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June 7th, 2003, 01:25 AM
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Shrapnel Fanatic
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Counter Intel Facility
I made up a counter intel facility a while back, and was wondering if it worked.
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Name := Counter Intelligence Facility I
Description := Thoughtful seers who predict the future and can avert disasters.
Facility Group := Religious
Facility Family := 29
Roman Numeral := 1
Restrictions := None
Pic Num := 36
Cost Minerals := 2000
Cost Organics := 2000
Cost Radioactives := 6000
Number of Tech Req := 1
Tech Area Req 1 := Applied Intelligence
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Change Bad Intelligence Chance - System
Ability 1 Descr := Decreases the chance of any sabotage activities in this system (only 1 facility per system effective).
Ability 1 Val 1 := -30
Ability 1 Val 2 := 0
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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June 7th, 2003, 08:13 AM
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Lieutenant General
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Re: Counter Intel Facility
AFAIK, nobody knows. Nothing has been proved or disproved so far. It may be a hoax by MM  I doubt it, but...
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It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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June 7th, 2003, 08:24 AM
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Major General
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Re: Counter Intel Facility
You might be able to produce a game to test it: two players, both human controlled, each with two colonies. Produce a 100% Version with little or no research prerequisites and little or no cost, and a bad intel type that just reports the name of the planet affected (again, with little or no research prerequisits and little or no cost). Have each put the facility on just one of the two colonies, have each use the intel against the other (with no CI by either) as much as possible, and watch how often each planet gets reported.
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Of course, by the time I finish this post, it will already be obsolete. C'est la vie.
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June 7th, 2003, 09:24 AM
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Colonel
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Re: Counter Intel Facility
Atrocities I made a similar facility as you did and tested it. I does not work because the ability "Change Bad Intelligence Chance - System" is not functional. The same is true for this aspect of the fate shrine.
Sorry.
[ June 07, 2003, 08:24: Message edited by: Q ]
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June 7th, 2003, 09:41 AM
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Shrapnel Fanatic
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Re: Counter Intel Facility
I sincerely hope that Aaron does do one more patch for SeIV and fixes this ability.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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June 7th, 2003, 10:36 PM
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Shrapnel Fanatic
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Re: Counter Intel Facility
The lower bad intel event chance does not work well. What I think it does is make the system the facility is in less likely do be chosen randomly when you do a mission with a random target. It certainly has 0 effect on targeted missions against objects in that system (of any sort). That I have tested.
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