Alexi’s All purpose Tycoon Guide
Thank you for taking the time to open and read this guide a variety of topics will be covered throughout this ranging from the following:
Guide to Training and Hiddens
Org walk through from a manager perspective
Scouting your Opponent
Fight Engine and Tactics within the Engine
Running a Gym
Running a Organization
All of these topics are vital within the structure of Tycoon itself, I am not trying to make anyone into the greatest manager the game has ever seen, but merely to supply a foundation for others to add, modify and improve upon.
Also if you have any addition questions, come to the mmatycoon chat room, there are always people there willing to answer almost any game related question you have.
Chapter 1: Fighter Creation
Creating a fighter is a difficult process, a manager must decide if they want to build a project fighter, a fighter they can fight immediately in order to fund other projects or someone in between. When building a fighter think about what type a fighter you want a fighter who can strike, one who can grapple or a fighter who can do it all. But lets not get ahead of myself, there are 4 primaries, thirteen secondary’s and six physical skills that comprise the game. They range from 1-150 points in each skill, the divisions are as such:
Each set of roughly 10 skill points is divided into 4 sub levels of --,-,+ and ++ which are roughly 2.0-2.5 points apart for sublevels.
Each primary skill, which is to say, Boxing, Muay Thai, Wrestling and Brazilian Jiu Jitsu, each of these primaries have a set of sub skills that are related to them to varying degrees. The Boxing primaries related secondaries are as follows: Punch Technique, Clinchwork and Strike Defense. The Muay Thai primaries related secondaries are as follows: Kicks, Elbows, Knees, Clinchwork, Strike Defense. The Wrestling related primaries are as follows: Take Down Offense, Take Down Defense, Ground and Pound, Transitions, Defensive grappling and escapes. The Brazilian Jiu Jitsu related secondaries are as follows: Submissions, Defensive grappling, Transitions and escapes.
Physicals effect everything in this game the six physicals are Speed, Agility, Balance, Strength, Flexibility and Conditioning. Each physical’s purpose should be fairly straight forward and easy to understand if you think about it logically.
When I create a project fighter, I either start with a muay thai base or a wrestling base, for muay thai base I put 100-110 points in muay thai and the rest in boxing. For secondaries I do 110 points in kicks and knees as well as 110 points in clinchwork. Wrestling base I do 110 in Take Down Offense Ground and Pound and clinch. Either way I start, I will train the weak areas up to a high level in order to make my fighter as effective as they can be.
Physicals are a matter of opinion, I always put at least 90 points in cardio so I can get 10+ training sessions a week out of my fighter in order to maximize his learning speed. What do I mean by learning speed? Learning speed refers to the points gained by your fighter in a 1 on 1 coached session on a useless skill. As is, a secondary skill not a physical skill. A skill that you don’t put points into at creation starts at 1.95 or useless--, a good learner as classified by most managers will go to useless+ after one session.
But let me digress because there are a variety of hiddens within this game. Things like intelligence, heart, ko power, chin, confidence, injury proness (how fragile he is), his resistance to cuts, his inherent popularity, experience are the variety of hiddens you can choose from.
The rest are pretty self-explanatory so I won’t go through them. You get to choose three of these hiddens at creation. That does not mean your fighter will automatically have those hiddens, he just receives a 30 point boost to those three hiddens. That of course means your chances of getting those hiddens to show in the Tale of the Tape is more likely. The list of hiddens and known ToT lines are as follows:
The first line covers grappling skill, the second covers striking, the final line of the ToT relates to hiddens and physicals.
Here is the list of hiddens/physicals currently known to show on the ToT and what they mean
Granite Chin-the highest overall hidden, which means your fighter is very difficult to KO.
Solid/Good Chin-The level below granite chin, still difficult to KO but less so than Granite
KO Power-It means your fighter hits hard and has a higher chance based off of that in order to get finishes from strikes
Intelligent-It means your fighter is smart and is good at adjusting his game plan during a fight and is generally move effective as a fighter as a whole.
Big Heart/Determined-It means your fighter can be hurt but will recover faster after being hurt and be difficult to finish by TKO or submission but it is still possible.
Very Confident/Self Confidence-your fighter does not get discouraged easily if he is not having success in a fight and is a naturally more aggressive fighter when in the cage/ring.
Experienced-Similar to intelligence in function and purpose but not quite the same.
Heavy Handed-Similar to KO power but not quite the same, it’s a lower tier, similar to that of granite chin and good/solid chin.
Cuts Easily-IT means your fighter has a higher chance of suffering from a cut during a fight.
