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December 18th, 2003, 09:28 AM
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Corporal
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Puppet Political Parties
I recall reading somewhere that puppet political parties always have 50% of success. Counter-intelligence does not stop them.
However in one of my multiplayer games I have launched ~15 PPP attacks and none of them was successful. According to the intelligence minister, 'we could not breach their defences, sire'.
So I have spent 800.000 research points just for nothing? Or am I very very very unlucky?
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December 18th, 2003, 10:21 AM
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General
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Re: Puppet Political Parties
Counter-Intelligence *should* stop PPP, or otherwise this project would be definitively too powerful. Do you imagine taking one of your opponent planet without any defence after two of these projects are completed? Unless there is quite a big bug of course, but given the message you received your projects were countered by the enemy Counter-Intelligence. (I am not sure what message you receive if PPP fails though)
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December 18th, 2003, 10:51 AM
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Corporal
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Re: Puppet Political Parties
Quote:
From SE4 GOLD FAQ:
10.1.2 Of all intelligence projects only puppet political parties has a chance to fail independent of counter intel.
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In other words, CI doesn't stop PPP, right?
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December 18th, 2003, 10:57 AM
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Shrapnel Fanatic
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Re: Puppet Political Parties
Wrong! CI will most certainly stop a PPP project from ever getting off the ground, if you have the points. The PPP has a 50% chance to fail after it is past CI (so half the PPP project that get past the enemy's CI will fail anyways).
[ December 18, 2003, 08:58: Message edited by: Imperator Fyron ]
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December 18th, 2003, 10:59 AM
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Major
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Re: Puppet Political Parties
Quote:
Originally posted by BBegemott:
quote:
From SE4 GOLD FAQ:
10.1.2 Of all intelligence projects only puppet political parties has a chance to fail independent of counter intel.
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In other words, CI doesn't stop PPP, right? Um, you're reading that wrong. It means that all other projects will succeed so long as they can overcome CI. PPP is the only project that can fail even if it overcomes CI.
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December 18th, 2003, 12:45 PM
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Corporal
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Re: Puppet Political Parties
Thanks you all, I understand it now.
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December 18th, 2003, 04:48 PM
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Brigadier General
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Re: Puppet Political Parties
I'll clear that up in the next revision (coming soon). It could be worded better. CI will stop all projects until it runs out of stored points. If a PPP gets through, it still has a 50% (reported) chance to fail.
Slick.
__________________
Slick.
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December 18th, 2003, 06:35 PM
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First Lieutenant
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Re: Puppet Political Parties
And it doesn't work on homeworlds, I think. Though that might be an old wives tale.
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December 18th, 2003, 07:54 PM
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Shrapnel Fanatic
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Re: Puppet Political Parties
I've used PPP on homeworlds. Not sure if it works on the homeworld, but it definitely works on "homeworlds" in a multi-planet start.
Nice how 2 people repeated exactly what I said. 
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December 18th, 2003, 10:31 PM
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Lieutenant Colonel
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Re: Puppet Political Parties
Related question: I just got a "war breaks out" log event. "civil war has erupted across planet X..."
Is this a PPP or a random event? And, is there anything I can do beside dump lots of troops on it?
thanks,
Alarik
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