Re: Counter Intelligence
Intel & CI is such an interesting part of SE-IV that it seems a shame to not use it.
I've been trying to understand the finer points of CI and have the following questions:
1. Is it true that if you dedicate more points to CI projects than the combined total of opponents intel projects that none of their projects will succeed against you?
2. Do I need a separate CI project for each opponent or are all opposing intel projects treated generically?
3. It seems that if a CI project runs to completion and there are no additional CI projects in my queue, opponent’s intel projects start to succeed against me even though I have plenty of points (this usually happens because I can’t have more than 12 CI-III projects).
Is this an accurate description of reality?
4. Assuming that the above is accurate, does it make sense to create one large, long-term CI project as a repository for CI point allocation?
What I’m suggesting is the creation of a CI–IV project with a cost of something like 20M points. This project would reside in the intel queue and be responsible for all CI.
If you want to dedicate all of your points to CI, put this project at the head of the queue.
If you want to run offensive intel, put the CI-IV project at the tail of the queue.
In either case, the ‘distribute evenly’ option should be disabled.
I’ve tried this and it doesn’t feel like cheating. Please let me know what you think.
5. If the idea listed above makes sense, what is an appropriate setting for the ‘Effect Amount’ field in this new CI-IV project?
Does this field determine how many opponent projects are countered?
If so, then this value should be a large number (12 projects from 20 opponents).
Why does this limit exist?
6. Is it possible to extend the intel queue beyond 12 projects?
The current limit of 12 projects seems ridiculous for a galactic superpower.
The limiting factor should be intel points, not a hard-coded number of projects.
7. Is it possible to view all intel projects on a single page?
Maybe a scrollable table with the following fields:
Project-name Target-opponent Cost %-complete Months-to-complete
8. Is it possible to have more information in the log related to completed projects?
For example, it would be nice to have a single log message for CI listing all opponent projects defeated (detail like this exists for combat log Messages).
9. Is it possible to alter ‘Puppet Political Parties’ so that populations become angry before a coup?
It seems pretty unreasonable that a planet of 8 billion Jubilant people would suddenly rebel in a month’s time.
If a successful PPP project decreased happiness and only caused rebellion on angry planets, it would give the player a chance to correct the situation (i.e. troops, temporal vacation facilities, etc.).
Sorry for the long-winded post.
Please let me know if you think any of these ideas have merit.
Thanx.
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