Perfers Standup/Ground-No particularly good or bad hiddens to mind understanding.
Can Moonwalk, Likes pizza, enjoys gardening, good in bed-same as prefers stand up.
Those are all the hiddens that can show in the ToT, physicals that can show are:
Very Strong/Powerful-high strength (remarkable or better)
Very Quick-High agility (remarkable or better)
Fast-Very high speed (Sensational or higher)
Cardio Machine/Good Gas Tank-Very High conditioning (Sensational or better)
Insanely Flexible-Very High Flexibility (Sensational or better)
Physicals will cover hiddens if they are at the listed levels, however some hiddens take precedence over others. Granite Chin is the highest hidden in the list because it is the highest hidden (according to our best information.
That concludes the first chapter covering fighter creation. The next chapter will cover primarily training since I previously covered hiddens.
Chapter 2: Fighter Training
First thing, GET YOUR FIGHTER OUT OF THE COZAD GYM AS SOON AS POSSIBLE.
Training a project fighter, which is to say, a younger fighter on creation who is supposed to spend most of his time after creation in a gym, is something that is more an exercise in patience than anything else in this game. It takes a solid 18 months to a year to properly train a top level fighter in this game, it can be shorten slightly by building a pure striker with clinch and defensive ground skills. It takes roughly 4-6 weeks for most learns to go from useless to wonderful on a skill with good training. What I mean by good training is that a gym with small class sizes, preferably fewer than 3 however, if you do not have access to one. Do not fret, public gyms are perfectly fine for training fighters it just generally is a little slower of a process as most public gyms have slightly larger class sizes for the most part. I have two successful fighters on my roster who trained a majority of their early career in public gyms they are a combined 46-21-1 so even public gyms can produce solid fighters, while private or semi-private gyms (which is to say, gyms that need an invite to join) are ideal, public gyms are not a bad alternative.
When it comes to training you need to decide what type of fighter you want to have when your done, do you want a grappler with just enough striking to survive? Do you want a striker who thrives on TDD and defensive grappling? Or do you want a jack of all trades all arounder who can fight anywhere at anytime? Depending on your choices here, it will decide when exactly your fighter will be ready to compete. To be at the top level of competition, a lot of the top fighters are similar to this:
Sensational Muay Thai
Brown belt in BJJ
Secondaries will vary but generally speaking, this is a decent guess:
Sensational Punches, Kicks, Clinch, SD, possible Transitions and DG this high as well.
Exceptional-sensational TDD, possibly wonderful ish TD’s and GnP, just varies from fighter to fighter.
Physicals all will be around elite in level.
The fighter listed above would be either a striker with defensive ground skills or an all arounder whose primary forte is striking. This type of fighter would take about 18 months to 2 years to build depending on learning speed and how often you fight him early in his career. From my best learner, by the time he was 22 (this is in a private top of the line gym) he looked something like this:
Brown Belt in bjj
Secondaries, he had pretty much everything but elbows and knees at a usable level. His physicals were rather low, but about 6-8 weeks of heavy CT work and he would have been ready. Also, this guy hd fought 9 times during the roughly 15-17 months I managed him. If I had fought him less, he would have gained a couple more sessions and have been closer to completion. I don’t want to give too many specifics as I do not currently manage the fighter anymore and the person who currently manages him probably doesn’t want me sharing his skill set, even if it is slightly outdated.
As you can see, with the right gym it doesn’t take terribly long to build a solid fighter with the proper gym and training. It took about 5 game years with him to get his physicals at least to usable level on top of all the secondary training that was put in.
If you are in a public or semi-private gym (the latter primarily being org gyms) it takes about 1-3 game years longer to reach that point, depending on your fighter’s learning and how often you fight him. I prefer to always test my fighters early just so I can get a general idea on what hiddens they possess so I can think of what I have ahead of me long term as I don’t like training blind only to find out the fighter has zero confidence/heart/glass chin. At least by doing a test fight early you can get an idea of what hidden’s he has that can show while his physicals are still low so they won’t cover hiddens.
Hiddens that is an auto Keep: Granite chin (obviously)
Hiddens that I personally like to have if the learning is to the level previously stated: Intelligence and Heart.
Hiddens to be wary of: Cuts easily, primarily because you don’t know if he has any good hiddens or if they are all just about average. However, one of the best fighters in game history showed cuts easily so you never know. There are a crap load of variables in this game so you will eventually have to try things out and see what you yourself like. A lot of what I have put in so far is based on my preferences and what I have learned so far throughout my time playing this game.
