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  #1  
Old January 15th, 2003, 11:27 PM
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Default Re: intelligence projects chances of success

CI works by using the points stored in the CI projects. The level of the CI project multiplies the effectiveness of it (CI III with 100k points can block 300k points of attacks, plus the normal 20% bonus to CI projects, for 360k). You have to spend points in at least one CI project during a turn for any points in them to be used for defense.

CI blocks attacks by using up the points stored in the CI projects. A 50k attack lowers the points stored in a CI project by 50k (modified by level and such). If you have more points stored than the total cost of all intel projects against you in a given turn, you will defeat all of those projects.
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Old January 16th, 2003, 12:54 AM
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Default Re: intelligence projects chances of success

Welcome back trooper, havent heard from you in a while.

There is a bonus given to counter intelligence. If you exactly match them, or slightly exceed them in intel income, you will never beat 12 counter intel projects.

Build more intel facilities. Destroy some of theirs.
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Old January 16th, 2003, 10:34 AM

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Default Re: intelligence projects chances of success

I was "busy" playing CIV III (but it can't compare SE IV !), looking for a job or preparing my marriage.
But now I want to play back SE IV again...

IA races seem to put lot of intel points in CI projects, aren't they ?
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Old January 16th, 2003, 01:53 PM

Gryphin Gryphin is offline
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Default Re: intelligence projects chances of success

Trooper, I'm glad you asked this. I did not understand it as well.
Um, the following statement seems to have a couple of conflicting refferances. Have you seen the "Addition Thread"?
"looking for a job or preparing my marriage.
But now I want to play back SE IV again..."
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Old January 17th, 2003, 01:26 AM
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Default Re: intelligence projects chances of success

Quote:
Originally posted by Imperator Fyron:
You have to spend points in at least one CI project during a turn for any points in them to be used for defense.
Were does this info come from? I have read this now in several threads but I have found that my agents seem to block Intel attacks even though my CI project is at the bottom of the stack and had 0 points added to it in the current and previous turns.
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Old January 17th, 2003, 02:10 AM
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Default Re: intelligence projects chances of success

I find all this CI stuff very confusing. My hope for SEV would be to do away with intelligence and CI projects altogether, and just give you a 'to chance' for intelligence missions and CI, based on the number and quality of your facilities, and possibly actual intelligence units manning your planets. It's much more informative to initiate an espionage attack and get an option window telling you what your percentage chance of success or failure is, than to conduct projects and hope you have enough stored points or whatever so that they will work. Also more realistic, IMO.
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Old January 17th, 2003, 05:20 AM
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Default Re: intelligence projects chances of success

I like intel projects. I like to decide if I will ruin a planet, kill population, or just spy on the empire's designs. I sure wish tech stealing was wor useful.

I realize the intel projects is a little hokey. I would like it if counter intel was automatic based on number of facilities or something.

One thing I never understood in any 4X game (and by that I mean SE3, SE4 and GalCiv/OS2 ), is how just building intel facilities gets you intelligence points.

Would US CIA be better if there were more CIA buildings nationwide? Not really, what works is sources in the field. IMHO, intel should be improved by building facilities near the empire you're spying on, not a megopolis near your home planet.
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