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Whereas, nowhere in the actual real world would firing your agent lead to their happy, harmless release from capture.
God, this conversation is inane and pointless, so I'm simply going to block you - as it's pretty clear you do not add value to discussions - and remove myself from it. It's literally talking to a brick wall, about something that already WILL be changed, regardless of what you think.
Yes, attrition comes into play. Take out enough councilors, the enemy faction might not have enough money or influence to re-equip, might not have enough to re-hire. But towards later game it does feel very meaningless as money/influence isn't an issue. So you always have all these opposing councilors running around causing problems even towards the later part of the game and I'm being forced to engage in a fruitless effort to stop them.
Exactly.
And of course it has consequences. The replacement for a long-time councilor is going to be vastly inferior to them due to the lack of experience, you still have to pay to reattach the orgs, and the inferior councilor may not have enough Administration to allow you to equip enough orgs without ditching some.
Dude, that is entirely the point of this post. You can immediately rehire fired councilors. So no, you don't lose that long-time councilor. You don't end up with a vastly inferior replacement. You aren't losing the years of experience. You aren't going to have someone with too low administration. And the cost to reattach orgs is trivial - or trivial enough compared to original purchase cost - and especially so once you're a couple years in.
Are you just another guy that is ignoring the entire point of this post just to hear themselves speak?
Not every post in a thread is going to be entirely 100% on the topic of the OP.
Okay, so yes, you are here just to hear yourself speak. He mentioned assassination as an aside (hence why it was in parenthesis) to the primary issue. Of course assassination results in the loss of an experienced councilor, but his point still remains that to near 100% degree, you can simply rehire the same or a new councilor and reattach the orgs in both cases. Given that even the AI mainly uses adm orgs to increase admin skill, the actual loss of an org due to it being a councilor with insufficient admin is extremely low.
Hence the entire problem with the system. You, like the other guy, are massively overstating the case of any real drawbacks, and focusing on the unlikeliest of minutia to do it.
Yes, the whole operation of turning can be frustrating sometimes but that is just part of the game. Its supposed to be hard to get penetration into another faction because it is so powerful. If you want to cripple a faction's org inventory, use mass hostile takeover and sell.
Its possible to totally cripple a faction and have them run around with a bunch of sub 10 stat everything councilors for years.
Calm down.
The assassination part wasn't what I was originally commenting on in the first place. It was the misinformation saying that orgs in excess of the holding limit of 10 could be held until end of turn, which they can't. But then they continued including assassination as a cause for having orgs stripped, which has obvious drawbacks.
So, no, you don't come across as "agreeing" with the topic, you come across as another defender of the status quo arguing that the penalties for councilor loss are good enough as is.
It had plenty to do with the overall point, because their statement was seriously flawed in how much damage mid-turn councilor losses do.
The excising is done because either I don't disagree with it and so have no need to address it, or because the flaw makes the rest of their argument pointless because it's being made on an incorrect foundation.
I have many times in the past completely ruined a faction by assassinating enough of them that they can no longer afford to reassign their orgs, or sometimes even be unable to hire new councilors, both of which are devastating in the long term because the loss of stats from the loss of orgs and experienced councilors not only causes their councilors to fall way behind but it also means that they lose CP cap and so others jump on their vulnerable CPs, further destroying them. Then, with the loss of their CPs, they lose their MC, and so their space presence is hobbled, and/or the AI factions gang up on them to steal their space assets. The loss of CPs also means that they lose the ability to use Unity to generate public opinion, which is the primary source of the Influence they need to hire councilors and equip many orgs, and with the early game landgrab being over their only choice is to try to take control back from other established factions that have everything going in their favor to defend against them.
I never voiced agreement, either, until I told you in the previous post that I agree. And yet you assumed that I disagreed with you based on things I didn't say.
They ARE good enough in the case of assassination. They'd also be good enough if they couldn't rehire fired councilors. Neither of these stances are contrary to the idea that they shouldn't be able to rehire fired councilors.