Jagged Alliance 3

Jagged Alliance 3

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['w'] Jul 24, 2023 @ 9:10am
Don't run around with low leadership
Traveling from H4 to H2 takes my low leadership squad 20hrs20min, vs Raiders Squad 7hrs52min . ^^

As you already know leadership influences travel time and obviously the outcome of events.

I'll never ever let my squads run around with leadership lower than 80.

I was missing out on some very crucial possibilities to shift a conversation to my favour because of my Imp running around with 37 leadership.

After I flew in Raider and his wife, waiting 5 days for them to arrive at a negotiation I realized how valuable those two are.

There whole way of carrying themselves, their professionalism is just awesome.

Very eager to replay the game with some pros in my team, even so I always played with lowlifes in my past and never went more expensive than wolf, so glad that wolf is back.
Last edited by ['w']; Jul 24, 2023 @ 9:23am
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Showing 1-10 of 10 comments
pascal.difolco Jul 24, 2023 @ 9:24am 
Yup watched a YT vid yday and you have faster map travel time by (best LDR-25)%
So put 85 LDR to your IMP for a whopping 60% faster travel !!
ahsanford Jul 24, 2023 @ 9:28am 
And don't *not* run around with low leadership either. Makes militia take a lot longer to train.

I'm halfway through and now after each city square we capture:

1) My IMP main (75 leadership) + Len knock out 2 militia levels
2) My doc patches us up
3) Someone is fixing things or building ammo
4) Someone is scouting

And Raider has trained up Kalyna + Flay to 70-80ish leadership so that they can man various points of entry from attackers and keep those militias staffed.

Works out well.

- A
Last edited by ahsanford; Jul 24, 2023 @ 9:30am
Playbahnosh Jul 24, 2023 @ 9:32am 
Indeed, I was today years old when I realized it was Leadership that influenced travel speed and not, you know, common sense like AGI, DEX, STR or a combination of them.

I mean, it sort of makes sense that a good leader can whip a squad into shape, navigate better and figure out ways to march them through difficult terrain, but then again, a group can only be so fast as their slowest member.

I think travel speed should depend on the best LDR merc and the worst AGI/DEX/STR merc in the squad. I mean, even the best squad leader can't go any faster if Fatso McWimpy is on the team.
nbk_redspy Jul 24, 2023 @ 9:41am 
Edit: I didn't realize this is actually shown on the traveling screen. I thought it was a hidden mechanic that make would make a huge difference but the user wouldn't know about it.

Uh...this is a....surprising and seriously impactful mechanic. 60%.

I think a succinct summary is WTF.
Last edited by nbk_redspy; Jul 26, 2023 @ 6:04am
Will Jul 24, 2023 @ 9:46am 
Leadership counts for a lot in the real world when you are navigating hostile or even non hostile terrain in a group. Much more than agility or dexterity.
Yaldabaoth Jul 24, 2023 @ 9:59am 
Originally posted by ahsanford:
And Raider has trained up Kalyna + Flay to 70-80ish leadership so that they can man various points of entry from attackers and keep those militias staffed.
Imagine a militia squad trained by Kalyna. Oh god help us.
Magni Jul 24, 2023 @ 10:02am 
Originally posted by ahsanford:
And don't *not* run around with low leadership either. Makes militia take a lot longer to train.

The Teaching perk is more important for training militia. MD is almost the equal of Gus when it comes to training militia, right out the gate.

At base stats, the best trainers in the game are:
1. Raider
2. Len
3. Hitman
4. Wolf
5. Buns
6. Fox
7. Gus
8. MD

A single leadership training session with Raider is enough to catapult MD up to rank 5, too. He's the most cost-efficient militia trainer in the game by far.

EDIT:
Mechanically, it works like this: There's a hidden progress bar of sorts that all the mercs that are performing an operation contribute to. Contribution is a base value of 67 plus the mercs' relevant stat, leadership in the case of training miltias.

The teaching perk acts as a x2 multiplier, so the formula for mercs with it becomes (67 + Leadership) x2. Note that if multiple mercs cooperate, this multiplier only applies to the merc(s) with the trait. Wolf takes this one step farther as his Jack of All Trades perk counts as a x1.33 multipler on top for any operation he's working in. So when teaching miltia he contributes (67 + Leadership) x2 x1.33.
Last edited by Magni; Jul 24, 2023 @ 10:12am
['w'] Jul 24, 2023 @ 10:05am 
Wolf and Fox, Wolf with his 33% fast task completion and Fox as teacher for training militia in 15hrs worked very well for me, need to try a teacher with high leadership.
dq_177 Jul 24, 2023 @ 10:18am 
It seems silly that leadership is the basis of travel time.
Like if you had a 'squad leader' who had high leadership could see that be a reason for a bonus but not so much having low leadership should lead to a penalty.
cifrelettere Jul 24, 2023 @ 10:56am 
Originally posted by dq_177:
It seems silly that leadership is the basis of travel time.
Like if you had a 'squad leader' who had high leadership could see that be a reason for a bonus but not so much having low leadership should lead to a penalty.

Huh? It's all relative. And leadership does only provide a bonus to the base travel time.
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Date Posted: Jul 24, 2023 @ 9:10am
Posts: 10