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Author Topic: LCS What bonuses do important conservative sleepers give?  (Read 5654 times)

Theinsomniac

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LCS What bonuses do important conservative sleepers give?
« on: August 22, 2013, 07:31:38 pm »

I've been playing LCS and essentially I've tried to abduct pretty much every important conservative to turn them into sleepers because the wiki says they're great sleepers, now as far as I understand Radio Personalities and News Anchors advocate liberalism faster and the CEO can embezzle funds much better than anyone else, what do sleeper Hangin' Judges and Eminent Scientists do?

PS. By what do Hangin' Judges do I mean what can they do that sleeper Liberal Judges cant? Also does the CEO have any other strengths other than embezzling funds? Because he was INCREDIBLY hard to get.
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KA101

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Re: LCS What bonuses do important conservative sleepers give?
« Reply #1 on: August 22, 2013, 09:45:31 pm »

Hangin' Judges can influence issues by Promoting Liberalism.  Apparently nobody listens to Liberal Judges.  I *think* the sleeper CEO also influences issues more effectively; theoretically he also tips you off to Corporate raids.

(I'd think Mercenaries, Elite Security, etc ought to be able to do that too, but apparently not.)
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Liberal Elitist

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Re: LCS What bonuses do important conservative sleepers give?
« Reply #2 on: August 23, 2013, 08:34:22 am »

OK, the answer about what Sleepers are most effective at Promoting Liberalism is a bit complicated. Here goes an explanation:

First of all, Cable News Anchors and Radio Personalities are both special cases when it comes to Promoting Liberalism; both are quite good at Promoting Liberalism if Cable News and AM Radio are held in high esteem by the public (if the Cable News and AM Radio issues are Conservative rather than Liberal). But if Cable News and AM Radio are held in low esteem (and any Cable News Anchor or Radio Personality who is a Sleeper will gradually decrease the public's esteem for those media outlets), then their influence decreases dramatically.

Corporate CEOs, Politicians, and Eminent Scientists have 10 times the effect of ordinary Sleepers on public opinion. Death Squad Officers, Educators, and Military Officers have triple the effect of ordinary Sleepers on public opinion. Actors, Police Gang Units, Military Police, and Navy SEALs have double the impact of ordinary Sleepers on public opinion.

Art Critics get bonuses based on Writing and Art skills, Painters and Sculptors get bonuses based on Art skills, Music Critics get bonuses based on Writing and Music skills, Musicians get bonuses based on Music skills, Authors and Journalists get bonuses based on Writing skills, Hangin' Judges get bonuses based on Writing and Law skills, Lawyers get bonuses based on Law skills, Lab Techs and Eminent Scientists get bonuses based on Science skills, Corporate CEOs and Corporate Managers get bonuses based on Business skills, Priests and Nuns get bonuses based on Religion skills, and Educators get bonuses based on Psychology skills. These bonuses are applied BEFORE the multipliers, making anyone listed in this paragraph as well as the previous one (Corporate CEOs, Eminent Scientists, and Educators) have those bonuses multiplied by their multipliers to be super-effective at Advocating Liberalism. The skills and attributes that affect Advocating Liberalism for everyone, whether or not they have those bonuses, are Charisma, Heart, Intelligence, and Persuasion.

Now, there is the number of issues which each occupation affects in their advocacy. Radio Personalities and Cable News Anchors affect ALL issues except for public perceptions of the Liberal Crime Squad and Conservative Crime Squad (24 issues total!), and also change public opinion to be less favorable towards the media outlets they work for (AM Radio and Cable News, respectively), but their individual effects on each issue are decreased by the fraction of people who don't like their media outlets (so if 90% of people don't like Cable News, a Cable News Anchor has 90% less impact on each issue).

Priests, Painters, Sculptors, Authors, Journalists, Psychologists, Musicians, Art Critics, Music Critics, and Actors affect Women's Rights, Civil Rights, Gay Rights, Free Speech, Drugs, and Immigration (6 issues).

Lawyers affect Police Behavior, Death Penalty, Gun Control, and Drugs (4 issues). Hangin' Judges affect those 4 plus Justices, Free Speech, and Intelligence (7 issues).

Lab Techs affect Nuclear Power, Animal Research, and Genetic Engineering (3 issues). Eminent Scientists affect those 3 plus Pollution (4 issues).

Corporate Managers affect Women, Taxes, Corporate Culture, Worker's Rights, Pollution, and Civil Rights (6 issues). Corporate CEOs affect those 6 plus CEO Salaries (7 issues).

