Shadow Empire

Shadow Empire

What skills for Supreme Command Council?
In the game manual, in section 5.6.4.1 ORGANIZATIONS, skills are listed for various decisions for each organization.

However, in the description of the Supreme Command Council, I don’t see what kind of skills are useful.

Does anyone have any knowledge on this topic?
Originally posted by Crug:
I mostly try to have a good relationship early as skills are really pathetic at the start of a game normally. Supreme Command Council (SCC) has a limited number of stratagems, so you want prioritise the other councils.

If you go to "REPorts" -> "ORGANISATIONS" -> "Supreme Command Council Overview" you will see the skills related to card generation. The way it works is that you have BP (Beaurocratic Points) from the budget allocated to political points OR stratagem card generation. Each card type has a pool of points that builds up, increasing the probabilities of rolling a card.

Page 240: Director Skill Bonus. If the Skill Roll of the Director is above 100, the value above 100 will be used as a positive percentage modifier. So, a roll of 123 will give a 23% bonus on BP invested. This is for any type of director task (you can see these rolls on the leader sheet -> Skill Log.

If you goto "REPorts" -> "OVERVIEWS" -> "Strategem Generation Overview" you will see your strategem pool points and probabilities. I think that it is layered probability, i.e. a weight first to select a card to roll on and then pool:cost roll. PS: the pool is expended when the card is rolled successfully. PS: some of the names of skills to pool points names are not the identical.

Page 276 of manual 5.8.3.1. SKILL ROLLS:

Your leaders's Covert skill is below 20, so this the bits applicable
1d100
+ Skill Level
+ (Stat Points * Skill Level / 20)
+ ((Highest Skill Level in Skill Family – Skill Level)/2)
-20/+20 depending on your Relation with the Leader (0 being 50)

Therefore this is how you would calculate for your leader:
4 Skill Level
+ 22 * 4/20 = 4.4 Leader Stat bonus. This is summarised on the "TOT" stat for you.
+ (8-8)/2 : 0 Skill Family bonus. This is also on the "TOT" stat for you.
+ 40/(0.86) - 20 : 14.4 relationship bonus. This is NOT on the "TOT" stat.

Ultimately, early game PP and cards are driven by Beaurocratic Points (and budget settings for each), Relationship, and then Skill. PS: you can also Attach a skilled "Advisor" to help with the skill rolls.
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Generating PP is administration - thats the main thing to know as once you get the other councils set up card generation/playing cards on SCC is less important.

Generating cards uses the skill to generate said cards. HR is administration, Spys is covert ops, postures are high command, diplimacy cards are (funnily enough) diplomacy.
Check the skill log tab for the leader, it'll give you an idea about what skills are used regularly. Supreme command uses pretty much only administration, except for the early game, where it is also used to play diplomacy stratagems if the foreign council doesn't exist yet.
Interior Council (Human Resources): Needs the highest Administration skill available, often supported by high INT to produce better Recruit cards.

Economic Council: Requires high Intelligence, prospecting (for resources), and administration skills.

Model Design Council: Requires high Intelligence, technician, and inventor skills to design better weapons, engines, and armor.

Military Research Council: Utilizes inventor and science skills for discovery.

Supreme Command Council (SCC): Needs high Administration in the mid-game for PP generation, or diverse skills (Covert Ops, Diplomacy) early on
Thanks for the answers. What about the beginning of the game Supreme Command Council (SCC)?

At the start, mainly PP and Generating Cards are generated.
How do you know which skills are needed for this? I can’t find it in the manual.
How does this translate into effectiveness?

Is there some formula somewhere, e.g. how Administration affects generated PP, and how it affects Generating Cards, so that I can decide whether it’s worth replacing someone or not?

FOR EXAMPLE, during some decisions I can hover over the chance and see where that chance comes from (which skills, etc.). Screenshot below:
https://i.ibb.co/bMP37R0K/Screenshot-413.jpg

https://i.ibb.co/prj5CpLc/Screenshot-414.jpg
^^Here it’s easy to calculate.
4 comes from Covert Ops, 14 is random, I just don’t know where the “stats bonus = 4” comes from — maybe someone knows?

Coming back to PP generation and card generation — is there any separate formula so I can see where these skills come from?

Or maybe somewhere in the logs or statistics you can see how the cards were generated, and which stats were used?
The author of this thread has indicated that this post answers the original topic.
I mostly try to have a good relationship early as skills are really pathetic at the start of a game normally. Supreme Command Council (SCC) has a limited number of stratagems, so you want prioritise the other councils.

If you go to "REPorts" -> "ORGANISATIONS" -> "Supreme Command Council Overview" you will see the skills related to card generation. The way it works is that you have BP (Beaurocratic Points) from the budget allocated to political points OR stratagem card generation. Each card type has a pool of points that builds up, increasing the probabilities of rolling a card.

Page 240: Director Skill Bonus. If the Skill Roll of the Director is above 100, the value above 100 will be used as a positive percentage modifier. So, a roll of 123 will give a 23% bonus on BP invested. This is for any type of director task (you can see these rolls on the leader sheet -> Skill Log.

If you goto "REPorts" -> "OVERVIEWS" -> "Strategem Generation Overview" you will see your strategem pool points and probabilities. I think that it is layered probability, i.e. a weight first to select a card to roll on and then pool:cost roll. PS: the pool is expended when the card is rolled successfully. PS: some of the names of skills to pool points names are not the identical.

