Introduction to Plushie Tycoon
** IMPORTANT ANNOUNCEMENT **
(as of March 8, 2014)
Due to some issues with the Neopets clocks the update times for Plushie Tycoon have been affected.
Updates still happen every hour but instead of :01 past the hour, the Factory and Store update (FS update) have moved back. As of March 8, 2014 NST the FS update is at about :02-:03 past the hour and will move back by almost a minute every day.
This basically means that instead of FS updates normally occurring hourly from 10:01am to 5:01pm of your game time, they will now happen at 10:02am to 5:02pm of your game time (and this will also slide back every day).
The Raw Material prices update (RMP update) happen separately from the FS update and also moves back every day, BUT it is at a different time for each player. You will have to monitor your game to know when your RMP update happens.
The warehouse loading times have not been affected. Your taxman schedule and rents due schedule have also remained unchanged.
This problem has started December 2013 and is still continuing to date. The update times have been moving back daily until now, so please check the Plushie Tycoon Help Board at the Games chat for information on the current update times. Thank you.
About this Guide
This guide is an introduction to PT and will explain basic concepts to first-time players. To some new players PT may look complicated and intimidating, but all it takes is a bit of patience, some reading and a lot of practice until you get the hang of it.
Fair Warning: This guide is a long read, so for those really interested to learn be prepared. :)
There are a few very useful PT guides and reference out there but unfortunately some of them have not been updated for a while now. So this guide is meant to complement them, try to explain in more detail, update some game information, and consolidate information from the different help pages regarding basic PT concepts.
Below is a list of essential help pages for PT:
Maplehood -- main guide, explains a start-up strategy for new players (written by sirinja)
GrundyTycoon -- vital charts showing how to set timezone, warehouse loading times, expansion costs and much more (written by roweslab, rehosted by nickyrach)
Caxus -- PT CENTRAL, prize structure, PT FAQs and miscellaneous reference links (written by amigalgy)
Tokeez -- wages help page beyond the 18x100s build (written by _lynnewil_28)
Jeffikins_ -- supplemental guide beyond the basics, further discussion regarding the warehouse, plushie sales price and sales rate, etc. (written by mintpurple)
Unfortunately, the PT in-game Help Page is about as helpful as a paper hat under the rain, and sometimes downright incorrect. I would suggest NOT reading the PT help page and instead I will discuss here the basic but important premises of the game.
This help page contains the following sections:
1. Introduction to Plushie Tycoon
2. Major Areas of Plushie Tycoon
3. The First Build (Start-up Strategy from ~Maplehood)
4. After the First Build, What Next?
I'm hoping that the first-time PT player will find this page helpful as a supplement to the ~Maplehood guide.
Just after the PT avatar?
For those just after the avatar and not really interested in learning the game in-depth, this guide still works for you. In fact, most of the PT guides you may have encountered are based on the ~Maplehood start-up strategy. You have probably seen a few "6-day wonder guides" for PT and yes, they can work if you are lucky enough to get decent raw material prices and avoided to make any serious mistakes. However, if you happen to run in some problems then you won't have enough time to recover or restart so it's another month wasted!
I would suggest doing a practice game anytime before the last week to familiarize yourself with the game concepts. You can always restart your game any time. This way, you are better prepared for your actual game and get that avatar and bronze trophy. Good luck!
~ INTRODUCTION TO PLUSHIE TYCOON ~
Plushie Tycoon (PT) is a puzzle game, and as such, will require the player to figure things out to be successful. The object of the game is to build and sell plushies and end up with a profit (over 50,000 NPs Cash on Hand) by the end of the game.
(Note: I might be repeating some sentences exactly from the help pages I listed above. Many of them are already stated clearly and precisely so I did not see the need to paraphrase them. My apologies to the authors if I do not credit them individually since there will be many of them.)
• PT normally starts on the 2nd of each month and ends at midnight (NST) of the last night of the month. The game runs 7 days a week and has 8 updates a day.
• Once you start a game, you are given an initial budget of 50,000 NPs called Cash on Hand (COH). This is not taken from your account's NPs. All NPs spent and earned in PT are just within the game.
