jimwinsor 
		  
		   
		   
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		 This is an attempt to catalog all the skills generally used by each cabinet post in Shadow Empire, to help make intelligent decisions as which leader would be the best fit for each job based on that leader's skill sets. While Vic's Suitability rating for each leader generally does an outstanding job here, this guide is for those who want to choose the right man or woman for the job with a bit more hands-on precision.      What I'm mainly looking at here is the "Job" skills each position relies on each turn provided BPs are allocated to the task (for example, skills used to help generate the Stratagems each office creates), plus the skills used as modifiers to the Stratagems each leader is called to roll on.      Notably missing are the skills used in the various random event decisions that pop up from time to time that Governors usually have to deal with. Those are embedded in the code of the game, and to make a catalog of each of them as they came up in the course of a game would be quite an undertaking (anyone up for a challenge???). It was tough enough to do this for the Stratagem cards alone, as the same procedure had to be used ... I had to generate each card in the course of play, and make a note of the tooltip which described which skill of which official was used!      Not included here are OHQ Commanders, as I'm sure everyone already figured out they should put leaders with high Operational Command in such positions, along with other appropriate tactical skills.      Color codes here for the skills roughly match the color schemes for the same skills in the game:      Intelligence (INT)   War (WAR)   Charisma (CHA)   Strength (STR) and Will (WILL)         Secretary      Almost never uses any skills. The best choice here is someone in tune with your current ideologies so as to have high loyalty, and not do stupid things that cause those bad 4-choice decisions.      One awesome ability the Secretary does have, however, is that the position gets automatically refilled for free if it ever become vacant. So even if you have no recruit Stratagems, you can always fire and appoint your Secretary, provided you can afford the PP cost to make the switch. Firing the Secretary does cost a lot extra in PPs due to this fact, but it is nice to know that option is always a possibility.      Lastly, the Secretary also acts as the minister of last resort, when neither the appropriate cabinet official nor the Supreme Command Council is available for a stratagem skill check. The roll is done at a -25 penalty.         Supreme Command Council      Early game, this person is important for generating basic cards and postures normally generated by the cabinet officials you have yet to create (Interior, Foreign Affairs, Secret Service and Staff Council). As you can see below, Covert Ops, Diplomacy, Administration and High Command are all useful skills to have. He or she will also use the first 3 of those 4 skills mention above to execute those cards, in the absence of the correct cabinet official.      The SCC also makes the stratagem Skill Rolls for any other leaders who are not present for some reason, making him or her the first backup in such situations.      Mid-game, after your cabinet is complete, you'll probably want to put all priority into the office's main job, which is the generation of Political Points. For that, you'll want your SCC to be well versed in that most important skill, Administration.      Job Skills   -----------   Generate Political Power: ADMINISTRATION   Generate Spy Cards: COVERT OPS   Generate Diplomacy Cards: DIPLOMACY   Generate HR Cards: ADMINISTRATION   Generate Posture Cards: HIGH COMMAND      Stratagem Skills   ----------------   Bonus (Interior Council): LEADERSHIP   Gift 400 Credits (Foreign Affairs Council): ORATORY   Non-aggression pact (Foreign Affairs Council): DIPLOMACY   Open Contact (Foreign Affairs Council): DIPLOMACY   Offer Protection (Foreign Affairs Council): DIPLOMACY   Trade (Foreign Affairs Council): DIPLOMACY   Scientific Cooperation (Foreign Affairs Council): DIPLOMACY   Propose Peace (Foreign Affairs Council): ORATORY   Send Spy (Secret Service Council): COVERT OPS         SHQ Commander      This guy or gal seems to have only one steady job, and that is to use High Command skill to generate extra Readiness for all your troops. I believe their other operational military skills also come into play for militia forces in battles within his command range, and of course the High Command rating will be a thing in battles everywhere.      