Wrestle-Angels-Survivor-2-English

Management mode

How the management game works: the monthly turn, money, popularity, shows, recruitment, training, and the events and story. The numbers are from the executable’s code and data. Where the developers’ debug printf strings sit next to a calculation, they name each quantity, so the formulas are reliable labels, not guesses.

Nothing on this page has been checked in the game yet. Findings are marked from the code (with the address), from text (an on-screen string, exe.csv id) or inferred. Integer division truncates throughout, which matters for training (§8.3). Checks worth doing in an emulator are under Open questions.

A month-by-month timeline of every event and what unlocks it, with a year-by-year track and when each wrestler is available in each era, is the interactive page timeline (open it on the GitHub Pages site; GitHub shows only its source).

Contents

Short answers

How do decisions affect the game? Almost everything runs through two numbers: your share in each prefecture and your wrestlers’ popularity. Popularity is mostly a wrestler’s ability rating (§3.3), so training is what eventually fills arenas. Share and popularity set attendance, attendance sets ticket money, and the top three wrestlers’ popularity sets the TV contract. Venue choice decides whether a show makes or loses money, because rent is charged on capacity, not on the crowd.

How much should I spend on recruitment? (§6)

Is there a story? No fixed plot. The code picks every scene from the calendar, stats, flags and random rolls; the scripts only show it. The one story thread is the Final Series, and the endings depend on how you do in it (§9).


1. The month

1.1 Turn order

From the code (0x219c60) and text (0x4fd878, 0x4db870). One turn is one month.

  1. Office work: any number of commands, as AP allows (menus in §1.3).
  2. “End this month’s office work” → book the month’s shows: 0-8 show days.
  3. The shows, then the monthly financial report.
  4. Month change: events and news for the next month (§9.4).

The year counter goes up in April (the Japanese fiscal year) and wraps around, so the game has no last year (from the code 0x219ca4).

1.2 Calendar

| When | What | Source | |—|—|—| | April | The year counter goes up; the game starts in April of Year 1 | code 0x219c8c, 0x21affc | | January | Pro Wrestling Awards, then contract renewals | code 0x27f124, 0x2efb80 | | February / March | Valentine’s Day / White Day | code 0x239e68, 0x239f38 | | March of a Final Series year | Final Series | code 0x21ad34 | | May | First-pitch offers | code 0x23a740 | | October | School festival offers | code 0x23a830 | | December | EX League invitation (rating ≥ 2500, 2+ non-junior wrestlers) | code 0x215c10 | | December | CPU promotions never invade | code 0x214318 |

1.3 Office menus

From text (help strings; the menu labels themselves are images).

Menu Commands and costs
Wrestlers personnel, coaching staff, tryout (1-99 AP), rookie scouting (50 AP), transfer talks, guest booking, release, urge retirement, overseas tour (5 AP per wrestler per month), vacate title, hire coach (100 AP), dismiss coach
Management overseas partnership and ending it, expand/sell facilities, create belt, advertising, events (autograph session 50 AP, concert 100 AP), invade, vacation (30 AP per eligible wrestler)
Info promotion data, history, rankings, belts, share map, other promotions (free)
Gym training schedules, coach assignment, talk (10 AP, once a month), special training (20 AP), practice match
System save/load, options, years until the Final Series, how CPU shows are shown

Other costs: a present on a wrestler’s 20th birthday 10 AP, returning White Day gifts 10 AP each (text 0x4f65c8, 0x4f0be0).

1.4 The Final Series - the goal

From the code (0x21ad34, 0x20a770-0x20a8c0, 0x25e598) and text (0x4f8c60-0x4f9468).

1.5 Endings

From the code (0x20a618, 0x22e828, 0x22eb48).

1.6 Bankruptcy

From the code (0x2f3984, 0x2103c0-0x2106e4).


2. Money

2.1 AP

AP is the only currency. 1 AP = ¥100,000 (from the code 0x2888cc, 0x301c68). The books are kept in yen; at month end AP += (income − expenses) / 100,000. AP is clamped to ±999,999.