• In PT, you open a FACTORY where you build/make plushies, a WAREHOUSE where you load and ship them, and a STORE where you sell those plushies. The store is not the same as your account's shop but just within the game. Same thing with the plushies that you build and sell, they are also just within the game.
• Your default game time is Neopets Standard Time (NST). You can change your time zone only once during your game. And you must change it before you pay any initial rents and before your game is 2 days old.
• PT is based on UPDATES which is when you see changes in your game. This happens every hour at :01 past the hour from 10:01am to 5:01pm of your game time. (We'll discuss updates in more detail in the next section)
• If your COH goes down to ZERO NPs or below, then your game is over. But you can start another game of PT right afterwards.
What is a JOB?
A job is the basic unit of a plushie batch. The smallest job size is 100 plushies and can be manufactured in multiples of 100.The biggest job size you can build really depends on the number of raw materials you can buy for a certain species.
In the factory, you manufacture plushies by each job and only those that have been completely manufactured are transferred to the warehouse for loading.
In the store, you sell plushies by jobs and you can only get the sales proceeds once the job is completely sold out.
Plushies and Raw Material Requirements
There are many plushie species that you can manufacture, each with it's own raw material requirements. The different types of materials are:
• Packing – choice of velvet bags, cardboard boxes, or paper bags
• Accessories – choice of rare gems, molded plastic, or used junk
• Stuffing – choice of neocotton, tree floss, neofoam, or neopian times
• Cloth – choice of red, blue, yellow, or green
So, to manufacture 1 job of size 100 you need to buy:
• 1 unit of packing
• 1 unit of accessories, if required (some species require it, some don't)
• 1 unit of stuffing
• 1-6 rolls of cloth, depending on the species requirement
For example, a zafara requires accessories and 4 rolls of cloth. To be able to set up 1 job of 100 zafaras, you should buy 1 packing, 1 accessories, 1 stuffing and 4 cloth.
To manufacture a jobsize of 200, you double the number of raw materials required. For 300, you triple it, and so on.
You may encounter the following terminologies regarding plushie species:
• accessoried – plushies that require accessories in order to be manufactured
• non-accessoried – plushies that do not require accessories
• 3-roller – refers to plushies that require 3 rolls of cloth. Similarly, 4-roller refers to those which require 4 rolls of cloth, etc.
What is an UPDATE?
As stated above, an update is when you see changes in your game, particularly the factory and store.
PT runs its updates at 10:01am, 11:01am, 12:01nn, 1:01pm, 2:01pm, 3:01pm, 4:01pm, and 5:01pm of your game time. We usually refer this period of time as your "active game time". Outside of that period, we sometimes refer to the game time as "overnight".
Upon update time, the following things will happen:
1. If you have set up jobs in the factory and workers hired, your factory will manufacture some plushies.
2. If you have jobs in the store, some plushies will sell.
3. The prices of your raw materials will change
While PT runs its updates at the specific times listed above, the player has to retrieve their updates for the changes to register. To "retrieve your update" open a PT page, preferably the Main Page because some pages don't necessarily update your game. If you already have a PT page open, click on the 'Main Page' link from the menu bar at the top of the screen.
For example, if you have jobs in your factory and workers hired by 9:55am of your game time but you retrieve your update by 10:20am, that's the time your completed jobs will go to the warehouse and start its loading time.
Another example is when you have plushies selling in your store and you just checked after 4 updates, your game will compute sales for 4 updates and credit completed sales, if any, to your COH. It will also deduct 4 updates' worth of wages for the lone manager.
Trophies and NP Prize
From the game, you can earn the following prizes:
You can also get this spiffy avatar if you earned a profit by game end (over 50,000 NPs Cash on Hand).
~ MAIN PARTS OF PT ~
The previous section already mentioned the factory, warehouse, store and raw materials. Now let's discuss them in more detail.
1. THE MAIN PAGE
The PT main page gives you a summary of your game statistics.