The SHQ Commander will also grant a bonus during manual trading with the Trading Houses, using his or her Trade skill. So if you do a lot of hands on trading, this is a consideration as well.      So generally, you want someone in this job with a very high High Command skill, and very possibly Trade as well.      Job Skills   ----------   Readiness Bonus: HIGH COMMAND   Trade Negotiation: TRADE         Secret Service Council      Your spymaster will rely on Covert Ops for his or her various day to day activities, and to a large degree with the Stratagems played as well. Although the latter occasionally calls on other skills such as Personal Combat, Bribery, Interrogation and Intimidation.      So bottom line: You want someone here with high Covert Ops, and situationally Personal Combat, Bribery, Interrogation and Intimidation if you plan on using certain Stratagems as well.      Job Skills   -----------   Active Field Operations: COVERT OPS   Spying Operations: COVERT OPS   Internal Security: COVERT OPS      Stratagem Skills   ----------------   Assassinate Leader: PERSONAL COMBAT   Call to Power I: COVERT OPS   Call to Power II: COVERT OPS   Call to Power III: COVERT OPS   Call to Rebellion I: COVERT OPS   Call to Rebellion II: COVERT OPS   Call to Rebellion III: COVERT OPS   Call to Success I: COVERT OPS   Call to Success II: COVERT OPS   Call to Success III: COVERT OPS   Gift to Faction: BRIBERY   Investigate Leader: INTERROGATION   Send Spy: COVERT OPS   Send Spy Team: COVERT OPS   Send Spy Ring: COVERT OPS   Support Faction: COVERT OPS   Threaten Leader: INTIMIDATE         Foreign Affairs Council      The Foreign Secretary's basic card-generating skill is Diplomacy. For Stratagems, Diplomacy and Oratory are both very important, with Intimidate being only rarely useful. UPDATE: With the addition of intelligent alien species in patch 1.08, Ecology is now a thing! The Foreign Affairs Council uses Ecology on two stratagem cards dealing with alien diplomacy (see below).      Job Skills   ----------   Major Diplomacy: DIPLOMACY   Minor Diplomacy: DIPLOMACY      Stratagem Skills   -----------------   Annexation: INTIMIDATE   Cultural Exchange: DIPLOMACY   Embassy: DIPLOMACY   Free Movement: DIPLOMACY   Free Trade: DIPLOMACY   Friendship pact: DIPLOMACY   Gift 400 Credits: ORATORY   Gift 1000 Credits: ORATORY   Gift 2500 Credits: ORATORY   Non-aggression pact: DIPLOMACY   Open Contact: DIPLOMACY   Offer Client: DIPLOMACY   Offer Protection: DIPLOMACY   Ouverture: ORATORY   Propose Peace (Minor): ORATORY   Propose Peace (Major): ORATORY   Provocation: INTIMIDATE   Scientific Cooperation: DIPLOMACY   Scientific Exchange: DIPLOMACY   Scientific Joint Effort: DIPLOMACY   Trade: DIPLOMACY   Unification: ORATORY   Victory Pact: DIPLOMACY   Xeno Diplomat: ECOLOGY   Xeno Diplomat Team: ECOLOGY      Interior Council      The Interior Council's 4 main jobs all rely on Administration skill, as do the vast majority of their Stratagems. Leadership, Bribery and Oratory are occasionally used, as is Streetwise when you are dealing with the Godfather.      Job Skills   ----------   Taxation: ADMINISTRATION   Tariffs: ADMINISTRATION   Human Resources: ADMINISTRATION   Interior Policies: ADMINISTRATION      Stratagem Skills   ----------------   Bonus: LEADERSHIP   Bureaucratic Push: ADMINISTRATION   Cabinet Retreat: ADMINISTRATION   Co-Existence: STREETWISE   Commercial Gift: LEADERSHIP   Crackdown on Crime: STREETWISE   Crime Raid: STREETWISE   Decrease Sales Tax: ADMINISTRATION   Decrease Income Tax: ADMINISTRATION   Demand a Share: STREETWISE   Draft Colonists: ADMINISTRATION   Draft Recruits: ADMINISTRATION   Draft Workers: ADMINISTRATION   Efficiency Drive: ADMINISTRATION   Emergency Tax: ADMINISTRATION   Estate Gift: LEADERSHIP   Export Tariff Increase: ADMINISTRATION   Export Tariff Decrease: ADMINISTRATION   Give 500 to Militia: BRIBERY   Give 500 to Populace: BRIBERY   Give 2000 to Populace: BRIBERY   Governor Convention: ADMINISTRATION   Grand Convention: ADMINISTRATION   Import Tariff Increase: ADMINISTRATION   Import Tariff Decrease: ADMINISTRATION   Increase Sales Tax: ADMINISTRATION   Increase Income Tax: ADMINISTRATION   Meet Godfather: STREETWISE   Militia Enthusiasm: LEADERSHIP   Mission Impossible: LEADERSHIP   Official Gift: LEADERSHIP   Patriotic Collection: ORATORY   Volunteer Drive: LEADERSHIP   Wargames: ADMINISTRATION         Economic Council      The Economic Council 4 main jobs require Inventor, Science, Prospecting and Administration, with the first two most likely being of top importance to you as they allow you to move down the Tech Tree. They are also responsible for enacting a few Stratagems as well.      