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  #1  
Old December 18th, 2003, 09:28 AM

BBegemott BBegemott is offline
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Default 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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  #2  
Old December 18th, 2003, 10:21 AM
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Default 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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Old December 18th, 2003, 10:51 AM

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Default 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.
In other words, CI doesn't stop PPP, right?
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  #4  
Old December 18th, 2003, 10:57 AM
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Default 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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Old December 18th, 2003, 10:59 AM

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Default 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.
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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Old December 18th, 2003, 12:45 PM

BBegemott BBegemott is offline
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Default Re: Puppet Political Parties

Thanks you all, I understand it now.
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Old December 18th, 2003, 04:48 PM
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Default 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.

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Old December 18th, 2003, 06:35 PM

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Default 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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Old December 18th, 2003, 07:54 PM
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Default 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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Old December 18th, 2003, 10:31 PM

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Default 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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