Line 1 – Cash on Hand (COH), that's the amount you currently have available to invest to buy raw materials, pay workers, pay for upgrades, etc. When a job in the store sells out, the sales proceeds are automatically added to your COH
Line 2 – PT game time
Lines 3 to 5 – factory/warehouse/store rent amounts and how many days they are due
Line 6 – shows the type of discounted material for the day (will be further discussed in the Raw Materials section below)
Line 7 – number of raw materials currently in the materials inventory
Line 8 – number of plushies manufactured; this includes the number of plushies left in the factory of the partially completed jobs
Line 9 – total cost (x8 updates) of workforce hired
Line 10 – number of plushies currently in the warehouse
Line 11 – number of unsold plushies in the store
Line 12 – total sales receipts; accumulative sales from past jobs to currently selling jobs in the store
Line 13 – amount of tax paid, if any (not shown in screenshot, will only appear after first taxman visit)
Line 14 – amount of late rent penalties, if any (not shown in screenshot, will only appear after first rents have been paid)
• The factory is where you build/manufacture plushies by putting in jobs and hiring a workforce.
• The factory only works during the hourly updates from 10:01am to 5:01pm of your game time.
• After paying the initial rent (980 NPs), your factory is open and set to level 1.
• There are 9 levels for the factory and each level allows you to set up 2 jobs. So for a level 1 factory, you can put in 2 jobs and for a level 9 factory, you can put in 18 jobs.
• When you upgrade your factory level, you have to pay an upgrade fee. The amount depends on the level and number of days before rent is due. (Note: Refer to "Factory Expansion Cost" table in ~GrundyTycoon)
• To be able to manufacture plushies, you have to set-up jobs in the factory and hire enough workers. You can do this any time before an update. For example, your current game time is 10:30am and you finished putting in your jobs and hiring workers by 10:45am. Then by 11:01am, retrieve your update to see what has been done. Completed jobs will be transferred to the warehouse for loading while unfinished jobs remain in the factory.
• The warehouse is where jobs completed at the factory are sent. The jobs will spend some time loading in the warehouse until they are "loaded" and ready to be shipped to the store.
• Unlike the factory and store, the warehouse works 24/7 regardless of your game time and updates. Thus, your jobs can load and be shipped even after your updates.
• After paying the initial rent (940 NPs) your warehouse is open and set to level 1. The maximum level is 9. The higher the level, the faster the jobs load. (Note: Refer to "Approximate Loading Times" table in ~GrundyTycoon)
• When you upgrade your warehouse level, you have to pay an upgrade fee. The amount depends on the level and number of days before rent is due. (Note: Refer to "Warehouse Expansion Cost" table in ~GrundyTycoon)
• The warehouse can hold an unlimited number of jobs regardless of warehouse level.
• The loading time of each job does NOT start automatically by update time (:01 past the hour), but starts when you retrieve your update.
• Shipping cost is always 278 NPs per 100 plushies. You can see how much each job costs to ship in your warehouse.
• It takes 5 minutes, from when you ship, for the jobs to arrive in the store.
• The store is where you sell plushies by jobs.
• Similar to the factory, the store only works during the hourly updates from 10:01am to 5:01pm of your game time.
• After paying the initial rent (1350 NPs), your store is open and set to level 1.
• The store can hold an unlimited number of plushies regardless of store level, but each store level allows you to "see" an additional 400 unsold plushies.
• Once you have reached the maximum level (level 9) there's no limit anymore. You will be able to see the sales details no matter how many unsold plushies are in your store.
• If the number of unsold plushies you have in your store exceeds this "limit" you will not be able to access the sales details page and instead will give you a message saying "You have more inventory than your store can hold" and will prompt you to expand your store.
• Expanding the store is not mandatory and your plushies will still sell even if you don't. However, if you don't expand it at that time, you won't be able to access the sales details page until the number of unsold plushies goes below your current level limit.
• Although expanding the store is not mandatory, you will not be able to buy more upgrades or advertisements until you expand or sell more plushies to go below the store "limit".
• When you expand your store to the next level, you do not pay anything upfront, but your rent will increase.
• You must buy store advertisements and upgrades (ads and ups) for your plushies to sell. The more you spend to buy them, the faster they will sell. Those store ads and ups can get pretty expensive and so when starting up, just follow ~Maplehood on what to buy.
