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Author Topic: LCS organizational structure  (Read 4336 times)

Blighted

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LCS organizational structure
« on: December 31, 2010, 06:11:55 am »

Hello fellow liberals,

For my second run at LCS, I am trying to think ahead a little (fatal I know!).

I am thinking of an overall structure something like the following:


<LCS Leader> (Not wanted)
|
|-----------<Gang Leader> (Not wanted)
|         |
|         |-----------<Gang Sub-Leader>
|         |         |
|         |         |-------------<Gang Member>
|         |         |-------------<Gang Member>
|         |         |-------------<Gang Member>
|         |
|         |-----------<Gang Sub-Leader>
|                  |
|                  |-------------<Gang Member>
|                  |-------------<Gang Member>
|                  |-------------<Gang Member>
|
|-----------<Artiste Leader> (Not wanted)
|         |
|         |-------------<Artiste>
|         |-------------<Artiste>
|         |-------------<Artiste>
|         |-------------<Artiste>
|
|-----------<Tailors Leader> (Not wanted)
|         |
|         |-------------<Tailor>
|         |-------------<Tailor>
|
|-----------<First Aid Leader> (Not wanted)
|         |
|         |-------------<Dr>
|         |-------------<Dr>
|
|-----------<Computer Leader> (Not wanted)
         |
         |-------------<Hacker>
         |-------------<Hacker>
         |-------------<Hacker>
         


Does this make some sort of sense? What are your structures?

Any help is appreciated.

Blighted


PS Happy Liberal New Year everyone
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The Merchant Of Menace

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Re: LCS organizational structure
« Reply #1 on: December 31, 2010, 08:26:07 am »

That's about the same as mine. I usually have my founder recruit and groom a successor though. I also have an infiltration squad for jobs such as hitting the BRB and kidnapping thr CEO.
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KaguroDraven

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Re: LCS organizational structure
« Reply #2 on: December 31, 2010, 08:29:09 am »

It seems good to me, though I tend to use Hippies as my second and third teirs, for their high heart makes them unlikely to betray the teir above them. If I could get their leadership high enough I would have each second teir have their own full gang, with a combat, medic, dr., hacker, etc. squad so that we have many opperations running at once.
Also, like merchant, I groom a successor, the youngest brat I can find who has decent heart, get their juice up as high as I can in ways that won't get them a rap sheet, then have them just wait around without a squad under them and without doing anything illegal.
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jester

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Re: LCS organizational structure
« Reply #3 on: January 02, 2011, 06:25:15 am »

Murdering psychos squad is good too.  build leadership like nothing else.   Just make sure they die if they have low heart, once their juice is high enough from punching conservatives to death on the street they will never rat anyway
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Kay12

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Re: LCS organizational structure
« Reply #4 on: January 02, 2011, 08:44:23 am »

I assume that by Gang Members you mean armed members. For some odd reason, Gang Members have suboptimal stats for that. I usually recruit black belts, athletes et cetera from juice bar, once they gain a bit of skill they rock.
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Funk

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Re: LCS organizational structure
« Reply #5 on: January 02, 2011, 10:16:48 am »

i use gang members as thay often come with guns and are easy to find.
i have a weapon and outfit stockpile, in by hiden flat.
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Kay12

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Re: LCS organizational structure
« Reply #6 on: January 02, 2011, 10:20:51 am »

Well yeah, they sure are easy to find. The fact that they come with weapons isn't really a big advantage, as mostly I'll just want to give them rifles and they seldom have one initially. Initial weapon skills are much better already, but if they don't include the weapon you plan to use, no good. Training a liberal to use a rifle won't take too long anyway. I don't get renting an apartment just for storing stuff, as everything in LCS is darned cheap anyway and supplies don't need any heat protection. The homeless shelter is good for that.
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Blighted

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Re: LCS organizational structure
« Reply #7 on: January 02, 2011, 10:49:09 am »

Hello fellow liberals,

Thanks for your answers guys, keep 'em coming :)

I tried the structure described on my second run though, as usual, the plan went astray!