Police Officers, Police Gang Units, and SWAT Officers affect Police Behavior, Drugs, Torture, Gun Control, and Prisons (5 issues). Death Squad Officers also affect Death Penalty and have double the effect on Prisons (6 or 7 issues, depending on whether you count Prisons twice).

Educators, Prison Guards, and Prisoners affect Police Behavior, Death Penalty, Drugs, Torture, and Prisons (5 issues).

Agents affect Intelligence, Torture, Prisons, and Free Speech (4 issues). Secret Security affect those 4 plus having double the effect on Intelligence (4 or 5 issues, depending on whether you count Intelligence twice).

Elite Security affect Gun Control (1 issue).

Soldiers, Veterans, Military Police, Military Officers, and Navy SEALs affect Military, Torture, Gay Rights, and Women (4 issues).

Sweatshop Workers affect Immigration and Worker's Rights (2 issues).

Child Workers, Genetic Monsters, Guard Dogs, Transients, Crackheads, Tanks, Hippies, Union Workers, Liberal Judges, and Mutants have NO EFFECT AT ALL ON ANY ISSUE. Having them Advocate Liberalism achieves zip, nada, zero, nothing. Other than decreasing their Infiltration percentage by 2% (which happens whenever anyone Advocates Liberalism). So don't do it.

Politicians affect 3 random issues, with the exception of views on AM Radio, Cable News, the Liberal Crime Squad, and the Conservative Crime Squad (so 3 issues).

If Free Speech laws are Arch-Conservative, Firefighters affect Free Speech, otherwise they are in the "everybody else" category and affect a random issue (1 issue).

Everybody else affects a random issue (1 issue).

As for things OTHER than Promoting Liberalism, I mean, seriously, this post is long enough, it would take FOREVER to look up all that information and post it here and this post would be VERY long if I did that. Anyway this should help y'all figure out how best to Promote Liberalism.

Oh, and another thing. The multiplier of 20 for Politicians and the ability of Politicians to affect 3 random issues are only present in recent SVN builds off SourceForge. In any builds that have been officially released (4.07.3 beta and earlier), Politicians are in the "everybody else" category and just have a small amount of influence on 1 issue, just like anyone whose occupation wasn't listed above. This doesn't make any sense, you would expect that a Politician would have more influence than, say, a Sweatshop Worker. Which is why that was fixed. Seriously, in 4.07.3 beta and earlier, a Sweatshop Worker has more of an affect when Promoting Liberalism as a Sleeper than the President of the United States of America. Which is ridiculous, and not the case anymore in recent builds on SourceForge, where Politicians actually do have large amounts of influence, following the forumulae described above.
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FinetalPies

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Re: LCS What bonuses do important conservative sleepers give?
« Reply #3 on: August 23, 2013, 12:59:26 pm »

Very informative, thank you.
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EuchreJack

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Re: LCS What bonuses do important conservative sleepers give?
« Reply #4 on: August 23, 2013, 11:03:20 pm »

Wow, thanks for the info.

Elodie Hiras

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Re: LCS What bonuses do important conservative sleepers give?
« Reply #5 on: August 23, 2013, 11:47:20 pm »

Also, cops sleepers warn you of incoming law enforcement raids, agents sleepers of incoming CIA raids, CCS members sleepers of incoming CCS raids, used cars dealers sleepers makes you able to purchase cars at 80% of the usual cost (useful since IIRC stolen cars put heat on your safehouse)... And sleepers give you a detailed map of their workplace for as long as they work here.

Embezzling funds gets your squad money if your sleeper succeeds, stealing items gives some items depending on the work location (for example, rifles and ammo from the militry base). The chance of success is equal to his/her/xir infiltration rating. Success also gives your sleeper 10 Juice (and increased stats make your sleepers more effective at promotion Liberalism), failure makes him/her/xir lose 1 juice. At -2, failure to any kind of covert action by a sleeper makes him/her/xe face consequences (snooping around gets them fired and showing up at the homeless shelter, embezzling gets them a serious crime on their rap sheet and sends them directly into the courthouse jail, and stealing items gives them a theft charge and does the same).