Starting AP: 5000 / 4000 / 3000 at difficulty 1 / 2 / 3, +1500 with the president skill Assets (from the code 0x2106e8, 0x210760).

2.2 Income

From the code (0x288c60-0x289258, 0x2f1360-0x2f14d0, 0x20ffe8-0x2100bc).

Source Amount
Tickets ¥4,000 per spectator (1 AP per 25 people)
TV rights, monthly cable or local 10 AP, national late-night 25, prime time 50, golden time 100
Merch shop / restaurant, monthly per prefecture 1-9 AP by your share there (table below); in a “fever” month merch ×10, restaurant ×15
Sponsors (up to 4) each (popularity − 600) / 5 AP a month; a Connected wrestler counts +300 popularity
Showbiz work movies, CMs, photo books, CDs (§9.4)
Concerts top wrestler’s popularity × 3 dice / 100 AP (§3.2)
Awards MVP 300, rookie 150, best singles bout 150, best tag 100, best junior 100 AP
President skill Wealth +50 AP a month
Your share in the prefecture < 8 % 8 15 22 29 36 43 50 ≥ 57 %
Shop income, AP / month 1 2 3 4 5 6 7 8 9

Fever months (from the code 0x212910, 0x212bb0): a goods boom comes 4 % a month and a restaurant on TV 5 %, each announced 2 months after its roll. The goods boom is bugged: it pays each merch shop a flat token amount (about 0 AP) instead of ×10. Food poisoning (1 %) closes one restaurant.

2.3 Expenses

From the code (0x2892b0-0x28987c, 0x288e70-0x288f84).

Cost Amount
Venue rent, per show day capacity × ¥4,000 × rate %, whether or not it fills (§4.1)
Salaries annual salary / 12 each month
Running cost promotion rating / 100 AP a month (rating 3000 → 30 AP)
Coaches about 3 AP each a month
Overseas tours 5 AP per touring wrestler
Guest and foreign wrestlers 1-50 AP per appearance, by popularity

The president skill Management cuts venue rent, running cost and tour cost by 10 %.


3. Share and popularity

3.1 Share

From the code (0x20e498, 0x20f268-0x20f888, 0x289920-0x289ab4).

Event Share change
Founding show home prefecture +5 %, the rest of its region +1 %, 20 random prefectures +1 %
Each show day +1 % there, +2 % more if sold out, +1 % more at 95 % full
No show in a prefecture −1 % every 6 months
TV national slots +1 % everywhere every 3 months; cable every 6 months; local +1 % in its region every 3 months
Autograph session (50 AP) +1 to +3 % in one prefecture
Concert (100 AP) +1 to +4 % in one prefecture
Final Series 1st/2nd/3rd +5 / +2 / +1 % everywhere

Advertising adds share for the current month only (it is added when attendance is worked out, then cleared):

Ad Cost Effect this month
TV commercial 200 AP +10 % in every prefecture
Print 100 AP +5 % in every prefecture
Radio 50 AP +2 % in every prefecture (in the code; the player’s menu text lists only the other three)
Ad truck 50 AP +5 % in one prefecture

3.2 Autograph sessions and concerts

From the code (0x2fe5c0, 0x2fe880).

3.3 Wrestler popularity

From the code (0x23b640, 0x238860, 0x23cc40).


4. Shows

4.1 Venues and rent

From the code (venue table 0x4e02e0, 0x50 bytes each; rent 0x288e70).

Capacity ≤ 1,000 1,001-2,000 2,001-3,000 3,001-5,000 5,001-7,000 7,001-10,000 10,001-29,999 ≥ 30,000
Indoor 30 % 33 % 41 % 54 % 62 % 71 % 76 % 85 %
Outdoor 25 % 26 % 34 % 43 % 56 % 62 % 72 % 85 %

A dome must be 85 % full to break even; a small hall makes money at 30 %. Outdoor venues are cheaper but weather hits their crowds (§4.3).

