Product

## Current Product

A company's current product tells the game what style of wrestling is being presented to the audience. This is one of the most influential settings as it controls virtually everything about a company, from what the audience expect to see on a show to how attractive the company is to advertisers.

Unlike in previous games where you created a product from a range of 'blocks', in TEW2020 there is a large selection of pre-written product bases to choose from. Because they are hard-coded into the game they have far more nuance than the more generic offerings from previous games in the series. To see what each product means, please see any of the product screens as there is an onscreen description. The previous feature of custom products has been removed and will not be returning to TEW2020.

A company can change product during gameplay and there is no limit to how many times they can do this. However, each product change takes time to complete and may only be to a related product, therefore it may take several changes over a long period of time to move to a drastically different product base.

New products can be suggested on the Product Suggestion thread (free account required).

## Core Product

A company's core product is the one that best represents their 'DNA'. This is used by the game to make sure that a company does not

drift too far from its inherent style.

## Women's Wrestling

This is how much women's wrestling is featured in the company.

The Integrated settings means that gender is not taken into account at all and so men and women can compete against each other.

## Match Focus

The Match Focus setting controls how the overall match rating for each show is calculated. Note that in the following descriptions, the main event is considered the last match to happen on the main card (even if there are then angles after it).

### Regular

The rating is calculated as 70% of the main event's rating, 20% of the best match's (other than the main event) rating, and 10% of the average of the rest of the undercard. If there aren't enough matches to do this then the main event's percentage is increased to make up the difference.

### Main Event Spotlight

The rating is calculated as 9()% of the main event's rating and 10% of the average of the rest of the matches. If there is only one match then the main event is 1()()% of the rating. A penalty is applied if the main event has a low rating.

### Three Ring Circus

the rating is calculated as being the average of the main event plus the two highest rated other matches. If there are less than three matches then the average of the remaining matches is used.

### Ensemble

the rating is calculated as 40% of the main event's rating, 40% of the best match's (other than the main event) rating, and 20% of the average of the rest of the undercard. If there aren't enough matches to do this then the main event's percentage is increased to make up the difference. A bonus is applied if this results in a high rating to reward a strong overall performance.

## Angle Focus

The Angle Focus setting controls how the overall angle rating for each show is calculated.

### Regular

The rating is calculated as 70% of the highest rated angle, 20% of the second highest rated angle, and 10% of the third highest rated angles. If there aren't enough angles to do this then the highest rated angle's percentage is increased to make up the difference.

### Tight Focus

The rating is calculated as 90% of the highest rated angle and 10% of the second highest rated angle. If there is only one angle then the that makes up 1()()% of the rating. If the highest rated angle did poorly then a penalty is applied.

### Highlights

The rating is calculated as being the average of the three highest rated angles. If there are less than three angles then the average of the remaining angles is used.

### Consistent

The rating is calculated as being the average of all the angles. A bonus is applied if this results in a high rating to reward a strong overall performance.

## Face / Heel Divide

A company may choose whether to have a disposition divide or not. If they choose not to, all face I heel related effects are turned off. If it's turned on then it means workers on the roster will be either 'good guys' or 'bad guys' and will be expected to be booked accordingly.

A company can be set to either use 'faces and heels' or 'tecnicos and rudos', but these are purely cosmetic touches. A disposition divide can be enforced to three levels of strictness. If it's not enforced at all, no penalties are incurred for having faces against other faces, heels vs heels, etc. If it's loosely enforced, the penalties for doing so are very minor. At full enforcement the penalties are significant. The strictness does not impact any other disposition-related things.

## Weight Split

If a weight split is enabled then the company will be run with a Japanese-style split between heavyweights (Middleweight and above) and juniors (Lightweight and below). This means that the two groups will generally be kept apart when booking. This only has an affect if the company is Al controlled. Please note that enabling a Weight Split will mean that the Al will use a much bigger roster than normal as it must have an adequate number of workers in both weight categories.

## Stables

If stables are set to No, the company will not form new stables. If set to Yes, the company will try and create and maintain a small number of stables, with the amount depending on their current size and roster depth. If set to Integral, the company will try and create and maintain a large number of stables, with the amount again depending on their current size and roster depth. The Integral setting is designed to be used primarily with Japanese companies.

## In-Ring Settings

The in-ring settings cover four options that can either be turned on or off.

Spinal impact moves (such as piledrivers, brainbusters, etc) can be banned (this does not affect finishers). This has the advantage of vastly reducing the risk of botched moves resulting in injuries and also reduces the general wear and tear on the workers, but limits the available moves and so can reduce match ratings. This setting can be overwritten via the road agent notes. High-risk moves (such as crazy dives to the outside or moves on the apron) can be banned (again, not affecting finishers). This has the advantage of reducing the risk of injuries and also reduces the general wear and tear on the workers, but limits the available moves and so can reduce match ratings. This setting can also be overwritten via the road agent notes. Matches can be set to be automatically called in the ring or scripted. If enabled, the appropriate road agent note is automatically added to all matches (the user is free to remove them afterwards though).