3. COMPANIES3.1 Promotion Sizes
Importance is your popularity multiplied by the importance of each region; this is used when deciding your size, and so is very important.
Global |
International |
National |
Cult |
Regional |
Small |
Local |
3.1.1 Popularity
Popularity is simply a display of how popular you are; this is used when deciding how many fans you can draw and how good your shows are expected to be. A promotion can be between 0% (unknown) to 100% (famous) in each. This is a measure of how well they are known by the wrestling public. The more well known they are, the more fans will pay to attend their shows, buy their pay-per-views, and watch their TV shows.
3.1.2 Maximum Size
This setting allows you to set an upper limit for how big a company can become. This applies whether the company is run by a user or the AI. This setting can be very useful for alliances to keep the members small or regional.
A “child” promotion can never rise above Regional status.
3.1.3 PrestigeThis is a measure of how much prestige they have within the wrestling industry; generally the more successful and long-lived the promotion, the higher the prestige.
This effects who will sign, but more importantly, effects which company a worker will pick if he has a choice between two or more running shows on the same night.
For example, if a wrestler works for both a Cult promotion with a B grade for prestige and a Cult promotion with an A grade for prestige, he will always choose to attend the shows of the latter first (unless he is the owner or head booker of one, in which case he will choose them). Prestige can change over time, primarily via jumps in size.
3.1.4 Momentum
This is a measure of how “hot” the promotion is at the moment. It is usually around the same level that the ratings of their shows would be.
A promotion’s momentum rises and falls primarily with changes in size and the quality of shows, but can also be affected by gaining or losing major stars, financial issues, etc. A promotion with high momentum becomes a more attractive proposition to workers, TV networks, PPV carriers, etc, as they are clearly on the rise. It also gives a good indication of who is currently “hot”.
3.2 Schedule
A company can either have a Regular or Touring schedule. With a touring schedule, the company only runs during certain months, and has a set number of shows during these "on" months, and is totally inactive otherwise. With a regular schedule, the company is active all year round without a break.
3.2.1 Tour Regulars
Tour Regulars are workers who have established a good relationship with the company and so are almost always hired to work each tour the company holds.
3.2.2 Touring Promotions
A Japanese touring promotion will run more reallistically with preset tour regulars and the preset hiring rule No Foreign Workers (Except on touring contracts).
3.3 Hiring Rules
Hiring Rules allow up to 10 requirements to be stated; AI-controlled promotions cannot break these (they have no impact on player-controlled promotions). They only apply to workers being newly hired (so do not apply to contract extensions) and only to active wrestlers – they do not apply to staff or wrestlers in the women’s division. These rules do not change over time. (NB: When using the “Style Must Be X” note, more than one can be added and the game will automatically consider them all. For example, if you stipulate the signings “Must Be Brawler” and “Must Be Psychopath”, the game will read that as “Must Be Brawler OR Psychopath”.)
3.4 Potential Founders
When a promotion opens it will look for a new owner; if any of the three people set as potential founders are available, they will be the ones selected (if more than one is available, they will be ranked in the same way as if they had been the only applicants under normal circumstances). If nobody is selected, the application process is done as normal. If some potential founders are set but none are available, then either the process will continue as normal (if set to Preferred) or the promotion will not open (if set to Mandatory).
3.5 Promotion Product
The promotion’s product is an indication of how much each element is present in what the promotion gives to the customer. The overall combination, as well as the individual elements, have numerous effects including helping to decide what workers are interested in coming to the promotion and what TV networks will broadcast their shows.
Traditional | The element of traditional “good guy vs. bad guy” wrestling, where the emphasis is on telling a story via ring work, characters, and storylines. |
Mainstream | The element of entertaining the masses with family-friendly easy-to-understand characters and skits, plus all the associated glitz and glamour. |
Comedy
| The element of having comedic parts to the wrestling and angles.
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Cult
| The element of appealing to the minority, being more of an “outlaw” \ rebellious entity than mainstream, through darker and edgier material.
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Risque
| The element of having more lewd and sexually-charged entertainment content, of going more low-brow.
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Modern
| The element of having faster-moving, edgy, flashy matches and angles for the benefit of the modern short attention span.
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Realism
| The element of keeping the action very realistic within the boundaries of “wrestling logic”, without straying to MMA content.
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Hyper Realism
| The element of incorporating MMA content into matches.
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Hardcore
| The element of bringing more bloody, brutal content into the promotion than is the norm; to appeal to the more bloodthirsty minority.
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Lucha Libre
| The element of bringing the more kayfabe-oriented world of lucha libre into the promotion, including its faster-paced matches. |
Pure
| The element of old-school mat wrestling and hold \ counter hold type action.
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Daredevil
| The element of including extremely high risk moves and stunts into the in-ring action and angles in order to provide highlight-reel action.
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3.5.1 Min \ Max LevelThese set the highest and lowest levels that each product element can go. This is important because when a promotion is taken over by a new owner, he is able to start the process of altering the product to his own tastes – the minimum and maximum levels prevent him from turning a promotion too far away from what it is meant to be about.
3.5.2 Match Intensity
This is a measure of how physically demanding the matches are. A product that favours stiff strikes, a quick pace and a minimum of posing would get a high rating.
3.5.2 Match Danger
This is a measure of how likely wrestlers are to get injured. A product that promotes moves that drop people on their heads, take huge bumps, or get thrown from heights would be considered dangerous.