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RE: Grog's Guide to Human Resources Administration

 
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RE: Grog's Guide to Human Resources Administration - 3/12/2021 4:09:28 PM   
jimwinsor


Posts: 1076
Joined: 11/21/2005
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I'll try to experiment with some retirements today then ...

_____________________________

Streaming as "Grognerd" at https://www.twitch.tv/grognerd

(in reply to zgrssd)
Post #: 61
RE: Grog's Guide to Human Resources Administration - 3/13/2021 9:49:25 AM   
zgrssd

 

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Joined: 6/9/2020
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Okay, the number of mistakes regarding those Retirement Stratagems is getting a lot. So take two:
- each retirement card/retirement plan has a specific target Seniority. It is designed to have a 50% sucess chance against that seniority level
- the skills of the executing and target leader are ignored
- the card rolls [1/3/5/7]D20 vs [target leader seniority]. Wich results in the above mentioned 50% chance vs the target Seniority.
- while critical failure and success are indciated, I saw no indication those levels actually have a effect
- if there is money attached to the retirement, you only pay on a success
- If you fail with a card that has a money value attached, the targets seniority is reduced by 25/50/75%
- with the Zero Retirement plan failure will be considered as you promising the leader a job - with all the impact for Relation and Wordscore that has. Of course, asuming the target was not way above the cards limit you can just retry the following turns

< Message edited by zgrssd -- 3/13/2021 9:56:14 AM >

(in reply to jimwinsor)
Post #: 62
RE: Grog's Guide to Human Resources Administration - 3/13/2021 4:39:02 PM   
BlueTemplar


Posts: 887
Joined: 4/29/2010
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Or even retry the same turn !
And I don't see any Relation nor Word score penalties for failing ?

The text blurbs about task failing seem to be generic,
and I guess the bit about "returning to work" is just for roleplay ?

(in reply to zgrssd)
Post #: 63
RE: Grog's Guide to Human Resources Administration - 4/15/2021 9:32:52 PM   
deMangler


Posts: 227
Joined: 7/13/2013
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Wow, what a thread.
Thanks jimwinsor, and everyone. Very interesting and informative. And shows how much this game rewards deep investigation.

(in reply to BlueTemplar)
Post #: 64
RE: Grog's Guide to Human Resources Administration - 4/21/2021 5:27:07 PM   
Pymous


Posts: 133
Joined: 4/1/2010
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This is very very useful, thank you a lot for all this work!

(in reply to deMangler)
Post #: 65
RE: Grog's Guide to Human Resources Administration - 6/15/2021 10:18:18 PM   
BlueTemplar


Posts: 887
Joined: 4/29/2010
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The tooltip for the Administration Skill and the manual (5.8.4.18. admInIstratIon) mention "boost to Private Credits".

The manual says :
quote:


5.3.14.1. servICe tax
[...]
20% of Credit income generated by Private production and the
Hidden Economy, modified for Administration Skill of Governor.


However in practice, I'm always getting only 20%, and my governors don't roll Administration.

Has this feature not been implemented yet ?

----

Also relevant for this thread :
quote:


5.6.12.2. eleCtIons
Elections are straight forward affairs, but how do specific classes of voters
vote?
Population of a Zone vote
Up to (50% * Happiness / 100 * Oratory Roll / 100) go to the Faction
preferred by the Governor.
Remainder of the votes go to the agenda of the specific Populace. This
agenda depends on the type of private Assets present in the Zone.
Workers of a Zone vote
Up to (100% * Happiness / 100 * Administration Roll / 100) go to the
Faction preferred by the Governor.
Remainder of the votes go to the agenda of the specific Populace. This
agenda depends on the type of public Assets present in the Zone.

(in reply to Pymous)
Post #: 66
RE: Grog's Guide to Human Resources Administration - 6/15/2021 11:11:57 PM   
zgrssd

 

Posts: 3385
Joined: 6/9/2020
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quote:

ORIGINAL: BlueTemplar

The tooltip for the Administration Skill and the manual (5.8.4.18. admInIstratIon) mention "boost to Private Credits".

