tut.t Tutorial
tut.on.b You have the tutorial turned on. If you wish to turn it off, you can do so by going to the Main Menu and turning it off in the Options. You can do this at any time.
tut.off.b You have the tutorial turned off. If this is your first time playing, we recommend that you play with it. If you played the original Strip Club Wars you probably don't need to do the tutorial once again. You can turn it on by going to the Main Menu (upper left button), then clicking Options and then turning the Tutorial there.

tut.start.t Tutorial: Scene Basics
tut.start1.b Welcome to Strip Club Wars 2!\n\nStrip Club Wars 2 is a sandbox game in which you (the protagonist) are the new owner of a fledging strip club. The club is bare bones and you need to built it up in order to start making money. And the city won't let you have the kind of entertainment you need to make you profitable, so you will need to work on that. Meanwhile there's a lot of people in the town for you to meet. Some of them can become your employees (you will need a lot of them!), some can help you with various tasks and others can be your friends or romantic interests.\n\nIt's mostly up to you what happens next.
tut.start2.b To start with, let's get familiar with the interface.\n\nYou are currently inside what we refer to as a "scene". Every scene is composed of multiple steps which take the form of a "dialog" such as this one. A dialog contains a description of what happened, as told by the Narrator, and one or more options of actions that you can take. These could be things to say, do or simply acknowledge that you now know something.\n\nYou got this far, so you already figured out how that works. In this case you have two options, so pick one:
tut.start2.opt.1 Option 1
tut.start2.opt.2 Option 2
tut.start3.b Great. If you were wondering, you picked %1. But in this case it didn't matter which one you choose. They both end up here! But generally when you have more than one choice, the game will take different actions based on your choice. In many cases, there will be a question mark on the upper right. That indicates that there's a hint associated with that particular dialog. The hint can help you choose between various choices. This one has one such hint. Click it now and read it.\n\nThen pick one of the following options:
tut.start3.opt.hint I read the hint!
tut.start3.opt.no I did not read the hint.
hint.tut.start3.hint Hints will give you insights as to what can happen if you select each possible option. In some cases they could contain spoilers. You can play the game without looking at them. But if you want to better understand the consequences of your actions, you can check them when available. You can also turn off hints via the Options menu.\n\nAfter reading the hint, click the button below to exit and click the option that said you read the hint.
tut.start4.b Hope you read the hint. If not, you'll have plenty of additional opportunities to do so.\n\nThe next step will be for you to set up your character. You will get a few dialogs asking some questions regarding your attribute preferences. If this is your first time playing, we recommend you give Sociability and Will Power high values. That will make for an easier game. After setting your attributes you will then get to pick an image to represent you.

tut.main_ui.t Tutorial: Main Screen UI Elements
tut.main_ui.b Ok, you have completed your character creation. You are now ready to start interacting with the world around you. This section of the tutorial will introduce you to the main UI elements that will allow you to do so.
tut.main_ui.top.b The top of the UI contains some of the most relevant information about the environment. Unfortunately you can't interact with it while a Dialog is up. But you should be able to see it.\n\nOn the left side there are indicators telling you were you are at this moment. It will be the name of your town, the name of the club are in and the room in the club that you are in.\n\nOn the right there are two rows. The top row shows you some club stats and the bottom row shows you some of your character stats. Let's start with the character stats.
tut.main_ui.top.mc.b The stats shown on the top right, second row are you main character "Vitals". Vitals are a type of character attribute that changes frequently and refers to your state of being. There are like 10 of those, but only the main 6 are shown there. They are identified with a "smiley", as follows: happy face: happiness, bandaged face: health, yawning face: energy, scream face: stress, red face: arousal and dizzy face: looseness. Next to each is a number (0-100) that indicates your current value in that vital. These vitals play a part on what actions you can take and your success in such actions. And actions you take make these vitals go up or down during the course of the game.
tut.main_ui.top.mc2.b The previous screen discussed the 6 vitals listed in the MC stats box. There's actually a 7th icon that wasn't discussed. This icon indicates what you are currently wearing and the number next to it indicates how revealing it is, with 0 being fully modest and 9 being fully nude. Different icons will be used for different types of clothing, for example a pair of jeans means casual, a shirt with tie business, etc.. Clicking on the clothing icon or the revealing value next to it will launch the dialog that allows you to change your clothing. This used to be a "What To Wear" action but that has been removed in favor of this interface.
tut.main_ui.top.mc3.b Clicking on any of the vitals in the MC stats section will bring up your character details page, which will have all the information about your character. It's not active while the dialog is up, so you can't click it now, but make a mental note to check it out later.
tut.main_ui.top.mc4.b In the meantime, there's another way to do it. {0:P} will notice that now there's an image of {0:sp} character on the right. Normally that space will show the person {0:p} are interacting with in a dialog. In some cases, if the dialog is about {0:p}, it will show {0:p}. {0:P} will notice that above the character image it shows {0:sp} name. {0:P} can click on that name to see the shown character's detail.\n\nDo that now and take a glance at the screen that comes up. When done, close it and {0:p} wil be back here.
tut.main_ui.top.mc5.b OK, don't know for sure, but let's assume {0:p} did look at the character screen. There was a lot of info there that {0:p} will eventually get to understand and appreciate as {0:p} play the game. But remember, {0:p} don't have to wait to see {0:p} character image in a scene in order to see {0:sp} stats. {0:P} can always click on one of the vitals in the MC stats box in the top right.
tut.main_ui.top.mc6.b One other thing. In the past couple of dialogs {0:p} may have noticed that the word "you" was highlighted. Character names and pronouns will normally be highlighted and set to match with the images. In most cases they will appear in a color that matches their name as shown next to the image. When there are multiple characters in the image and pronouns are used, this can be used to match a pronoun to an image and identify who it refers to, if the context wasn't clear.
tut.main_ui.top.club.b Now, above the MC vitals row is the club stats. This is the top row on the upper right. The data shown is the club's Cash (money bag), Points (trophy) and Fame (red light). Points shows the overall success of {0:sp} club relative to the other clubs and Fame is how popular {0:sp} club is. These are updated once a day. Money updates whenever you spend or receive money. Club revenues are updated and reflected once per day at the end of the day. For simplicity your money and your club's money is one and the same. Fame is important because it's what indicates how many potential customers know about your club. The higher it is, the more customers you will have.
tut.main_ui.top.help.b To the right of the club values, it's the HELP button. Clicking this opens the help interface. This provides some more details and background info on the game. While the tutorial is more concerned with how to do things, the Help area provides more details and reference to how the game works. There's also an FAQ there. If you have questions about the game, that's a good place to start. You should check it out.
tut.main_ui.top.left.b On the left of the top bar are 4 buttons. The first one is the Main Menu, this takes {0:p} to where {0:p} can Save the Game or Load another game or Exit the game. {0:P} also use that button to access the Options menu, which {0:p} will need to do if {0:p} want to stop this tutorial at any time.\n\nThe next one has the name of the city {0:p} live in and clicking on it takes {0:p} to the city map. The third one has the name of {0:sp} club {0:p} are in and clicking on it takes {0:p} to the Club Map, which {0:p} use to navigate between rooms in a club. Finally there's the Room name which is not clickable but tells {0:p} where {0:p} are right now. We'll look at those later.
tut.main_ui.top.end.b OK this concludes this section of the tutorial. We will be back later for the next lesson. In the meantime, use the button above to navigate to other rooms in your club and other locations in the town and start checking things out.

