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  #1  
Old February 26th, 2001, 08:48 PM
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Default Re: Intel: I\'m Stumped

What I mean, is that they are stored as a partially completed defense project.

If the enemy has one Intel defense III, thats 300,000 points to complete. Since the enemy in this case, generates 10K per turn, on turn #20, he has 200K out of 300K on his defense project.

When you try to hit him with a ship capture or whatever, you may spend 40K in one turn.

That 40K is subtracted from his defence.

On Turn #21, The enemy now has 200K -40K +10K
=170K out of 300K on his defense project. His defense held, and your attack failed.

After 7 turns of this, the enemy runs out of defense points, and your attacks start to succeed.
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  #2  
Old February 27th, 2001, 11:21 PM

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Default Re: Intel: I\'m Stumped

Thanks for the insight, gentlemen.

Could you clear this up as well:

1. Does an Intel III defense project defend against Intel II and Intel I projects?

2. When Intel Projects expire, are all points for that project simply lost?

3. Does the defender see the point reduction in his Intel defense project?

It seems that if #2 is true, you should avoid letting your projects expire like the plague... You could start distributing your points among projects, then allocate your points into one project at a time (new projects), keeping the "held" project alive indefinitely. Anyone use intel like this?

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Old February 27th, 2001, 11:45 PM

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Default Re: Intel: I\'m Stumped

The way I do Intel is I set one defense project (my biggest), Puppet political parties, Crew insurrection & resource collection and then tell it to repeat projects & spread points evenly.

Then I just let it do its work.

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  #4  
Old February 27th, 2001, 11:52 PM
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Default Re: Intel: I\'m Stumped

1) I believe that an Intel I defends against any intel project.

3) Oh, definitely. I had 4 projects going, and they kept bottoming out cause I was MEE. I had managed to get them up to 25% each, and decided to go offence. The offence took away from my defence spending, and the projects dropped to zero. The enemy PPP'd one of my main Intel planets the same turn, and I had to drop 300 electron tanks there to get it back.

That seems like a good plan to start with, but when you get enemy offence happening, you may have trouble keeping individual projects from bottoming out. Micromanagement will do it, but the gain might not be worth it. It is easier just to add more projects, with repeat build on.
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Old February 28th, 2001, 04:10 PM
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Default Re: Intel: I\'m Stumped

quote:
Originally posted by suicide_junkie:
1) I believe that an Intel I defends against any intel project.



My experience has been that Counter-Intel is level specific. I've been running 2 Counter-Intel II's and 2 Counter-Intel III's for a while, and I occassionally see Intel I projects succeed (census records stolen, designs stolen, nothing that will help the AI very much). I have also recently seen my first Counter-Intel II succeed, the second fail (because it "finished" and there was no project for it to block) and both Counter-Intel III's succeed (obviously, because they HAD something to block).

BTW - I think Puppet Political Parties is considered a Level 3 op, even though you need to research Applied Intelligence 4 to be able to run it.

As a funny side note - I'm also running a Crew Insurrection op against one of my enemies (one I've never actually seen; we're at war because one of my other enemies ran a successful Communications Mimic before I had enough Counter-Intel running). Anyway, after failing three times, it finally worked! I captured one of their dreadnoughts! Unfortunately, it was part of a 20+ ship fleet, most of which were armed with Psychic weapons (except for two ships they'd captured from other AI's) and they took the ship back. Oh, and this was with Patch 1.19; can't wait to see what happens with the new, improved AI in 1.27...
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Old February 28th, 2001, 07:30 PM
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Default Re: Intel: I\'m Stumped

I belive that you need one defence project to block each attack.

ie. if you have 4 defence projects, and the enemy does 5 attack projects in one turn, you can only block 4.

Level I ops are cheap, so you can get more of them done in a single turn.
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  #7  
Old February 28th, 2001, 08:19 PM

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Default Re: Intel: I\'m Stumped

That is excatly why (if you read my original case) it smells fishy.

Check the math: 5 Crew Insurrections X 40K = 200K offensive intel points.

If my PBEM opponent were to defend that, he would have to have 10K Counter Intel II projects X at least 20 turns.

We have been playing with the ability to view each other's stats, and I am not even sure he had intel for 20 turns! ...Never mind Intel II. It just does not sound likely.

Could I have been Intel sabotaged? What Messages appear when that happens? Do you get failure reports?

I have scoured these Messages and I have heard conflicting opinions about intel/counter intel amount and level of projects- still no difinitive answer how it works, but some pretty solid opinions! (Thanks guys!)

Does anyone have an "in" to the developers who could lay it down once and for all? In a PBEM game against warm bodies, intel becomes VERY important, even critical to survival!

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