wow those are some drastic rolls. still, seemed to succeed on dangerous things(ones in enemy territory) and fail on (relatively)safe things so could be way worse.
very on the fence about organisational structures since everything can hit various story beats in some way
looks like all three of them have factors influencing who can be recruited, so maybe who we think we're going to be recruiting is a good point of comparison? like, trying to determine our ideal demographic for membership
corporate would let a lot of people join (especially if we can put out ads for employees directly), but they're probably less keen on taking risks, so might be a problem if we need to do larger scale fighting in the open (might not be needed if we focus on asymetrical warfare, though this is difficult if giygas is doing it too)
criminal would let more interesting people join, and they'd probably be more willing to fight, but could be more difficult to wrangle if they're criminals themselves. hard to say if this is worthwhile or not.
arnarchic has a malus to recruitment which is a shame, but instead we get a perk (which could be very helpful if we're playing a particular playstyle) and probably more freedom to structure things how we want. might be possible to sidestep issues with recruitment by focusing on quality over quantity?
thinking on this, big factors factors are probably something like the amount of people we can recruit, how easy they are to manage, and how useful they're likely to be in both working against giygas and in general. what sort of sweet spot between these would you prefer? each option seems to be good for 2/3 lol
(deciding which faction is the most fun/which one lets us do what we need to do are also important but besides the point here)
as a reminder, we'll get at least one decent martial hero unit after founding a faction so that shouldn't be as big an issue in the early game.
since a gang is probably not the best fit for our needs either, it might be worth an archaic structure in order to be able to focus the organisation's focus to suit our situation (combatting alien infiltration and things that will help that)
our advantage over Giygas is not being restricted, so the freedom to make contacts with a range of people to cast our net wide (by not being an alignment) seems like a major asset
also interesting info on NELCON for sure @griffinlw , seems a good item to be able to research for PSI development. hopefully we don't end up with drug addiction issues?
very on the fence about organisational structures since everything can hit various story beats in some way
looks like all three of them have factors influencing who can be recruited, so maybe who we think we're going to be recruiting is a good point of comparison? like, trying to determine our ideal demographic for membership
corporate would let a lot of people join (especially if we can put out ads for employees directly), but they're probably less keen on taking risks, so might be a problem if we need to do larger scale fighting in the open (might not be needed if we focus on asymetrical warfare, though this is difficult if giygas is doing it too)
criminal would let more interesting people join, and they'd probably be more willing to fight, but could be more difficult to wrangle if they're criminals themselves. hard to say if this is worthwhile or not.
arnarchic has a malus to recruitment which is a shame, but instead we get a perk (which could be very helpful if we're playing a particular playstyle) and probably more freedom to structure things how we want. might be possible to sidestep issues with recruitment by focusing on quality over quantity?
thinking on this, big factors factors are probably something like the amount of people we can recruit, how easy they are to manage, and how useful they're likely to be in both working against giygas and in general. what sort of sweet spot between these would you prefer? each option seems to be good for 2/3 lol
(deciding which faction is the most fun/which one lets us do what we need to do are also important but besides the point here)
as a reminder, we'll get at least one decent martial hero unit after founding a faction so that shouldn't be as big an issue in the early game.
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after reading things through it seems like whilst a good reputation would give us safety, I doubt it'd last if we're actively being tarred and feathered/people try to expose us/we need to act. (and it's probably a pain to found a business properly), so corporate might not be the best bet.since a gang is probably not the best fit for our needs either, it might be worth an archaic structure in order to be able to focus the organisation's focus to suit our situation (combatting alien infiltration and things that will help that)
our advantage over Giygas is not being restricted, so the freedom to make contacts with a range of people to cast our net wide (by not being an alignment) seems like a major asset
also interesting info on NELCON for sure @griffinlw , seems a good item to be able to research for PSI development. hopefully we don't end up with drug addiction issues?
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