tut.main_ui.menu1.b Welcome back to the Tutorial!\n\nThis is a short interruption in the game to alert {0:p} of certain features of the game. Once again, if {0:p} don't want to continue with the tutorial, {0:p} can turn it off via the Options.
tut.main_ui.menu2.b But {0:p} may be asking, "How do I set the game options?" Well, this lesson will show {0:p}.\n\nTo access the menu, click on the "Menu" button in the upper left. {0:P} can't click on it while a dialog is up, so {0:p} have to wait to complete this lesson to try it.\n\nYou can also access it by clicking the "Esc" key.
tut.main_ui.menu3.b Once {0:p} do that, {0:p} will be presented with the Main Menu. The main menu has options to start a new game, load an existing game, save the current game, access the in-game options and check the achievements. And of course a way to Exit the game.
tut.main_ui.menu4.b As a next step, after you hit "OK" below, click on the Main Menu button and then access the Options. You can check all the options that you can configure and change. This interface contains all the most common and useful options. There are additional options that can only be changed by updating them in the user_config.dat file. {0:P} can read more about how to do that in the FAQ.\n\nAfter that, go the Save Game and save the game. Then return to the game. Then play for a bit as the tutorial will resume in a day or so.

tut.main_ui.actions1.b Once again, welcome back to the tutorial!\n\nLet's assume that {0:p} were able to access the options and save the game as indicated in the last lesson. {0:P} have been playing for at least 2 game days so far so no doubt {0:p} already figured this out. But on the left side of the screen there's a number of buttons with various actions. These are the Actions {0:p} can take. Actions are things that {0:p} do by {0:vp}. Like sleep, get dressed, check {0:sp} photos, etc. No doubt {0:p} already tried many of those. If {0:p} haven't yet, feel free to try them out after we are finished with this lesson.
tut.main_ui.actions2.b In general the actions shown are things that {0:p} can do at the current time and place. In some rare cases, the action will be shown but then when {0:p} try it, {0:p} may get an error giving {0:p} a reason why {0:p} can't do that then. For example, {0:p} can only Sleep when {0:p} are at home and either is night-time or {0:p} are tired. And the "Go To Work" action is only shown when {0:p} are not already at work.
tut.main_ui.actions3.b The most important action here is "Pass Time". This is what advances time in the game. Normally doing an action also advances time, so {0:p} don't have to click on "Pass Time" that often. But if {0:p} have nothing to do, hit "Pass Time" to move the game along. At night, when {0:p} can sleep, the "Pass Time" button is replaced with a "Sleep" button. Sleep also passes time, but it recovers more energy and health that "Pass Time", so it's always preferrable to Sleep if possible.
tut.main_ui.actions4.b On the bottom right there is information about the current date and time. Each day has 6 time periods: morning, mid-day, afternoon, evening, night and late night. There are two icons next to it: > and >>. The > icon is used to advance time. If you can sleep, it will Sleep, otherwise it will Pass Time. Meanwhile, >> is used to advance to the next day, and that includes sleeping during the late night period.\n\nNote that in this world, every month has exactly 30 days and a year is 360 days long!
tut.main_ui.actions5.b As mentioned earlier, most actions will automatically advance time to the next period. These actions are usually flagged with an additional ">" in the action menu. In some cases, if {0:p} don't complete the action, time will not pass. {0:P} can move to another location in the map without the time advancing, but if {0:p} move a second time in the same time period, that will advance the time. And there's a limit that {0:p} can only take 5 actions that don't pass time in one period. So after doing a 5th action, time will pass regardless.\n\n{0:P} will find that time is the most important resource and how {0:p} manage it will dictate how many things {0:p} can do. The tutorial will resume in a day or two!

tut.main_ui.interactions1.b  Welcome back to the tutorial!\n\nTo the right of Actions menu there's the People Here menu. If there are other characters in this location with {0:p} they will be listed here. If you know them, they will be listed by their first name and last initial. Otherwise it will just say stranger. If they are strangers there will be a gender indicator next to it identifying them as male or female.\n\nTo the left of a character name there will be a small image thumbnail of the character's face. Between these there may be a small icon that provides additional context for the character. If there are too many characters in the location, the thumbnail and the icon will not be shown.
tut.main_ui.interactions2.b The various icons used to categorize the characters are:\nGear: they are working here\nRed Heart: they are a romantic partner\nBlood drop: family\nBadge: your employee (but not at work)\nBlue heart: friend\nGreen star: favorite\nPawn: your follower\nShackles: your slave\nMartini glass: club owner\nCity Hall building: a commissioner\nHouse: they are at home\nSnowflake: unique and/or story character.\n\nEarly on {0:p} won't see all of these but as the game progresses they will all come into play. If a character fits into more than one category, the most relevant and important one is shown.
tut.main_ui.interactions3.b For the next step we need two characters here. So let's bring them in.
tut.main_ui.interactions4.b Ok, there's at least two other characters here now. When {0:p} click on a person's name, the People Here menu turns into the Interactions menu. This menu provides a list of interactions {0:p} can have with that person. Like the Actions menu, the list only shows the interactions {0:p} can have with that person at the current time and place. Like with actions, some interactions will have a ">" indicator when executing that interaction will result in time advancing. However, if the interaction is not completed, time will sometimes not advance.
tut.main_ui.interactions5.b Now, after {0:p} hit "OK" below, then click one of the buttons under People Here to get a list of interactions {0:p} can have with that person. And then click on the "Tutorial Talk" option.

