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  #21  
Old June 26th, 2003, 09:17 PM
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Default Re: More expensive Intelligence projects

Well yeah, but not that much more. Technological Espionage can't really be made better unless you want it to steal lots of tech. I had assumed it would remain untouched.
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  #22  
Old June 26th, 2003, 09:20 PM
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Default Re: More expensive Intelligence projects

Quote:
Originally posted by Ed Kolis:
(Or, you COULD even use it as some sort of strategic measure to secretly help an ally with his intel projects without getting your ally's target mad... if you mod CI to not say who it blocked and CI Depleter to not say who used it against you when it "succeeds", the target of the CI Depleter would never know who depleted his CI, so you could deplete an ally's enemy's CI for him and the enemy wouldn't even know it was you! If that makes any sense )
You know, there could be 2 Versions of intel disruption. The cheaper one has no message to the target, the more expensive does. The whole point is to get as much intel going against them at once. So, a more expensive project is necessarily the better one for this.

[ June 26, 2003, 20:21: Message edited by: Imperator Fyron ]
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  #23  
Old June 26th, 2003, 09:27 PM
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Default Re: More expensive Intelligence projects

I think your mega prodject should destroy a bunch of intel facilities, if the point is to disrupt Counter intel then it makes sense that after all the pinko witch hunting that some intell organizations would be kaput.
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  #24  
Old June 26th, 2003, 09:30 PM
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Default Re: More expensive Intelligence projects

I do not think you can specifically target intel facilities, but I will look into it.
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  #25  
Old June 26th, 2003, 09:32 PM
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Default Re: More expensive Intelligence projects

code:
Name                      := Intelligence Disruption
Description := Operatives perform a vast multitude of minor sabotage operations
throughout the target empire, aiming to distract enemy counter-intelligence forces from the real
threats.
Group := Intelligence Disruption
Cost := 500000
Type := Points - Change
Effect Amount := -20000
Num Source Messages := 1
Source Message 1 := Our intelligence network has caused widespread chaos in the
[%TargetEmpireName] empire. [%ActualAmount] resources have been lost in chaos.
Num Target Messages := 1
Target Message Title 1 := Chaos
Target Message 1 := Widespread terrorist activities throughout the empire have
greatly distracted our field agents. In the chaos, [%ActualAmount] resources have been lost.
Source Picture := IntelSabotageByUs
Target Picture := PlanetDamaged
Number of Tech Req := 1
Tech Area Req 1 := Sabotage Operations
Tech Level Req 1 := 4



[ June 26, 2003, 20:33: Message edited by: Imperator Fyron ]
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  #26  
Old June 26th, 2003, 09:35 PM
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Default Re: More expensive Intelligence projects

How about making a set of projects?

Level 1:
50k no-message
100k message

L2:
100k no-message
200k message

L3:
200k no-message
400k message

etc.
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  #27  
Old June 26th, 2003, 09:35 PM
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Default Re: More expensive Intelligence projects

Well I did make a 300k project with no message. But I suppose a range would be better.
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  #28  
Old June 26th, 2003, 10:43 PM
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Default Re: More expensive Intelligence projects

Quote:
Originally posted by the true Captain Kwok:
quote:
Originally posted by Imperator Fyron:
CI is plenty strong as it is... just a few can make you invincible against intel from 4-5 races at once (with high intel production, ofc)...
If he mods offensive intel up 4-5 times, then you could only do that against one empire. More than that, and you can't stop it all, even from a single empire (with high intel prodcution, ofc).
Since CI 1 costs 100000, CI 2 costs 250000, and CI 3 costs 500000, I would think making CI 4 cost 1000000 and CI 5 cost 2500000 and CI 6 cost 5000000 (and setting their Effect Amount to 3, just like CI 3) would suffice. The idea is just to hold more CI points than before.

For the offensive techs, I had thought about a CI depleter attack. When first obtained, it would do nothing, but at highter tech levels, it would have some effect.

Certainly, it would be easier to mod just to keep extending this CI depleter. But a more "realistic" approach would be to extend the existing offensive intelligence attacks by increasing their costs (to simulate better-trained operatives) and in some cases, increasing the potency of their effects.

Of course, these higher-tech attacks would eventually obsolete the first few CI depleter projects.

So I ask, which system is better? Leave all the default offensive techs un-extended, but add and extend this CI depleter, or to extend both the CI depleter and the default attacks as the tech level increases?
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  #29  
Old June 26th, 2003, 11:00 PM
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Default Re: More expensive Intelligence projects

That will make CI even more over-whelming than it is now. 12 full CI III are nearly impossible to breach. CI IV or V would be impossible.
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  #30  
Old June 27th, 2003, 08:28 PM
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Default Re: More expensive Intelligence projects

Quote:
Originally posted by Imperator Fyron:
That will make CI even more over-whelming than it is now. 12 full CI III are nearly impossible to breach. CI IV or V would be impossible.
Would CI IV and up still be impossible to breach if higher-tech offensive attacks and CI depleters were more expensive? Would they be impossible if both attacker and defender had access to 17 additional levels of Intelligence Centers (raising Intelligence Point generation by 100 points each)?
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