Also, while on the topic of hiddens, I will mention a few things I have learned in my time in regards for hiddens, at HW, the key to becoming successful is KO power. That is by far the most important thing for a HW to have aside from skills and the like. Lower weight classes, chin and heart become more important as well as intelligence because if your fighter is more difficult to finish he always has a chance to win a fight, however remote it may be. That is why I almost always pick heart and chin when I create my fighters. But you should try things out and see which hiddens you personally like and think work best for the fighters you want to build. That concludes my portion on training and a close up on hiddens.
Chapter 3: Org walkthrough from a manager perspective
When your first starting out in this game, finding good orgs to be a part of is extremely crucial as the first few weeks you spend playing the game will be the deciding factor on whether or not you play this game long term. When your starting out, try to find some ID restricted orgs, this means that fighters with ID’s (what fighter they are numerically in terms of creation within the game) below the limit (so if a org was 195k+ that means anyone below 194999 in terms of ID can’t fight there) this will allow you to face competition who have a similar skill set to your fighters and you can avoid being thrown to the wolves.
If you can find a good org, they will send you fair fight offers and be willing to work with you if you want some time off to train or whatever you could want. Before you accept any fight offer at an org, check out your opponent to make sure it is someone you can reasonably expect to have a chance of defeating. Don’t accept fights where you don’t have a chance of winning outside of a good dice roll. You are still learning the game (in reference to new managers who are reading this) so there is no need to throw yourself into difficult fights. Just focus on learning the game and trying to figure out what works best for you.
When dealing with org owners, be polite and respectful, treat them how you want to be treated. If you treat them with respect, they will do the same to you. Make sure that if you decline something, whether it’s a fight offer or a contract, offer up a reason as to why if you want to. That way the org owner can understand where exactly you are coming from.
When you are starting out, if you are looking to fight, try to fight with each fighter at most once per month that way you get roughly 3 weeks of training in between fights at worst. I say 3 weeks because if your energy drops to the minimum it takes almost a full week for your energy to get back to 100%. That three weeks adds up to between twenty eight and thirty six sessions of training. That almost is enough time to get a single useless skill to wonderful (it will probably amount to between proficient and superb, depending on learning speed).
Have a good mix of fighters when you first start, some older fighters to help make you some money and a couple projects that you train for a couple months before get them heavily into fighting. The early months in every fighters life are crucial because that is the best time to train up any secondaries that you want to train up because physicals generally train at about the same rate regardless of fighter age. The difference is only what type of training you do (whether CT’s or individual physical training, the former dependent on class size, the later on energy). Also, I forgot to mention this earlier, BUT KEEP YOUR FIGHTERS MORALE AS CLOSE TO 100% as possible, to raise your fighters morale, buy clothes from closing shops and change them every day (the morale boost only comes from 148/150 condition clothes).
Most of your offers for contracts early on will range between 2000/2000/2000 and 6000/6000/6000, what are the three areas of the contract? It is signing bonus, which is the first number, the second number is fight pay, which is how much your fighter will get paid per fight as long as he shows up regardless of whether or not he wins or loses. The final number is the win bonus, it is the amount that your fighter will be paid should he win any of the fights while under contract, that is in addition to his fight pay, not just the win. It is a bonus for a reason.
The better your fighters perform, the more money they make, the more money they make, the more money you get which can allow you to get access to better training for your fighters.Better training=better fighters, better fighters mean you will be more successful in this game. If you are successful at a game, the more likely it is that you continue to play said game.
Don’t be afraid to turn down fights if you don’t think the fight is a good match up for you, or you want more training time. Just be sure to clarify that with the org owner. I rarely decline fights and if I do I almost always give a reason.
Chapter 4: Scouting your opponent.
This part of the game is mostly educated guesses and intuition than almost any other part of the game, other than setting sliders anyway. First, check your opponents record. How many finishes does he have? Are they mostly TKO’s or submissions? Does he have a lot of losses? Are they by finish or by decision? If a opponent has a lot of finishes by TKO or KO, he probably has a fair amount of power in his hands so when you are setting your sliders you need to be aware of that. If your opponent has a lot of submission wins, he has high submissions, intelligence/experience as though help your fighter when it comes to grappling. Then go check the opponents 1st fight (if they have had a fight) in order to see what (if any) hidden showed in their first fight so you can have an idea of what to look out for. After that, check your opponents primaries, while those are not 100% accurate, they can give you a general idea on what an opponent brings to the table. This is fairly self-explanatory on this part so I won’t go too in depth. If you have VIP, you can check the opponents fight stats which will give you a much better idea on what the opponent has skill wisely not to mention a general idea on his aggro/counter or damage/acc sliders. THIS IS NOT 100% ACCURATE, hiddens influence this a lot, not to mention if the person has a lot of short fights it won’t give a full picture so be sure to check to see his record on whether or not he finishes his opponent quick or not. That way you can best prepare yourself in order to combat the opponent’s strengths.
