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No higher lvl capability leaders - 12/18/2021 9:21:05 PM   
dycu

 

Posts: 31
Joined: 11/30/2020
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I'm on 77th turn and haven't gotten any leader with more than 3 capability lvl. I used to get a lot of IVs when I played the game when it came out. Has there been any changes to the probability of that, or maybe there's some way of influencing that that has been added and I missed?
Post #: 1
RE: No higher lvl capability leaders - 12/18/2021 10:19:42 PM   
zgrssd

 

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Joined: 6/9/2020
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Last I checked, this is what I found for the cards:
http://www.matrixgames.com/forums/fb.asp?m=5049886

Talent and Mercenary give a minimum capacity. Everyone else is fully randomized.

(in reply to dycu)
Post #: 2
RE: No higher lvl capability leaders - 12/18/2021 11:44:12 PM   
Cassini

 

Posts: 26
Joined: 11/30/2021
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I get decent results in the recruit junior card. Levels II-IV (occasional I and V), young age - NO skills. I toss them into either a governor or OHQ position (depending on their War and Int skills) and assign an advisor to them. This keeps the new character from completely messing things up (there is an advisor as backup). If I have the card available, I'll play recruit military or civilian - as the position needs. I don't bother with mercenaries, just costs to damn much PP for what it brings.

I'll play the card that costs in the 40 PP range (if I have the PP available), to try to get some additional experience points to everyone (cabinet, governors and OHQ). Get your capital command structure built up as fast as you can!!! If you capture a foreign spy and have the option of the 10-11 PP to return the spy - TAKE IT. You need the PP more than you need the relations boost with a major (other opportunities will arise to boost relations).

If I do have a really good III or IV with skills developed in the lower positions (gov and OHQ), I'll move them into an open advisor slot and start using them to 'advise' their replacement. Don't be afraid to play the 10PP card of 'cabinet meeting' (or whatever), that will give all members of the cabinet an experience boost.

Then use the Medal of Merit card on your advisors and cabinet members which have skill sets in the Charisma category (yellow color skills). Also use the Propaganda Assistant and there is a artifact card that also boosts charisma skill as well. Using all three of these can boost the charisma skill by 40 points.

Early in the game, you have no choice but to put I and II into cabinet positions - you just have to grit your teeth and do it. If you have the ability to remove these characters later on (it will cost you PP to get them out and replaced) - do so. Otherwise attach a qualified advisor to these positions whenever critical decisions need to be made - and attach shadow diplomats and spies as needed.

Once a cabinet position opens up, and I have a qualified advisor, I move that advisor into the cabinet position, then select the most qualified governor or OHQ to replace the advisor. This all costs PP to shuffle around, so plan your expenditures accordingly. It is VITAL that you don't remove someone from a position until you have the vacancy already existing - if you remove them without immediately getting them into a higher level position in the same round, it will cost you 'dissatisfaction' with your selectee (you broke your word).

The cards you get for scrapping excess cards, produce practically useless leaders. I only use them for the points boost to profiles (democracy, fist, enforcement, etc.) to satisfy demands to make sure I don't 'break my word'.

(in reply to zgrssd)
Post #: 3
RE: No higher lvl capability leaders - 12/19/2021 2:28:34 PM   
KingHalford


Posts: 488
Joined: 8/18/2016
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^^ This is great info.

I'd add that the Wargames card along with the aforementioned Cabinet Retreat are crucial strategems for quickly boosting XP of leaders. Particularly Wargames, which can give a huge XP boost to your OHQ commanders who will then usually immediately use it to boost one of their skills. It's not uncommon for Wargames to generate you 350 XP and for your commanders to jump up 20 points in one of their critical battle skills. I cannot state enough how important the War skills are in combat resolution: they mean the difference between victory and defeat.

_____________________________

Ben "BATTLEMODE"
www.eXplorminate.co

(in reply to Cassini)
Post #: 4
RE: No higher lvl capability leaders - 12/19/2021 8:36:47 PM   
dycu

 

Posts: 31
Joined: 11/30/2020
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Thanks for great advices! I'm just curious how I haven't had any leader with higher cap than 3 being on 77th round. And I've used junior card a lot :). Maybe I'm just out of luck, but it seems like something's wrong in my game.

(in reply to KingHalford)
Post #: 5
RE: No higher lvl capability leaders - 12/20/2021 1:11:50 AM   
Cassini

 

Posts: 26
Joined: 11/30/2021
Status: offline
I do think there is another modifier 'buried' within the program as far a leader generation traits. I've been running with a high meritocracy level - and that may be affecting the skill sets of the leaders generated. Here's my current game at round 85

Skill.....I.....II....III....IV

OHQ.....1.....7......7......2

SHQ.....1.....1

Dir.......4.....2......2......2

Gov......6.....3......6......4

Adv............................4

Sec....................1

Res......3....................1

The SHQ leaders are from early in the game and they are both fairly competent in their positions, so I have let them be.

The OHQ leaders are all recruited via 'Junior' or 'Military' cards. I do have a couple I recruited via 'Mercenary' card - but they weren't significantly better than the lot from the lower PP cost cards - so I discontinued that.

The lower level Directors are all from game start - they developed just rapidly enough, that I left the level I's alone.

Governors, about half are recruited and the other half are from minors I 'unified' with and left the sitting governor be.

