;
[[File:New_Hire_6.PNG|text-bottom]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See the image below for an employee who's compatibility is good:&lt;br /&gt;
--''image still to come''--&lt;/div&gt;</summary>
		<author><name>RexCL</name></author>
	</entry>
	<entry>
		<id>https://softwareinc.coredumping.com/wiki/index.php?title=Main_Page&amp;diff=437</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://softwareinc.coredumping.com/wiki/index.php?title=Main_Page&amp;diff=437"/>
		<updated>2018-05-04T00:21:31Z</updated>

		<summary type="html">&lt;p&gt;RexCL: Added Quickstart Guide Link and Discord Link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;div style=&amp;quot;font-size:200%&amp;quot;&amp;gt;Welcome to the Official&lt;br /&gt;
[[File:LargeCapsule.png|alt=Software Inc]] &lt;br /&gt;
Wiki! &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Get it now!&lt;br /&gt;
&lt;br /&gt;
[http://store.steampowered.com/app/362620/ Steam] | [http://softwareinc.coredumping.com/buy/ Offline Version]&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| width=&amp;quot;70%&amp;quot; |&lt;br /&gt;
== Run Your Own Software Company! ==&lt;br /&gt;
Construct and design buildings for optimal working conditions. Hire people to design and release software, so you can defeat the simulated competition and take over their businesses. Manage and educate your employees to make sure they are skilled and satisfied with their job.&lt;br /&gt;
&lt;br /&gt;
'''Current Features'''&lt;br /&gt;
*Build, furnish and maintain office buildings up to ten stories + basement, on an enormous Land&lt;br /&gt;
*Hire employees to design, develop, support, research and market software in teams&lt;br /&gt;
*Build roads and parking to ease commuting for your employees&lt;br /&gt;
*Tend to your employees' needs, demands, skills and specializations, while making sure each team has compatible personalities&lt;br /&gt;
*Customize your own employee avatar&lt;br /&gt;
*Create your own software products and franchises&lt;br /&gt;
*Compete in a simulated or event-driven market by selling your products, taking on contract work or trading stocks&lt;br /&gt;
*Hire staff to repair your furniture and computers, and clean your office&lt;br /&gt;
*Mod what kind of software you can develop, what kind of companies will be simulated, game scenarios, missions, personalities and random name generators&lt;br /&gt;
*Delegate important tasks to your team leaders, such as managing development cycles and human resources&lt;br /&gt;
*Set up your own servers for products, source control and running your own online store&lt;br /&gt;
&lt;br /&gt;
== [[Introduction]] ==&lt;br /&gt;
{|&lt;br /&gt;
|[[Quickstart_Guide|Quickstart Guide]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Software Types]] ==&lt;br /&gt;
{|&lt;br /&gt;
|[[Operating System]] | [[Video Tool]] | [[Audio Tool]] | [[Game Engine]] | [[Game]] | [[Antivirus]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Operations]] ==&lt;br /&gt;
{|&lt;br /&gt;
|[[Printing]] | [[Servers]] | [[Furnature]] | [[Parking]] | [[Contract Work]] | [[Research]] | [[Project Management]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[HR]] ==&lt;br /&gt;
{|&lt;br /&gt;
|[[Employees]] | [[Hire]] | [[Teams]] | [[Staff]] | [[Benefits]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Finance]] ==&lt;br /&gt;
{|&lt;br /&gt;
|[[Savings]] | [[Finances]] | [[Stocks]] | [[Loans]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Market]] ==&lt;br /&gt;
{|&lt;br /&gt;
|[[Competitors]] | [[Deals]] | [[Stocks]] | [[Distribution]] | [[Company]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Modding]] ==&lt;br /&gt;
A modding guide to get you on the road to creating your own mod!&lt;br /&gt;
* [[Modding|General modding]]&lt;br /&gt;
* [[Furniture Modding]]&lt;br /&gt;
* [[Material Modding]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;margin:auto; text-align:left;&amp;quot; width=&amp;quot;30%&amp;quot; align=&amp;quot;right&amp;quot; valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
== Software Inc Links ==&lt;br /&gt;
*[http://softwareinc.coredumping.com/ Software Inc Homepage] &lt;br /&gt;
*[http://softwareinc.coredumping.com/forum/ Software Inc Forums] &lt;br /&gt;