The manual says :
quote:


5.3.14.1. servICe tax
[...]
20% of Credit income generated by Private production and the
Hidden Economy, modified for Administration Skill of Governor.


However in practice, I'm always getting only 20%, and my governors don't roll Administration.

Has this feature not been implemented yet ?

I think you are missreading it. It is:
20% of [Hidden Economy, modified for Administration Skill of Governor]


quote:

ORIGINAL: BlueTemplar

Also relevant for this thread :
quote:


5.6.12.2. eleCtIons
Elections are straight forward affairs, but how do specific classes of voters
vote?
Population of a Zone vote
Up to (50% * Happiness / 100 * Oratory Roll / 100) go to the Faction
preferred by the Governor.
Remainder of the votes go to the agenda of the specific Populace. This
agenda depends on the type of private Assets present in the Zone.
Workers of a Zone vote
Up to (100% * Happiness / 100 * Administration Roll / 100) go to the
Faction preferred by the Governor.
Remainder of the votes go to the agenda of the specific Populace. This
agenda depends on the type of public Assets present in the Zone.


Note that OHQ and SHQ commanders have a similar impact on voting.
However, Soldiers, Workers and Population generally only get votes on high Democracy scores.

(in reply to BlueTemplar)
Post #: 67
RE: Grog's Guide to Human Resources Administration - 6/16/2021 12:17:10 AM   
BlueTemplar


Posts: 887
Joined: 4/29/2010
Status: offline
quote:

I think you are missreading it. It is:
20% of [Hidden Economy, modified for Administration Skill of Governor]

But it doesn't modify what you get as Service Tax from the Hidden Economy either, and also it wouldn't make sense for it to affect only the fixed part of it ?

quote:

Note that OHQ and SHQ commanders have a similar impact on voting.

Right, though it's indirect, through Morale, which is affected by Relation and Leadership (so Relation again), and a lot of other things...

(in reply to zgrssd)
Post #: 68
RE: Grog's Guide to Human Resources Administration - 7/14/2021 7:32:02 PM   
zgrssd

 

Posts: 3385
Joined: 6/9/2020
Status: offline
I just went into debug mode and checked how the Recruitment cards work. The core effect is a exe command:
Recruit Character
346
1
Age
Final Career ID
Capacity Level

Age and Capacity level are usually set to -1, which propably means "completely random".
Final Career ID however seems always set
The only input from the Recruiter seems to be in the PP cost to play the cards.

Going over the Cards:

Recruit Civilian
Cost: 6-((3*GAMEKEY.characterRecruitmentBonus)/100)
exe(346,1,-1,12,-1)

Recruit Military
Cost: 8-((4*GAMEKEY.characterRecruitmentBonus)/100)
exe(346,1,-1,13,-1)

Recruit Special Ops
Cost: 10-((5*GAMEKEY.characterRecruitmentBonus)/100)
exe(346,1,-1,2,-1)

Recruit Talent
Cost: 20-((10*GAMEKEY.characterRecruitmentBonus)/100)
exe(346,1,30,-1,3)
Note: Sets age to 30, Capability to 3, Random Career

Recruit Senior
Cost: 20-((10*GAMEKEY.characterRecruitmentBonus)/100)
exe(346,1,60,-1,-1)
Note: Age 60 and random career

Recruit Junior
Cost: 6-((3*GAMEKEY.characterRecruitmentBonus)/100)
exe(346,1,20,-1,-1)
Note: Age 20, Random Career

Recruit Mercenary
Cost: 40-((10*GAMEKEY.characterRecruitmentBonus)/100)
exe(346,1,40,13,2)
Note: Age 40, fixed career, Capability 2

So they all have tradeoffs - a pity they are not cleary displayed.

Summary:
Military and Mercenary give same career, but higher age and Capability on the Mercenary

Talent, Senior and Junior give a Random Career but a set age.
Talent is the only besides Merc that gives a higher Capability

< Message edited by zgrssd -- 7/14/2021 7:35:47 PM >

(in reply to BlueTemplar)
Post #: 69
RE: Grog's Guide to Human Resources Administration - 7/15/2021 9:34:34 AM   
BlueTemplar


Posts: 887
Joined: 4/29/2010
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Yeah, though the tradeoffs are the expected ones - the only one that wasn't clear to me was Mercenary, though I should have realized : what else than Capability could it have had better compared to Military, considering the higher cost ? (Also, Age, meaning Skill levels.)

