Grog's Guide to Human Resources Administration

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josefrees
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RE: Grog's Guide to Human Resources Administration

Post by josefrees »

Are advisors safe from being killed when attached to OHQ? Just wonder if it makes sense to make amazing OHQ commanders into advisors and then attaching them to weaker OHQ leaders.
Raagun
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RE: Grog's Guide to Human Resources Administration

Post by Raagun »

ORIGINAL: Atros

Any idea how the stat affects the cost for the skill level?
By your example, it starts to look that anyone having 40+ skill in their main field or combined in their main fields (like inventor&research) is better fit for the job than even perfect candidate with zero-skill levels, as they will be able to advance their skill level(s) higher than the zero candidate could accumulate.

Have in mind I only reading manual on these calculations. Hope it is still accurate.
While your observation is correct, high skilled leader is better(from certain levels). Catch here is that leaders with higher stats are usually with higher Capacity so they will outgrow low stats/high level leaders in the long run. And if you manage to recruit high level Leader it is doubtful he will have shitty stats. He will probably have at least moderate stats.
So experienced leaders will always be best overall choice if skills match you needs. But young with high Cap and good stats is someone who will be good in the future and you can "choose" his skills.

cant comment on other traits. never observed that close. Leaders definitely can acquire feats which change attributes in the end.
zgrssd
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RE: Grog's Guide to Human Resources Administration

Post by zgrssd »

ORIGINAL: josefrees

Are advisors safe from being killed when attached to OHQ? Just wonder if it makes sense to make amazing OHQ commanders into advisors and then attaching them to weaker OHQ leaders.
I think I read that advisors die with the HQ commander they are attached to.
They are asumed to suceed or fail all rolls together.

Edit:
5.8.6.1
"Advisors are always killed as well if the Leader they are embedded with is killed. (they are presumed to have failed the skill roll together)"
Atros
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RE: Grog's Guide to Human Resources Administration

Post by Atros »

ORIGINAL: Raagun
While your observation is correct, high skilled leader is better(from certain levels). Catch here is that leaders with higher stats are usually with higher Capacity so they will outgrow low stats/high level leaders in the long run. And if you manage to recruit high level Leader it is doubtful he will have shitty stats. He will probably have at least moderate stats.

Actually here you are bit misinformed. I have actually made enough rerolls for junior leaders to observe absolutely horrible cap IV leaders with no ratings in practically anything (only low ratings in some white skills), while the exactly same card can provide cap II-III leader combined bonus to one skill of 98 (maybe even better is possible, but haven't seen thus yet).

There are actually multiple patterns for each card (strategem), for example there certainly is one ethnic junior-card that provides only black male leaders and mixed-colored females (some of them actually could be levantene by features, but that is as non-black as it gets). Also the after a certain amount of rerolls, the stats start to repeat themselves with minor variations, that are mostly in the profile (like/dislike) section and in the personality traits and this cycle can be only broken by quitting and reloading the game. I don't know how changing turn would affect the results though.

The attributes seem to be completely random, only somewhat tied to the capacity level (better cap, more attributes), but the initial skills seem to be quite much without attachment to the cap.

So far I know that the three initial cards in one of my scenario starts are:

Mercenary leader: Caucasian or Arab leader, mostly male, always cap II.

First Junior leader: Ethnic card, cap I-IV, extremely common to have high ambition and/or high egoism and tendency for cowardness and high emo. Rolls actually quite often natural 100's in ambition.

Second Junior leader: Caucasian card, cap I-III, overall more tendency to roll average results in everything, skills have same variations range (or close enough for me not to notice difference) for the first junior card, but attributes are generally lower because of the lower cap.

Also only the Caucasian females seem to roll blue hair (why would anybody punish herself like this?).

There also seems to be certain templates in the skills that tend to come up from time to time, like leader having skill in technician and inventor or leader having skill in investigation, intimidate and interrogation or just random two of those. Also leadership seems to be paired quite often either with diplomacy or trade and covert ops with interrogation or intimidate.

If you wonder how I have been able to come up with this, like I said I run some scripts and one of the is for rerolling leader cards, which if executed in the main menu, basic screen with no units chosen or when you look at a leader, it will load a certain save and execute the leader strategem and open the new leader's stats. Thus I can quite quickly reroll the leader cards many times keeping just press the execute-button (home) in my keyboard.

Cheating? Perhaps, but I have seen my share of poor leaders who have caused downward spiral in the start to allow me few half-decent leaders in the beginning.
ORIGINAL: Raagun
cant comment on other traits. never observed that close. Leaders definitely can acquire feats which change attributes in the end.
Yeah, I have observed the feats too, just forgot them as I don't consider feat increases as organic changes in stats.
Raagun
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RE: Grog's Guide to Human Resources Administration

Post by Raagun »

I see you roll leaders hardcore. I consider this as part of game as challenge. So I try not to cheat.
JDBSM
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RE: Grog's Guide to Human Resources Administration

Post by JDBSM »

Great post. Very generous.
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jimwinsor
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RE: Grog's Guide to Human Resources Administration

Post by jimwinsor »

Just edited to add in the new ARC!