4.2 Show formats

From text (0x4edb08-0x4ede38).

4.3 Attendance

From the code (0x26ce90 = 0x26bc48 + 0x26c318, then 0x26c8f8). A crowd is a walk-up part plus a core part, then modifiers.

The card’s draw. Each wrestler’s popularity is lowered by 200 if she is foreign and by 100 if she belongs to another promotion. A star is a wrestler at 1100 or more. With the top four p1 ≥ p2 ≥ p3 ≥ p4, the card’s draw is E = p1 + p2/2 + p3/4 + p4/4, times a star bonus: 4 stars ×1.1, 5-6 ×1.2, 7 ×1.3, 8 ×1.4, any other count ×1.5. That last case includes 0-3 stars, which looks like a bug: the CPU’s version of the same table gives ×1.0 for 0-3 stars (from the code 0x26b6b8 vs table 0x4dcb68).

Walk-up crowd (0x26bc48):

walk-up = (share% / 4 + 2) × K × E / 10 × rest × weather   (+10 % with a hometown wrestler)
          + 100, at most half the capacity
Days 1 2 3 4 5 6 7 8
≥ 30,000 100 70 50 30 10 10 10 10
10,000-29,999 100 80 70 60 50 40 30 20
3,000-9,999 100 80 70 60 50 50 40 40
1,000-2,999 100 90 80 70 70 60 50 50
< 1,000 100 90 90 80 80 70 70 60

Core crowd (0x26c318):

core = (total card popularity / 50 + fans) × matches × main event × repeat × rest × quality

Modifiers (0x26c8f8):

crowd = (walk-up + core) × title × random(85-115 %)
        × 0.7 if you sat out the Final Series this month   × 1.05 with Publicity
        × (0.4 + share% / 200 × K)   + 200,   at most 105 % of capacity

5. Rating, TV, belts and facilities

5.1 Promotion rating

From the code (0x2109f8; some weights inferred).

rating = Σ roster popularity (at least 100 each; the top wrestler ×1.5 if 800+)
       + half the prestige of each held title   + half each overseas partner's value
       + HQ level × 3000   + gym and dorm levels × 300
       + 5 per merch shop  + 15 per restaurant

Rating sets the running cost (rating / 100 AP a month) and gates TV (3000) and belts.

5.2 TV

From the code (0x212f60, 0x2132b0-0x213a70).

Current slot Cancelled Downgraded Renewed Upgraded
Cable / local < 201 - 201-280 ≥ 281 → late-night
Late-night < 201 201-280 → local 281-340 ≥ 341 → prime (after one “nearly” renewal)
Prime < 251 251-320 → late-night 321-380 ≥ 381 → golden (after one “nearly” renewal)
Golden < 251 251-380 → prime ≥ 381 -

5.3 Belts

From the code (table 0x4fe718; requirement columns inferred from text 0x4fde98).

Belt Cost Rating Wrestlers
1st 1000 AP 2000 6
2nd 3000 AP 3000 8
3rd 5000 AP 4000 10

New belts start at prestige 0; how prestige grows was not found. A belt not defended for 5 months brings a warning, and at 6 months it is stripped (text 0x4f7db0). Partner promotions’ belts have prestige 500-1100.

5.4 Facilities

From the code (cost table 0x4dd488, effects 0x4dd500). Selling a level refunds 70 %.

Facility Cost of each level Effect at level 0, 1, 2, …
HQ building (max 3) 5000, 10000, 30000 rating +0 / +3000 / +6000 / +9000
Dorm (max 5) 500, 1000, 3000, 5000, 10000 wrestler limit 6 / 8 / 10 / 12 / 14 / 16
Gym (max 4) 500, 1000, 1500, 2000 coach limit 1-5; 2 special trainings a month from level 2
Tour bus (max 4) 500, 1000, 1500, 2000 trust +0 to +4 a month; injuries −5 % per level
Merch shop (one per prefecture) 500 income by share (§2.2)
Restaurant (one per prefecture) 700 same table; fever ×15

The HQ’s +3000 rating also adds 30 AP a month of running cost: buy it when you need the rating.

