Aeson
Posts: 784
Joined: 8/30/2013 Status: offline
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quote:
So what is the most effective way to build the espionage skill, I understand that I need to use it, steal stuff effectively, but do I need to change targets? I don't know that there's a most effective way to build the espionage skill. The safest way would be to figure out how to drop your intelligence agent on the same location that you have an Inspiring Presence character. If you find an easier target (say you've been hitting the Ketarovs, who have a 50% bonus to intelligence, and now you find the Boskara, who lack any bonus to intelligence), you should probably switch to the easier target unless you don't want to offend them when a mission fails or unless you already have what you consider to be an acceptable success chance against your current target. If you're going to try building an agent's skill levels, go for the safest, fastest mission of a type governed by the skill you're trying to improve. Also don't get too attached to agents who aren't sitting at home; assuming that the success chance is independent of the number of missions, even someone with a 95% chance to succeed on each mission only has a ~77% chance of surviving 5 missions and a ~60% chance of surviving 10 missions. At an 89% chance of success to succeed on each mission, those numbers drop to ~56% and ~31%, respectively, and it only gets worse with lower chances of success. quote:
-Do the same missions or check between the different type? Depends on success chances and what you want to do. According to the game manual, the Espionage skill affects the missions Steal Territory/Operations/Galaxy Map and Steal Research, so those should be the missions which improve your character's espionage level. Sabotage affects Sabotage Construction, Sabotage Colony, and Destroy Base; PsyOps affects Incite Rebellion and Incite Revolution; Assassination and Counterintelligence affect the obvious; Concealment affects Deep Cover and I believe it also helps prevent agents from being detected/captured on all other offensive mission types. If the manual doesn't contain errors, I would expect that the missions governed by a given skill are the only missions that will significantly improve that skill, except if you get a good trait pick. If you're trying to build an Assassin, clearly Assassinations are the only mission type you'd want to be focusing on (maybe Sabotage, too; Scientist characters tend to be aboard stations, it might be easier to blow up the station than to kill the character directly, and the character dies either way), while an Espionage agent has more options to choose from. It also depends what you want out of the mission; stealing Territory Maps or Galaxy Maps repeatedly in a short period of time isn't very useful except as training missions (and territory maps tend to be the easiest thing to steal), but constantly sending agents to steal research or operations maps could be very useful as a boost to your own research efforts or to keep an eye on a potential enemy/target. If what you want to do is agent-development, always check the different types of missions AND the potential targets for whatever is easiest and go for that. Remember that even within a given mission type there can be varied degrees of difficulty; more expensive research projects and species-specific research projects tend to be more difficult to successfully steal, I think better characters might be more difficult to kill, larger/more important bases might be more difficult to destroy, unhappy colonies are easier to incite into rebellion than happy colonies, unhappy empires are easier to incite into government changes than happy empires, empires with large intelligence bonuses tend to be more difficult to succeed against than empires with small intelligence bonuses, etc. quote:
-Is it worth stealing the territory map prior to stealing the galaxy map or do I just go direct to galaxy maps? Pick whichever one has a better success chance, unless you feel there's no point in taking the easier one or unless the difference in difficulty is small. Also remember that if you automate explorers, they tend to ignore ruins in systems that you have maps for, whether or not those ruins have been investigated, until the explorers have nothing better to do. quote:
1. Construction Ship Area Limits: The only suggestion that I can give you is to limit the range of the construction ships. I don't think they like building things in places if they cannot get there, build the station, and then return to a refueling point without running out of gas, but I'm not sure about that. quote:
It has been alluded to in other posts but not specifically explained about build order, my own observations are that as long as there is power the automated functions such as shields and repair bots will work just fine. Following this theory and the fact that a base only get fueled at the end of construction this is my current build order in general terms: - If you can affect component build order is the above list in line with others thoughts? If there are differences what are they and can you elaborate on why so I can learn. Components are built in the order in which the first component of each type was added to the design, and in addition to what CyclopsSlayer said above, systems which require power (e.g. weapons) will begin to function as soon as both a reactor and an energy collector have been completed (though it's unlikely that a large warship's weapons will be fully operational off of just an energy collector or two and an unfueled reactor). If you have a design and you want to change the order in which components are added to it, perhaps because you have brand-new Deucalios Shields that you wanted to replace your Corvidian Shields with, you'll need to strip off all the components that you want to move around in the build order (including any components that you just want to shift down in the build order), and then add them back to the design in the order you want them built. With that said, the only thing I'd change about your list is that I'd move the habitation and life support modules further down the build order and move the reactors up. I personally like having armor, fighter bays, shield generators, energy collectors, reactors at the top of my build order (though the particular order can vary), followed by the various defensive components (damage control, countermeasures, ion defense), and then the rest, with engines, hyperdrives, fuel storage, and other components that do nothing until the ship launches towards the bottom. If you're not putting Long-Range Scanners on your bases and instead are relying on ships for that bonus, you might want to put those further up the list, as well, since I think they'll become operational once completed, or at the least once they, a reactor, and an energy collector are completed.
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