For a start, everyone has a criminal record as I try an get sufficient juice to be able to recruit! Next, it was far from easy to fill specific roles in the structure - most recruits are "general purpose". Having said all that things are progressing.

I am still concerned about my leader though, who has quite a rap sheet. I guess I will just keep her out of the way most of the time by doing legal stuff.

I could do with a few more "Gangsters" for shooting up and kidnapping. That will be next I think.

Blighted
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Toksyuryel

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Re: LCS organizational structure
« Reply #8 on: January 02, 2011, 08:24:39 pm »

Hello fellow liberals,

Thanks for your answers guys, keep 'em coming :)

I tried the structure described on my second run though, as usual, the plan went astray!

For a start, everyone has a criminal record as I try an get sufficient juice to be able to recruit! Next, it was far from easy to fill specific roles in the structure - most recruits are "general purpose". Having said all that things are progressing.

I am still concerned about my leader though, who has quite a rap sheet. I guess I will just keep her out of the way most of the time by doing legal stuff.

I could do with a few more "Gangsters" for shooting up and kidnapping. That will be next I think.

Blighted
Fisticuffs in the crack house/ghetto block is an easy way to build juice without actually committing any crimes, if you want to keep their record clean.
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KaguroDraven

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Re: LCS organizational structure
« Reply #9 on: January 02, 2011, 08:43:53 pm »

You can outright slaughter people in the crack/ghetto block without getting in trouble with the law. The only problem with that is that it can accidentily give you control of said crack/ghetto block, makeing it useless for such things anymore.
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"Those who guard their back encounter death from the front." - Drow Proverb.
I will punch you in the soul if you do that again.
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Because I can"-WolfTengu

The Merchant Of Menace

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Re: LCS organizational structure
« Reply #10 on: January 02, 2011, 08:46:28 pm »

You can still go there to cause trouble, can you not?
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GTM

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Re: LCS organizational structure
« Reply #11 on: January 02, 2011, 09:16:02 pm »

I've been playing classic mode and only recently started doing nightmare mode, so I might be missing something here...

But my tier right after the founder tend to be about a dozen lawyers.  I train them up to about 700 juice (to get the benefits of Liberal Guardian level with leeway for followers getting busted) and then send them to pick locks at the courthouse in front of cops and get caught.  They spend a month waiting at the courthouse, but then they go to trial with sleeper judges and defend themselves with 16-20 charisma, 10+ persuasion, 7+ law... And they always get a clean record.  From there, they're clean recruiting/donation machines.

Tl;dr is a criminal record a big deal? Keep your guys on rotation where some of them are spending a month in the judicial system to get cleared.
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Toksyuryel

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Re: LCS organizational structure
« Reply #12 on: January 02, 2011, 10:40:02 pm »

You can outright slaughter people in the crack/ghetto block without getting in trouble with the law. The only problem with that is that it can accidentily give you control of said crack/ghetto block, makeing it useless for such things anymore.
Even after taking control over them you can still go there to cause trouble and Conservative Scum will keep appearing.
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Kay12

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Re: LCS organizational structure
« Reply #13 on: January 03, 2011, 11:03:02 am »

And the local gang will still get busy if you shoot around at your crackhouse.
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nenjin

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Re: LCS organizational structure
« Reply #14 on: January 03, 2011, 05:27:51 pm »

I always double insulate my founder. They recruit the ostensible head of the organization, who then recruits their lieutenants, who then in turn recruit for each specific division of the LCS.

While it's a more traditional structure, it keeps one arrest of any of the lieutenants from automatically exposing my founder. I'm a big proponent of shadow leadership.

My founder usually takes on the role of busting new recruit's cherries. He'll take them on theft missions or lead groups on a few runs. But by and large my founder leaves all the primary work of the LCS to the other squads. I usually put my Founder in charge of recruiting all my sleepers too.
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