Overseas partnerships send foreign wrestlers and add to the rating. Cost 600-1100 AP by promotion, ×1.5 if it already has a partner, ×0.8 with Worldly (from the code 0x2cf410).


6. Recruitment

6.1 Talent grades

From the code (roster record +0xdc). Every wrestler has a talent grade 0-5, 0 best: the series’ stars are grade 0. Talent scales all training (130 % for grade 0 down to 80 % for grade 5, §8.2). Rookies appear by debut year and can be found until 2 years past their starting age (and under 20). After that they probably stay free agents until 27 (inferred).

6.2 Tryout (1-99 AP)

From the code (0x2e1d98; debug 0x4f2ff8). Once a month; needs a free dorm place. The AP is paid up front. There is no signing roll: you choose whether to hire.

score = AP − 30 + 5 × (6 − roster size) − random(1-100)

The score picks a row of grade odds; the game then takes a rookie of that grade, or a worse one if none is left (never a better one).

Score ≥ 80 70-79 60-69 50-59 40-49 20-39 < 20
Chance of grade 0-2 30 % 38 % 33 % 28 % 23 % 18 % 13 %

The top row is worse than 70-79: probably a typo in the data.

Roster 1-30 AP 50 AP 70 AP 90 AP 99 AP 2nd candidate at 99 AP
1 3.0 % 3.9 % 5.6 % 8.3 % 9.4 % 94 %
6 3.0 % 3.0 % 3.6 % 5.0 % 6.1 % 69 %
10 3.0 % 3.0 % 3.0 % 3.6 % 4.1 % 49 %

Spend 1 AP or 99 AP. 99 is worth it with a small roster and 2+ free dorm places (two candidates most of the time). With a big roster a tryout is a lottery whatever you pay.

6.3 Rookie scouting (50 AP)

From the code (0x2e2f40, 0x2e34f8). Once a month, in one region; each further region costs another 50 AP. Three rolls, each finding the best available rookie of the rolled grade or worse, born in that region:

  Grade 0 1 2 3 4 5
Normal 15 % 20 % 25 % 20 % 10 % 11 %
With Network 30 % 40 % 31 % - - -

Visit: success 60 % (70 % on a return visit), ×0.7 Shy, ×1.4 Friendly, ×1.5 Eloquence. A signing probably also costs 10 AP per year of her age (inferred from the report text 0x4f4db0). Kanto has the most rookies (16 of the 79), Hokkaido the fewest (4). Foreign wrestlers are never scouted.

Scouting beats any tryout for quality: 35 % a roll for grade 0-1, against at most 9 % for a 99 AP tryout.

6.4 Transfers (rival wrestlers and free agents)

From the code (0x2e4400; debug 0x4f3390-0x4f3448). Once a month.

Example target Target +50 AP +99 AP +99 with Eloquence
Weak free agent (rating 450, trust 500, pop 300; your roster 8) 98 52 % 100 % 100 %
Mid free agent (700 / 500 / 600; roster 10) 125 25 % 74 % 100 %
A rival’s #3 (800 / 600 / 700; roster 10) 153 0 % 46 % 97 %
A rival’s ace (1200 / 800 / 1200; roster 12) 234 0 % 0 % 43 %

The same ace with 99 AP every month: 0 % → 6 % → 26 % → 51 % → 69 % (with Eloquence 43 % → 78 % → 92 % → 100 %).

How much to add: each AP is +1 % (+1.5 % with Eloquence) until success is certain at about target AP; more is wasted. Prefer targets with low trust, Wanderer or Friendly, outside their promotion’s top three, and keep your own roster small while poaching.

6.5 Guests, partners and coaches

From the code (0x2c4908, 0x2c4a10) and text (0x4ee600, 0x4ee748).


