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			  | zgrssd ->  RE: Grog's Guide to Human Resources Administration  (7/14/2021 7:32:02 PM) |  
			  | 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
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