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intelligence projects chances of success
Seems that one is unable to perform an intelligence mission (sabotage, crew mutinery...) against an empire with intelligence level equal or a bit lower than yours. Nethertheless, that's what I saw in my Last game. your opinion ?
EB |
Re: intelligence projects chances of success
It depends how many points they are putting in counter-intel as opposed to attacking. If they have a lot more points than you, but spend them all on attacks, you can get through.
Phoenix-D |
Re: intelligence projects chances of success
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Do counter intel works only where they are over, or each turn the project is active ? EB |
Re: intelligence projects chances of success
Intelligence projects take place when they are complete, not while completing them.
If your enemy has 100 000 saved intel points and gets 1000 each turn. and you spend 2000 points you will get: 100 000 -(1000-2000)*turns and that gives you 100 turns to break even and on turn 101 success. If he has 190 000 and his counter intel projects finishes at 200 000, and you happen to strike when he has passed 200 000 points with 2000 points when he places 1000 pints you succed imediatly. (These numbers are hypothetical, note that you don't use these points on the enemy until your project is complete!) [ January 15, 2003, 21:26: Message edited by: Ruatha ] |
Re: intelligence projects chances of success
CI works by using the points stored in the CI projects. The level of the CI project multiplies the effectiveness of it (CI III with 100k points can block 300k points of attacks, plus the normal 20% bonus to CI projects, for 360k). You have to spend points in at least one CI project during a turn for any points in them to be used for defense.
CI blocks attacks by using up the points stored in the CI projects. A 50k attack lowers the points stored in a CI project by 50k (modified by level and such). If you have more points stored than the total cost of all intel projects against you in a given turn, you will defeat all of those projects. |
Re: intelligence projects chances of success
Welcome back trooper, havent heard from you in a while.
There is a bonus given to counter intelligence. If you exactly match them, or slightly exceed them in intel income, you will never beat 12 counter intel projects. Build more intel facilities. Destroy some of theirs. |
Re: intelligence projects chances of success
I was "busy" playing CIV III (but it can't compare SE IV !), looking for a job or preparing my marriage.
But now I want to play back SE IV again... IA races seem to put lot of intel points in CI projects, aren't they ? |
Re: intelligence projects chances of success
Trooper, I'm glad you asked this. I did not understand it as well.
Um, the following statement seems to have a couple of conflicting refferances. Have you seen the "Addition Thread"? http://forum.shrapnelgames.com/images/icons/icon12.gif "looking for a job or preparing my marriage. But now I want to play back SE IV again..." |
Re: intelligence projects chances of success
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Re: intelligence projects chances of success
I find all this CI stuff very confusing. My hope for SEV would be to do away with intelligence and CI projects altogether, and just give you a 'to chance' for intelligence missions and CI, based on the number and quality of your facilities, and possibly actual intelligence units manning your planets. It's much more informative to initiate an espionage attack and get an option window telling you what your percentage chance of success or failure is, than to conduct projects and hope you have enough stored points or whatever so that they will work. Also more realistic, IMO.
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