Grog's Guide to Human Resources Administration

Moderator: Vic

User avatar
BlueTemplar
Posts: 1074
Joined: Thu Apr 29, 2010 12:07 pm

Re: Grog's Guide to Human Resources Administration

Post by BlueTemplar »

Out of the top off my head :
1.) Model had changes recently. I think Governor too ?
2.) You're missing information for OHQ/Secretary/Advisor
3.) You are missing the other skills.
4.) Eventually it might be interesting to have a (spoilered ?) exhaustive list of events, but I guess that might need a whole separate post/page/graphic ?
5.) What would be even better is to somehow separate them by Profiles, for instance you'll have a very different view of skills that could benefit your Secret Service if you go Autocracy compared to if you don't...
User avatar
Arralen
Posts: 906
Joined: Sun May 21, 2000 8:00 am

Re: Grog's Guide to Human Resources Administration

Post by Arralen »

BlueTemplar wrote: Sat Feb 10, 2024 7:13 pm Out of the top off my head :
1.) Model had changes recently. I think Governor too ?
Have found nothing in the patch notes, in my current game Model still seems to roll Technician/Inventor.
What was changed concerning the governor?
2.) You're missing information for OHQ/Secretary/Advisor
What do you suppose am I missing?
The Advisor obvisouly rolls the skills he advises about, but that depends on whom he's attached to.
AFAIK there's no skill that the Advisor uses especially for advising.
OHQ does skill rolls outside of combat?
3.) You are missing the other skills.
Your post would be more useful if you would list them, you know ... .
5.) What would be even better is to somehow separate them by Profiles, for instance you'll have a very different view of skills that could benefit your Secret Service if you go Autocracy compared to if you don't...
Again, provide a list and I'll see what I can do ... .
User avatar
JagdFlanker
Posts: 744
Joined: Fri Jul 25, 2003 9:18 pm
Location: Miramichi, Canada

Re: Grog's Guide to Human Resources Administration

Post by JagdFlanker »

I figured I would ask this here since I assume it's relevant?

Been using Grog's Guide as my bible to get a good grasp of the game, kind of got a leader system going. I'm looking at the manual for the first time:
4.4.1. LEADERS
In the Personnel Overview report, we get a quick overview of the Leaders we start out with.

First thing to note here is the Capacity Level (CAP) which gives a quick indicator how able a Leader is (or can become). But after that you should look at their Ratings. They have 3 ratings: Technical Rating (TR), Command Rating (CR) and Interpersonal Rating (IPR).

It is a good idea to determine if they are assigned to Jobs that suit them well. You’ll start with a Zone Governor, a Council Director and a SHQ Commander.

Your Zone Governor ideally has good TR and IPR.

Your Council Director should have just a high TR as he has no reason to put his feet in the mud (and your Populace).

Your Commanders should have a good CR, especially your SHQ Commanders.

Ideally you assign the most suitable Leader to each job. However, keep in mind that firing Leaders to make place for an appointment procedure the next turn can cause problems. Especially if the Leader you are firing has a high Seniority Rank.
Where does CR/TR/IPR come in with regard to choosing each cabinet member? This manual excerpt and
https://www.matrixgames.com/news/shadow ... d-factions
are the only pieces of info i found on this - is there a list of what's ideal for each cabinet member?
Soar_Slitherine
Posts: 597
Joined: Sun Jun 07, 2020 11:33 am

Re: Grog's Guide to Human Resources Administration

Post by Soar_Slitherine »

TR/CR/IPR is just a quick reference for the leader's overall skill levels in that skill category. The rating in itself doesn't affect anything, but it's useful to quickly take the least skilled leaders out of the equation when doing a comparison.
Not affiliated with Slitherine. They added it to my name when they merged the Slitherine and Matrix account systems.
User avatar
JagdFlanker
Posts: 744
Joined: Fri Jul 25, 2003 9:18 pm
Location: Miramichi, Canada

Re: Grog's Guide to Human Resources Administration

Post by JagdFlanker »

Cool, I was hoping there would be an actual chart/list of what TR/CR/IPR rating each leader should have for each position

Once you start getting new leaders they generally don't have any skills, so i go by CAP to have them learn and get levels faster - but seems i should also use TR/CR/IPR to narrow down what the leader specializes in so they can learn their specific 'trade' faster/more efficiently. I will have to pay attention and see, but still wish there was an official list to follow

Thanks!
User avatar
AnddyiRaynor
Posts: 70
Joined: Fri May 30, 2014 5:24 pm

Re: Grog's Guide to Human Resources Administration

Post by AnddyiRaynor »

There is a list, find out what skills they have and the stat + growth limit they have and hope they don't have useless skills they can spend points on, like governors shouldn't have military ones.(the list is what each job requires that should be on the first page)
User avatar
BlueTemplar
Posts: 1074
Joined: Thu Apr 29, 2010 12:07 pm

Re: Grog's Guide to Human Resources Administration

Post by BlueTemplar »

Arralen wrote: Sat Mar 09, 2024 12:47 pm [...]
Have found nothing in the patch notes, in my current game Model still seems to roll Technician/Inventor.
[...]
[126n2] Wrong popups for Skills Improvisation, Inventor and Technician (since 1.21e)
Your table has neither Inventor nor Improvisation for Model, and 2 in Technician.
Post Reply

Return to “War Room”