A fifth user talent, Diplomacy, has now been added. This is used when handling incidents, and affects the chances of good or bad responses. For example, if you choose to suspend a worker for a drug test failure then having a high Diplomacy talent would mean an increased chance of it causing the worker to see the error of his ways and get himself clean. A low score would mean he's more likely to just get mad at you.
#95: Pre-Set Title Defences
Using the editor the user can now pre-set how many defences a champion has already had, rather than having them always start from zero.
#96: Customisable TV \ PPV Rating
The basic unit that is used to control TV and PPV ratings (i.e. how many viewers equates to one 'point') is now customisable at both the database level and via Options. Although this is purely cosmetic, it means that users can monkey about with the figures to their heart's content if they wish to create certain effects.
#97: TV Effects
For this first time in the series, the PPV ratings that a company can achieve are now significantly impacted if they do not have a decent TV show; this is to simulate the effects of not having the primary means of hyping \ selling your shows. This makes it even more paramount for large companies to get and maintain a strong TV presence, as without it they will suffer greatly.
#98: TV Effects (Part 2)
Following on from the previous entry, wrestlers will now take a company's TV status into account when negotiating contracts. So a company that has weak or non-existent TV coverage is going to be significantly less attractive than one that does. Again, this makes your TV status key, as it is in real life.
Using the Era section, the mod maker or user can now alter how much higher or lower pay-per-view buy rates will be compared to the default level; "buy rates" meaning the number of people purchasing the PPV. This allows, for example, pay-per-view to become more and more important as you move from the seventies through to the nineties, then have it tail off and start to become less important from then on.
New to the game this year are Alliances (AKA umbrella organisations). These can be preset via the editor or created during gameplay. There is a separate Alliance section, accessible via the main taskbar, in the game where all current Alliances can be seen.
An Alliance is a governing body that oversees a grouping of two or more companies. Every Alliance has a name, logo, profile, and founding date, plus eligibility criteria - the latter defines which companies (by location, size and style) can join the Alliance. The Alliance can also be defined to have a maximum number of members if needed, otherwise the default is that there is no limit to how many members can be part of an Alliance.
There are six types of Alliance, which are described below. An Alliance can have any or all of these types enabled, as long as one is active. The types cannot be changed once an Alliance is active (to stop abuse with one member changing the rules each time to benefit themselves).
Public: This means that each member's prestige and momentum can be affected by the fortunes of other members, i.e. if one promotion rises in size then all can get a small boost, and if one promotion goes bankrupt everyone takes a hit.
Consortium: This means that the monthly profits from all the members are combined together into one 'pot' which is then divided equally amongst all the members. This 'spreads the wealth' and allows profitable companies to help absorb the losses of the others.
Bordered: This means that no member is allowed to run shows outside of their home area (i.e. USA, Canada, etc) if another member is based there.
Territorial: This means that each member is only allowed to run shows in their home region.
Protective: This means that no member can run shows in the home region of another member (unless it is also their own home region).
Trading: This means that the members will have access to the Alliance Loan feature (described below).
In all the above cases, the rules are automatically enforced, the user cannot choose to break them.
As well as those six, there are also two other features which are automatically available in any Alliance - the first is that all members can access Talent Trades with all other members (this is usually limited to companies who have a working agreement), and secondly Alliance members cannot hurt each other during the monthly regional or national battle features.
As mentioned above, Trading Alliances allow the use of Alliance Loans. An Alliance Loan allows you to borrow a worker from another member temporarily. The Alliance brokers the deal, taking a small admin fee to do so. Unlike Talent Trades, companies cannot reject loan requests (although workers themselves can refuse to go). As the loans are brokered by the Alliance, the wages of the worker are also usually cheaper than they would be from a Talent Trade. The Alliance itself keeps track of loans and will step in if any company abuses the system. AI companies do make use of this system, including taking workers on loan from user-controlled companies.
AI-controlled companies can and will leave Alliances during gameplay if they feel they are no longer beneficial to them, although you can preset (via the editor) whether each member is permanent or not for historical scenarios - if so, they will not be able to leave.
The user can create a new Alliance from his control room at any point, there is no minimum size requirement, and can also choose to quit an Alliance whenever he wants or attempt to join an existing one. He can also choose to invite in new companies to join an Alliance he is part of, although in all cases a new addition must be ratified by every other member first - vetoes can happen if the new company has a bad relationship with an existing member, poses a threat to an existing members, or if the owners do not get on.
It should be noted that leaving an Alliance has the potential to create hostile or war-like relationships with the other members of the Alliance who you are leaving.
All companies are limited to being in one Alliance at a time.
Alliances will automatically shut down if they are ever reduced to just one member.
The two graphical calendars (i.e. the ones that use green ticks and red crosses to show availability) have been upgraded so that they also show an icon on any day on which you have a show to book; hovering over the icon will give the name(s) of the show(s). This makes it easier and quicker to plan ahead, as you don't have to memorise your current schedule (or flick back and forth between the two).
#110: File Name Length
The maximum allowed length for picture file names has been increased from 30 to 35 characters, by request.
I can't seem to find an announced release date, this looks so good, may even convert me from EWR.
Need it asap.
Release date hasn't been announced, but if they stick to their play late november/somewhere december
Anyways, indy sleaze
#111: Independent Sleaze
To increase the realism of the game, a new feature called 'Indy Sleaze' has been added to TEW2013. Randomly occurring and only applicable to promotions below National size, this introduces things like wrestlers not getting paid, arguments that cause someone to quit before the show, workers not bothering to turn up, petty feuds turning nasty, etc, etc. These will often result in new relationships forming or people leaving a promotion.
Indy Sleaze only happens to AI promotions. This is to balance things out, as in previous games only the player had to deal with random incidents and morale-related issues; with the new feature, the AI now may have to deal with no-shows and walk outs too.
Indy Sleaze incidents are reported in the Internet section.
New to TEW2013 are gradual turns; this means that once you have set a worker to make a face or heel turn he will automatically begin foreshadowing the change and you will get appropriate feedback.
For example, if you turn Wrestler X to turn heel then you may see "The fans are really not buying X's subtle heel mannerisms" in the road agent notes, giving you a clue that he might not have what it takes to play a heel.
Furthermore, the game keeps track of the gradual turn. Surprise turns (i.e. little or no build up) are good for occasional swerves or shock value, but do too many of them and they will lose their impact entirely. Likewise, foreshadow a turn for too long and the fans will get bored and frustrated that you are not 'pulling the trigger' and the turn will get heavy penalties when it does happen. All of these things are hinted at (or flat-out stated) in the road agent notes to help you identify what is going on.
In previous editions, massive promotions, once running smoothly, will usually be able to generate immense profits. In order to prevent this from becoming too much of an issue, companies will now have to pay tax. This is done on monthly profits, and is done on a tax "band" system - i.e. the higher your profits, the higher the rate of tax you will pay. This helps keep the game world more balanced, as promotions that are struggling financially will only be mildly affected (if at all), while the behemoths will take a large hit (but one that won't stop them being wealthy, just from being ridiculously over-the-top Scrooge McDuck wealthy).