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There is the - rare - 3 FP Sage national strat card. Those guys are insanely high skilled, and their attributes range up to the 90s. The downside is, they come at 55+ age.
The white skills he did have a slight bit of were all combat focused. This overlaps entirely with all the various military recruit cards that are supposed? to be focused on that direction and adds to the perception that all these card's outcomes are totally random.
And I agree, the talents aren't that good. I prefer juniors, as they come young at least ( and without seniority, so I can retire them the same turn if bad).
In keeping with the upside down or totally random nature the leaders appear to get I called up a junior recruit. I mean, hey, why waste PP's if it's all random. Same 80 attitude for the Interior Director. The junior leader came in Cap 4, some colored skill rolls in the 50's, stats in the 40's...basically what you would think some...or at least one...of the senior or talented leaders would enter at. The junior is age 19 with more skills than the last five senior and talent guys I've hired had combined.
Is anyone sure that the skill and stat ranges for juniors, seniors, and talent leaders hasn't accidentally been reversed in the code? Small sample but thus far I've had every leader come in backward of their strategem descriptions. This comes across as more of a Rim World story feature than anything you would find in a strategy game.
Edit: Recruiting a leader doesn't show as having a roll take place. Are you sure leader relation matters at all here?
Even though the description says there is no test or skill roll when executing the stratagem...
Meritocracy creates better leaders (+1 CAP)
Democracy Creates worse leaders (-1 CAP)
I'v always found I get better leaders from the cheap 10 PP leader cards, the 40 PP cards never give proportionally better results
However, capability level also has a very strong effect on the amount of experience gained, both during leader generation and during play, as well as their starting stats. Cap I's tend to start with minimal skill levels no matter their level of experience, while a cap V junior is sometimes already an expert. The manual confirms that stats also effect how well experience translates to skill level growth in related skills, at least during play, though I can't say with 100% certainty that the same applies during leader creation.
A few stratagems are set to produce leaders of a fixed capability level. Recruit Merc produces cap II's, and is almost never worth the huge PP cost. Recruit Talent produces cap III's, so it's nice for consistently producing usable leaders. I want to emphasize that besides gaining experience much faster, higher-cap leaders are also much more likely to roll high stats.
Scrap stratagems produce a leader of a cap level equal to the roman numeral in the card's name (cap I if there is no numeral), and fate stratagems such as the Sage are fixed to a high capability level.
For example a CAP I that already has lvl 20 Technician is going to be a solid choice for model design at game start - perhaps they won't get much better as the game goes on, but they are definitely fine to hold the fort until you find a better replacement