Posted this elsewhere after playing full Ketchup a bunch of times, but the Trainer is extremely underpowered compared to the other two.
When looking at opening milestones there doesn’t seem to be any comparison. Marketeer gets the -2 distance, $5 for everything marketed, free kitchen trainee & errand boy and the lemonade milestone of training on the job. This sets them up immediately for all other food selling milestones, and the ability to grow their company with reliable on the job training and assured money from marketing and selling food.
Recruiting Girl gets the immediate massive company, can easily go into waitresses and coffee (and luxury manager) to secure money for training, or follow marketeer to pick up the other food milestones (being careful of marketeers lemonade training and reduced distance). They can get night shift manager before anyone else.
Trainer gets an extra trainer and doesn’t fire people when broke. The second seems very strong, but the other two openings simply won’t go broke. Marketeers will be getting marketing money from round two, and reliable sales from 3 onwards. Recruiters will have waitresses for costs or coffee shops setup from round two as well as the night manager. The first Trainer bonus is just an extra hire that actually restricts your next turn to get the most out of it- to use the extra trainer you want two people to train, but if you wanted to go straight into business developer for the necessary new house milestone for example, you have to either wait a turn or lose the usefulness of an extra train. Whoever you train round 2 needs to stay at the beach round 3 for the 2nd trainer to be used.
If trainer is on their own island or far enough away from marketeer they can get unclaimed sales milestones, but this plays out like a worse recruiter. Instead we tend to go new business developer for the house bonus and ether coach, guru or night shift manager (if left in a 4p game) to hire and promote people to the top spot straight away, build a team for the big payday.
The issue is, the fast pace of the expansion game means the bank busts twice before trainer can have their mega turns. The trainer has to develop both their management structure which the recruiter has, and get a food and marketing team in place which the marketeer has. Not only that, but as soon as they start to make their money, the second part of their bonus becomes moot.
Now I’ve read enough plays of this to know Trainer opening is generally regarded as significantly weaker than the other two, but was wondering about a couple of changes and was curious if people had tried them out:
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Removing the “remove on turn 2” marker, so either recruiter or marketeer could still jump on this. I don’t think marketeer would bother, so it might just force recruiters hand, but I actually don’t think recruiter needs it.
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Swap the “extra trainer” perk with lemonade’s “train on the job” perk.
That swap is something I want to put into practice, but haven’t played it since"!