These character backgrounds also establish another way to deal with competing drug producers. Whether or not I keep my employees happy, whether or not I keep the local cops in my pocket, the game's internal logic doesn't seem to care. These random events make managing human relations feel a bit like a treadmill. While it's true that poaching employees and matching rival offers is a totally normal thing to happen, it left me wondering: why did I bother making friends with that guy? The dealer (also a close friend) became fanatically devoted to me until a week later, when a rival gang offered him a little more money and he asked me to match it or he was going to walk. When Officer Polanski (a close friend of mine) arrested one of my dealers, I paid Polanski a bribe and gave the dealer a raise. Having great relationships also didn't stop weird betrayals from happening. Eventually, I started treating "make friends" as one more item on my to-do list, speed-clicking through conversation menus to butter up cops and new employees. Since just taking the time to explore conversation trees such as "Family" or "Business" led to a happy friendship, I never met anyone in the game that I just didn't get along with. Talking to people and keeping them happy and well-paid is important to this aspect of Weedcraft, but I found the RPG-ish conversation trees repetitive. When they level up, they get more efficient at their work-and they stop by to ask about a raise. ![]() I ended up striking a balance: I personally ran a lab where I experimented with new strains and hired people to do everything else.Įvery time employees do their jobs, they get a little better at them. I had dealers that I trusted, I had a grower who cultivated good quality weed, and I just let the money roll in. ![]() In fact, my drug empire was at its most profitable when I had nothing to do. Fortunately, there's a long list of locals I can hire to click on those timers for me. Clicking timers isn't very interesting or very fun, and I can only be in one place at a time. The 'manual' labor in Weedcraft, like growing or selling or running a money-laundering front business, involves clicking or clicking-and-holding on buttons to reset timers. This is where the game moves on to hiring employees and building an empire, and it isn't as successful. Watching money pour in to make my expense and risk worth it is my favorite part of Weedcraft.Īfter I perfect a new strain, though, there's nothing to do but click on timers. Spotting a market niche, setting up a new grow, and experimenting to improve quality is immensely satisfying. Eventually, the hotel's patrons are paying exorbitant prices to smoke my 'rare' or 'epic' quality weed on their vacations. Between waterings, I use sliders in the grow room menus to tweak a nutrient or bump the temperature, then see what happens, using trial and error to find the optimum growing conditions. Temperature and humidity in the grow room also have an effect. Finding the right balance of nitrogen, phosphorus, and potassium leads to happier plants. Every time I water the plants, I'm pouring on a combination of nutrients that I can tweak. ![]() The interesting part is trying to boost the quality of my weed. Mechanically, that's all there is to it at first. ![]() Meanwhile, I can press and hold a plant to "train it," which makes it mature a bit faster. I click once to water a plant, which sets a recharge timer spinning until it's due for the next watering. Growing weed starts simple, but doesn't stay simple.
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