Job Skills   -----------   Discovery: INVENTOR   Research: SCIENCE   Prospecting: PROSPECTING   Economic Policies: ADMINISTRATION      Stratagem Skills   -----------------   Antitrust Ops: RESIST INFLUENCE   Attract Free Folk: ORATORY   Archaeology Effort: SCIENCE   Private Investment: ORATORY   Prospecting Push I: PROSPECTING   Prospecting Push II: PROSPECTING         Military Research Council      Military Research does not play Stratagems. Thus you want an egghead here well versed in Inventor and Science so as to power down the Tech Tree, and that's about it.      Job Skills   -----------   Discovery: INVENTOR   Research: SCIENCE         Applied Science Council      Everything I said about the Military Research Council above applies to the Applied Science Council. Also note that in games that start at tech level 3 or 4, this is an office you will probably want to delay creating, as you will not be able to discover any of the applied sciences until you move further down the tech tree.      Job Skills   -----------   Discovery: INVENTOR   Research: SCIENCE         Airforce Research Council      Now in open beta testing! Available when you opt to use the new Air Rules, this does what the Military Research Council already does, which is to discover and research military techs, but only airpower related techs on the tree (colored sky blue and marked "Air"). The Military Research Council can also discover and research Air techs, but only if you have not created the ARC ... once the ARC is present the MRC will no longer try to discover or research Air techs.      The nice thing about this arrangement is that it allows you to discover and research two military techs at the same time (one Air and one non-Air), and this in turn helps gets around the late game problem of the drop off in efficiency of having more than 100 BPs committed to the same task.      Another nice thing about the ARC is that creating the department takes only 50% of the PPs needed for all the other ministries.       Job Skills   -----------   Discovery: INVENTOR   Research: SCIENCE            Model Design Council      A most one-dimensional cabinet position, who deals only with the Technician skill in his or her daily duties. Does not play skill check Stratagems.      Job Skills   ----------   Discover Model: TECHNICIAN   Design Model: TECHNICIAN         Staff Council      The Staff Council has four jobs but all of them use only one skill, High Command. Operational Command and Intimidate are also used for some population-related Stratagems.      Job Skills   -----------   Discover OOB: HIGH COMMAND   Operationalize OOB: HIGH COMMAND   Occupation and Governance: HIGH COMMAND   Postures: HIGH COMMAND      Stratagem Skills   -----------------   Expel Population: OPERATIONAL COMMAND   Forced Relocation: INTIMIDATE   Pillage: INTIMIDATE   Suppress Unrest: OPERATIONAL COMMAND         Zone Governors      As you can see, Zone Governors are pretty hard to pigeon hole, as they access a wide variety of skills in their day-to-day jobs. But you can tailor your Governor to the Zone to some degree. For example, if there are many ruins in a Zone, you may want to look for a high Scavenging Governor.      There are a couple Governor tasks I'm not too familiar with. One is the Hunting bonus mentioned in the Ecology tooltip. I've never seen that one in action in a Governor's skill log, which makes me think perhaps it only applies to planets with edible lifeforms? If so this would easily make it the most obscure skill in the game. Survival skill seems to work the same way, with a Reduce Hunger ability.      Job Skills   -----------   Agriculture Bonus: AGRICULTURE   Scavenging Bonus: SCAVENGING   Mining Bonus: PROSPECTING   Help Trader Financing: TRADE   Prospecting Find Chance: PROSPECTING   Health Increase: MEDICAL   Entertainment Increase: ORATORY   Education Increase: SCIENCE   Security Increase: INVESTIGATION   Hunting Bonus?: ECOLOGY   Reduce Hunger?: SURVIVAL         Advisors      Last but not least we have your Advisors. Use them to fill the gaps in key skills you want but lack in your main cabinet leaders. For example, lets say you are Autocratic and want to avail yourself of Assassinate Leader. However, your Secret Service Council leader, while a whiz at Covert Ops, sadly does not know the first thing about Personal Combat. In that case just be sure to appoint an Advisor that knows Personal Combat, give him a Personal Guard for good measure, and voila! An instant assassin, who can be attached and detached to and from Secret Service as the need arises.         