Fleet Career - Promotion from within

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stripe7

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Is there/can there be, a mechanism for promotion for ship captains who excel in a battle? After a particularly gnarly battle, if the battle is won against great odds we get an admiral out of it, promoting some unnamed/unknown captain from the surviving ships to the ranks of Admiral.

Can we also see a bio of an Admiral, like "Promoted to Admiral for exceptional achievements at the battle of Wolf 359" with each significant combat he is in after added to the bio?
 
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SolarGuy

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Is there/can there be, a mechanism for promotion for ship captains who excel in a battle? After a particularly gnarly battle, if the battle is won against great odds we get an admiral out of it, promoting some unnamed/unknown captain from the surviving ships to the ranks of Admiral.

Can we also see a bio of an Admiral, like "Promoted to Admiral for exceptional achievements at the battle of Wolf 359" with each significant combat he is in after added to the bio?
I like this idea, it would add a bit of story-possibility. But only if we can also rename / delete parts of the bio (especially useful when the game bugs around and takes every encounter as a serious battle). That automatic part could be a bit of a problem for the computer, because what's half a war for one species, may be a little fight for another species. But still, I support such an automatic adding system!
 
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CptWilly

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Perhaps an event prompt for militaristic governments that has a percentage chance after a sizable fleet action to allow you to "promote" one of the captains to a new admiral. An option you may or may not want to take given the current situation with imperial leadership/factions etc.
 
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Is there/can there be, a mechanism for promotion for ship captains who excel in a battle? After a particularly gnarly battle, if the battle is won against great odds we get an admiral out of it, promoting some unnamed/unknown captain from the surviving ships to the ranks of Admiral.

Can we also see a bio of an Admiral, like "Promoted to Admiral for exceptional achievements at the battle of Wolf 359" with each significant combat he is in after added to the bio?

CK2 has that in the script files for event triggers. But it tends to be so so low that, it probably might happen once or twice in an entire game to a player. The world might see it more, but it's hard to notice. So basically, if you know how to read the text code files and mod them, it's not hard to up the chance or make up your own "promotion" events later on. Which will trigger in the Clausewitz engine like normal events and scripts.

No Idea about the bio, if even there is one, which there usually isn't. But there might be, since there aren't as many characters in Stellaris as in Ck2.
 

The_Meme_Man

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I could see it almost just being luck based. I mean, in real life, you could have no really "great" leaders in a war of a similar scale of WWII, but you could find real prodigies in a war of the scale of the Vietnam war (especially if an army tradition mechanic exists in that an "average" for one species or war is a "great" for another species or war).

I think army tradition could play in that you just get a "better than usual" admiral. If you are a pacifist or weak society with little military tradition, something like a weak 2-star admiral will be pretty good, whilst if you are Space-Germany you should be expecting some pretty epic generals.
 
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aitaituo

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I really enjoy the EU history and CK chronicle features, even though they contribute nothing of value to the game itself.
 

Sinister2202

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It's about time military officers in PDS games be promoted. It would be nice for promotions to provide a bonus to their stats, if you have a militaristic government.
 
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CanadaLad

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I think army tradition could play in that you just get a "better than usual" admiral. If you are a pacifist or weak society with little military tradition, something like a weak 2-star admiral will be pretty good, whilst if you are Space-Germany you should be expecting some pretty epic generals.
But on the other hand, if there's a really small space germany up against a massive space sweden, I'd find it kinda unfair that based on something uncontrollable (more or less, like army tradition) meant that my technologically advanced, massive fleets kept getting rekt by what was basically the warhammer 40k orks
 

The_Meme_Man

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But on the other hand, if there's a really small space germany up against a massive space sweden, I'd find it kinda unfair that based on something uncontrollable (more or less, like army tradition) meant that my technologically advanced, massive fleets kept getting rekt by what was basically the warhammer 40k orks
Well, that is Space Sweden. Everyone is going to get fucked, regardless, except maybe Space Gandhi.

I mean, the army tradition itself should not be luck based, just the random events where you could get a slightly more decent leader than usual.
 
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It's about time military officers in PDS games be promoted. It would be nice for promotions to provide a bonus to their stats, if you have a militaristic government.

The thing is, sometimes an officer is so incompetent but so well connected, that the only way to get him out of the theater is to promote him. Then his boss does the exact same thing again.
 

