Okay, I got an understanding soon after experimenting with hired crew; noticed how their fair wage rises as their skill and loyalty rises... and that you have to keep bumping up what you pay them...
Advice here in the forum (someplace) suggested to pay them 200 Cr above fair wage to keep them from walking off (and they walk off anyway no matter how much you pay them if they have low loyalty... thats why once I got the hang of it I held off and hired ONLY crew with loyalty about 95 or higher, even if their initial skill was low). WHILE they were developing, I paid them over 500 Cr above fair wage.
Now all my four crew members are maxed out at 100 / 100, and I've have noticed that I can keep it at 250 Cr above fair wage and they stay on board.
One thing I don't QUITE understand (I do, in a sense, but could use some elaboration) is that whenever you go to a new system, their fair wage changes.
Okay... so the economy is different in different systems. Sort of like why so many corporations are "selling out" and moving jobs to Mexico and other places. And / or / your crew will NEED different wages in different systems if you settle there a while (to work on system reputation)... a soft drink or a meal or the local bars cost different.
Am I seeing that about right?
Are there any pitfalls I should be aware of (worked hard to get this maxed out crew, don't want to lose them)? (I already know from forum advice, DON'T fail contracts or their loyalty will go down).
Crew Fair Wages / systems
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Vice
- Administrator

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Crew Fair Wages / systems
For the same reason(s) you can make more in a place like New York than you can in a remote town (economics, costs of operation, etc). Remember that if your crew departs, they will depart in the system you are in, so their pay is based on that system. If they can make more in a new system (that they will potentially be living and working in), they will expect to be paid more and you'll see the 'fair wage' level increase. But the same is true in the other direction as well, their expected pay can go down if you travel to a less expensive system and they may be more motivating to stay with you, accepting less pay for their services (the old 'don't leave me here' scenario).One thing I don't QUITE understand (I do, in a sense, but could use some elaboration) is that whenever you go to a new system, their fair wage changes.
Not failing contracts is one 'pitfall' to avoid. Others include underpaying and not including your crew in your earnings when you have big successes. If you have a really good 'pay day', you're crew may expect to share in the rewards since they played a role in your success (observe how the fair wage level can make significant changes). So good habits to get in include checking your crew console immediately once you arrive in a new system to avoid hitting a pay cycle at an underpaying rate and occasionally checking it after contracts and trades/acquisitions. Also, if you really want to keep a crew member, consider paying them well over the base rate. Overpaying by 50% or more can often build loyalty very quickly after just a few pay cycles.
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Storm
- Lieutenant

- Posts: 218
- Joined: Mon Jan 05, 2009 8:54 pm
Crew Fair Wages / systems
Ah (!) okay in that case I have been a somewhat less- than- generous boss. 50% (or more) over their base (current) fair wage - I will adjust that. Thanks for info!
[Edited on 1-16-2009 by Storm]
[Edited on 1-16-2009 by Storm]
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Ravenfeeder
- Commander

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Crew Fair Wages / systems
I pay my lot just over the 300 marks, which seems to keep them 100/100 on loyalty/skill.
If you're running around with a few million, maybe even a billion, their wages are only a scratch on a fleas bum.
If you're running around with a few million, maybe even a billion, their wages are only a scratch on a fleas bum.
And mad cat-
BraveHart
- Captain

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- Location: USA Washington State
Crew Fair Wages / systems
I pay my Crew at least 2,500 credits over the min wage......They are real Happy Bunch and we have extra servings of Rum after each Run and a Turducken served once a week in the Galley and we even have a Hooters entertainment each night from Evil-Santa's (Mehk'tors) left over helpers....They needed the work since Mehk'tor cut loose his harem....
He He He.
StarWolves Clan
Wing Commander [SW] BraveHart

Hellfire Squadron
Motto:\"When All Hell Breaks Loose!! Unleash the Wolves of War and We will Rain Hell Fire on All of Our Enemies\"

Wing Commander [SW] BraveHart

Hellfire Squadron
Motto:\"When All Hell Breaks Loose!! Unleash the Wolves of War and We will Rain Hell Fire on All of Our Enemies\"

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verbosity
- Captain

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Crew Fair Wages / systems
man you guys are tight.............Originally posted by BraveHart
I pay my Crew at least 2,500
I pay my guys at least 10,000K over the going limit, I'm a good boss.
of course if they don't do the job, they go out the airlock ( Eclipse has indirectly killed several hundred weapons guys....)
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Storm
- Lieutenant