Now, I remember having done some real fun thing once. I seduced a cop to recruit him as a sleeper, set him to steal items, and at 100 juice, I made him recruit others sleepers, whom were also cops/death squad members. Repeat with them. I managed to subvert the entire Police department that way (okay, that may be hyperbole). I did the same with the CIA HQ, I managed to get a few random civilian sleepers using the Cable News Anchors/Radio Personalities/Eminent Scientists that way, and early recon sleepers (sleepers I made to have a map of their workplace) slowly gained enough infiltration to do the same and recruit others. Funnily enough I did that because I wanted to do a no enlightenment run as a challenge, and found playing that way a very easier playthrough (I recruited Liberal Judges, send them to the park until I found a lone Eminent Scientist, debated him into Liberalism, and used him to convert Hangin' Judges (Law skill helps resist persuasion attacks from judges), and once I made the guys into an elite disguise team I easily converted the CEO (15 heart to make sure I get no troubles from dogs, epic disguise for the rest, the guy missed every roll except from my founder, who was wielding a guitar with next to no music skill and only tagged along to be the getaway driver, and the CEO was in tear in the first round doing nothing... Elite I tell you!).
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Liberal Elitist

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Re: LCS What bonuses do important conservative sleepers give?
« Reply #6 on: August 24, 2013, 01:31:00 pm »

Embezzling funds gets your squad money if your sleeper succeeds, stealing items gives some items depending on the work location (for example, rifles and ammo from the militry base). The chance of success is equal to his/her/xir infiltration rating. Success also gives your sleeper 10 Juice (and increased stats make your sleepers more effective at promotion Liberalism), failure makes him/her/xir lose 1 juice. At -2, failure to any kind of covert action by a sleeper makes him/her/xe face consequences (snooping around gets them fired and showing up at the homeless shelter, embezzling gets them a serious crime on their rap sheet and sends them directly into the courthouse jail, and stealing items gives them a theft charge and does the same).

I like your use of special gender pronouns for the transgendered/intersexed. I wonder what the most common transgender/intersex pronouns are. Right now the game calls them "they" or "them", and instead if "his" or "her" stuff, the possessive pronoun it uses is "their". So would the pronouns "xe", "xir", etc. be an improvement? If so, then maybe I could have the game use "xe" and "xir", I wonder what other people think.

Now, I remember having done some real fun thing once. I seduced a cop to recruit him as a sleeper, set him to steal items, and at 100 juice, I made him recruit others sleepers, whom were also cops/death squad members. Repeat with them. I managed to subvert the entire Police department that way (okay, that may be hyperbole). I did the same with the CIA HQ, I managed to get a few random civilian sleepers using the Cable News Anchors/Radio Personalities/Eminent Scientists that way, and early recon sleepers (sleepers I made to have a map of their workplace) slowly gained enough infiltration to do the same and recruit others. Funnily enough I did that because I wanted to do a no enlightenment run as a challenge, and found playing that way a very easier playthrough (I recruited Liberal Judges, send them to the park until I found a lone Eminent Scientist, debated him into Liberalism, and used him to convert Hangin' Judges (Law skill helps resist persuasion attacks from judges), and once I made the guys into an elite disguise team I easily converted the CEO (15 heart to make sure I get no troubles from dogs, epic disguise for the rest, the guy missed every roll except from my founder, who was wielding a guitar with next to no music skill and only tagged along to be the getaway driver, and the CEO was in tear in the first round doing nothing... Elite I tell you!).

I thought if you tried to have a Sleeper that was once Conservative and got converted through kidnapping and torture, they couldn't recruit anyone, since you'd get the message "Enlightened can't recruit" (enlightened being a euphemism for kidnapped, tortured, and brainwashed). Ah, you must have either seduced them or converted them using the Heart-boosting powers of a Guitar, and then made them into Sleepers THAT way... I generally go for the torture route myself when I play, since there isn't any cap on how many people you can kidnap and torture.
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KA101

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Re: LCS What bonuses do important conservative sleepers give?
« Reply #7 on: August 24, 2013, 04:06:43 pm »

I'm used to xe/xem/xyr for non-gendered pronouns, FWIW.
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SealyStar

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Re: LCS What bonuses do important conservative sleepers give?
« Reply #8 on: August 24, 2013, 04:10:41 pm »

I'm used to xe/xem/xyr for non-gendered pronouns, FWIW.
I do not use anything other than singular "they" seriously. It's well attested in both literature and daily speech already.

That being said, that is only a reason in the context of a serious game. And given that the game is in part supposed to satirize crazy lefty social justice views, using some really obscure pronoun for the generic non-binary gender would be fitting. Even "xe" might be too tame.
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Liberal Elitist

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Re: LCS What bonuses do important conservative sleepers give?
« Reply #9 on: August 24, 2013, 06:28:27 pm »

I'm used to xe/xem/xyr for non-gendered pronouns, FWIW.

