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December 18th, 2003, 07:54 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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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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Join Date: Dec 2000
Posts: 1,254
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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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December 18th, 2003, 11:33 PM
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Captain
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Join Date: Oct 2001
Location: Australia
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Re: Puppet Political Parties
It sounds like it could be the 'Anarchy Groups' Intelligence Operation.
Was the message "Anarchy Groups on planet [%PlanetName] have risen up and caused civil unrest. They may be backed by foreign powers"?
You need to increase the planets happiness from Rioting, and Yes, dropping troops should do this.
[ December 18, 2003, 21:35: Message edited by: Baron Grazic ]
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January 23rd, 2004, 05:49 PM
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Second Lieutenant
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Join Date: Jul 2003
Location: Texas
Posts: 464
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Re: Puppet Political Parties
I have now hit a weak AI player twice with about 10 PPP Projects each. Both times one (and only one) project was successful, all the rest failed.
I have started splitting the projects up so I hit him every turn with 3-4 PPPs and hope to get one planet each time.
I have heard of the 50% rule, but is there something else that lets only ONE be successful per turn? Is it one per empire attacked? Did I just get unlucky (twice)?
__________________
I thought of the sun as a big bright ball of something that produced an intense absence of darkness. Alan Dean Foster No More Crystal Tears
A++SeGdy$+-++Fr?C++++Cst+SfAi--Mm-MpTS---SsROPw++Fq++Nd++++RpG++Mm++Bb
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January 23rd, 2004, 06:07 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Puppet Political Parties
Are the PPPs targeting specific planets, or random planets? It is possible, though I am not sure how likely, that SE4 decided to target them all against the same planet, so all projects after the one that succeeded would naturally fail, as you already own the planet... I would hope that this does not happen, but it is a possible explanation other than the unlucky one. Or maybe some had targeted planets that you conquered with troops on that turn? There is no other factor besides the 50% rule that will cause a completed PPP to fail (other than the usual CI issue).
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January 23rd, 2004, 06:22 PM
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Sergeant
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Join Date: Jun 2002
Location: Overland Park, Kansas
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Re: Puppet Political Parties
I'm currently in a game where all (8-10) of my puppet political parties intel projects have failed. The target has no counterintelligence and all of my mutiny projects succeed.
The target empire is being run by the AI. Does this make a difference? I was hoping that at least some of the attacks would succeed. Seems odd that so many would be unsuccessful if 50% should succeed.
Does anyone have any advice?
Thanks...Greybeard
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January 23rd, 2004, 06:41 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Puppet Political Parties
Each project's success is determined individually. It is not, 50% of PPP will always succeed, it is, each project has a 50% chance of success. It is entirlely possible that all of them will fail or that all of them will succeed in a given turn.
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