- Posts: 218
- Joined: Mon Jan 05, 2009 8:54 pm
Crew Fair Wages / systems
Ravenfeeder,
Acknowledged - after reading hints in the forum, I just HAD to check out a game secret that lead me to make over 3 billion - that money HAS to go somewhere to encourage me to keep on earning. May as well go to crew earnings. I DO make note of your amount, though. Someone in the forum implied that "The Magic Number" was 200. So I decided that 250 would be "my version of The Magic Number".
BraveHart, Verbosity,
Here is what I did this morning, based on Vice's input. All 4 of my crew are now at Skill 100 Loyalty 100. The highest paid crewmember is the Engineer (which is logical... and the rest of the crew are sorted in a kind of logical order if one thinks about it). I took the Engineer's current fair wage, calculated 50%, rounded it UP to the next highest 1000 Cr. That resulted in 5000 above fair wage for the Engineer. So then I set all 4 crewmembers at 5000 above fair wage (smacks of socialism, but ok... then again the Privateer's crews of old shared at least to some extent DIFFERENT shares though).
Vice,
I have to say that this is the BEST Space Sim I have EVER played. And I've played all the classics (my favorite genre is freeform space sim, but I've also played scripted military-type sims). X-BTF and X-Tension have the element of player owned property, but those games don't even come close in terms of sheer enjoyability.
And you are an indie developer - to think that you have created this masterpiece (these masterpieces, I assume that other SW games are similar in quality) - without the backing of a large corporation? HATS OFF to you, Sir! You have a loyal following because you have earned it and deserve it.
As I find out things by experience, such as the factors that govern reputation, the economy, crew wages, and so forth - it becomes apparant that there is a lot going on in the background. I am almost tempted to suggest that you publish a companion to the Strategy Guide ; "The Nuts and Bolts of the Evochron Universe", where you explain these background factors in some detail - similar to Strategy Guides for soem other games. BUT maybe some things should be left a mystery. Its more realistic (lifelike) if one DOES NOT know all the equations.
Acknowledged - after reading hints in the forum, I just HAD to check out a game secret that lead me to make over 3 billion - that money HAS to go somewhere to encourage me to keep on earning. May as well go to crew earnings. I DO make note of your amount, though. Someone in the forum implied that "The Magic Number" was 200. So I decided that 250 would be "my version of The Magic Number".
BraveHart, Verbosity,
Here is what I did this morning, based on Vice's input. All 4 of my crew are now at Skill 100 Loyalty 100. The highest paid crewmember is the Engineer (which is logical... and the rest of the crew are sorted in a kind of logical order if one thinks about it). I took the Engineer's current fair wage, calculated 50%, rounded it UP to the next highest 1000 Cr. That resulted in 5000 above fair wage for the Engineer. So then I set all 4 crewmembers at 5000 above fair wage (smacks of socialism, but ok... then again the Privateer's crews of old shared at least to some extent DIFFERENT shares though).
Vice,
I have to say that this is the BEST Space Sim I have EVER played. And I've played all the classics (my favorite genre is freeform space sim, but I've also played scripted military-type sims). X-BTF and X-Tension have the element of player owned property, but those games don't even come close in terms of sheer enjoyability.
And you are an indie developer - to think that you have created this masterpiece (these masterpieces, I assume that other SW games are similar in quality) - without the backing of a large corporation? HATS OFF to you, Sir! You have a loyal following because you have earned it and deserve it.
As I find out things by experience, such as the factors that govern reputation, the economy, crew wages, and so forth - it becomes apparant that there is a lot going on in the background. I am almost tempted to suggest that you publish a companion to the Strategy Guide ; "The Nuts and Bolts of the Evochron Universe", where you explain these background factors in some detail - similar to Strategy Guides for soem other games. BUT maybe some things should be left a mystery. Its more realistic (lifelike) if one DOES NOT know all the equations.
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Vice
- Administrator

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Crew Fair Wages / systems
Thanks for your kind words and support. I agree, there are a lot of things going on in the background along with a lot of optional gameplay pathways and an expanded strategy or technical guide of some kind would probably be a good idea. I'll keep this in mind, it has been something I've been drafting ideas for, my schedule has just been keeping me from progressing further with it.