Page 276 of manual 5.8.3.1. SKILL ROLLS:

Your leaders's Covert skill is below 20, so this the bits applicable
1d100
+ Skill Level
+ (Stat Points * Skill Level / 20)
+ ((Highest Skill Level in Skill Family – Skill Level)/2)
-20/+20 depending on your Relation with the Leader (0 being 50)

Therefore this is how you would calculate for your leader:
4 Skill Level
+ 22 * 4/20 = 4.4 Leader Stat bonus. This is summarised on the "TOT" stat for you.
+ (8-8)/2 : 0 Skill Family bonus. This is also on the "TOT" stat for you.
+ 40/(0.86) - 20 : 14.4 relationship bonus. This is NOT on the "TOT" stat.

Ultimately, early game PP and cards are driven by Beaurocratic Points (and budget settings for each), Relationship, and then Skill. PS: you can also Attach a skilled "Advisor" to help with the skill rolls.
In my recent games SupCom card generation becomes irrelevant quickly co I would say admin skill is the best skill.
Yes, you’re right — these details are visible in the overview "REPorts" -> "ORGANISATIONS" -> "Supreme Command Council Overview".
Thanks a lot!

Now I’m analysing it round by round. Please check if my understanding is correct and correct me if needed.

In this screenshot:
https://i.ibb.co/fzw8CbCK/Screenshot-28.jpg
1. Relation bonus (simple): 70, which is 20 above 50, so: +20%.

In this screenshot:
https://i.ibb.co/xprTGrk/Screenshot-30.jpg
2. I’ve also already found this 13% in the bonuses.

In this screenshot:
https://i.ibb.co/gZR4bqWN/Screenshot-31.jpg
3. What intrigues me is how this was calculated. Am I correct in understanding that in this example TOT 16 is added to the result of 1d100?
So if Covert Ops rolls = 113 (screenshot no. 2 above), does that mean 97 was rolled and then TOT 16 was added?
A possible confusion is the skill use in BP efficiency impact for tasks (5.6.4.2) versus a skill check (5.8.3.1).

The screenshots you have provided in 1. and 2. relate to BP impact into the task (more bang for the buck). The relationship bonus is -50% to +50% for these tasks (i.e. BP impact). Whereas for skill checks it is -20 to +20 to the dice roll (for e.g. Strategem skill roll).

Your 3rd point makes logical sense, I can't see the breakdown of the roll anywhere but I'm pretty sure that is how it works. These are rollled at the start of a turn. The higher the skill the more likely to go over the 100 threshold.

One of the great things about this game is how detailed and integrated the system is for leaders. There isn't a simple formula to pick the "best", although some clearly standout.

For Andrzej example, this is a good starting leader. INT 32 is decent, it means that Administration Lvl can get to 64 (32 * 2). Reasonably young so lots of time to get XP and Endurance to live longer.

However, Andrzej is a member of Martial Republican Knights Faction, they have their own likes and wants. Given the "Martial" in the name, they might really be happy to have their members in "Military" positions. This makes it easier to keep the Relationship of each leader high in that Faction. Therefore, Andrzej might make a better SHQ or OHQ leader and getting them in that position earlier might be better.

Then again, regime profiles might not be what you want long term, so he could be a liability.

One new thing I've encountered for Republica DLC is the Society Type too far to Cronyism and they will create Crony CEO SSFs and have to be assassinated to stop your empire from production meltdowns (i.e. if they hit the logisitics production).
Many thanks for the explanation, I have much better clarity now. I have a few additional questions.

https://i.ibb.co/cSBF9WKD/Screenshot-32.jpg

1. However, when applying the formula from 5.8.3.1 Skill Rolls, ^^in this case the TOT (blue) values shown are 26, 7, and 34, while my calculations resulted in 23, 0, and 34. Why is there a difference?


2. Second question: for Skill Level = 0, the TOT value is different in this example (I marked it in red). Why is that?
QUESTION 1
Skill level is still <20, so these apply:
+ Skill Level : 9
+ (Stat Points * Skill Level / 20) : 33*9/20=14.85
+ ((Highest Skill Level in Skill Family – Skill Level)/2) : (13-9)/2 = 2
9+14.85+2 = 25.85

+ Skill Level : 0
+ (Stat Points * Skill Level / 20) : 33*0/20=0
+ ((Highest Skill Level in Skill Family – Skill Level)/2) : (13-0)/2 = 6.5
0+0+6.5 = 6.5

+ Skill Level : 13
+ (Stat Points * Skill Level / 20) : 33*13/20= 21.45
+ ((Highest Skill Level in Skill Family – Skill Level)/2) : (13-13)/2 = 0
13+21.45+0 = 34.45

Note rounding to nearest integer, I don't know if the engine uses fractions in the actual skill rolls; but that is nitpicking anyway.
Note that as soon as you go over Skill LVL 20, the Stat Points caps out at its value (e.g. WAR = 33).

QUESTION 2
Your streetwise skill, this is the Skill Family contribution (INT=Green; WAR=Blue; CHA=Yellow):
+ Skill Level : 0
+ (Stat Points * Skill Level / 20) : 19*0/20= 0
+ ((Highest Skill Level in Skill Family – Skill Level)/2) : (6-0)/2 = 3
0+0+3 = 3

5.8.3.2. SKILL FAMILIES (Page 277)
There are three Skill Families. The Interpersonal Family (CHA/Yellow), Technical Family (INT/Green) and Command Family (WAR/Blue). These group similar Skills and provide a Leader with one good Skill in the family with good Skill Rolls on all Skills in the Skill Family. E.g. if you level Admin to 64, then you get a big bonus on the other Technical skills.
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