The management sim mechanics in Weedcraft are clean and intuitive, but not in any special or new way. Because they only come to you to discuss money or threats, there’s no real sense of building a relationship with them. Every couple of minutes they'll ask for a raise, even if you're going under, and every other day they’ll mention that they were threatened by a rival gang member, which decreases their motivation to work for you. You assign your employees jobs by dragging their portraits into a little box and then just leave them be. Although this sounds interesting in theory, there’s not much to it in execution. Or maybe, just maybe, you’ll go down with them, your empire of dirt collapsing inwards on top of you. Maybe you’ll play dumb and let them take the hit for you maybe you’ll lie on their behalf, saving their skin and earning their gratitude (until they ask for a raise two days later). At the same time, they can slip up and get arrested, at which point you’ll need to decide what to tell the cops. As you progress through the game and go national, they can run weed from cities where it's legal to cities where it isn't-for a small fee, of course. These workers can grow weed for you, sell it on the streets, or run a front business designed to make your operation inconspicuous. ![]() As your business expands, you start to spend less time growing weed and more time managing employees, all of whom have three stats: growing, selling, and interpersonal skills. Weedcraft's management sim systems are designed quite well. At the start you're only selling a couple of grams at a time, but you'll be shifting top-quality greenery for tens of thousands of dollars a pop before you know it. In order to make ends meet, you need to sell astronomical amounts of weed. Next thing you know, you're Johnny, failed MBA student who has turned to drug dealing. When you boot up Weedcraft, you're treated to a soundtrack composed of percussive hip-hop beats and instrumental vocals.
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