Two clicker's guide to managing wellness and happiness

Day 964, 07:37 Published in Japan USA by roland_up
Playing the game using minimal amount of gold

With v2, there is a lot of emphasis on using gold booster to aid you in your everyday gameplay, I believe there is no inherit right and wrong about using gold. Gold is just a commodity that is given to you to sell and convert into a currency to spend, invest in a business, etc.... But, there are so few gold given to you in game, if the players need a lot of gold to do even the basic, then perhaps, it is just not sustainable in the long run. It is certainly the case with the two clickers (WHICH REPRESENT MAJORITY OF THE PLAYERS IN THE GAME) who sometime cannot log in, and thus have limit their chance of getting the gold bonuses, like hard worker, or congress, etc from the game.

How can two clickers survive this new environment? The case lays in optimising the activities you want to undertake by minimising the wellness and happiness spend, and maximise the usage of options that will recover your wellness and happiness without spending too much money

With this goal in mind, let's begin by examine the different ways you consume or recover your wellness and happiness in the game.

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For people who have played the game for a while, wellness shouldn't be a strange term for you, it is your citizen's state of health. Wellness affects your productivity at work, and your ability to fight in battle, it is one of the most important factor your citizen should keep track off.

Apart from the battlefield (which at this point has not been opened), you will consume some wellness while performing these activities:
- Working (the loss depends on the quality level of your company, Q1 company consumes 1 wellness, Q2 company consumers 2 wellness and so on)
- Training (Consumes 1 wellness)
- Library (Consumes 1 wellness)

Note: You can't view the Q level from the company page anymore, but you can estimate it from their product's customised points based on these. (LINK)

Based on these, the tricks to minimise wellness spent is to work in a lower Q company, and reduce to the number of activities you want to do. For example, instead of work/train and go to the library everyday, you can work/train on one day, and work/goto library on the next day, and instead of spending y hours at the library and train every day, you go to the library for 2*y hours on one day, and 2*y hours on training at the next day, this will save you from using 1 wellness everyday.

And if you don't need to train or goto library, just skip it every 2 days, and that way, you can save spending more wellness.

Apart from conserving wellness, there are a number of ways you can gain wellness from the game.
- Hospital, the hospital will recover a fraction of wellness you spent in a battle.
- Food, (Depends on the customerisation of the product, food may recover a certain amount of wellness everyday)
- House, (Depends on the customerisation of the product, the house may recover a certain amount of wellness everyday)
- Health Kit (Recover 20 wellness for 0.5gold or about 20JPY)

For the two clickers, if you want to recover your wellness in your everyday life, food and house is probably your only realistic option if you want to minimise the gold spent.

Unfortunately, life isn't so simple for you smarties aiming for high wellness and happiness, the game uses diminished gain for people who has high wellness and happiness, and so if you have a food that gives you +4 boost to your wellness, if you have more than 90 wellness, the food will only give you 2.4 wellness boost.

Anyway, let's assume you are working at a Q3 company and you are carrying out 2 of the activities on a day, that's a total of 4 wellness you will spent each day. Assuming you are starting at 90, using the forumla given for wellness recovery:

wellness_boost_required = (1.5 - (w_end_turn/100)) * (food_boost + house_boost)
(food_boost + house_boost) = 4/(1.5 - 86/100) = 4/0.64 = 6.25.

So in actual fact, your food and house boost combine need to give you 6.25 wellness if you want to recover 4 wellness under diminished gain at 90 wellness. This can come from a food that gives you 2 wellness and house that gives you 5 wellness, or a food that gives you 4 wellness and a house that gives you 3 wellness, and so on. This is probably going to be a very board topic, so maybe I will go into it in another article, but your interest is to minimise spending. So you should do some calculation on the average spending you need to spend each day to get the 6.25 wellness from your food or houses.

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Happiness shares some similarity with wellness, it is another parameter that was brought into the game in v2, and it is important that your citizen should manage it carefully or otherwise, your productivity and your performance in the battle will suffered.

The main difference between happiness and wellness based on how it is consume and gain. Wellness consumption is based on the number of activities you perform, happiness usage is based on the hours you spent on the activities. Wellness is mainly recovered through food and houses, but happiness on top of that can be recovered using the leisure booster in game, which can be use for no charge (You do lose time you spent in leisure).

Based on its characterisitics, the principle to maintain your happiness is to balance your work/train/library time with time spent in leisure, housing and food boost and any additional booster you can afford.

Of course, if you don't want to use lots of gold or money on food and houses or to use the additional boosting in your leisure time, then you should control the amount time allocated to your activities (work/train and library).

Because of the restriction with the maximum hours you can spent on your activities, which is limited to 12 hours, you cannot have a day to spent in leisure for say 16 hours and then work 8 hours, this certainly limited the variations you can using your leisure time to recover your happiness (because this will only give you a +1 happiness boost assuming you used up all your time).

This arrangement is the optimal solution that allow you to maximise the time you spent on other activities without using food/house or the additional booster.

Day 1: Work or Train or Library: 12 hours, leisure: 12 hours (give +1 happiness)
Day 2: Work or Train or Library: 13 hours, leisure: 11 hours (lose 1 happiness)
Day 3: Work or Train or Library: 12 hours, leisure: 12 hours (give +1 happiness)
Day 4: Work or Train or Library: 13 hours, leisure: 11 hours (lose 1 happiness)
and so on....

Of course, if you can afford to pay for food and house happiness booster, you can reduce the amount of time you need to spend in leisure. The happiness boost formula is shown as the following:
happiness_boost_required = (1.5 - (h_end_turn/100)) * (food_boost + house_boost)

Note: it is exactly the same as the wellness booster formula from food and houses.

Let expand on the example we used for happiness, the player is now spending 14 hours for work and training, and 10 hours in leisure for a day, the happiness gain is 10-14+1, which is -3. So, after these activities, the player loss 3 happiness.

To recover these, we can calculate the food and house booster he need using the formula.

3 = (1.5 - (87/100)) * (food_boost + house_boost)
(food_boost + house_boost) = 3/(1.5-0.87)), which equals to 4.76, if you want to spend more time on your activities, or to keep your happiness at even higher level, the amount of food and house booster will be higher.

Conclusion

What I have show you is some of the ways you can manage your wellness at a high level without spending too much money, if you dont make that much money, conserve your wellness used by minimised the number of tasks you want to do each day, or work at a lower Q company if the pay isn't that much different, use food and housing booster on recover your wellness, while only use the leisure booster for happiness.

Of course, if you can afford it, then you can reduce the amount of time you spent for leisure, and use the food/house or even the gold booster to recover your happiness as well as wellness.

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This guide is is dedicated to Angrr who has suggested we do something like this to help people migrate to v2, although at the time it was impossible because there were no numbers available to crunch, so we didnt really have anything to write about. Unfortunately, he has decided to leave the game, and I do hope he reconsider his decision, because he is one of the oldest players in this country who is still active and tries to give his two cents and as well as help to the community. His experience will be valuable to the whole community.

And it should note that I am not writing this to win his competition and I wont accept the prize even if he offers them.