"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 binary techs ... but only airpower related techs on the tree (colored sky blue and marked "Air"). The ARC actually shares this ability with the MRC, so it is actually possible to have both ministries researching different Air techs. Do note, however, that research from different departments does not stack, therefore it would be pointless to have them researching the same Air tech at the same time (this will probably be disallowed in future betas).

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"
Streaming as "Grognerd" at https://www.twitch.tv/grognerd
Soar_Slitherine
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RE: Grog's Guide to Human Resources Administration

Post by Soar_Slitherine »

To add, the actual major benefit of having the Airforce Research Council is that applying more bureaucratic points per turn to any one council task becomes less efficient after 100 BP, and as such, when investing heavily in military research, splitting the investment between two councils is more efficient.
Not affiliated with Slitherine. They added it to my name when they merged the Slitherine and Matrix account systems.
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jimwinsor
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RE: Grog's Guide to Human Resources Administration

Post by jimwinsor »

ORIGINAL: Soar_Slitherine

To add, the actual major benefit of having the Airforce Research Council is that applying more bureaucratic points per turn to any one council task becomes less efficient after 100 BP, and as such, when investing heavily in military research, splitting the investment between two councils is more efficient.

Good point!
Streaming as "Grognerd" at https://www.twitch.tv/grognerd
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jimwinsor
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RE: Grog's Guide to Human Resources Administration

Post by jimwinsor »

Edited again to include Soar_Sliterine's observation, and the latest changes added in beta 12 ...

"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 binary 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 binary 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"
Streaming as "Grognerd" at https://www.twitch.tv/grognerd
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Chris0War
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RE: Grog's Guide to Human Resources Administration

Post by Chris0War »

To democratic minded to see a lot of merit in this otherwise excellent post.
Yes people can be as tight up as they wish in this cabinet, maybe you will even receive a bonus if your suitability rating is high enough ( really, salary's at 0,02 cred's and bonusses at 100 or even 200 credits )
Grog's are not suited to rule humanity!
Yes of course we can spend money to keep the populace happy
Synesthesia942
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RE: Grog's Guide to Human Resources Administration

Post by Synesthesia942 »

Thank you, this guide is excellent!
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jimwinsor
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RE: Grog's Guide to Human Resources Administration

Post by jimwinsor »

Big revision just now, as I noticed Governors no longer seem to use Stratagem cards (their use has been kicked upstairs to various cabinet officials, who now make the die rolls).
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jimwinsor
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RE: Grog's Guide to Human Resources Administration

Post by jimwinsor »

I just put a revised version of this up in the Steam Guide section on Steam, with a few new introductory sections on cabinet formation added.
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Destragon
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RE: Grog's Guide to Human Resources Administration

Post by Destragon »

Very useful guide. I think you can improve it by adding some information about which stat (INT, WAR, CHA) is important for which leader. I don't always have it in my head which of the skills depends on which stat and knowing this is pretty important when assigning artifact bonuses to your leaders.
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jimwinsor
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RE: Grog's Guide to Human Resources Administration

Post by jimwinsor »

ORIGINAL: Destragon

Very useful guide. I think you can improve it by adding some information about which stat (INT, WAR, CHA) is important for which leader. I don't always have it in my head which of the skills depends on which stat and knowing this is pretty important when assigning artifact bonuses to your leaders.

Color coded skills now! Although I'm not sure I can replicate this technique on my corresponding Steam guide ...
Streaming as "Grognerd" at https://www.twitch.tv/grognerd
zgrssd
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RE: Grog's Guide to Human Resources Administration

Post by zgrssd »

ORIGINAL: jimwinsor

ORIGINAL: Destragon

Very useful guide. I think you can improve it by adding some information about which stat (INT, WAR, CHA) is important for which leader. I don't always have it in my head which of the skills depends on which stat and knowing this is pretty important when assigning artifact bonuses to your leaders.

Color coded skills now! Although I'm not sure I can replicate this technique on my corresponding Steam guide ...
I do not see teh formating help on steam including any Color option. But maybe trying to rely on "meta" information like color to communicate may be a bad idea to begin with?

How about writing the 3 letter Stat indetifier in front of each Skill? Might be more verbose, but it would be reliably translated across text mediums without coloration.
Consider using fixed width spacing for the skill name as well.
Destragon
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RE: Grog's Guide to Human Resources Administration

Post by Destragon »

ORIGINAL: jimwinsor

Color coded skills now! Although I'm not sure I can replicate this technique on my corresponding Steam guide ...
Sweet, thanks. Yeah, I was also wondering what to do about Steam. I was looking up if it's possible to colour code there, but it looks like it's a no.
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newageofpower
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RE: Grog's Guide to Human Resources Administration

Post by newageofpower »

This is one of the best resources I've found for the game. Much thanks!
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Sieppo
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RE: Grog's Guide to Human Resources Administration

Post by Sieppo »

After playing this game since June I have to say, this post is the most useful post on this forum. Thank you again, I pretty much keep the page open always when playing. Should be pinned.
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> A diamond?
> No. 500 machine gun men on a mountain.
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