*[https://trello.com/b/9I286Mhu/software-inc Software Inc Roadmap] &lt;br /&gt;
*[https://www.reddit.com/r/SoftwareInc/ Software Inc SubReddit] &lt;br /&gt;
*[https://steamcommunity.com/app/362620 Software Inc Steam Community]&lt;br /&gt;
*[https://discord.gg/TQyqXye Software Inc Official Discord Server]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RexCL</name></author>
	</entry>
	<entry>
		<id>https://softwareinc.coredumping.com/wiki/index.php?title=Deals&amp;diff=436</id>
		<title>Deals</title>
		<link rel="alternate" type="text/html" href="https://softwareinc.coredumping.com/wiki/index.php?title=Deals&amp;diff=436"/>
		<updated>2018-05-01T18:32:15Z</updated>

		<summary type="html">&lt;p&gt;RexCL: Added tips section. &amp;lt;Alpha 10.5.1&amp;gt;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Deals''' are offered contracts from a third-party that you can fulfill against payment. You need a [[Reception Desk]] and a [[Receptionist]] in order to receive and accept deals. All deals, including the number of deals, are affected by your company's [[reputation]], which can be increased by completing [[contracts]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Market-Deals-Highlighted.jpg|thumb|119x119px]]&lt;br /&gt;
&lt;br /&gt;
== Different deals ==&lt;br /&gt;
There are currently 6 types of deals in Software Inc.&lt;br /&gt;
&lt;br /&gt;
=== Design ===&lt;br /&gt;
Help another company with the design phase of their software.&lt;br /&gt;
&lt;br /&gt;
=== Development ===&lt;br /&gt;
Help another company with the development of their software.&lt;br /&gt;
&lt;br /&gt;
=== Support ===&lt;br /&gt;
Take care of another company's support tickets.&lt;br /&gt;
&lt;br /&gt;
=== Marketing ===&lt;br /&gt;
Market another companies software products.  &lt;br /&gt;
&lt;br /&gt;
=== Hosting ===&lt;br /&gt;
Host software for other companies on your [[Server|servers]]. Hosting deals can range from $2.00 per Mbps to $5.00 per Mbps. Also note that you'll have to pay ~$2.00 per Mbps in internet bills.&lt;br /&gt;
&lt;br /&gt;
=== Print Job ===&lt;br /&gt;
Help another company print physical companies of their software.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Hosting deals should always be accepted because they only require server space, provides sustained income, and increases [[Reputation|business reputation]] on a daily basis.&lt;br /&gt;
* Beware of accepting too many support and printing deals. Those deals can quickly add up and overwhelm your printers and support programmers. &lt;br /&gt;
* Setting a budget for marketing helps prevent the deal becoming a money sink.&lt;br /&gt;
* Taking on design and development deals can be a great side job for employees without a task. This can prevent them from &amp;quot;feeling useless&amp;quot; and earn you some money.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Updated for Alpha 10.5.1&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>RexCL</name></author>
	</entry>
	<entry>
		<id>https://softwareinc.coredumping.com/wiki/index.php?title=Deals&amp;diff=435</id>
		<title>Deals</title>
		<link rel="alternate" type="text/html" href="https://softwareinc.coredumping.com/wiki/index.php?title=Deals&amp;diff=435"/>
		<updated>2018-05-01T17:15:05Z</updated>

		<summary type="html">&lt;p&gt;RexCL: Borrowed the structure from the Fandom but edited some of the wording. &amp;lt;Alpha 10.5.1&amp;gt;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Deals''' are offered contracts from a third-party that you can fulfill against payment. You need a [[Reception Desk]] and a [[Receptionist]] in order to receive and accept deals. All deals, including the number of deals, are affected by your company's [[reputation]], which can be increased by completing [[contracts]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Market-Deals-Highlighted.jpg|thumb|119x119px]]&lt;br /&gt;
&lt;br /&gt;
== Different deals ==&lt;br /&gt;
There are currently 6 types of deals in Software Inc.&lt;br /&gt;
&lt;br /&gt;
=== Design ===&lt;br /&gt;
Help another company with the design phase of their software.&lt;br /&gt;
&lt;br /&gt;
=== Development ===&lt;br /&gt;
Help another company with the development of their software.&lt;br /&gt;
&lt;br /&gt;
=== Support ===&lt;br /&gt;
Take care of another company's support tickets.&lt;br /&gt;