5. RAW MATERIALS
• Raw materials are what you use to create jobs in the factory. As already explained above, the amount of materials used to manufacture plushies depends on the requirements of a specific species.
• The different types of materials are:
1. Packing – choice of velvet bags, cardboard boxes, or paper bags
2. Accessories – choice of rare gems, molded plastic, or used junk
3. Stuffing – choice of neocotton, tree floss, neofoam, or neopian times
4. Cloth – choice of red, blue, yellow, or green
• Raw material prices change every update. There is no distinct pattern on the increase or decrease in prices but, in general, they tend to go up and down in relation to each other. So when accessories are expensive, the other raw materials are likely to be expensive too.
• There is one type of material that is discounted every day and you will see something like this on the main PT page:
Prices on Stuffing are down today.
You might want to stock up.
The discounted material is 20% less than it should cost. The type of material that is discounted in this order – packing, accessories, stuffing, cloth – and back again. The change happens every day at 12 midnight NST, except for weekends when the discounted material is the same for Saturday and Sunday.
• Materials Inventory Limit
1. When your COH is less than 150,000 NPs, you can only buy 10 items at a time, but you cannot buy more once you hold at least 89 items. You can actually hold a total of 100 items if you buy 80 items first, then double-click to buy 20 more. You will see this message:
You have 100 items in stock right now.
Your stockroom can't hold any more.
2. When your COH is more than 150,000 NPs, you can now buy 50 items at a time, but you cannot buy more once you hold at least 249 items. You can actually hold a total of 298 items if you buy 248 items first, then buy 50 items more. Note that once your COH goes below 150,000 NPs, the smaller inventory limit will apply.
3. There is a also an accessories limit where you are only allowed to buy up to 13 different species of accessories at a time.
• You have to hire a workforce for the jobs in your factory to be manufactured. A workforce consists of a combination of managers and workers (journeymen, trainees, graduates, dropouts)
• Their wages per update are as follows:
• You do not need a workforce hired for the warehouse and store.
• There is 1 manager that you cannot fire and he will cost you 82 NPs per update. You start paying his wage once you pay initial rents for the factory.
7. OTHER PT PAGES
• Top Tycoons! – lists the Top 20 players currently with the highest Cash on Hand (COH) over 50,000 NPs. This list changes a lot for the duration of the month as players' COH increase and decrease as they continue to play.
• Accounting – same as the Main PT Page
• Supply-Demand – lists the Top 3 species with the "Greatest Demand" and the Top 3 species with the "Largest Supply". You can chose to ignore this page and simply follow the recommendations of ~Maplehood guide on what to build. It's not a good strategy to rely on that list to decide what to build since it may no longer be relevant by the time you manufacture and load a batch of jobs.
• Hi Score – shows the game rankings of the previous month with the scores representing the final COH divided by 1000. So, if you see a score of 35,000 it means that player ended their game with 35,000,000 NPs COH.
~ THE FIRST BUILD ~
(a Start-up Strategy from ~Maplehood)
This is a summary of the steps in building and selling plushies. (Note: For the first-time player, I highly recommend you follow the ~Maplehood guide closely and refer to it often while you play the game. It is more detailed than this first build example.)
1. Start a PT game by clicking the "Create Store" button.
2. Set your time zone.
3. Pay initial rents for factory, warehouse and store.
4. Buy raw materials
5. Set-up your build by putting jobs in the factory
6. Hire workers
7. Load plushies in the warehouse
8. Sell plushies in the store
Rationale behind the ~Maplehood recommendations
Whether you are interested in learning PT for further games or just aiming to get the avatar, ~Maplehood guide will work for you. I have been playing PT on and off since 2005 and this guide has proven to be reliable. In fact, I have seen a lot of those get-the-avatar-in-less-than-a-week guides and they are all just variations of the ~Maplehood strategy.
Although it will give the player a safe start, it will NOT guarantee the first-time player that they will not go bankrupt and lose the game. It is all too easy to make mistakes that can ruin your game, especially if you are not familiar with it yet.