Advisors - all cherry picked from the best of the OHQ and Gov positions. One is used to attach to new Governors, another to OHQ, another to Secret Service for interrogating/intimidating and another is a 'jack of all trades'. My 'Jack' has a high offensive skill - so he gets attached to any governor faced with a 'bandits' decision - and the advisor usually prevails.

My foreign affairs director has diplomacy and oratory ratings just above 100, so no need to attach an advisor there (use shadow diplomat when necessary - which was only so at the start of current game).

I've 'juiced' my research directors with artifact devices, and I gave my 'jack' the cortical stimulator to really boost his experience gain each round. I've held off doing any 'juicing' to my SHQ leaders, since they are both in their mid-60's and I don't want to waste putting any boosts into them (the advisor that I have lined up to replace one when he retires will get the dopamine).

The level IV in the reserve pool is someone I had to remove due to their very low happiness rating (which was affecting their bonuses as governor). He had a profile which was 180 degrees opposite from the profile I was running to keep the rest of the leaders happy, and the situation was only getting worse - so I canned him. The decision was easy in that he was leader of a faction in which only he was a member - so the consequences to the other leaders happiness was minimal.

(in reply to dycu)
Post #: 6
RE: No higher lvl capability leaders - 12/22/2021 10:38:47 PM   
KingHalford


Posts: 488
Joined: 8/18/2016
Status: offline
I'm about 75% certain that meritocracy affects Capacity. Been running Democracy in nearly all my games recently and had a real slew of awful commanders, not got a single Cap IV in my current game by turn 130. I think starting Meritocracy and then transitioning into Democracy/Autocracy later seems to be the best way to get decent commanders, and I really hope this turns out to be true as I find Meritocracy generally an undesirable path otherwise.

_____________________________

Ben "BATTLEMODE"
www.eXplorminate.co

(in reply to Cassini)
Post #: 7
RE: No higher lvl capability leaders - 12/23/2021 6:18:08 AM   
Maerchen

 

Posts: 348
Joined: 6/16/2020
From: Germany
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Playing Meritocracy with the democracy shift in midgame, I have experienced a lot very good cap IV and V leaders.

There are other options to get cap IV+ leaders somewhat consistently. One is the rare 4 FP Sage card that gives you a cap IV+ researcher (I found one with INT 88 once), the other is the "Sensei builds a combat arena" event chain.

The Sensei will put down a battle dojo in a zone and can be contacted via governor.
You can

a) hire the Sensei himself for 6k+ credits, ending the event chain and netting you a cap V WAR and INT heavy leader with some 100 skill in intimidate/interrogation, too. He is often old, 50+.

b) wait some 6-10 turns and hire his students for 6-800 credits. They come as cap IVs, STR and WAR heavy stats and are very good OHQ/Staff council leaders, often with Enforcement profile preference.
You can hire these every some turns for the rest of the game.

_____________________________

The logistics hell this game is IS the fun part! - Maerchen, 2020

The good thing is, we have all the information in the reports. The bad thing is, we have all the information. Maerchen, 2020

Came for SE. Will stay for SE.

(in reply to KingHalford)
Post #: 8
RE: No higher lvl capability leaders - 12/23/2021 7:06:23 PM   
eddieballgame

 

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Joined: 6/29/2011
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Good stuff Maerchen, I have been playing this game since it came & still learning new & wonderful things this great game has in store.
May have to start playing Meritocracy again.

(in reply to Maerchen)
Post #: 9
RE: No higher lvl capability leaders - 12/23/2021 11:39:41 PM   
KingHalford


Posts: 488
Joined: 8/18/2016
Status: offline
Same, I knew there was a reason I kept up with it for so long. Starting with Democracy does help but it feels dirty somehow lol!

The Recruit Talent card is worth the investment into Meritocracy alone. Actually, just looking at the Meritocracy bonuses, they're a lot better than I gave them credit for before. "Martial Tournaments" giving +25 to OHQ rolls is no joke. I have no idea how you'd ever get to "Competitive Culture" though, considering that you basically generate Autocracy or Democracy every single time you have riot at a zone...

_____________________________

Ben "BATTLEMODE"
www.eXplorminate.co

(in reply to eddieballgame)
Post #: 10
RE: No higher lvl capability leaders - 12/24/2021 8:22:59 AM   
Maerchen

 

Posts: 348
Joined: 6/16/2020
From: Germany
Status: offline
Having a dedicated oratory/interrogation advisor and the spare PP - that is the difficult part with meritocracy! when you have lots of zones - to utilise him helps putting down unrest events. I often just take the +20 unrest option if I otherwise would kneecap my meritocratic profile.

I play commerce exclusively as well as being able to subsidize the private economy is a good way to produce qol assets and keeping the people happy. Meritocracy sstruggles with worker happiness sometimes, being filthy rich sure helps.

Lastly I can recommend the steam guides section, here is one of the guides I made: https://steamcommunity.com/sharedfiles/filedetails/?id=2314732568 about science.

_____________________________

The logistics hell this game is IS the fun part! - Maerchen, 2020

The good thing is, we have all the information in the reports. The bad thing is, we have all the information. Maerchen, 2020

Came for SE. Will stay for SE.

(in reply to KingHalford)
Post #: 11
RE: No higher lvl capability leaders - 12/26/2021 5:25:26 AM   
KingHalford


Posts: 488
Joined: 8/18/2016
Status: offline
Great stuff! Thanks

_____________________________

Ben "BATTLEMODE"
www.eXplorminate.co

(in reply to Maerchen)
Post #: 12
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