tut.inter.t Tutorial: Interacting with other Characters
tut.inter1.b Great, {0:p} did what {0:p} were supposed to. This section of the tutorial will go over a bit more in-depth on the scene dialogs. {0:P} are currently interacting with {1:IN}.
tut.inter1.known.b Which {0:p} have already met, so no need for further introductions.
tut.inter1.not_known.b Which {0:p} haven't already met, so {0:p} don't know {1:sp} name and thus is listed as a stranger. Let's introduce you two.
tut.inter2.b Normally the introduction event has a few options but for simplicity we will skip those here. The key is that now {0:p} have met {1:N} and are now acquaintances.
tut.inter3.b For the most part, {0:p} can't interact with people {0:p} don't know. Usually the first thing {0:p} would need to do is introduce {0:vp} in order to have any kind of relationship with a person. The most basic form of relationship is an "acquaintance" and the vast majority of the people {0:p} meet will first be considered acquaintances. As {0:sp} relationship develops, the relationship may gain additional types.\n\nRelationship types fall into 5 categories, with a relationship having at most one type in each category. The categories are: family, romantic, friendship, work and other. So somoene can be {0:p} sister (family) and employee (work). But can't be both a friend and a rival (both are in the friendship category).
tut.inter4.b Now once again note that on the right the image for the character appears. In general, whenever {0:p} are interacting with someone, their image will appear there. In this case {0:p} should see {1:sN} image. Note how the character's name appears in the same color in the text and in the image label. It also works when referring to {1:op} with a pronoun.
tut.inter5.b Note also how on the right of the character image there's a small box with some parameters. This shows {0:p} some attributes about that character that should be visible to {0:p}. The values shown depend on the character, but the more common ones include how revealing is their clothing, the total quality of the luxuries they are wearing, their looseness, and their pregnancy state. You can hover over those values to get more details.\n\nThis only appears for characters when they are in the same room as you.
tut.inter.two.b Now for this next step we need another character here, so let's bring in {2:IN}. As {0:p} can see now there's two people in the scene with you. {1:N} is still here from before but we've added {2:N}. Who's is shown a bit offset to the back and smaller. In general, the main person {0:p} are interacting with will be shown on the right and the secondary one on the left. Note how each {1:N} and {2:N} gets their own color label.\n\nYou can also click on the characters names above their image to see their character details.
tut.inter.left.b Sometimes we will show the person {0:p} are interacting with as a single character on the left like {2:N} here, without a main character. This is often done to represent interactions via phone or otherwise remote.
tut.inter.bot.b Similarly, sometimes the person {0:p} are interacting with will be shown as a small headshot on the bottom. This is often used to represent a text message or other type of non-real time communication.
tut.inter.about.b And then there's the case where we may show {0:p} interacting with someone like {1:N} here in the normal spot while also showing one or more characters as headshots in the bottom, like {3:N}. This is often used when {1:N} is talking about {3:N} but {3:p} is not in the room.
tut.inter.other.b Finally there's all kinds of other situations that don't fit neatly into any particular case. If there are more than 2 people in the room in a scene, the extra ones will be shown as headshots even though they are present. Overall all, up to 5 people can be included in a scene: 2 main images and 3 headshots.
tut.inter.end.b That concludes this section of the tutorial. Feel free to interact with other characters and check out the various options that the interaction menu provides.

tut.main_ui.msglog1.b Welcome back to the tutorial!\n\nThere's one remaining UI element worth discussing, if briefly. And that is the message log. The message log appears on the bottom left of the screen. The message log just shows what's going on. Messages are color coded so that more important ones are in brighter colors. Red is the most important messages, followed by magenta, yellow, white and grey. You can configure how many messages to display via the Options menu.
tut.main_ui.msglog2.b You can scroll the box up and down and sideways to see the entire log. More important messages are kept around longer, while the less important ones go away after just a couple of days.
tut.main_ui.msglog3.b And that concludes the UI section of the tutorial. We'll be back in a few days with the next lesson.


tut.map.t Tutorial: Map and Moving About Town
tut.map.city1.b You most certainly already saw the town map. It is accessed by clicking on the town name at the top left of the main game screen. The town consists of 7 districts, a central Downtown surrounded by 6 other districts. {0:csp} club is in one of the surrounding districts. The other clubs have been assigned randomly to one of the other districts. Districts are labeled in blue and other than Downtown, these are not clickable.\n\nDistricts have names that change from game to game (except for the center district, that's always called Downtown). But they are also referred to by their compass directions. The center distric is center (CE) and the others are Northeast (NE), East (EA), Southeast (SE), Southwest (SW), West (WE) and Northwest (NW).
tut.map.city2.b The map does contains a number of clickable elements. In yellow we have the common locations. These include the coffee shop, the park, the diner, etc. Most of these have times during which they are open. When they are closed they can't be visited and the buttons appear in darker yellow and are not clickable. For example, the coffee shop is open daily mornings thru afternoon, while the gym is open mornings thru evenings, every day except Tuesdays. If the location would be closed by the time {0:p} can get there, it will also appear as if it's closed.
tut.map.city3.b Then there are the clubs. The clubs are in black or purple buttons. If the club is open, it's purple and it's clickable. If it's black the club is closed and not accessible. {0:csp} club is always accessible to {0:p} however. Finally there's a Cancel button on the lower right that {0:p} can use to return to {0:sp} current location without traveling anywhere.
tut.map.city4.b Traveling to another location uses time and energy. Bouncing around the map without purpose will make {0:p} tired and use up {0:sp} day. So be mindful of that. Traveling to one location essentially uses half the time period. You can move somewhere and do an action within a time period, but if {0:p} move to one location and then to another, that will use up the time period and time will advance.
tut.map.city5.b If {0:p} are in a location when it closes {0:p} will automatically be sent back to {0:sp} home office without warning. Outdoor locations (the park, university, downtown and beach) never close so they are always accessible.
tut.map.city6.b For the next step let's go somewhere else. Click OK and then open the map by clicking on the city name button on the upper right and then click on the Park button. The Park is usually in the NW district. If {0:p} are not sure which one is the park, hover {0:sp} mouse over the yellow buttons until {0:p} find the one that says "Go To Park". Once there, {0:p} should have an action that says "Continue Tutorial". Click on it to finish this step in the tutorial.