There are a lot of start-up costs that will eat up your COH – initial rents, factory upgrades, and store advertisements and upgrades – that you have to be very conscious of your spending.
Now, ~Maplehood has very precise recommendations like
1. Start with manufacturing plushies that require accessories and 3-4 rolls of cloth
2. Use the following raw materials – paper bags (packing), rare gems (accessories), neocotton (stuffing), and green (cloth)
3. You have to start with at least 6 jobs of size 100s, and you only buy raw materials when the total cost of 1 set of materials to make 1 job of 100 plushies is below 3,900 NPs.
4. You hire a workforce of 25 managers and 250 workers (using trainees or journeymen or a combination of both) and this workforce can be used until you are manufacturing a maximum of 18 jobs of 100s.
5. You only hire a workforce for 1 update. This will result in some jobs (50-75% completion rate) to be finished.
6. You buy a specific number of store advertisements and upgrades
7. You leave at least 1000 NPs COH while your plushies are selling in the store.
These recommendations are a product of numerous experiments from experienced PT players to come up with a cost-efficient way to manufacture plushies, and be able to sustain your game through subsequent builds.
Now let's follow the steps via some screenshots.
1. Start a PT game by clicking the "Create Store" button.
Your initial PT main page should look like this:
2. Set your time zone.
Click on the "Main Page" link again to get the prompt to customize your time zone.
You have to decide on what time zone is ideal for you. You can check ~GrundyTycoon to see how to choose the correct time zone based on NST. Next, click on the link and choose the time zone from the drop-down menu.
When you click "Change Zone" button, it will show you what the current game time will be if you choose that time zone. If that's not the current time you want, just go back to the drop down time zone me and pick one again.
If you finally get the current game time you really want, then confirm the time zone you have chosen by clicking the "Set" button.
Your time zone has been set. You can no longer change the time zone from here on.
3. Pay initial rents for factory, warehouse and store.
Go to the factory and pay initial rent.
Do the same for the warehouse and store. The total amount of initial rents is 3,270 NPs (factory = 980 NPs, warehouse = 940 NPs, store = 1,350 NPs)
4. Buy Raw Materials
First, know what and when to buy raw materials.
Check the raw material prices and here is how you decide when to buy them and start a build.
Add up the cost to make 1 job of a 4 roll plushie
Total Cost = 1 paper bag + 1 rare gem + 1 neocotton + 4 green cloth
If the cost is more than 3900: wait - do nothing
If the cost is less than 3900: Start with 6 jobs
If the cost is less than 2900: start with 8 jobs
If the cost is less than 1800: start with 10 jobs
If your total cost for the job is above 3900 NPs, don't buy anything. Material prices change at every update, so keep checking back. Prices will get low and cheap enough soon.
Once you get prices that you can build with, select plushies that require accessories and 3 or 4 rolls of cloth. It's good to start with a variety of plushies since their selling prices and sales rate vary.
It may take some updates before you find suitable prices but that's ok. In my sample game, I waited until my 3pm update to finally get material prices with a total cost below 3900 NPs.
I RANDOMLY chose 6 different species, 3 of them requires 3 rolls of cloth and the other 3 requires 4 rolls of cloth. So I now determine how many materials I need to buy:
6 paper bags
6 rare gems
21 green cloth (3x3-rolls = 9, 3x4-rolls = 12)
(IMPORTANT NOTE: For the sample game, I opted to mask the species name and changed them to petpet names so as not to prejudice other species. The selling prices and selling rates are actual. Your game results should be similar but not exactly the same as this sample game)
To buy packing, click on "Paper Bags" from the Packing page
and a small window will pop up. Select the number to buy from the drop-down menu.
Do the same when buying accessories, stuffing and cloth. For accessories, aside from choosing the number of materials you also choose what species to buy. Since we are making different species per job, we have to do the buying process 6 times for the rare gems. After the rare gems are bought your accessories page should look like this:
5. Set-up your Build
After buying the needed raw materials, go to your factory and start to set-up your build. For our sample game, we are going to put in 6 jobs of 100s.
Click on "Start New Job" and you will be given a drop down menu where you can choose the plushie species to build.