7. Keeping wrestlers

7.1 Salaries and renewals

From the code (0x3013b0, 0x302740-0x302b68).

demand = (max(rating, 400) × max(popularity, 300) + previous × 3/100) / 10 × (100 + greed %)
         at least 90 % of the previous salary, at least 12 AP a year

Greed is a per-wrestler value from −50 % to +50 %. You can make up to 3 offers:

Offer Result
≥ 111 % of the demand satisfied: trust +200, affection +100
96-110 % normal
70-95 % unhappy: her trust is capped at 850 for good
< 70 % very unhappy; after the third such offer she probably leaves (inferred)

7.2 Trust, affection and morale

From the code (0x23f4d8-0x23f5f8). Each wrestler has trust (in the promotion), affection (for the president) and morale, each 0-1050. Trust matters most:

Trust rises with good renewals, vacations, a tour bus and successful talks; it falls with failed special training, firing coaches and unhappy contracts.

Talk (Gym, 10 AP, once a month): praise, scold or encourage, each succeeding 70 % (84 % with Eloquence); mediate clears a grudge 20 % (40 %). The amounts by which trust, affection and morale change are per wrestler (from her roster record), so the same verb works differently on different wrestlers; Mysterious wrestlers react randomly (from the code 0x2083c4-0x2083a0, 0x280e78, 0x23b430).

7.3 Retirement

From the code (0x23ac60, 0x23af88, 0x235fa8).


8. Training and growth

8.1 Stats

From the code (0x236eb8-0x237740, 0x2379a8, 0x238860).

# Attack / defence (cap 2000 each, attack + defence ≤ 3199) # Basic (cap 1200 each, total ≤ 4699)
0 / 1 Throws 10 Strength
2 / 3 Holds 11 Dexterity
4 / 5 Power 12 Stamina
6 / 7 Strikes 13 Recovery (lowers injuries)
8 / 9 Aerial 14 Speed

Grades 0-15 are thresholds at 100, 200 … 800, 950, 1100, 1250, 1400, 1550, 1750, 1950. Rating = average of the 15 stats + 10 per learned move, and popularity follows rating (§3.3).

8.2 Age phases

From the code (0x23c1a0, tables 0x4bf7a0-0x4bf830). Years since a wrestler’s starting age put her in a phase; her growth type and length (per wrestler) set how long each lasts. Growth always lasts 4 years (phases 0 + 1); the type decides how much of that is phase 0, the length how long the peak and decline last.

Phase 0 fast growth 1 growth 2 peak 3 decline 4 late decline
Stat cap potential +200 +200 +0 −300 −600
Natural growth per month (per 300 below the cap) +6 +4 0 −4 per 300 above −6 per 300 above
Training bonus +80 +40 0 −40 −80
Match EXP bonus +3 +2 +1 +1 0

The cap is not a hard limit: training adds on top of it. Near the cap, only natural growth stops. In decline, only stats 300+ above the lowered cap shrink.

8.3 Training power

From the code (0x236608). Each wrestler has one training value per month, and each of the 4 schedule slots spends all of it:

time  = 3 × (30 − matches this month) × coach (1.0 none, 1.3-1.5 hired, 1.4 president)
        × 2 if special training succeeded, × 0.5 if it failed     × 1.1 Hard Worker
power = (match EXP + time + phase bonus) × talent (130 / 120 / 110 / 100 / 90 / 80 % for grade 0-5)
        × injury (100 / 80 / 50 % at level 0 / 1 / 2)   ÷ 2 in a slump
per slot = (power + 2) / 4

Hospitalised wrestlers don’t train.

Situation (talent 100 %, no matches) Per slot
Phase 0, no coach 43
Phase 0, best coach 54
Phase 0, best coach, special training success 88
Phase 2, best coach 34
Phase 4, best coach 14

8.4 Schedules

From the code (0x236a4c-0x2377ac; pointer table 0x3cb9d8). Four slots a month.