tut.map.park1.b Congrats! {0:P} made it to the park. {0:P} will notice that {0:p} now have different actions available, such as "Go for a Run". Like we mentioned earlier, the actions available depend on {0:sp} current location.
tut.map.park2.b Because {0:p} are not in a club, the Club Map button in the top bar is now blank and the Room Name is now the name {0:sp} current location. You can still access the map via the Town Name button.
tut.map.park3.b You will notice too that {0:p} now have an action "Go To Work" available to {0:p}. Whenever {0:p} are not in {0:sp} work ({0:sp} club's office), the "Go To Work" action is available and when clicked it will take {0:p} there. Note that the Go To Work action is free in the sense that it doesn't use time or energy to move.
tut.map.park4.b Later in the game, {0:p} may acquire a proper home. In that case a similar button to "Go To Work" labeled "Go Home" will appear. As the name says it will take {0:p} home if you are not already there, and it will also be a free action.
tut.map.park5.b Now hit "OK" and then click on the "Go To Work" action to return to {0:sp} office. The next tutorial lesson will come up in a day or two.

tut.club.t Tutorial: Club Basics
tut.club1.b This section of the tutorial looks at the club map. The club map is used to navigate between the various rooms in a club.
tut.club2.b To access the Club Map, click on the Club Name in the top bar. When {0:p} do that {0:p} will see a diagram of {0:sp} club, showing all the rooms in it. Accessible rooms are in blue, locked ones are in black. Clicking on an accessible room takes {0:p} there.\n\nThe club map is not meant to be an realistic representation of {0:sp} club. Rooms are not to scale.
tut.club3.b From the club map {0:p} can also access the City Map if {0:p} decided to go somewhere else instead. The City name in the upper left is a button that can be clicked to access the city map. And there's a Cancel button in the lower right that returns {0:p} back to {0:sp} current location without going anywhere.
tut.club4.b Moving between rooms in a club does not use any time or energy. So {0:p} can move about a club without worry. However, if {0:p} move more than 5 times, then time will pass, because taking any 5 actions causes time to pass regardless.
tut.club5.b When {0:p} visit another club {0:p} can also use the club map to move about that club. However, {0:p} will not be able to access every room in a rival club. Only those that are generally open to customers will be accessible to {0:p}. And once a rival club institutes a cover charge, {0:p} will have to pay it to enter the club (except for special events).
tut.club6.b For the next step, click OK and then access the club map and click to go to the Bar. Once {0:p} are there, click "Continue Tutorial".

tut.club.bar1.b You made it to the bar. That's how {0:p} navigate between {0:sp} club's room. Now that {0:p} are in the bar, it may be a good idea to check {0:sp} product inventory.
tut.club.bar2.b Product inventory consists of alcohol and food. You need those products in order to sell drinks and meals to {0:sp} customers. It never hurts to be fully stocked up, so let's just buy some inventory now.
tut.club.bar3.b When buying inventory {0:p} will be asked to choose which product {0:p} want to buy, the quality and quantity. At first {0:p} only need to worry about alcohol. When {0:p} have a kitchen {0:p} and a cook, {0:p} can then start buying food.
tut.club.bar4.b Inventory comes in different levels of quality. Better quality products cost more. But also better quality allows {0:p} to charge {0:sp} customers more and it also leads to higher customer satisfaction. Initially, getting average quality is sufficient. As the game progresses {0:p} can improve the quality.
tut.club.bar5.b Keep in mind that if {0:p} are in debt the highest quality {0:sp} supplier will sell depends on how much debt {0:p} have. At high levels of debt, {0:p} will only be able to buy average quality product.
tut.club.bar6.b Now, let's buy some alcohol. Click OK below and then select the action "Check Inventory" from the Action Menu. Assuming {0:p} aren't already at {0:sp} inventory limit, {0:p} will be asked to choose which product {0:p} want to buy (choose alcohol). Then {0:p} will choose the quality and quantity. And {0:p} don't need a lot to start with, so going with the lowest quantity is fine. When {0:p} are done, hit "Continue Tutorial".

tut.club.hiring1.b For the next tutorial step, we will look at hiring. In order to have a working club {0:p} will need employees. As a bare minimum {0:p} need a bartender. That's the first position {0:p} need to fill.
tut.club.hiring2.b To hire employees {0:p} need to get them to apply for a job. There are a number of ways for that to happen. The easiest one is to advertise that {0:p} are looking for help, and candidates will send their info to {0:p} indicating that they are interested in a job. A second, less reliable way is that {0:sp} best friend, brother or sister will periodically send {0:p} referrals of potential candidates. In fact, {0:p} probably already received one such referral. The third way is to meet someone in the public area and ask them to come in for an interview.
tut.club.hiring3.b For now, let's advertise that we have openings. You will need to return to {0:sp} office, if {0:p} aren't already there and then select the "Post Open Jobs" action. You will be asked to choose which jobs {0:p} want to post ads for. For now say yes to 'Bartender' as that's likely {0:sp} only option. You'll get a confirmation prompt telling {0:p} what it will cost. Say yes to that and finish the interaction. The tutorial will resume when {0:p} have done that.

tut.interview.hired.b Looks like {0:p} already hired {0:sp} first employee. Great job!. The rest of this lesson will discuss the interview process which {0:p} already went thru. Maybe there will be something helpful there for the next time {0:p} need to interview someone.
tut.interview.posted.b Ok, {0:p} posted a job opening. Now {0:p} get to wait for somone to answer it. Sometimes that can take a long time, other times someone may answer it a day or two. With jobs posted it also allows to ask anyone {0:p} meet on the street to interview for a job. Note however, that if they are already employed they may not want to change jobs too quickly. Also be aware that the AI clubs is extremely aggressive looking to fill the first few job openings so {0:p} will often find {0:vp} losing candidates to AI clubs. That's just the way it is!
tut.interview2.b Once {0:p} posted {0:sp} job openings and someone bites on the ad, the next step is to setup an interview. Interviews will take place within two days or at the first available slot after that. The interview process consists of three main steps:\n1. Getting to know the candidate\n2. Having the candidate do some tests to see how good they are\n3. Offering the candidate a job and salary.\nWhen {0:p} start the interview process, the interface will provide more details as to what to do.
tut.interview3.b For {0:sp} first bartender, don't be too picky. There aren't going to be too many options available at first and {0:sp} rival clubs may scoop them before {0:p}. Just hire the first warm body that comes around. That will help {0:p} start making money and raising {0:sp} fame. When {0:p} find someone better, {0:p} can easily fire this one.\n\nAnd don't worry too much about the skills. {0:P} can always train them. If {0:p} can choose aim for a high lewdness, as that increases customer satisfaction and thus fame.
tut.interview4.b Here's some hints to help {0:p} with the interview process:\n1. Don't ask too many questions. Better candidates will get annoyed with too many questions or tests. Just ask what matters.\n2. What matters? Greed and lewdness are the two factors {0:p} care the most. Their greed tells {0:p} whether {0:p} can make them a cheap offer or are {0:p} going to have to pay them well. Lewdness is a very important aspect of most jobs and the higher it is will lead to better customer satisfaction and higher fame. After that low will power is often helpful if {0:p} want employees that are easier to keep in line.\n3. Do just one test, two at the most. Pick the skill most relevant to their job. For example, if {0:p} want to hire a bartender or waitress, pick "Serving".
tut.interview5.b By this point {0:p} should be familiar with most of the UI and the tutorial will be a bit more hands off and assume {0:p} can do tasks without having to spell them out step by step.
tut.interview6.b Your next task is to hire a bartender. The tutorial will continue when {0:p} have done that.

