Sounds great! Thanks!
I kept a log of my fan base last night and while I haven't got anything conclusive for you there was at least one very interesting blip.
My fan base jumped from 0.2 mln to 0.4 mln after I signed a new driver. She had 100% marketability while the guy she replaced had 74%. The change was almost immediate. I only needed to advance time by a day before the fan base updated.
Once I noticed that I also swapped my other main driver for my highly marketable reserve (24% vs 100%), but that didn't have any effect.
Quick Update: I just continued my save and the fan base dropped from 0.4 mln to 0.3 mln in between races. I reloaded the save multiple times to see if I could figure out why and it always dropped the day after my newest driver picked up a new trait.
It looks like she's scripted to get a new trait sometime that week and while the trait itself appears to be random (I've had investment portfolio, racing touringcars, feeling blue etc.) the fan base drops invariably.
Here's the complete log for last night:
Before S03 R06: 0.2 mln fans, 8th in the championship, chairman is expecting 7th, Team Marketability is at 94%, overall marketability is 71%.
After S03 R06: 0.2 mln fans, 8th in championship, finished 7th, no change to marketability.
S03 R07: 0.2 mln fans, 8th in championship, finished 8th, -0.33 marketability.
I changed driver in between these races.
S03 R08: 0.4 mln fans, 9th in championship, finished 9th, -0.67 marketability.
S03 R09: 0.4 mln fans, 9th in championship, finished 7th, no change to marketability.
Ah, wells there's something I didn't realise. I thought it was just updating after each race. But now it looks like it's updating weekly, or daily, or after other events such as signing.
Which means the formula I fixed does more then what I thought, or there's a second formula doing things. Either way, it's given me a lead on what I'm looking for. Thanks.
Hello everyone. Want to share and ask something. Shouldn't this traits opposite (as logical I mean).
If not then it must be hard to not wanting something as a driver in F1.
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Her dream is to just be in P3. And chokes under the pressure of being in the front 2 (I think hates chasing is only if you're in p2 and chasing the lead, as opposed to chasing anyone) If you look at it like that, it kinda makes sense. She chokes under pressure of being P1 & P2 -which is maybe why they're not set to be mutually exclusive,
Maybe Sackler's dream job is to be a mechanic.
I think what we're seeing based on this thread is that the devs had a nice core game mostly intended for the mobile audience. I think that many of PC gamers want to see MM more as a serious management sim then just a fun little game. Obviously there are some logic errors that have not been corrected as there is no way those two traits can logically coexist for the same driver so assigned traits must be completely random.
However, we have wonderful modders like TheFlamingRed to help move MM closer to a great sim.
Assigned traits are partly random. But They have assigned probabilities, prerequisite conditions, mutually exclusiveness for contradicting traits, and even event trees (Secret Affair can directly lead to Affair Exposed or another trait I cannot remember).
I think we'll see a lot of these errors whic I have fixed also fixed in the game. Which means I can take the fixes out of my mod. As for the gameplay being for the causal fans, I think you're correct. But I do expect that we will be presented with ore challenges soon...
On the mobile game, there were 4 challenge mods. One where you could only use drivers from a youth program, one where sponsorship money was halved, one which gave you no setup feedback and made the differences between good and bad setup huge, and the final one had all 3.
These challenges weren't in the original release, and instead added later. I assume MM will be doing the same thing, providing difficulty through challenges which effect player only, not unlike how I have made Tech Decay, or given the AI cost reductions.
One day, this mod maybe completely redundant