Option Where the points go
Individuality (default), Coach growth spread over every group by fixed small percentages
One basic stat 60 % to it, 10 % to each other basic
All basics Strength, Dexterity and Stamina only (Recovery and Speed get nothing, as coded)
Attack / Defence 80 % over the five attack (defence) stats, 4 % to each basic
A style (Throws / Holds / Power / Strikes / Aerial) that style’s attack and defence + one basic (Strength / Dexterity / Stamina / Recovery / Speed)
Weakness the lowest stats in each group
Rest nothing; helps injuries heal
New move / Move level move EXP instead (§8.7)

Every share is rounded down separately, so options that split points many ways lose them. Points gained from one slot:

Power per slot Individuality / Coach All basics One basic Attack Defence Weakness A style
20 9 20 20 16 14 18 20
33 15 32 31 29 28 24 32
50 47 49 50 50 47 45 49
80 68 80 80 79 78 78 80

The default Individuality wastes about half the points below 40 per slot. Use a style or a single stat.

Refusal: a wrestler with trust below 100 refuses practice 50 % of months (taking 2 slots). Keep trust at 100+ and it never happens.

8.5 Coaches and special training

From the code (0x2363a0, 0x236608, 0x282ef0, 0x2120e0; coach table 0x466cd0).

8.6 Matches and injuries

From the code (0x23e308, table 0x4c0738; 0x23e668).

Rating difference ≥ 201 151-200 101-150 51-100 −49 to 50 −99 to −50 −149 to −100 −199 to −150 ≤ −200
Win 16 8 6 5 4 3 2 1 0
Draw 8 6 4 3 2 1 0 0 0
Loss 3 3 3 2 1 0 0 0 0

Honest wrestlers gain more from wins (up to 20) and can lose EXP on losses; Rebels gain more from losses. Each match also costs 3 × coach of training time, so a win over a stronger opponent pays off; many matches against weaker ones slow growth.

8.7 Moves and skills

From the code (0x2377c0-0x237e18; tables 0x4c0cc0, 0x4c0ce8).


9. Story and events

9.1 No fixed plot

From the code (0x2009a0, 0x230af8) and the scripts (all 242). Each wrestler has about 108 short scenes (scouting, joining, training, media, injuries, retirement, endings …), always the president alone with her. The code decides when each scene plays. The scripts contain no logic: they only branch on a result the code computed (did the scouting succeed?) and they cannot change stats, flags or the roster. What happens after a scene is applied by the code.

Each game event always plays the same scene number; only a few have random variants (entrance 2, victory 3, award 2, tournament win 2).

9.2 The opening

The secretary, Kiriko Inoue, explains that the promotion has no wrestlers, a show needs six, and a late founding show hurts the business. That is the whole set-up; after it she only reads the monthly news.

9.3 New game settings

From text (0x46ba28-0x46be80). Players and number of promotions, years until the Final Series, difficulty, era (Dawn of Joshi Pro: few domestic talents and help from abroad; a warring-states era of rising and falling promotions; Dawn of a New Era: a mature scene around New Japan Joshi Pro), two president skills (§11), name, logo and home prefecture.

9.4 Monthly events

From the code (0x2f3aac and the checks it calls; debug strings 0x4bfaf8-0x4c0430). Checked each month for each of your wrestlers.

Event Conditions Chance a month
Fan club formed popularity ≥ 600 30 %
Fan club grows / shrinks by club size and popularity 6 % (9 % Popular, 3 % Plain) / 15 %
Sponsor popularity ≥ 1200 (≥ 900 with Connected), no sponsor; only the most popular qualifier 10 / 5 / 2 / 1 % with 0 / 1 / 2 / 3 sponsors
CM or movie offer popularity ≥ 1000 (a movie takes the whole month) 5 %; +3 % each for Singer, Actor, Connected, Salesmanship; +5 % with a sponsor; −3 % for Plain, Tone-Deaf, Bad Actor (1-15 %)
Photo book / CD popularity ≥ 800 5 % (+5 Alluring / Singer)
One-day police chief morale and popularity ≥ 600; highest affection 5 %
First pitch (May) popularity ≥ 1100 10 % (15 % Salesmanship)
School festival (October) popularity ≥ 700 10 %
20th birthday (gift 10 AP) trust and affection ≥ 800 certain
Valentine’s Day (February) trust and affection ≥ 850; top 3 by affection certain
Private event 1 age ≥ 18, trust and affection ≥ 800; highest affection 10 %
Private event 2 after event 1, age ≥ 20, trust and affection ≥ 850 10 %
Slump special training last month 5 %
Refuses practice trust < 100 50 %
Goes missing from practice failed special training, trust ≤ 800 15 %
Leaves trust < 6 10 %
Grudge 5 % per match against that opponent (Leader halves it, Egotist ×1.5) next month

