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Turn One Cabinet Leaders
Posted: Sun Aug 07, 2022 7:15 am
by LumberingTroll
Could we please have the option to start the first turn without any positions filled for our leaders? I find it so frustrating that almost every time I started a game every single position is filled with someone that should not be there, but they could be in another position. We are supposed to be the leader, why don't we get to at least pick who is in what position of our cabinet?
I do understand that it's part of the challenge, but I find it to be a source of great annoyance. Which is why I would appreciate the option to have all of the positions empty, except maybe the secretary, as I guess we need that position filled in order to appoint the other positions.
Start with just Supreme Command Council?
Posted: Wed Aug 10, 2022 4:18 pm
by Behrooz
Have you tried the option to start with just the Supreme Command Council and no additional organizations? It's not something that's really obvious, but I much prefer playing that way, and I think the tooltip for the SCC-only option should say something like 'Recommended for experienced players who are familiar with using organizations'.
Having existing organizations gets you started going in every direction faster, but is not necessarily better as you have less control, and your BP are diluted even if you starve some of the orgs that are less immediately useful.
I prefer to have the control of explicitly creating new orgs as need and resources allow. In-lore, changes to the leadership of multiple orgs does seem like the kind of thing that would be expected to reduce efficiency for several turns.
Re: Start with just Supreme Command Council?
Posted: Mon Aug 22, 2022 7:28 pm
by LumberingTroll
Behrooz wrote: Wed Aug 10, 2022 4:18 pm
Have you tried the option to start with just the Supreme Command Council and no additional organizations? It's not something that's really obvious, but I
much prefer playing that way, and I think the tooltip for the SCC-only option should say something like 'Recommended for experienced players who are familiar with using organizations'.
Having existing organizations gets you started going in every direction faster, but is not necessarily better as you have less control, and your BP are diluted even if you starve some of the orgs that are less immediately useful.
I prefer to have the control of explicitly creating new orgs as need and resources allow. In-lore, changes to the leadership of multiple orgs does seem like the kind of thing that would be expected to reduce efficiency for several turns.
This is actually the only way I play, but it seems that pretty often myt SCC leader is terrible for the position, same for the military leaders.
Re: Turn One Cabinet Leaders
Posted: Sat Aug 27, 2022 8:01 pm
by LumberingTroll
I started a new game last night, and turn one every position but my military leaders were awful, so on turn one, I relived everyone, on turn to I appointed them to new positions. They were pissy for the first couple turns, but seems to be working out ok.
Re: Turn One Cabinet Leaders
Posted: Fri Sep 02, 2022 9:03 pm
by mroyer
I rationalize this for immersion purposes as I just started as the new leader and I've inherited the previous leader's cabinet. Maybe I have to clean house, maybe not.
Re: Turn One Cabinet Leaders
Posted: Thu Sep 08, 2022 7:30 pm
by Zanotirn
On the other hand your regime has beaten most others on the planet to "graduate" from minor to major. So you can expect the previous leadership to be reasonably competent, and at least key people were probably in the right positions.