tut.club.open.b At this point {0:p} should have a bartender hired and some alcohol inventory. That means {0:p} should be able to open the club and start making money. Have {0:p} done those things?
tut.club.open.opt.no_inv No, {0:P} don't have any alcohol inventory yet.
tut.club.open.opt.no_bt No, {0:P} don't have a bartender yet.
tut.club.open.opt.yes Yes, {0:P}'m good to go!
tut.club.open.no_inv.b Since {0:p} have no alcohol inventory, do {0:p} want to review the tutorial on how to do so?
tut.club.open.no_bt.b Since {0:p} haven't hired a bartender, do {0:p} want to review the tutorial on how to do so?
tut.club.open.no.no.b Ok, that's fine. The tutorial will check back in a few days to see if {0:p} have completed the missing task(s).
tut.club.open1.b Ok, since {0:p} are ready, {0:p} can open {0:sp} club from the Club Management panel, which can be accessed anytime {0:p} are in {0:sp} club via the "Manage Club" action. However, {0:p} can only open the club in the morning or noon. So if it's later in the day, {0:p} have to wait until the following day to open the club.
tut.club.open2.b The Club Management panel has a lot of information and it can be a bit overwhelming. You can use it to see {0:sp} club revenue, employees and facilities. It also allows {0:p} to peek into how {0:sp} rival clubs are doing by selecting a different club from the pulldown at the top of the screen. This is not realistic but makes for a better game experience.
tut.club.open3.b This tutorial will explain the various sections along the way. But for now all that matters is that {0:p} want to open the club. If {0:p} are able to do so, there will be a button in the middle of the Club Management panel that says "Open Club", in the row labeled "Commands". All {0:p} have to do is hit that button.
tut.club.open4.b If the button doesn't appear is because {0:p} don't have a bartender or {0:p} don't have alcohol or is too late in the day. Yes, {0:p} can only open the club during the morning or mid-day. If it's already the afternoon, {0:p} must wait until the next day to open it.
tut.club.open5.b This is the end of this step. The tutorial will resume once {0:sp} club is operating.

tut.club.kitch1.b Now that {0:p} have {0:sp} club operating, {0:p} can mostly sit back and relax and let {0:sp} employees do all the work. You should move around the map and try to meet as many people as possible. In the long run, the more someone likes {0:p}, the better and easier it will be for {0:p}. So whenever {0:p} have time, spend it getting others to like {0:p} more.\n\n However, {0:p} can't forget about {0:sp} club. There's a few things {0:p} should keep in mind during this time.
tut.club.kitch2.b First is maintenance. Like all things, {0:sp} club will suffer normal wear and tear and that adds up if they are not taken care off. In this game, this is handled with the Maintenance mechanic. You need to perform minor maintenance often to keep {0:sp} club clean and in optimum shape. You will soon be able to hire a janitor to help {0:p} with that but for now {0:p} can take care of it {0:vp}.\n\nIf {0:sp} club's maintenance gets too high, it will affect {0:sp} fame and also make it harder to hire and keep employees.
tut.club.kitch3.b So whenever {0:p} are not doing anything, {0:p} should click the "Do Maintenance" action. Doing this about once a day keeps the dirt from piling up too high. If the club is too dirty or damaged then that would negatively affect {0:sp} customers satisfaction. You can check how much maintenance {0:p} club needs by going to the Manage Club panel. it is shown as the last item on the third line of the main page. If the value is over 500, {0:p} should do some cleaning. At over 1000, it starts to hurt {0:sp} business.
tut.club.kitch4.b The other thing to worry about at this time is to start building a kitchen. It takes time to do so, so the sooner {0:p} start the better. To build a kitchen (or any room), {0:p} go to Manage Club and click on the "Add Room" button in the middle of the panel. Then {0:p} can select the room {0:p} want to build.
tut.club.kitch5.b Building a room takes time and money, the exact amount depends on the type of room it is. If {0:p} haven't done so yet, now is a good time to start building a kitchen. The tutorial will resume in day or two.