Jack-of-All-Trade Skills      There are a couple skills in the game that act as jack-of-all-trade skills, giving a bonus to all Skill Rolls. So feel free to take these into account for all hiring and placement decisions as well:      IMPROVISATION: "This helps the Leader in question to make a Skill Roll on a Skill he doesn’t master very well. If any Skill Roll is made on a Skill with a value of 15 or lower the Improvisation Skill adds a small bonus."      6th SENSE: "Hard to define, but a very valuable Skill. It gives the Leader a sense what is the right course of action in almost any situation. It adds a random bonus of 1 up to half its value to any Skill Roll."         Job Prestige      OK, so now you know how to allocate the leaders with the best skills for the right job. And you now realize your administration could benefit from a good old-fashioned cabinet shuffle! This will involve firing leaders, which causes discontent, especially on the part of the leader who is fired. However, you are offered an opportunity to mitigate the unhappiness by promising a future job to the newly unemployed leader, either of the same level, better level, or worse level. The better your promise, the more PP the firing will cost.      So how are jobs ranked, you wonder? In a nutshell, there are 3 tiers of jobs, with the Governors and OHQ Commanders being the lowest (aside from the non-job of the Reserve pool), Advisors and the Secretary being the middle, and the SHQ Commander and Directors being the top tier in terms of job prestige. Here's the chart from the manual:      5.8.2.1. Job Prestige      Job Prestige   Reserve Pool: 0   Governor: 40   OHQ Commander: 40   Advisor: 70   Secretary: 70   SHQ Commander: 100   Director: 100         Retirement      Leaders that you fire get sent back to the Reserve Pool. They will likely be very unhappy at their sudden unemployment, and are potentially a threat to lead a revolution against you.      On top of that, they are by nature clogging up the Reserve Pool. Assuming you never want to hire them again, they can undesirably show up as one of the two options to fill a new job opening, forcing you to spend 2 PP to dismiss them as a candidate. This will upset them even more, as well as the Faction they belong to (if any).      The way around this problem is through the play of retirement cards. These cards, generated by your Interior Council, will help clear the deadwood out of your Reserve Pool:      Zero Retirement: 0 Cr, 1D20   Bronze Retirement: 120 Cr, 3D20   Silver Retirement: 500 Cr, 5D20   Golden Retirement: 1000 Cr, 7D20      The "XD20" above refers to the number of 20-sided dice that are rolled. To succeed in the retirement attempt, you need to roll a number equal to or higher than the target's Seniority rating. The money cost of the card is only paid if the roll succeeds. If it succeeds, the target leaves the Reserve Pool, never to be seen again.      If you roll under the target's Seniority, the target will decline to retire. However, a normal failure can still help a future effort, by reducing the target's Seniority. A failed Bronze roll will reduce the target's Seniority by 25%, Silver by 50%, and Golden by 75%.      However, a critical failure (a roll 50 below the target's Seniority or less) will not only not reduce Seniority, but may also have adverse effects on the target's opinion of you and your Word Score. Since there are no modifiers to the retirement rolls, this is always a concern when the target has over 50 Seniority.         Assassination      Another highly efficient means of personnel management in the game is the Secret Service Council's Assassinate Leader card. One of the prime benefits of the Autocracy profile, this card is an all-in-one solution for ministers you decide are not the right fit for your organization.      Not only will the target be removed from office, but this method avoids the potentially costly retirement procedures outlined above. Just push a button, and they're gone! Just make sure not to fail; getting a Secret Service minister and/or attached Advisor with high Personal Combat skill is always a desirable goal when playing Autocracy.       
			
			
  < Message edited by jimwinsor -- 3/12/2021 2:56:31 AM  >					
			
			 
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