Mechanic model
Satisfaction-scaled
Skill 80 × Satisfaction 50 = Effective 40
A high raw skill can perform much worse when employee satisfaction is low.
Employee skill inspector
Search a role to see how its skill is used, which businesses need it, whether satisfaction changes its effect, and where the important skill breakpoints are.
21 current skills
Filter by player-facing role or by the mechanic that turns a skill level into an in-game effect.
21 skills shown
The same number can represent service quality, continuous output, management capacity or a vehicle unlock.
Mechanic model
Skill 80 × Satisfaction 50 = Effective 40
A high raw skill can perform much worse when employee satisfaction is low.
Mechanic model
Factory Skill 80 = 90% output multiplier
Satisfaction does not scale the recovered Factory Worker production formula.
Mechanic model
HR Skill 74 → 75 = 30 → 40 employees
Crossing one meaningful level can matter more than several points between breakpoints.
Mechanic model
Driver 75 unlocks Delivery Truck
The key question can be whether the employee reached the next vehicle requirement.
Only confirmed mechanic families are placed in the first two groups. Unresolved professional effects remain explicitly role-specific.
Cleaning · Customer Service · DJ · Gym Trainer · Hair Stylist
Factory Worker · Purchasing Agent · Security Guard
Delivery Driver · Headhunter · HR Manager · Logistics Manager
Compare mechanic, use and economic context—not which skill number is “better.”
Production & Logistics
Factory output uses raw skill and is not scaled by employee satisfaction.
Customer & Service
Effective Customer Service is raw skill multiplied by employee satisfaction.
Base wage is useful context, not a value ranking. Current employee wage also depends on skill and game settings.
Skills represent different employee roles. A retail service role, factory position and headquarters manager can all show Skill 80 while using that number in completely different systems.
Not every role uses the same formula. Confirmed customer-facing paths can multiply skill by satisfaction, while Factory Worker output, security contribution and several manager systems use raw skill.
Some skills scale continuously while others have breakpoints. HR Manager capacity changes at specific levels, Delivery Driver gates vehicle eligibility and Logistics Manager capacity changes with the warehouse's base destinations.
Training changes both skill and employee economics. Paid training raises wages, while natural growth requires high satisfaction and relevant work. Use Recruitment, Training, Job Demands and Scheduling for the next decision.