SimWiki
Skills & Stats
Skills drive action outcomes across careers. Invest where you plan to act most, but keep a baseline to avoid weak spots.
The 10 skills
- Charisma: Rallies, fundraising, persuasion
- Communication: Speeches, debates, media, lyrics clarity
- Creativity: Song quality, innovative actions
- Networking: Investor/donor interest, relationships
- Performance: Gigs, rallies, public appearances
- Leadership: Political effectiveness, team direction
- Analytical Thinking: Strategy, planning, some business calcs
- Financial Acumen: Investor offers, business success
- Resilience: Consistency, handling setbacks
- Technical Proficiency: Execution quality, production polish
Starting points & practice
- All skills start at 1; age grants more starting points to allocate.
- Practice cost: $10,000 + 5 Energy per skill point (per practice).
How skills affect outcomes
- Music quality: Creativity, Communication, Performance, Technical Proficiency.
- Buzz growth: Performance and Charisma (via gigs), Communication (messaging).
- Rallies: Charisma + Performance; targeting helps effectiveness.
- Fundraisers: Charisma + Financial Acumen + Networking.
- Investors: Financial Acumen + Networking + Leadership.
Where to go next
- Energy System – plan Energy spend for practice.
- Resources – balance cash vs. skill investment.
- Career Tracks – pick skills that match your path.
Tips & Tricks
- Focus: Specialize 2–3 skills tied to your main actions.
- Baseline: Keep Communication and Charisma reasonable for cross-domain interactions.
- Cash gating: If low on cash, delay practice and do cash-generating actions first.
- Pair practice with regen: practice when you have spare Energy but limited cash to act elsewhere.
FAQ
- Can I edit skills? Not currently; allocate carefully and use new characters for radically different builds.
- Is there a cap? 100 for each skill.