(in reply to zgrssd)
Post #: 70
RE: Grog's Guide to Human Resources Administration - 7/15/2021 11:28:12 AM   
zgrssd

 

Posts: 3385
Joined: 6/9/2020
Status: offline

quote:

ORIGINAL: BlueTemplar

Yeah, though the tradeoffs are the expected ones - the only one that wasn't clear to me was Mercenary, though I should have realized : what else than Capability could it have had better compared to Military, considering the higher cost ? (Also, Age, meaning Skill levels.)

Recruit Merc also is a lot cheaper to generate (15 HR card points vs the 40 for Recruit Military). So I asumed that was the tradeoff - easier to generate, harder to play.

(in reply to BlueTemplar)
Post #: 71
RE: Grog's Guide to Human Resources Administration - 7/15/2021 10:07:46 PM   
GazBot

 

Posts: 84
Joined: 7/12/2020
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Im fairly certain meritocracy score plays effects these base stats as well.

Hard to tell whats just luck - but Im fairly convinced that once you get a meritocracy score over 60 you get a higher chance of rolling higher capability leaders and better skilled leaders....

(in reply to zgrssd)
Post #: 72
RE: Grog's Guide to Human Resources Administration - 7/16/2021 12:47:57 AM   
BlueTemplar


Posts: 887
Joined: 4/29/2010
Status: offline
Is that one of the Regime Perks ?

If not, your Civilization Level supposedly affects the starting Interpersonal Skill levels, maybe it has an effect on Capability too, and this is what you've been noticing ?

< Message edited by BlueTemplar -- 7/16/2021 12:48:28 AM >

(in reply to GazBot)
Post #: 73
RE: Grog's Guide to Human Resources Administration - 7/16/2021 1:21:49 AM   
zgrssd

 

Posts: 3385
Joined: 6/9/2020
Status: offline
quote:

ORIGINAL: GazBot

Im fairly certain meritocracy score plays effects these base stats as well.

Hard to tell whats just luck - but Im fairly convinced that once you get a meritocracy score over 60 you get a higher chance of rolling higher capability leaders and better skilled leaders....

Meritocracy by my understanding applies a bonus to Rolls or otherwise actuall use of the stat. Similar to how a feat would buff a skill.

That way there are no issues with:
- previous hires not getting the bonus
- people not loosing the bonus when the feat is lost
- all the associated things

The +50% capability would simply apply to...whatever code uses capacity.


quote:

ORIGINAL: BlueTemplar

Is that one of the Regime Perks ?

If not, your Civilization Level supposedly affects the starting Interpersonal Skill levels, maybe it has an effect on Capability too, and this is what you've been noticing ?

That would require some way for the exe call to retreive the Civilsiation Score. Which requires a hook to the Regime being set up.
It makes the most sense to asume that things are simply truly random, until prooven otherwise.

< Message edited by zgrssd -- 7/16/2021 1:22:24 AM >

(in reply to GazBot)
Post #: 74
RE: Grog's Guide to Human Resources Administration - 7/16/2021 8:09:06 AM   
BlueTemplar


Posts: 887
Joined: 4/29/2010
Status: offline
Well, yes, obviously, if there's a number, then I would assume that it's being used, why would you think otherwise ?
(It would matter for the Capability calculation.)

But then the manual actually says :
quote:


5.6.2.7. levels
Your Regime has 3 key levels that impact up to which level Assets you can
build.
[...]
Civilisation Level
Determines the maximum level you can upgrade QOL Assets to.
Also provides an Interpersonal Skill Family increase for new Leaders.
This is based on the square root of the average Civilisation Score of your
Regular Zones and diminished by 1.
Maximum Level is 10.

(in reply to zgrssd)
Post #: 75
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