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Old December 18th, 2003, 11:15 PM
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Default Re: Is the intelligence in SE(?) ok?

Keep in mind that modders can change the values of all racial traits for which a value makes since. Look at Hardy Industrialists, Advanced Storage Techniques, the supply one, etc. The only ones you can not change values for are the ones like Natural Merchants. How do you have a better "no spaceports required?"
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Old December 18th, 2003, 11:43 PM
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Default Re: Is the intelligence in SE(?) ok?

I understand that, and natural merchants was just an example to demonstrate my point. The advantage will be that CI will reflect the idea [you have] of your species and most of all it will free up those intel points to assign to OI projects.
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Old December 19th, 2003, 11:16 AM
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Default Re: Is the intelligence in SE(?) ok?

The more I think about this the more I like the idea that intel works like space combat:
Basically the success chance of a intel project (that has not been stopped by counter intel) is for instance 50%. If the aggressor has raised his "offensive intel" racial characteristic to 110% it will increase to 60%. But if the target empire has raised its "defensive intel" racial characteristics to 120% the success rate drops to 40% (50+10-20).
You still keep the racial characteristics of intel point production as it is now in SE IV.
And if you like you may add some advanced racial traits like "intel immunity", that gives complete immunity to all attacking intel operations. This would be similar to the situation we have now with happiness and the advanced trait of "emotionless". You could make either this "intel immunity" very expensive and/or combine it with the inability to do any intel operations yourself.

[ December 19, 2003, 09:17: Message edited by: Q ]
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Old December 19th, 2003, 07:17 PM

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Default Re: Is the intelligence in SE(?) ok?

That's kinda' what I was saying as well, Q.

To me, it doesn't seem like a big leap coding-wise to move the intel model to a system like the combat model. Along with Q's description and the combat engine, you'd be able to use System, Planet, and Component modifiers.

You could build some sort of "Intel Headquarters" to increase resistence to intel in system. You could add intel components to ships to increase their CI ability agains Crew Insurrection; think something along the lines of Security Stations.

It may also be possible to deal with intel more specifically. For instance, if I wanted to attempt PPP over an enemy planet, maybe I'd need to have a cloaked sat (or another type of unit or ship component) in the system (to simulate getting behind lines). You'd have to see a ship to use Crew Insurrection on it. Those kinds of 'granular' controls may be possible then.

Probably already been discussed in other threads, but if we were able to vote on a model, that would be my vote....

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