Early-Game Strategy
Your first 10 days set the foundation for everything that follows. Focus on survival first, then optimise for growth. Many players fail because they try to expand too fast before they understand the basics.
Day 1: Setup
Your very first decisions shape the next several days. Get these right and you give yourself breathing room.
Choose your starting location carefully. The University Area and Residential Area are the best starting districts. The University Area gives you access to Students and Fit Ones — high volume, predictable demand. The Residential Area offers Parents and Environmentalists — moderate spenders with steady habits. Avoid the Business District and Tourist Zone early on; Managers and Foodies demand quality levels your untrained staff cannot deliver yet.
Start with simple, cheap recipes. Your staff begin at Level 0 (Burger Boss) with only 40 quality points. Premium ingredients are wasted on untrained cooks. Pick recipes with low ingredient costs and wide appeal. Your goal is volume, not gourmet dining.
Set prices using cost-plus pricing. Calculate your ingredient cost per serving and add a 60-80% markup. For example, if a burger costs $3 in ingredients, price it at $5-$5.40. This gives you a healthy margin while staying affordable for price-sensitive segments like Students. See Pricing for more detail on pricing strategies.
Order inventory manually. Auto-replenishment sounds convenient, but you do not yet know your demand patterns. Order conservatively — it is better to sell out early than to watch ingredients expire in storage. See Inventory_Management for a deeper dive.
Days 2-5: Learn the Rhythm
The first few days generate the data you need to make smarter decisions. Pay close attention.
Track what actually sells. Watch your daily sales numbers. Which recipes move? Which sit unsold? If you stocked 20 units and sold 12, you know your demand ceiling for that recipe on that day. Adjust tomorrow's order accordingly.
Refine your order quantities. Ingredients expire, and spoilage eats directly into your profit. Use the FIFO method (First In, First Out) and order based on actual sales data, not guesswork. A good rule of thumb: order your average daily sales plus a 10-15% buffer.
Start training immediately. Moving a staff member from Level 0 (Burger Boss, 40 points) to Level 1 (Basic, 50 points) is the single highest-ROI investment in the early game. That is a 25% improvement in both food quality and service speed for minimal cost. Train during quiet periods to minimise lost revenue. See Training_and_Development for the full training system.
Watch your cash flow daily. Revenue means nothing if your expenses eat it all. Check your cash balance at the end of every day. Are you trending upward or downward? If you are losing money, the fix is almost always one of three things: too much spoilage, prices too low, or ordering too much stock.
Days 5-10: Optimise
By now you should have a feel for your daily rhythm. Time to tighten the screws.
Fine-tune your recipe costs. Your target COGS (Cost of Goods Sold) is 30-40% of revenue. If your ingredients cost $4 and you sell for $8, your COGS is 50% — too high. Either find cheaper ingredient combinations or raise prices slightly. Small adjustments compound over time.
Adjust prices based on demand. If you are consistently selling out before the day ends, your prices are too low. Raise them by 5-10% and see if demand holds. If you have leftover stock every day, consider lowering prices or switching recipes.
Push training to Level 2 (Developing). At 60 quality and speed points, your staff can handle more complex recipes and serve customers faster. This opens up slightly higher price points and better customer satisfaction scores.
Build cash reserves. Do not spend every dollar you earn. You need a buffer for unexpected slow days and, more importantly, savings toward your first truck upgrade. A good target is 3-5 days of operating expenses held in reserve.
Key Metrics to Watch
These numbers tell you whether your business is healthy:
| Metric | Target | Why It Matters |
|---|---|---|
| Daily Revenue | Trending upward | Confirms your pricing and location are working |
| COGS % | 30-40% | Above 40% means your recipes are too expensive or prices too low |
| Cash Balance | Positive and growing | Running out of cash means game over |
| Customer Satisfaction | Above 60% | Unhappy customers do not come back |
| Staff Training Level | Level 2 by Day 10 | Sets the quality ceiling for everything you serve |
| Spoilage Rate | Below 10% | High spoilage means you are over-ordering |
Budget Allocation Guide
Use this as a rough framework for how to split your revenue in the early game:
| Category | % of Revenue | Notes |
|---|---|---|
| Ingredients | 30-40% | Your biggest variable cost. Keep it in this range. |
| Staff Wages | 15-25% | Do not underpay. Low wages crush morale, which drags down performance. |
| Training | 10-15% | The highest ROI investment you can make. Prioritise this. |
| Savings / Buffer | 10-20% | For emergencies and your first truck upgrade. |
It is tempting to reinvest every dollar into ingredients and training. Do not do it. One bad day — a slow sales period, unexpected spoilage, or an economic downturn — can wipe you out if you have no cash buffer. Keep at least 3 days of operating expenses in reserve at all times.
Early-Game Mistakes to Avoid
- Starting in the Business District or Tourist Zone. These districts have high-spending customers (Managers, Foodies), but they demand quality your Level 0 staff cannot deliver. Low satisfaction means low repeat visits and wasted premium ingredients.
- Over-ordering ingredients. New players often order "just in case." Ingredients expire. Every unit that spoils is money thrown away. Order based on data, not fear.
- Ignoring training. Some players focus entirely on buying ingredients and forget about staff development. Your staff training level is a hard ceiling on food quality. No amount of premium ingredients can compensate for an untrained cook.
- Setting prices too low. Students are price-sensitive, but that does not mean you should sell at cost. A 60-80% markup on ingredients is standard. Leaving money on the table early means slower growth and delayed upgrades.
- Spending all your cash. The number one cause of early-game failure is running out of money. Always keep a buffer.
- Neglecting staff morale. Underpaid, overworked employees perform below their training level. A Level 2 employee with low morale can perform worse than a happy Level 1 employee.
- Trying to serve every segment at once. Focus on 1-2 customer segments that match your location and truck type. Specialisation beats generalisation in the early game.
- Forgetting to check the economic cycle. The simulation compresses 10 years of economic cycles into 1 game year. A recession can hit when you least expect it. Your cash buffer protects you.
See Also
- Mid-Game_Strategy — Scaling and specialisation
- Competitive_Positioning — How to win against other food trucks
- Pricing — Pricing strategies in depth
- Customer_Segmentation — Understanding your customers
- Training_and_Development — The training system explained
- Inventory_Management — Managing stock and spoilage
- Location — Choosing the right district