If you cannot find the kind of plushie you want to build from the drop down list, it may be because:
- the plushie requires accessories and you haven't bought one for that species
- you do not have enough cloth of the same color as required by that species
After you selected a species you again select which materials you will use by clicking on each button.
On the next screen, you select the job size. For our sample game, the only option is 100 since we already decided early on to make 6 jobs of 100s of different species. But, if you have enough material for more than 100s, you will be given the option to choose the job size in increments of 100.
Put in your jobs one at a time, do NOT double-click on the "Start Job" button in an attempt to save a few clicks. This will cause you to lose raw materials and that would be a lot of waste.
Repeat this process, this time choosing another species and make sure it's one of those that you earlier bought accessories for. When you try to put in a third job, you will be prompted to expand your factory to be able to put in another 2 jobs.
Finish putting in all 6 jobs. By this time your factory should be level 3 and no raw materials left in your inventory. Check the jobs by clicking "Existing Jobs".
6. Hire Workers
Now to hire a workforce to work on your jobs. Click on "Personnel" from the Factory menu, then click "Hire Workers". You will then see links on the types of workers you can hire.
We are going to hire 25 managers and 250 workers. Dropouts and Graduates are basically useless and won't produce a lot of plushies. So the choice is between using Trainees and Journeymen. I am going to choose Trainees for the workers since they are cheaper and we are only building 6 jobs. Further along your game when you are putting in 10 jobs or more, you may want to switch from Trainees to Journeymen.
So first, click on "Managers" and you will get a small pop-up screen:
For the managers you only need to hire 24 since there is already that lone manager that is always hired. Then choose "Trainees" and hire 250 of them. 25 managers and 250 trainees will cost you 5550 NPs an update. Your Personnel page should look like this:
You have the option to make this your default workforce by clicking on the link "Click to set this as your default…". What this means is that if you want to re-hire the same workforce for your next build, you don't have to hire them individually again. When you hire workers again, just select the default workforce.
You can hire workers any time before an update and they will still do the same amount of work. Also, do not hire workers then fire them again BEFORE update time hoping to save on wages. If there are no workers hired by update time (:01 past the hour), no work will be done.
AFTER AN UPDATE HAS PASSED, check your main page to see the result of your build.
In our sample build, we see that 564 plushies were manufactured but only 400 plushies are in the warehouse. This means that 4 out of 6 jobs were completed and transferred to the warehouse, while 2 jobs are only partially completed and remains in the factory.
Let's take a quick look in the factory,
Now, fire all workers in a 2-step process. First, from the Personnel page, click on "Fire Workers"
Second, click "Fire All Workers". After which, check your PT main page to verify that no workers are hired.
7. Load Plushies in the Warehouse
Now, we wait for the jobs in the warehouse to load. At this point our warehouse is only level 1 so it will take a few hours.
Check on the Warehouse Loading Time table in ~GrundyTycoon. Here's how to use the chart. The rows show the warehouse level, and the columns show total number of jobs in warehouse for up to 18 jobs of 100s jobsize. To look-up the loading time, get the intersection of your warehouse level and total number of jobs in warehouse.
For our sample game, warehouse level = 1 and warehouse contains 4 jobs of 100s (4x100s), so they will load in 3 hours and 26 minutes. I retrieved my update at 4:03 pm game time, so the jobs will be loaded and ready to ship after 7:29 pm.
Once the jobs have completed loading, checkboxes will appear for you to tick-off on then click on "Ship Plushies".
Shipping cost for 4x100s is 1,112 NPs (4 x 278 NPs).
8. Sell Plushies in the Store
After shipping, it takes 5 minutes before the jobs appear in the store.
In our sample game, we shipped the jobs but it's after the last update already or during "overnight" period so they will only start to sell on the first update of the following day.
Now, let's buy some store advertisements and upgrades before the first update so these plushies will sell. If you don't buy any of them, your jobs will only sell 0-2 plushies per job per update.
In order to have satisfying sales when you start up, buy 3 levels each of the 3 cheapest upgrades (carpet, lightning and store security), plus 3 levels each of the cheapest 4 adverts (Flyers, gifts, candy and clothing). This will cost you 8736 nps.
