To achieve this you need either the trait “Duplicitous” (+10 to all rolls) or get as soon as possible the tech “Xeno intelligence” (+5 attack/+10 defend). With this a deadly training accident is impossible. To avoid training accidents and so the loss of expensive agents you need as soon as possible the +10 to defending rolls. StarDrive Agent Success and Failure Guide In my experience 6 lvl10 defenders block almost all attacks. But according to the maths the attacker has always an advantage, so double your chance for the highest possible defending roll by training up to 6 defending agents. With 3 high lvl defenders you got a high chance to block the attack. If a spy attack happens your 3 defending agents roll some dice, and the highest roll is counting. But keep always at least 3 defending spies. Alternatively let your highest spy assassinate the enemy spies of every new contact. Now let always your 3 highest lvl agents defend your empire and train the other two. Now you should have enough money to recruit the next 2 agents. Once you start a new game, immediately recruit 3 agents and train them si simultaneously very 25 turns until you have the first contact. As soon as you have contact, the spy game begins. 2 scouts with warp engines are enough for exploration, even in epic galaxies. You have to accomplish this as soon as possible.ĭo not explore too fast, especially in higher difficulties. The absolute minimum to run an efficient planetary intelligence agency are 5 lvl10 agents (3 defenders and 2 attackers). To stay safe and dominate the spy game I recommend 10 lvl10 agents in the long term (6 defenders and 4 attackers). It is for people who like safety in their empire and it is meant for long gameplays in big galaxys with many stars and many opponents. If you like a more risky gameplay and if you don’t want to spend much money into agents then forget this guide. The guide is based on a strong counterintelligence, for people who don’t like to get robbed all the time from enemy spies. This guide is tested in normal and hard, but should work also in brutal, cause the maths is the same, only the AI probably will bother you with more spy attacks. The selected agent will be unavailable for 100 turns and cost your empire 250 credits.StarDrive Agents and Espionage Guide by Joshua If successful, hostile rebels troops will spawn on one of the enemy's planets. Your agent will leave on a mission to incite rebels on one of target empire's planets. The selected agent will be unavailable for 30 turns and cost your empire 50 credits. If successful the agent will liberate an amount of funds dependent on the agents level. Your agent will leave on a mission to steal funds from targeted enemy empire. The selected agent will be unavailable for 50 turns and cost your empire 250 credits. You have to accomplish this as soon as possible. If successful the agent will steal a random enemy technology. Ok, let’s start with the guide: To stay safe and dominate the spy game I recommend 10 lvl10 agents in the long term (6 defenders and 4 attackers). Your agent will leave on a mission to steal an enemy's technology. The selected agent will be unavailable for 30 turns and cost your empire 75 credits. If successful, resource harvesting will be halted for a number of turns depending on your agents level. Your agent will leave on a mission to wreak havoc on an enemy colony. The selected agent will be unavailable for 50 turns and cost your empire 75 credits. Your agent will leave on a mission to assassinate an enemy Agent from selected enemy empire, If successful the enemy agent will be killed and removed from play. If Agent is reassigned the access to the colony's sensor data will be lost. After successful completion of the mission the Agent will be available for other missions. Your agent is sent to an enemy colony for an infiltration mission, If successful your Agent will go undercover to provide sensor data from that colony and you will be able to view that colony's details as if it were your own colony. The agent can "have an accident" during training and be killed.It is possible that the agent "learns nothing useful" during training and doesn't gain any levels.It is possible after a successful mission to gain 2 levels.The selected agent will be unavailable for 25 turns and cost your empire 50 credits. Your agent is sent on a training mission, If successful he will gain one level. All Agents not assigned to a mission will automatically engage in counter-espionage, reducing the effectiveness of enemy agent activities within your empire.
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