Dosa Tycoon · Guide

Staff

Roles, wages, raises and the pay policy, notices, training and morale.

Your team

Where Run → Staff → Team

Staff is everyone on the payroll: Team, Hire and Pay. Good, happy staff cook faster and keep guests happier. Each row shows morale; a sad face is your next job.

Team lists each person with their level, experience, wage, mood and what they are doing. Hire has a card for each role. Pay holds the pay policy, any raise waiting for you and, at an outlet with a manager, Manager & pay.

An outlet can have 40 staff for each floor.

Your team, in the game

The roles

Where Run → Staff → Hire

Cooks, cleaners, a musician, a handyman, a host and a manager. Each role fixes a different problem in the room. Hire for the complaint you see most.

Packers and riders work for Deliveries and come with the counter and the scooters (see Growing). Wages here are the list rates: a new business pays a little less while the family helps out, richer towns pay more, and the hire card always shows what you will really pay.

RoleHireWage a day (level 1 / 2 / 3)What they doOpened by
Cook₹100₹60 / ₹95 / ₹140Runs one stall. Better cooks are faster and make tastier food.From the start
Cleaner₹60₹40 / ₹55 / ₹75Clears plates, wipes tables, sweeps litter, empties bins.From the start
Nadaswaram Player₹100₹70 / ₹100 / ₹140Wanders and plays. Guests in earshot are happier and more patient.Nadaswaram Players
Handyman₹120₹70 / ₹100 / ₹140Services stalls before they fail and repairs them when they do. Without one, every breakdown is a paid call-out.Handymen
Host₹120₹50 / ₹75 / ₹105Greets guests at the door and finds them a seat. Queues stay calmer and fewer people give up on a table.Hosts
Manager₹2,000₹400 / ₹560 / ₹760Runs the outlet for you: calls repairs, keeps every stall cooking, grants fair raises, keeps prices sensible. Train them and they counter-offer resignations, then service worn stalls and replace anyone who leaves.Managers

Wages

Where Run → Staff → Team → Wage

Everyone is paid every night. Wages are usually the biggest bill. A trained person costs more but does the work of more than one.

A level’s wage is set when someone reaches it, and raises add to it. In a town where everything costs more, so do wages. Finances shows tonight’s total.

Raises and the pay policy

Where Run → Staff → Pay → Pay policy

Staff ask for a raise every 20 days worked. A raise lifts morale and, for the first few, makes them faster. Set a pay policy once and small raises take care of themselves.

Each ask is for 5% more, until pay reaches 1.25× the level’s wage. Granting it lifts morale, and each of the first five raises makes them 5% faster (a cook’s food also gets better).

Refusing costs 25 morale, and there is a 25% chance they walk out on the spot. Leaving an ask unanswered drains a little morale every night.

The pay policy is set once. Keep pay fair grants the small raises by itself; bigger asks wait for the weekly Pay Review, a card where you grant them all, refuse them all or leave them for next week. A manager grants fair raises too.

To answer one yourself: Run → Staff → Team → their row → Grant or Refuse.

Raises and the pay policy, in the game

Notices

Where Run → Staff → Team → their row

Opens The rank of Darshini, then it arrives a real day or more later

Now and then someone hands in their notice. Lose a good cook and a stall stands idle. A counter-offer usually keeps them.

They give two days’ notice. You can make a Counter-offer (a raise of 12% and they stay), pay a Bonus to stay a week (4 days’ pay buys 7 days to find someone) or Wish them well.

Nobody resigns in their first 8 days. Good pay, good morale and a manager make notices rarer.

Training

Where Run → Staff → Team → their row → Train

Training lifts someone to the next level, up to three. A trained cook is faster and cooks tastier food. Train the cook on your busiest stall first.

The Train button shows the price and what they gain. In newer careers training takes a few working days, and they carry on working while they learn. Stopping a training refunds part of the fee.

Separately, experience grows by itself: a pip at each mark of days worked, each one 4% faster.

Morale

Where Run → Staff → Team → the face on each row

Morale is how your staff feel, out of a hundred. Unhappy staff work slower and may walk out. Raises, a manager and perks keep it up.

Morale settles towards 70. Under 35 they work 20% slower. Under 18 they may walk out overnight.

The manager

Where Run → Staff → Hire → Manager

A manager runs an outlet while you are elsewhere. Calls repairs, keeps a cook at every stall and grants fair raises. Trained, they also keep people who resign and service worn stalls.

A manager (₹2,000 to hire, opened by research) calls repairs, finds a cook for any stall without one, grants fair raises and nudges prices, even while you are elsewhere. Everyone works 5% faster under them, and notices come less often.

Training counts. With a second star they answer a resignation notice with a fair counter-offer, and the staff work faster still. With the third they service worn stalls before they break and replace anyone who leaves, not only cooks.

Each night the manager leaves a short note on how the day went. Manager & pay (Run → Staff → Pay) sets, outlet by outlet, whether they may grant raises, change prices and hire, and how much they may spend in a day.

Next: Money