When you are looking at a fight, what style is your opponent? If he is a wrestler, what is the best thing to do to a wrestler? Punch him in the mouth and kick his legs out from under him. If you rob him of his gas tank with some well-timed body shots and kicks you can render his wrestling game virtually ineffective. If you are facing a guy who packs a lot of punch, you attack his gas tank, put him on his back or work in the clinch. Rob him of the chance to unload as many of those bombs as possible. If you are facing a point fighter, do more damage or out point fight the point fighter. Understanding your fighter is crucial, the more you know about your fighter in terms of hiddens, the better your chances are of success. Things like morale loss after a loss, how difficult he is to finish, how quickly he recovers or how he battles back after being rocked or knocked down or how difficult he is to being submit. All these things are clues to what hiddens your fighter possesses. If you know your fighter is difficult to finish, you can gamble a bit more in terms of striking since you know your fighter is pretty durable. You can go more aggressive or throw more damage without too much risk of being finished by strikes on the feet by your opponent.
Again this is a very general outline just trying to give you guys a general idea on how a long time manager does things, feel free to interpret and expand on this. Find your niche and way to do things, that is what I am trying to say. This is merely fundamentals, not specifics. The specifics I leave up to you.
As I said with hiddens, find what way works best for you, I use my head to set my sliders, I know some people just wing it or rely on their gut feeling to set them. In the current system take downs are very powerful so always be wary when facing a wrestler that you may have to gamble a lot more than you normally do in order to pull off the victory in a given fight. I generally end up pulling out a lot of decision wins because of the way my fighters are, as well as how I view the engine in a rational way. I fight conservatively in order to be sure I best avoid my opponent’s strengths as much as I can. A lot of my fellow managers do things that I find crazy or stupid but sometimes it works for them. Sometimes what I do allows me to win fights that I have no business winning. But YOU need to find your own way of how you combat your opponent. Find your own style and master it. I have found my style and I am attempting to master it.
Chapter 6: Running an Organization
Running an organization is something that feels like your working a chemistry set that could explode on you at any moment. From booking arenas, recruiting fighters, booking fights and cards, setting ads, production, setting the number of free tickets and dealing with sometimes annoying and idiotic managers, such is the life of a organization owner in MMA Tycoon. It is by far the most time consuming business to run in the game. The most common question is how much money should I have before I start an org? There is no real answer to this question, the more money you have at the start the better your chances are of succeeding because you have more money to spend on signing bonuses (which is the only thing you have to pay up front for in relation to fighters.) The more money you can throw around in contracts the better your chances are of signing fighters.
Recruiting is the most important part of running an organization, nothing else comes before that. Without fighters, you can’t book cards, you can’t book fights you can’t do anything else. However, you have to make sure you save money for arenas. The formula for arenas depends on the day, weeks its 10x the number of seats (so a 400 seat arena would be 4000). On the topic of arenas, do not over stretch yourself trying to grow your org quickly. Build your org up slowly (unless you have a sizeable amount to start with and you can lock down some bigger hyped guys) once you start selling out a arena on premium tickets, move to the next size up (750 or 1k, I would just do the 1k personally). From there continue working your way up. Try to book arenas a couple weeks in advance and stay on top of it, otherwise you will be scrambling and you will be stuck in a arena you can’t hope to fill.
Freebies (free tickets) are very useful as you slowly increase your arena size that way you get more people in seats, if you have people in seats, they will spend money on food and merchandise that in turn makes you more money. I always did premium tickets as they make you the most money per ticket (150 dollars a ticket) might as well maximize your chances for profit early by using the top of the line ticket and using free tickets to make up the difference.
Setting advertising is an art form, there is a delicate balance between maximize your chances for profit and ruining your chances for it by overspending on ads. For the guideline on ads and how much your event will sell tickets wise go to tycoontools.com and click on event helper, as well as the hype+pop average per fight (which I will get into in a minute)as well as give you a general amount to spend on ads. You can stick with that amount or you can spend more than that in the hopes of getting a few more people in seats. It is just a matter of how much you have to spare in the organization account. I varied from doing 25% more to just doing 10k+the amount to the nearest 5-10k number. There wasn’t a huge difference but you do get more people to buy tickets which is important.