tutorial.title.money Tutorial: Money Matters
tut.money1.b It's time to take a look at money and cash flows. If {0:p} have been following along the tutorial, at this point {0:p} have spent money buying inventory and building rooms and perhaps {0:p} have spent money on a cup of coffee or a gym membership. Maybe {0:p} have also paid {0:sp} bartender a salary as well. And {0:p} have probably received money from customers buying drinks. Keeping track of this info is important and this section will explain how {0:p} can do that.
tut.money2.b {0:csp} revenues and expenses are going to show up in multiple places. First of all, transactions over a nominal amount will appear on the Message Log window in the bottom left. But in general the place to look at will be the Club Management panel accessed via the "Manage Club" action from anywhere in {0:sp} club.
tut.money3.b The main tab of the Club Management panel has the lot of information. The overall club cash and debt are shown in the first row of data of the panel. Further down there's a line showing the Revenue generated in the last period, the previous day and the average for the current month and the last month. This is to provide a quick snapshot of {0:sp} revenue situation.\n\nRemember that {0:p} can see the data for other clubs by selecting a rival club's name from the pulldown at the top of the panel.
tut.money4.b To get a better view {0:p} should look at the Finances tab of the Club Management panel. This tab shows the total revenues and expenses by category for the current month, the previous month and projections for the rest of the current month and the next month. Note that the projections are fairly rudimentary and may not take into account all factors. These estimates can be way off.\n\nYou can navigate to see the data from previous months by clicking the Prev Month and Next Month buttons.
tut.money5.b Finally there's the Transactions tab in the Club Management panel. This tab contains a list of all the transactions (both revenues and expenses) for the given month. Note that club revenues are applied at the end of each day, so the revenue generated during the current day will never be included here.
tut.money6.b Regarding debt, if {0:p} spend more money that {0:p} have, the system will automatically take a loan out for {0:p}. Loans are always in multiples of $1000, so even if {0:p} need just $100, {0:p} will get a $1000 loan. If {0:p} have debt, at the end of each month {0:p} will automatically pay interest on that debt. However, the system will attempt to pay off the loan (or a part off) if {0:p} have cash available. You do not have to pay interest if {0:p} pay the loan before the end of the month. Carrying debt prevents {0:p} from spending on some discretionary items (like high quality alcohol and food), increases unhappines among {0:sp} the club employees and makes it harder to hire new employees. {0:csp} rival clubs if they get too deep in debt will be foreclosed and someone else will take over them.
tut.money7.b Another important concept is cash flow. On the main tab of the Club Management panel {0:p} will see next to the Cash/Debt amount {0:p} will see a field labeled "Avg Rev/Share" and another "Cash Flow". The first one shows {0:sp} average revenue over the past two months, alonside with what percentage of all the club's revenues is yours. If it's over 20% {0:p} are doing better than most. The "Cash Flow" value is an indication of whether {0:p} are making or losing money. It shows {0:sp} average daily cash flow, based on recurring expenses. Non-recurring charges, like building a new room or buying a gym membership are not included in this. It's to measure whether {0:sp} club's revenues can support it's expenses.\n\nCash flow is also used for another reason. Some game events and situations won't happen until {0:sp} club becomes cash flow positive.
tut.money8.b Go now and spend a few minutes looking at those reports to make sure they make sense. Look also at the charts tab. It shows some basic graphs that plot things like revenues, expenses, visits, transactions, fame, etc. over time. To better understand trends, change the scale to weeks or months.\n\nThe tutorial will resume in a day or two.

tut.contacts.t Tutorial: Your Contacts
tut.contacts.intro1.b The Tutorial Continues... A big part of this game is {0:sp} relationships with the other characters (NPCs) in the game. As {0:p} meet people and {0:p} introduce {0:vp} to them, they become known to {0:p} and then become a contact. In general {0:p} can only interact with NPCs after {0:p} have met them.
tut.contacts.intro2.b {0:P} have access to {0:sp} contact list via the "Contacts" action from any location. Clicking on this button brings up a list of everyone {0:p} have met in the game. As time goes by, this list may get a bit unwieldy so {0:p} should use the Filter widget at the top of the panel to select just the type of contact {0:p} want to see. {0:P} can also use the Sort widget next to it to help {0:p} find someone specific. Note that {0:p} can also sort the list by specific column headers by clicking on the header label.
tut.contacts.intro3.b Lets review a few things from the Contacts List panel. You will notice that each contact has a row, and the row starts with a small headshot image. If {0:p} click on the headshot, {0:p} will get a large image for the selected person in the right side of the screen. But if {0:p} click anywhere else on a contact's row, {0:p} will go to the character detail panel. More on this later.
tut.contacts.intro4.b The information listed for each character on the Contacts List panel is: name, age, gender, sexual orientation, type of relationship to {0:p}, their job, the district where they live, their opinion of {0:p}, their attraction to {0:p}, their traits and their lewdness. If {0:p} don't know a value for a trait or ability it's listed as "?".
tut.contacts.intro5.b You can exit this panel like any other by clicking on the pink X in the upper left corner. This concludes this tutoral section. After closing this dialog, spend a few minutes familiarizing {0:vp} with the contact list panel.

tut.contacts.det1.b Welcome back to the Tutorial! The Contacts Details panel is accessed by clicking on a character row in the Contacts List panel. It can also be reached by clicking on a character's name that appears above or below the character image while in a dialog. Or can also be accessed by clicking on the character's name at the top of the Interactions Menu. For example, here {0:p} are having an scene with {1:IW}. Click on {1:sp} name above the image to bring up {1:sp} character details page. Then exit it to return here.
tut.contacts.det2.b {0:P} should have noticed there's a lot of information on the contacts details page. We'll go thru it now, but we will keep {1:sN} image there so {0:p} can click it at any time to see what the text is describing.\n\nThe top row is a the basic character info: name, age, gender, sexual orientation, and the type of relationship {0:p} have with the character. There's also a "Send Text" button. You can click on that to send a text and contact that person from anywhere, as long as the person is accessible. In some cases characters will leave town or be unreachable and the Send Text button won't be enabled. Some characters with very specific purposes can never be reached via text. The Send Text button also won't appear when accessing the contact panel from within a dialog. There's also a star icon to the left of the name. {0:P} can click on that to make someone a favorite, which will show them in the favorites filter.
tut.contacts.det3.b Below the name row, there are three rows of general data. This includes their opinion of {0:p} ("Op"), their attraction to {0:p} ("Att"), their birthday, their marital status; their home district, their job and salary; whether they have a college degree or are going to college; their physical attributes (height, weight, fat, fitness, hip size, breast/penis size, ethnicity and hair and eye color).\n\nTo the right of this data are the trait values, labeled by their icons: will power (target), rationality (robot), compassion (peace sign), greed (diamond) and sociability (butterfly). Again, a "?" indicates {0:p} don't know that value.
tut.contacts.det4.b In the middle of the page there are 4 columns, each with a list of values. The leftmost column is the Attributes column. It shows the character value for each vital, ability and skill. Once again, "?" means {0:p} don't know the value.\n\nThe second column are the relation modifiers that the character has affects what they think of {0:p}. Each of these modifies affects their opinion by some amount listed in parentheses. The sum of these values leads to their total opinion value. It's not a simple sum, as the higher the value is, the harder it is to raise it. Note that {0:p} have full knowledge of these modifiers, they are all visible to you and there are no hidden ones.
tut.contacts.det5.b The third column shows the opinions the character has about various topics that {0:p} know about. For each opinion it will tell {0:p} if the character loves it (stars for eyes smiley), likes it (happy face), has no opinion (expressionless face), dislikes (unhappy face) it or hates it (red cursing face).\n\nThe fourth column is a list of the contacts this character has. Only those contacts that {0:p} also know are listed. It also shows the relationship between them and the character's that's being displayed opinion and attraction to the contact. A button next to the Contacts header can be used to filter this list to show only the important relationships (it filters mostly just acquaintances and other low-level relation types).\n\nBelow the contacts is says how many small children (which are not represented in the game) does the character have. If there's at least one, hovering over it will show the name and the other parent of the child.
tut.contacts.det6.b At the bottom of the panel there are two more data points. First is the rumors {0:p} know or have heard about them. A button under the label changes this field to show the rumurs they know or have heard about you.\n\nAnd finally, the last itme is the Sex Stats. This shows the number and type of sexual activities {0:p} have had with this character. Note that for each sex session {0:p} were in, only the most intimate act is recorded. So this tracks how far {0:p} got with this character. When looking at {0:sp} character this shows {0:sp} total sex stats with all chracters.\n\n
This concludes this tutoral section. The tutorial will resume in a couple of days.

