Thank you for your response, and very rapid troubleshooting! I look forward to playing this in full when it is released. I attempted another brutal playthrough and have the following two comments/questions:
(1) the tooltip on recruitment day indicates that a team of six is mandatory, when in fact it is not. I would recommend adjusting this phrasing to suggested
(2) A question regarding salary - It appears that the payday is set in stone at 14 day intervals as opposed to rolling based on when a recruit is recruited. If for example, I purchased a new character on day 13, paying 1x their salary, would I have to pay that salary again on day 14 for payday? How does the game track recruits on days between 1-14? I would recommend definitely adding a tooltip regarding this since it appears at present it is only cost efficient to recruit on n+14 days, and potentially considering adding two costs to a unit - one cost for the unit up until the first payday that tracks how many days they will be with your team (e.g. recruit on day 7 has a 500 base 14-day cost, but costs 250 for the 7 days from day 7 to day 14), or some other alternative to this. Part of the fun of these team-building games in the TPA series is building a good team, so disincentivizing team-building on days other than efficient days seems counterintuitive.
(1) the tooltip on recruitment day indicates that a team of six is mandatory, when in fact it is not. I would recommend adjusting this phrasing to suggested
(2) A question regarding salary - It appears that the payday is set in stone at 14 day intervals as opposed to rolling based on when a recruit is recruited. If for example, I purchased a new character on day 13, paying 1x their salary, would I have to pay that salary again on day 14 for payday? How does the game track recruits on days between 1-14? I would recommend definitely adding a tooltip regarding this since it appears at present it is only cost efficient to recruit on n+14 days, and potentially considering adding two costs to a unit - one cost for the unit up until the first payday that tracks how many days they will be with your team (e.g. recruit on day 7 has a 500 base 14-day cost, but costs 250 for the 7 days from day 7 to day 14), or some other alternative to this. Part of the fun of these team-building games in the TPA series is building a good team, so disincentivizing team-building on days other than efficient days seems counterintuitive.