Go to the Store to see the links for buying Upgrades and Advertisement.
Click on the "Upgrades" link and buy the recommended upgrades. Choose which type of Upgrade to buy and a small pop-up screen will appear similar to when you hire workers.
After buying the recommended start-up Upgrades, it should look like this:
Now, click on the "Advertisements" link and buy the recommended ads. After buying the recommended start-up Advertisements, it should look like this:
For our sample game, we check the progress of our sales after 4 updates. One job has already sold out and the sales proceeds have been added to the COH, while the remaining 3 jobs are still in the store:
Click on "Show Past Sales" to check the sold-out job. In our sample game, notice that the Puppyblew sold out for 75 NPs each and total sales is 7500 NPs (automatically added to your COH). The selling price may change each update but your total sales will be your last selling price multiplied by the jobsize. In this case, 75 NPs x 100 plushies = 7,500 NPs.
After 5 updates, only 1 job left in the store with only 2 more plushies to sell. Cash on Hand is 23,704 NPs and expecting sales from the last job by the next update.
(IMPORTANT NOTE: I'd like to stress again that your game progress should be similar but not exactly the same as this sample game, assuming of course that you closely followed the guide.)
Cost Accounting for the First Build
Below is a table that summarizes all your expenses for the first build:
As you can see, if you strictly follow the guide, you actually have a few thousand NPs left. You can do any of the following things with it:
1. Buy a bit more store ads and ups
2. Buy raw materials with a slightly higher cost than recommended
3. Upgrade warehouse level
4. Leave the NPs be for now and add that to your incoming sales for your next build.
Whatever you decide to do, just be careful not to overspend. Anytime your COH goes down to zero or below, it's game over.
~ AFTER THE FIRST BUILD, WHAT NEXT? ~
~ Building More Jobs; Expanding Factory, Warehouse and Store ~
So, all or almost all jobs from the first built have been sold and sales proceeds have been credited to your COH. At this point you can start checking on raw material prices again for the possibility of a second build. To be safe, you might decide to wait until the last job sells out before you manufacture again but you can certainly buy some raw materials in case they are cheap.
This time, you will try to put in 8 jobs in the factory and expand it's level to 4. Since there are 2 unfinished jobs in the factory you only need to buy materials for 6 new jobs.
Sometimes your plushies sell out at a selling price that is lower than you expected and it will be too much of a strain to your COH to increase the number of jobs for the next build. If that is the case, then even just being able to refill the factory is acceptable too. Try other species that may sell for a better price next time.
The workforce will stay the same. We will repeat this process for the succeeding builds. As the number of jobs completed and sold increases, so does our budget (COH) so we can make even more jobs.
We expand the factory to accommodate more jobs. But we must also set aside some COH to expand the warehouse so the jobs will load faster, and buy more store advertisements and upgrades so they sell faster. This way we slowly shorten the process of building, loading, and selling.
Expanding the warehouse: From the warehouse page, click "Expand" and you will be prompted to expand the warehouse to the next level.
You will be deducted the amount indicated and level increased by 1.
Expanding the store: As explained on the previous section, expanding the store in an option, but we recommend that you do so when prompted.
You do not pay upfront when expanding the store, so nothing should be deducted from your COH at this point.
~ Using Other Raw Materials ~
For your first few builds, ~Maplehood recommends to use the following raw materials:
• paper bags for packing
• rare gems for accessories
• neocotton for stuffing
• green cloth
These are great materials to use at start-up given the limited budget. But using the better materials will increase your selling price. By "better", it means the more expensive type of material, e.g. cardboard boxes are better than paper bags, velvet bags are better than cardboard boxes.
Word of caution, using better materials will improve selling prices but not necessarily means you get higher profit. We'll discuss calculating profit in the next section.
Personal Recommendation: If you can afford to use velvet bags instead of paper bags, the increase in selling price is worth it. But still, for your first few builds, make sure your total raw materials cost for 1 set of plushies still fall below 3,900 NPs.