tut.club.adv.t Tutorial: Additional Club Concepts
tut.club.adv1.b And continuing with the Tutorial... After building a kitchen, the next room {0:p} should build is a storage room. The storage room does two things: it increases {0:p} capacity to store food and alcohol, so {0:p} don't have to buy inventory as frequently and it allows {0:p} to hire a janitor. A janitor cleans the club for {0:p} and helps keep the maintenance low.
tut.club.adv2.b The storage room doesn't generate revenue so it will be a drag on {0:sp} finances. But because it is cheap and builds fast so {0:p} can wait to build it until {0:p} really need it.
tut.club.adv3.b A janitor will work to keep the club clean and in good shape so {0:p} don't have to "Do Maintenance". You should hire one if {0:p} get too tired of doing maintenance {0:vp}. But they don't generate revenue on their own so make sure that hiring one won't put {0:p} too deep in a hole, cash flow wise. As long as {0:p} can keep maintenance under control by doing maintenance once a day it's probably not worth hiring a janitor. Once {0:p} feel that {0:p} can't keep up, it's time to hire one.\n\nThis concludes this tutoral section. It will resume in a few days.

tut.club.pol1.b This section of the Tutorial will look at the Club Policies. Club Policies are set via the "Club Policies" command button in the middle of the Club Management panel. Club Polices are certain rules and regulations {0:p} can establish that applies to how {0:sp} club is run.
tut.club.pol2.b There are currently several club policies, divided into 4 categories: Opening Hours, Product and Servics Prices, Employee Policies and Other. You can set them one at a time via the Club Policies interface.\n\nInformation about the Club Policies is available via the Help button. You will need to click on the Help button on the upper right, then again click the "Game Help" button, then Game Mechanics -> Club Management -> Main Tab -> Set Club Policies. That section explains each of the policies and what they do.
tut.club.pol3.b The game starts with Clubs only been able to open during evenings Mondays thru Saturdays. As time passes the allowed hours will increase so {0:p} will want to change {0:sp} club hours accordingly. But just because the laws say that {0:sp} club can be open at certain times doesn't mean that {0:p} should do so. Early on in the game, there aren't enough customers that will come to {0:sp} club at certain times (like week day afternoons or late nights) thus having the club open at those times may cause {0:p} to actually lose money. Keep an eye on {0:sp} cash flow to determine {0:sp} optimal opening hours.
tut.club.pol4.b You can change the prices {0:p} charge for products at any time. When {0:p} start having more demand than capacity it's a good time to raise prices. Higher prices will lead to lower satisfaction, specially if they are higher than the competition's prices, but will increase {0:sp} revenue per customer. You need to make sure that raising your prices actually brings in more overall revenue and the higher price offsets the lower number of customers. Raising prices should be done carefully and slowly so as not to tank {0:sp} business.
tut.club.pol5.b The employee polices are the most interesting ones. Tip sharing is useful if {0:p} are having revenue issues. If {0:p} are having positive cash flow, there's no reason to use tip sharing as it tends to make the entertainers unhappy. But if {0:p} need additional cash instituting some tip sharing will provide an additional revenue stream. Tip sharing requires a law being passed to allow it.
tut.club.pol6.b The days off policy is a way to manage {0:sp} expenses. By encouraging employees to take days off {0:p} can pay them less. You will need to have a way to handle their work when they take time off (like additional employees or managers or {0:vp}), but it's a good way to meet the demand on peak days and not lose too much money by having a full staff during slow days. Early on in the game is good to be very generous with days off as {0:p} can usually cover the absences {0:vp}.
tut.club.pol7.b Work breaks is to handle the situation when an employee is too tired and can't work. Early on {0:p} probably want to be aware of it so that {0:p} can take their shifts if necessary. But as the club grows {0:p} can provide more independence.\n\nThe Romantic Relationships policy is used to set rules on whether the employees are able to have romantic relationships. These relationships can affect an employee's work ethic and happiness so {0:p} need to figure out the best option for {0:sp} club. Some significant othes may not like their partner working at a strip club so that could be a problem and this policy can be use to prevent that situation.
tut.club.pol8.b Then finally there's punishments policies. This is used to set rules on how employees that are not behaving or following the rules should be punished.\n\nAll employee policies have a significant effect on employee happiness. If {0:p} are getting too many unhappy employees, {0:p} should consider relaxing some of these policies to make them more employee friendly.\n\nThis concludes this tutoral section. It will resume in a few days.

tut.club.stage1.b Welcome back to the Tutorial! The last two rooms {0:p} need to build in the early stage of the game is the dressing room and the seating area. Both rooms are needed so that {0:p} can hire entertainers. But {0:p} also need the city commission to pass the Singers Allowed law. This can happen within a month of game start or may take 4 or 5 months. You can of course encourage the City Commissioners to prioritize it. The City Commission will be discussed in the next section of the Tutorial.
tut.club.stage2.b So there's a number of requirements at play here. The seating area needs a kitchen to be built before {0:p} can start building it. And since both rooms require the other one to be useful, the best approach is to start building both when the kitchen is done.
tut.club.stage3.b Starting the build for both will likely cause {0:p} to go into debt.  {0:P} won't be able to have positive cash flow without entertainers so {0:p} will have to get used to being in debt for a while. You'll get out of it soon enough if all goes well.
tut.club.stage4.b Once {0:p} have the kitchen built {0:p} can hire a cook. But take {0:sp} time on it. Cooks aren't cheap and early on {0:p} won't sell enough meals to justify the cook's salary. The profit margin on meals is usually less than on drinks too. It's a good idea to wait until {0:p} have entertainers in place to worry about selling meals.
tut.club.stage5.b {0:P} may have noticed the action "Upgrade Room" on certain rooms. Some rooms can be upgraded once or more times. Upgrading a room usually means that you can increse the number workers they support. Or it introduces a new feature. For example, the Storage Room can be upgraded three times, and each time it increases the amount of inventory it can hold and adds the ability to hire one more janitor. {0:P} won't need to worry about upgrading rooms for a while.
\n\nThis concludes this tutoral section. When {0:p} are ready to resume, click the "Continue Tutorial" action.