&lt;br /&gt;
=== Marketing ===&lt;br /&gt;
Market another companies software products.  &lt;br /&gt;
&lt;br /&gt;
=== Hosting ===&lt;br /&gt;
Host software for other companies on your [[Server|servers]]. Hosting deals can range from $2.00 per Mbps to $5.00 per Mbps. Also note that you'll have to pay ~$2.00 per Mbps in internet bills.&lt;br /&gt;
&lt;br /&gt;
=== Print Job ===&lt;br /&gt;
Help another company print physical companies of their software.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Updated for Alpha 10.5.1&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>RexCL</name></author>
	</entry>
	<entry>
		<id>https://softwareinc.coredumping.com/wiki/index.php?title=File:Market-Deals-Highlighted.jpg&amp;diff=434</id>
		<title>File:Market-Deals-Highlighted.jpg</title>
		<link rel="alternate" type="text/html" href="https://softwareinc.coredumping.com/wiki/index.php?title=File:Market-Deals-Highlighted.jpg&amp;diff=434"/>
		<updated>2018-05-01T17:04:02Z</updated>

		<summary type="html">&lt;p&gt;RexCL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RexCL</name></author>
	</entry>
	<entry>
		<id>https://softwareinc.coredumping.com/wiki/index.php?title=Main_Page&amp;diff=433</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://softwareinc.coredumping.com/wiki/index.php?title=Main_Page&amp;diff=433"/>
		<updated>2018-05-01T16:54:23Z</updated>

		<summary type="html">&lt;p&gt;RexCL: Added structure for implementation of new pages. &amp;lt;Alpha 10.5.1&amp;gt;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;div style=&amp;quot;font-size:200%&amp;quot;&amp;gt;Welcome to the Official&lt;br /&gt;
[[File:LargeCapsule.png|alt=Software Inc]] &lt;br /&gt;
Wiki! &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Get it now!&lt;br /&gt;
&lt;br /&gt;
[http://store.steampowered.com/app/362620/ Steam] | [http://softwareinc.coredumping.com/buy/ Offline Version]&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| width=&amp;quot;70%&amp;quot; |&lt;br /&gt;
== Run Your Own Software Company! ==&lt;br /&gt;
Construct and design buildings for optimal working conditions. Hire people to design and release software, so you can defeat the simulated competition and take over their businesses. Manage and educate your employees to make sure they are skilled and satisfied with their job.&lt;br /&gt;
&lt;br /&gt;
'''Current Features'''&lt;br /&gt;
*Build, furnish and maintain office buildings up to ten stories + basement, on an enormous Land&lt;br /&gt;
*Hire employees to design, develop, support, research and market software in teams&lt;br /&gt;
*Build roads and parking to ease commuting for your employees&lt;br /&gt;
*Tend to your employees' needs, demands, skills and specializations, while making sure each team has compatible personalities&lt;br /&gt;
*Customize your own employee avatar&lt;br /&gt;
*Create your own software products and franchises&lt;br /&gt;
*Compete in a simulated or event-driven market by selling your products, taking on contract work or trading stocks&lt;br /&gt;
*Hire staff to repair your furniture and computers, and clean your office&lt;br /&gt;
*Mod what kind of software you can develop, what kind of companies will be simulated, game scenarios, missions, personalities and random name generators&lt;br /&gt;
*Delegate important tasks to your team leaders, such as managing development cycles and human resources&lt;br /&gt;
*Set up your own servers for products, source control and running your own online store&lt;br /&gt;
&lt;br /&gt;
== [[Software Types]] ==&lt;br /&gt;
{|&lt;br /&gt;
|[[Operating System]] | [[Video Tool]] | [[Audio Tool]] | [[Game Engine]] | [[Game]] | [[Antivirus]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Operations]] ==&lt;br /&gt;
{|&lt;br /&gt;
|[[Printing]] | [[Servers]] | [[Furnature]] | [[Parking]] | [[Contract Work]] | [[Research]] | [[Project Management]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[HR]] ==&lt;br /&gt;
{|&lt;br /&gt;
|[[Employees]] | [[Hire]] | [[Teams]] | [[Staff]] | [[Benefits]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Finance]] ==&lt;br /&gt;
{|&lt;br /&gt;
|[[Savings]] | [[Finances]] | [[Stocks]] | [[Loans]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Market]] ==&lt;br /&gt;
