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Political Rating
Posted: Sun Jun 01, 2025 5:22 pm
by Dereck
I checked and the editor will allow it to be entered so my question is:
What happens if the Political rating for a leader is set above 9?
Re: Political Rating
Posted: Tue Jun 03, 2025 6:01 pm
by LordSAS
Does it actually in game show above 9? I know if you set the end game turn to like 300 it still defaults to the hardcoded max turn.
Re: Political Rating
Posted: Wed Jun 04, 2025 1:12 pm
by Dereck
LordSAS wrote: Tue Jun 03, 2025 6:01 pm
Does it actually in game show above 9? I know if you set the end game turn to like 300 it still defaults to the hardcoded max turn.
Yes. I set the political rating of my Soviet leaders to 10 and it also affected their dismissal costs. I ran a quick unscientific test by having the game play itself and by turn 7 the game had still dismissed two officers. One with only a 0-3 record. I was hoping this would have got rid of the pain in the butt dismissals but it didn't. About the only thing it did do was give the generals a bigger buffer of political points since they lose a point when they get dismissed.
Re: Political Rating
Posted: Thu Jun 05, 2025 12:19 am
by LordSAS
Dereck wrote: Wed Jun 04, 2025 1:12 pm
LordSAS wrote: Tue Jun 03, 2025 6:01 pm
Does it actually in game show above 9? I know if you set the end game turn to like 300 it still defaults to the hardcoded max turn.
Yes. I set the political rating of my Soviet leaders to 10 and it also affected their dismissal costs. I ran a quick unscientific test by having the game play itself and by turn 7 the game had still dismissed two officers. One with only a 0-3 record. I was hoping this would have got rid of the pain in the butt dismissals but it didn't. About the only thing it did do was give the generals a bigger buffer of political points since they lose a point when they get dismissed.
Manual dismissal will also cost you a lot because that increases the cost also.
Re: Political Rating
Posted: Thu Jun 05, 2025 7:37 am
by Wiedrock
Dereck wrote: Wed Jun 04, 2025 1:12 pm
I set the political rating of my Soviet leaders to 10 and it also affected their dismissal costs.
The Dismissal costs are a straight forward combination/calculation out of the 2 Leaders being exchanged and the one Leader "above" the HQ's Leader you are about to replace.
Dereck wrote: Wed Jun 04, 2025 1:12 pm
I ran a quick unscientific test by having the game play itself and by turn 7 the game had still dismissed two officers. One with only a 0-3 record. I was hoping this would have got rid of the pain in the butt dismissals but it didn't.
I have "afk" games where Leaders get dismissed despite having 0:0 Win:Loss. I'd assume as with the random Leader Deaths it's just random from 1:1 ratios downwards with possibly slightly higher chances with worse influences of win/loss and political ratings.
It may reduce the chance for execution I suppose.
Re: Political Rating
Posted: Thu Jun 05, 2025 5:08 pm
by Dereck
Wiedrock wrote: Thu Jun 05, 2025 7:37 am
Dereck wrote: Wed Jun 04, 2025 1:12 pm
I set the political rating of my Soviet leaders to 10 and it also affected their dismissal costs.
The Dismissal costs are a straight forward combination/calculation out of the 2 Leaders being exchanged and the one Leader "above" the HQ's Leader you are about to replace.
Dereck wrote: Wed Jun 04, 2025 1:12 pm
I ran a quick unscientific test by having the game play itself and by turn 7 the game had still dismissed two officers. One with only a 0-3 record. I was hoping this would have got rid of the pain in the butt dismissals but it didn't.
I have "afk" games where Leaders get dismissed despite having 0:0 Win:Loss. I'd assume as with the random Leader Deaths it's just random from 1:1 ratios downwards with possibly slightly higher chances with worse influences of win/loss and political ratings.
It may reduce the chance for execution I suppose.
It is just random and not based on anything. I've had leaders dismissed now EVERY turn and a lot in the SR where they haven't done anything. This isn't anything but a way to screw with the players in my opinion. I'm almost at the point where I'm going to ditch this 1.04.01 version and go back to the 1.01.07Beta version I have which didn't aggravate me so much.
They lowered random leader deaths but decided to up replacing leaders. Why can't they add an option for replacing leaders too like they did for leader deaths?