Media results: popularity / 100 + random 0-99 (+10 Actor / Alluring / Singer, −10 Bad Actor, −20 Tone-Deaf for CDs) gives flop / so-so / hit / big hit / super hit, with popularity +120 to −10 and up to 600 AP.

Promotion news: shop fever, restaurant on TV or food poisoning, deficit warnings and bankruptcy, TV upgrades and cancellations, scandals, the EX League, belt rules, overseas defences, alliances, invasions and the Final Series.

9.5 Romance and the event pictures

From the code and scripts. Each wrestler has two event pictures (the gallery’s “Event Art”): one in the vacation scene and one in the private events. Both private events need high trust and affection (§9.4), so raise them with good renewals, talks and vacations. The same wrestlers then appear in the ending’s staff roll (§1.5).

9.6 Relationships


10. Rival promotions

From the code (0x28f0c0, 0x28f178, 0x214318, 0x2e7cb8) and text (0x46a130).


11. President skills

You pick two at New Game (from the code, names 0x599298).

Skill Effect
Eloquence scouting visits, transfer rolls and talks ×1.5 (talks 84 %, mediation 40 %)
Management venue rent, running cost and tours −10 %
Bodywork injuries ×0.8
Coaching (Basics, Throws, Holds, Power, Strikes, Aerial) the president can coach that style
Publicity attendance ×1.05
Salesmanship more showbiz offers
Charisma 30 % of rivals’ successful transfers of your wrestlers are cancelled (if it covers your promotion; see Open questions)
Assets +1500 starting AP
Wealth +50 AP a month (beats Assets after 30 months)
Network rookie scouting finds only grades 0-2
Worldly overseas partnerships ×0.8

For recruiting, take Eloquence and Network. For money, Wealth or Management.


12. Strategy summary

  1. Debut early with six wrestlers: scouting (50 AP) for quality, 1 AP tryouts to fill gaps.
  2. Train with focus: a style or a single stat, not Individuality. Put the best coaches and special training on young (phase 0-1), high-talent wrestlers.
  3. Stars are everything: popularity follows rating; fans grow with the square of (popularity − 750); the top three set TV. Concentrate on a few stars rather than raising everyone a little.
  4. Book venues you can fill. The rent rate is the break-even occupancy: a dome needs 85 %, a small hall 30 %. A sell-out adds +3 % share instead of +1 %. Avoid outdoor venues in winter and the rainy season.
  5. Rotate prefectures: 4 months between visits for a full walk-up crowd. Visit everywhere you hold share at least every 6 months.
  6. Build long cards: 7+ matches, your top two in a singles main event, a title on the line, and don’t repeat the main event.
  7. Grow share with shows, autograph sessions and concerts; ads only in big months; shops only in prefectures where you already have high share (a 500 AP shop at < 8 % share takes 500 months to pay back).
  8. Take TV as soon as the rating reaches 3000; keep a 600+ wrestler.
  9. Keep trust high: offer 111 % at renewal, buy a tour bus, send wrestlers on vacation. Low trust means refusals, poaching and departures.
  10. Poach patiently: add exactly what reaches certainty, or 99 AP a month for stars.
  11. Always enter the Final Series, and win it for the best ending. Have a high-affection wrestler ready for the personal ending.
  12. Watch the books: three negative months is bankruptcy. Sell facilities (70 % back) first.

Open questions