{|&lt;br /&gt;
|[[Competitors]] | [[Deals]] | [[Stocks]] | [[Distribution]] | [[Company]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Modding]] ==&lt;br /&gt;
A modding guide to get you on the road to creating your own mod!&lt;br /&gt;
* [[Modding|General modding]]&lt;br /&gt;
* [[Furniture Modding]]&lt;br /&gt;
* [[Material Modding]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;margin:auto; text-align:left;&amp;quot; width=&amp;quot;30%&amp;quot; align=&amp;quot;right&amp;quot; valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
== Software Inc Links ==&lt;br /&gt;
*[http://softwareinc.coredumping.com/ Software Inc Homepage] &lt;br /&gt;
*[http://softwareinc.coredumping.com/forum/ Software Inc Forums] &lt;br /&gt;
*[https://trello.com/b/9I286Mhu/software-inc Software Inc Roadmap] &lt;br /&gt;
*[https://www.reddit.com/r/SoftwareInc/ Software Inc SubReddit] &lt;br /&gt;
*[https://steamcommunity.com/app/362620 Software Inc Steam Community]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RexCL</name></author>
	</entry>
	<entry>
		<id>https://softwareinc.coredumping.com/wiki/index.php?title=Staff&amp;diff=432</id>
		<title>Staff</title>
		<link rel="alternate" type="text/html" href="https://softwareinc.coredumping.com/wiki/index.php?title=Staff&amp;diff=432"/>
		<updated>2018-05-01T16:43:39Z</updated>

		<summary type="html">&lt;p&gt;RexCL: Added staff information to the page. Included updated prices. &amp;lt;Alpha 10.5.1&amp;gt;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Staff can be hired to assist in the daily operations of your company. Those functions include tech support, maintenance, cleaning, cooking, deliveries, and reception.&lt;br /&gt;
&lt;br /&gt;
Staff may be hired permanently or temporarily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
&lt;br /&gt;
; IT-Support &lt;br /&gt;
: Fixes computers and electronics. &lt;br /&gt;
::  **Non-maintained computers will run slower and potentially break down.&lt;br /&gt;
; Maintenance&lt;br /&gt;
: Fixes furniture and lights. &lt;br /&gt;
::  **Impacts environment quality for employees.&lt;br /&gt;
; Cleaning&lt;br /&gt;
: Cleans the dirt left by employees' shoes. &lt;br /&gt;
::  **Impacts environment quality for employees.&lt;br /&gt;
; Cook&lt;br /&gt;
: Cooks food for employees. &lt;br /&gt;
::  **Requires stove, refrigerator, and serving tray.&lt;br /&gt;
; Courier&lt;br /&gt;
: Delivers packages from printing room to consumers. &lt;br /&gt;
; Receptionist&lt;br /&gt;
: Greets visitors who offer deals. At least one receptionist is necessary to accept deals from other companies. ''See Deals''&lt;br /&gt;
::  **Requires reception desk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Costs ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| One-time (Temporary) Cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Monthly (Permanent) Cost&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |Cleaning&lt;br /&gt;
|$50/hour&lt;br /&gt;
|$1,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |Maintenance&lt;br /&gt;
|$100/hour&lt;br /&gt;
|$1,500&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |IT-Support&lt;br /&gt;
|$100 + $100/repair&lt;br /&gt;
|$2,500&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |Courier&lt;br /&gt;
|$100 + $125/box&lt;br /&gt;
|$2,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |Receptionist&lt;br /&gt;
|N/A&lt;br /&gt;
|$2,500&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |Cook&lt;br /&gt;
|N/A&lt;br /&gt;
|$2,000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
* Staff make noise but the decibel level is negligible. Note: Cleaners do not make more noise than other staff workers.&lt;br /&gt;
* For some reason, &amp;quot;one-time&amp;quot; couriers pick up an entire pallet of packages at a time as opposed to &amp;quot;monthly&amp;quot; couriers which pick up one box at a time. Therefore, sometimes it is more efficient to call couriers than to hire them if you are willing to pay more.&lt;br /&gt;
* Permanent couriers only come once a day and can be assigned shifts to ease parking and printing congestion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Updated for Alpha 10.5.1&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>RexCL</name></author>
	</entry>
</feed>