~ Building Other Species ~
For your first few builds, ~Maplehood recommends to manufacture plushies that require accessories and 3-4 rolls of cloth. These type of plushies sell for a decent price and sales rate. You can actually have a very successful game even if you just make these kind of plushies all throughout your game!
So, what about the other types of plushies? It's really up to the player to explore and learn about how other plushies fare. But here's a general run-down about them:
• Accessoried plushies that require 5-6 rolls of cloth are also good sellers with a good selling price range. Of course they cost more to build but you should consider including them in your manufacturing list once you have enough COH to afford them.
• Accessoried plushies that require 1-2 rolls of cloth are less reliable in terms of selling price. They have this tendency for sharp price up or down spikes. Since they cost less to build, they can give good profit but there is also the risk of slow sales and selling out at a low price.
• Non-accessoried plushies are not usually recommended to build because they are the most flaky sellers ever. For the first-time player, you can skip this type of plushie altogether.
~ Calculating Profit ~
Simply put -- to gain profit, you should earn more than you spent. It's the difference between how much it cost to make and how much it sells for.
Profit = Total Sales – (Total Cost of Materials + Labor Cost + Shipping Cost)
For those players who are interested in learning the game in-depth, it helps a lot to observe the selling prices and sales rates of the different plushies. You take note which sells faster or is likely to sell at a higher price. You might want to read about Plushie Selling Prices on ~Jeffikins_ supplemental guide.
~ Taxman and Rents ~
Taxman visits exactly every 7th day, starting from the time you clicked "Create an Account" to start your PT game. Take note when you started your game. You can either keep track with your real-life date and time or NST.
For example, you started a PT game on the 6th day of the month at 7:30pm NST, your first taxman visit will be on the 13th at the same time. Subsequent visits will be on the 20th and finally on the 27th.
You will be taxed only if you have over 50,000 NPs COH. If you have over that at the time of his visit, you will be taxed a certain percentage of your COH. The percentage depends on the amount of COH you have. (There's a chart for this at ~GrundyTycoon)
If you do not meet the taxman in time, i.e., you missed active updates from the time taxman was due until you retrieved your game update, you incur certain penalties. For those 'missed' active periods, the factory and store will not function normally. Hardly any jobs will be built and sold. If any job sold out during this period, it will sell out for 0 NPs.
Similarly, rents are due exactly every 7th day, starting from the time you paid initial rent for each. The amount of rent you pay depends on the current level of your factory, warehouse, and store.
For rents, you will be able to see on the main PT page the current rent amount and know how many days are left till they are due.
If you do not have enough COH to pay rents when they are due, you can delay paying them up to 2 days (specifically 47 hours and 59 minutes) without incurring any penalties. Beyond that, you start incurring penalties depending on the time overdue, and eventually you will be evicted and you lose your game.
Factory, warehouse and store works as normal even when rent is due (plushies will be made, loaded and sold at a normal rate). However, do NOT attempt to expand factory/warehouse/store or buy ads and ups when rent is due. This will automatically pay your rent.
~ Known Glitches and Additional Tips ~
(( coming soon ))
~ RANDOM THOUGHTS ~
Need more help? There are regular PT help boards in Games Board and Charter Board. Feel free to swoop in there with your questions. Just be mindful of some board rules listed in the first few posts of each board. Experienced players regularly hang out there, ready to help other players.
If you have comments and suggestions for this guide, you can neomail me. And I would appreciate it if you ask for my permission or at least inform me if you plan to link to this page. Thanks.
Lastly, Plushie Tycoon is meant to be fun and challenging. It's up to you how you want to play your game and what goals you aim for that month. You can always plan your PT game but also be prepared to adjust to what is thrown at you during the game. Real Life takes priority (yes?) and PT does not have to take too much time away from the more important things in life :D
Date Launched: October 25, 2011
Last Updated: April 11, 2013
Written by: Minty (mintpurple)
Thank you to the players who have contributed on improving this guide. Thanks to Mary (bookpony257) and Ania (aniaki86) for the input (April 2013).
If you have additional questions, comments or suggestions, send me a neomail and I will try to respond as soon as able.