XRW

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I think fleets/ships should have a experience level. The level represents how experienced the crews are at fighting. At 0% they're basically fresh recruits straight from Starfleet Academy. At 100% they're the Star Trek TV show level of awesome. Maybe not that awesome, but they're noticeably better. Might kill 2 ships of equal size and quality at 0% experience. At any time you can promote the best captain of ships at the cost of the ships experience level. In return you get a named Admiral that can confer a bonus to an entire fleet. You can make this action cost prestige or money or whatever else to help balance it. Obviously the more experienced ships returns the best admiral.

I think it's best to leave biographies of individuals to people that want to roleplay a bit. If I want a named character to have a specific backstory I'll write it myself and well, keep it to myself mostly. It's to complicated for to little gameplay benefit for the game to generate backstories for individuals.
 

vyshan

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The thing is, sometimes an officer is so incompetent but so well connected, that the only way to get him out of the theater is to promote him. Then his boss does the exact same thing again.

I am curious what would be the best way to simulate things like this in game? :)
 

Kuschelflummi

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Magma!
Oh.. wrong game, sorry.

I wouldn't mind a personal battle history for Admirals and Generals. Course you also have to build them a Monument after they died heroic.
 
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SolarGuy

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Magma!
Oh.. wrong game, sorry.

I wouldn't mind a personal battle history for Admirals and Generals. Course you also have to build them a Monument after they died heroic.
Yaay, monuments! :D "What about writing my name into that planet with a laser when I'm dead?" xD
 

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I am curious what would be the best way to simulate things like this in game?

In CK2, a powerful duke or super duke may become the chancellor without actually having the highest diplomacy. May in fact be the lowest diplomacy. But it might be useful to hold him off because of the +15 point benefit, until somebody kills him or he dies in battle or somebody charges him with treason so he can be imprisoned.

Generally, if a game treats characters as tools that can be used in different ways, with a lot of simulated effects, there might turn out a situation that makes some unlikely scenario, useful and feasible. The meta game, not just the game itself or the rules in it. Humans will exploit any system for advantage or an edge, if they can see it. Sometimes due to short term profit, sometimes due to longer term strategic interests.

There's always that annoying character and rival you don't like, it would be so convenient if he got promoted and sent to the front lines, and accidentally ended up dead as a hero.

In Stellaris, perhaps some factional leader of some planet is getting uppity and starting to diverge from the mainbody, Culture. That leader is super competent, but if his sub species rebels, could be bad militarily.

I really like CK2's mentor and guardian education system. Really connects old generation to the new generation. It's a strong connection. I think instead of xp or random traits due to events, I would like to see that in any kind of Stellaris leader academy or manufacturer. Adds that personal touch often missing from random number generators, and since Stellaris leaders won't have interaction with each other, it'll be kind of hard to actually think of them as people... even simulated manpower. Since the POPs are the stars and they live on planets or something, perhaps a leader could become trained and educated by the POP and their culture itself. So a planet might become famous for producing war leaders or diplomats. Up until the AI rebellion takes them over and they become your worst enemy, at least.

Xcom original style management of manpower, personality quirks and traits, and various other issues of resource management that applies to the tactical battlefield, was fun and engaging. Also very tricky or creative at times. And it was all random number generator, but the skills improved directly in relation what that soldier did successfully in battle.

CK2 didn't have a lot of "upgrading" so to speak, in their characters. A lot of it was random or obscure or low probabilities. For a war leader, though, I think there should be some trait and event upgrades, that isn't a skill tree as in Diablo 2/3 for example. That's a little bit too orthodox. Instead of trying to make every game with leaders different, via low probability constant checks, they should give a really good trait to one leader, currently alive, and then decrease the chances after that. That way, you can play around with more interesting characters, given the 30 or so limit, without waiting for something to happen later on that may never happen.

The scientist leaders I think they will have a different and easier time balancing the career progression of. But military leaders are a little bit harder, because it's hard to predict how many fights or what kind of experience they can get, without the players doing weird things to them. In Ck2, that would be like teleporting 30 of your courtiers and council members to the army at the Crusade target, so that everyone becomes a crusader and loves each other. But there are other ways to "game" in game mechanics.
 
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SolarGuy

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he, imagine stumbling across a word written into a planet as an anomaly. pouring month's of research into it only to find out it's just some old dude's name;
Or even a better thing: Hiding a code / message / coordinate / information by carving it into the crust of a planet (in hexadecimal or binary code, maybe). Or you build up piles of dirt and stone to make mountains, so not many people would notice it. Then we could already have a colony there, and then someone realises that there is a pancake recipe formed with mountains and hidden with a complicated code on the planet.
And imagine multiplayer with this tech available :D Every planet would have some message, like "Go away" or notes like "Ruins #32" and "Viridian Home" and such xD