tut.city.commish.t Tutorial: City Commission
tut.city.commish1.b Welcome back to the Tutorial! The workings of City Hall and the City Commission is the last of the game subsystems that this tutorial will touch on.\n\nThis area is explained in some detail in the Help area, so it is recommended that {0:p} go to the Help, via the Help button on the upper right and then the Game Help button. Then go to Game Mechanics -> City Laws for a full explanation.
tut.city.commish2.b All laws that can be established benefit {0:sp} club business in some way, so there are no bad laws. You will want them to all pass eventually. Depending on {0:sp} club situation there will be certain laws that {0:p} will prefer. For example, an early priority should be to pass the laws that allow entertainers (singers and dancers) as that provides an initial revenue boost.\n\nWhat {0:p} don't want is the Commisison to fail to pass a law. That's just wasted time. So it's often best to let them pass some of the laws {0:p} don't care about right away to give {0:p} more time to increase their lewdness and get better chance than when the laws that {0:p} really want come up, that they will pass. It also means that it behooves {0:p} to help pass any law. Again, a law that fails to pass delays everything.
tut.city.commish3.b You can get info about what the commission is up to by visiting City Hall and talking with the Government Worker there. He/she can tell {0:p} what laws are currently enacted and which are available, and what the commisison is going to do next. You can also find out how all the commissioners voted in the last vote. Use this info to determine who are the best targets to sway.
tut.city.commish4.b Once at City Hall {0:p} can use that time to meet with a Commissioner. You can always meet with {0:sp} own commissioner, but the rest are only available certain days of the week. You can also sway the commissioners when {0:p} run into them in the town common areas. In particular, when they come to {0:sp} bar is always a good time to attempt to sway them. If they are drinking, their looseness will be up and that will make them easier to sway. {0:P} should indentify the commissioners with the lowest will power as those will be the easiest ones to sway. {0:P} can often learn their attributes by using the special "getting to know them better" option while discussing laws with them.
tut.city.commish5.b There are to main ways of swaying the commissioners. One is the standard one of getting them to like {0:p} and {0:p} trying to change their opinions so they are more likely to support the laws. For example, if they have a positive opinion of Entertainment Work they will be more likely to pass laws increasing the opening hours or those that allow new types of entertainment.\n\nThe second one is via the Discuss Laws interaction, which is only available for commissioners. {0:P} can try to sway them to make them more likely to vote for the law. Or {0:p} could try to bribe them, blackmail them, or even beg for it. Different approaches work better for different characters.
tut.city.commish6.b Note that when {0:p} make a commissioner be more likely to vote for a law, this affects that law and all the other laws in that category. So whatever effort {0:p} put into getting someone to want to vote for the Singers Allowed law, that effort applies too to the Dancers Allowed, and Strippers Allowed, etc. The effect wears out over time however. This concludes this tutoral section. When {0:p} are ready to resume, click the "Continue Tutorial" action.

tut.hints.t Tutorial: Hints
tut.hints1.b Welcome to the Tutorial! This is the last section of the tutorial. This will provide a set of hints that should help {0:sp} game play. You don't have to do things this way but it should help. There's always more than one way to do anything. If {0:p} rather discover things on {0:sp} own, feel free to skip over this section.
tut.hints2.b Hint 1: Evaluate {0:sp} employees often. The more {0:p} know about them, the better {0:p} will be able to manage {0:sp} club and determine who needs to be replaced. In particular learn their energy and happiness attributes as soon as possible. The faster an employee gets tired the more time off they will need. And tired employees don't perform as well and leads to poor satisfaction. Unhappy employees are less problematic but chronic complainers are not good to have around.
tut.hints3.b Hint 2: Visit the other clubs when possible and get friendly with their workers. If they have a very good worker {0:p} should try to steal them. The more they like {0:p} the easier it will be to hire them. You need to give them some time though. Usually they won't even want to interview with {0:p} until they have been at their current job for at least 90 days.
tut.hints4.b Hint 3: Go to the park/coffee shop/gym/university/downtown often. Those are the best places to meet new people. You will want to be in a position to hire any desirable candidate as soon as possible. And get everyone to like {0:p}. It can't be overstated how much easier to get people that like {0:p} to do things than people that don't like {0:p}.
tut.hints5.b Hint 4: Don't over hire. Don't hire a second bartender until the first one can't keep up. Check the capacity/demand lines to see when {0:p} have more demand than capacity and then {0:p} can start to think about hiring a second bartender. If it's just a few times per week, {0:p} can help the bartender by working {0:vp} at the bar too during the peak times, like Saturday evenings.
tut.hints6.b Hint 5: When hiring, the skills don't matter than much since {0:p} can raise them fairly easily via training. Concentrate on high-lewdness employees and then raise the appropriate skills by training them. You can read books from the library to raise {0:sp} own skills and then use that to raise {0:sp} employees to {0:sp} own level. You can also give the skill books to {0:sp} employees that could benefit from them. But they also borrow books on their own and they may already be reading another or may have even read the one {0:p} are offering.\n\nAlso, characters with high skill will demand higher salaries. It's much better to hire someone with poor skills at a low salary, then improve their skills. They will eventually want more money, but {0:p} will come out ahead.
tut.hints7.b Hint 6: Just because {0:p} are allowed to open the bar at a certain time doesn't mean {0:p} have to. Early on, opening the club on weekday afternoons may not be worth it and {0:p} will lose too much money by having to pay a bartender $20/hour and only sell a handful of drinks during that time. If {0:p} are losing too much money, cut down {0:sp} hours.
tut.hints8.b {0:P} will likely not break even until {0:p} build an entrance and can charge a cover and have dancers. At that point is when {0:p} club should start having a positive cash flow. {0:csp} goal should be to get there as soon as possible.
tut.hints9.b And with that, {0:p} have reached the end of the tutorial! So now {0:p} are on {0:sp} own. The tutorial scratched but just the tip of the game's features. The rest are for {0:p} to discover while playing. If you have questions, remember to check the help area and the FAQ. Have fun!