Ah, I have found that listed on Wiktionary: http://en.wiktionary.org/wiki/xe

Invented in 1971. Sounds very Elite Liberal. "xe"/"xem"/"xyr". Awesome.

I'll have the game use it when Gay Rights get to L+, but use "they"/"them"/"their" for transsexuals if Gay Rights are C, M, or L. If Gay Rights are C+, I'll have the game use "it"/"its" for transsexuals.

Now it has been implemented in revision 720 (which I quickly noticed had a mistake I made so I put out revision 721 very soon after to fix my stupid mistake). Yes, I couldn't resist. In this revision, the handing of gender identity issues has been greatly enhanced, and depends on Gay Rights law. It is interesting what happens now when Gay Rights law gets C+ or L+. The name for people with a neutral gender identity is different for all 5 possibilities of Gay Rights law. And when Gay Rights law gets to C+, everyone is identified by gender_conservative (their biological gender) instead of gender_liberal (their gender label), naturally. And if you try to Fix Gender Label when Gay Rights law is set to C+, instead of letting you choose what gender_liberal becomes, gender_liberal is "fixed" to equal gender_conservative. And if Gay Rights law is L or L+, people whose biological gender and gender label are different won't have "*" or "?" after their name, because people don't question gender labels once the country is that Liberal. If Gay Rights law is moderate, C, or C+, the "*" or "?" is there.


Update: revision 722 now views gender identity from an Elite Liberal perspective regardless of the law, following Jonathan S. Fox's advice. Now the "xe"/"xem"/"xyr" pronouns always get used for people who are genderqueer.
« Last Edit: August 25, 2013, 11:18:50 am by Liberal Elitist »
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Mazur

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Re: LCS What bonuses do important conservative sleepers give?
« Reply #10 on: August 25, 2013, 05:59:02 am »

I wonder why Hairstylists have no more than normal influence when advocating: lets say they see some 4 customers a day on average for at lest one hour, and these people have their hair cut once every single(?)/two(?)/three(?) months, that would give you on average about 88 per month is some 180 customers they (regularly) chat with.  Now I´m not saying they will go into politics with each and every one, but a Liberal Advocate would be sure to undermine any (Arch-) Conservative views.being bandied about.  Not by direct confrontation, most likely, but by planting seeds of doubt and pointing out contradictions, pleasantly.  Unless of course a customer demands a kaukasian stylist, in which case they are hurled arse over tits onto the pavement.

(Exmple: "All those immigrants are too fscking lazy to do honest work for honest pay, they just come here and expect hand-outs." (Minute later) "And those immigrants, working day and night, 7 days a week, it's not natural!")
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Jboy2000000

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Re: LCS What bonuses do important conservative sleepers give?
« Reply #11 on: August 27, 2013, 01:43:29 am »

Also, sometimes Hicks, Rubes, and Mercenaries will tell the location of CCS safehouse, if present.

(As a note, I think mercenaries should be renamed, since the guards of the CEO House have been renamed "Elite Security, so whenever you find one you know they work with the CCS)
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Liberal Elitist

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Re: LCS What bonuses do important conservative sleepers give?
« Reply #12 on: August 27, 2013, 04:06:54 pm »

Also, sometimes Hicks, Rubes, and Mercenaries will tell the location of CCS safehouse, if present.

(As a note, I think mercenaries should be renamed, since the guards of the CEO House have been renamed "Elite Security, so whenever you find one you know they work with the CCS)

Elite Security (formerly known as Mercenaries) don't all work for the CCS. Some of them actually ARE security, guarding places like the CEO House and Corporate Headquarters. Hicks / Rubes / Country Boys / Rednecks / Yokels are sometimes just know-nothing rednecks (likely the case if you encounter them at an AM Radio Station or Cable News Station, for instance) and sometimes turn out to be CCS members in disguise (likely the case if you encounter them at a Gentlemen's Club, for instance). There are also several other occupations CCS members can disguise themselves as, too. The easiest way to find out which occupations is once you get the 1st CCS safehouse un-hidden and can visit it, check out what occupations of people you run across there. Most of them (but not all) are CCS members in disguise. It is somewhat similar to how a Professional Thief is always disguised as someone of another occupation when you encounter one in site mode.
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Jboy2000000

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Re: LCS What bonuses do important conservative sleepers give?
« Reply #13 on: August 27, 2013, 05:11:39 pm »

I know, I was saying that whenever you meet a Mercenary you know its a CCS member, Fox never changed the CCS Mercs to Elite Security, unless he left them named that on purpose.
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