Spy Attacks

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Contents

[edit] Overview

Spy Attacks are missions that you give your spy network to collect information on a given enemy or sabotage their infrastructure. All races have a Spy Rating that is used to determine the sucess and effectiveness of a given spy attack. Spy attacks cannot be performed until game turn 10. To perform a spy attack, you must have sufficient Spy Mana to expend on a spy attempt. Spy Mana is generated by applying funds from the Galactic Bank, which is modified by a race's Spy Rating. Several different types of attempts can be made against a single enemy in a single turn, provided that you have adequate Spy Mana. Spy attacks occur at the end of the turn, after movement. To prevent spy attacks against a ship, have at least 2 High Guard Rangers on board. To prevent spy attacks against a base, have at least 1 High Guard Ranger present.

You may receive a message the following turn that your spy attack was successful, but if the enemy's high guard thwarted your attack, then you will not know; thinking that it was successful.

It does also depend on which race is doing the sabotage. Birds, for example, can do sabotage right through HG (in some situations) almost like they do not exist. They have a chance of doing the otherwise impossible spy mission. And the race spy rating from the race stats modifies the sabotage attack. So a race like the EE has a 70 spy rating and can use sabotage more effective than someone with a lower spy rating.

Registered players receive a 40 point bonus to their race's Spy Rating.

Spy attacks are turned off if a player misses 10 turns.

[edit] Spy Mana

  • Spy mana can not grow before turn 10 (not naturally or with Mc funding).
  • Spy mana equal 150 for all races at turn 1.
  • The amount of spy mana that you can have at any time is 25,000.
  • You generate it by putting GC towards your spy operations. The maximum amount of funding that you can apply is limited by your race's Spy Rating:
Max. Funding = 50 + 10 * Spy Rating
Max. Funding = 50 + 10 * (Spy Rating + 40)
  • The amount of spy mana gained per turn is the square root of the gc spent plus the square root of your race's Spy Rating:
New Spy Mana = SQRT(Funding) + SQRT(Spy Rating)

The following table shows the spy rating, the basic spy mana increase (with no funding) and the max. funding and resulting spy mana increas both for unregistered and registered players.

Race Spy Rating Basic Spy Mana
Increase
Funding Limit Max. Spy Mana Increase
Unregistered Registered Unregistered Registered
The Aczanny Pyramids 1 1 60 460 9 22
The Birdman Republic 118 11 1000 1000 43 43
The Centaurs 0 0 50 450 7 21
The Colonies of Man 20 4 250 650 20 29
The Cyborg Collective - - - - - -
The Crystal Assembly 6 2 110 510 12 25
The Evil Empire 70 8 750 1000 35 40
The Holy Draconian Empire 7 3 120 520 14 26
The Interstellar Master Traders 50 7 550 950 30 38
The Lizard Kingdom 1 1 60 460 9 22
The People's Army 3 2 80 480 11 24
The Privateer Bands 60 8 650 1000 33 40
The Rebels 20 4 250 650 20 29
The Reunited Coalition of Systems 15 4 200 600 18 28
The Robotic Imperium 0 0 50 450 7 21
The Scavenger Tribes 5 2 100 500 12 24
The Solar Federation 5 2 100 500 12 24
The Solorian Unity 1 1 60 460 9 22
The Stormer Kingdom 5 2 100 500 12 24
The United Enforcement Authority 10 3 150 550 15 26
The University Alliance 2 1 70 470 9 23

[edit] Prevention

  • Some attacks can be stopped by high guard.
  • Some attacks can be stopped by keeping your people happy.
  • See the details of the Spy Attack to determine how to prevent it from happening.

[edit] When

Spy attacks occur at the end of the turn, after movement.

[edit] Attacks

[edit] Sabotage Bases

Spy Mana Required: 10

[edit] Summary

This attack will attempt to sabotage a single enemy base by destroying some structures or setting off an explosion in the ordnance depot. Bases with excess ordnance are in big danger. If the ordnance depot blows up then a large part of the population can die.

[edit] Details

The chance of success is determined by a random number between 0 and 200 being less than your race's Spy Rating plus 50, which can be expressed as: Rnd * 200 < Spy Rating + 50. Whether successful or not, the spy mana is deducted for making the attempt. Upon success, a random base of the target player is found and if the base has high guard, there is a 40% chance that the high guard will stop the attack. When the high guard fail to stop the attack, then the following happens to the base:

  • There is a 20% chance that all smelters are destroyed.
  • There is a 20% chance that all farms are destroyed.
  • There is a 10% chance that an ordnance depot with over 1000 ord will be detonated. This kills colonists between 0 and the ordnance x 10. Any colonists in undercities are protected.

Whether or not the high guard have stopped the attack, there is a chance that the attacking player can be identified. This chance is defined by a random number between 0 and 400 being less than your race's Spy Rating, which can be expressed as: Rnd * 400 < Spy Rating.

Also, whether or not the high guard have stopped the attack, the colonists happiness decreases by 20 because they are being threatened.

[edit] Gather Intelligence

Spy Mana Required: 10

[edit] Summary

This will give you the details of a single base of the enemy and the planet that it is on.

[edit] Details

The chance of success is determined by a random number between 0 and 200 being less than your race's Spy Rating plus 50, which can be expressed as: Rnd * 200 < Spy Rating + 50. Whether successful or not, the spy mana is deducted for making the attempt. Upon success, a random base of the target player is found and full contact data is sent to you. High guard have no chance of stopping this attack.

[edit] Ship Movements

Spy Mana Required: 20

Example message log:

Ships belonging to race 7
ID: 220 XY: 7057 , 7294 Speed: 10
ID: 772 XY: 6498 , 7129 Speed: 0

[edit] Summary

This attack will give you the ID, coordinates, and speed of up to 10 of the target player's ships.

[edit] Details

Spy mana is deducted whether successful or not. The Spy Rating of the attacking player must be greater than 0 for this attack to work. Up to 10 random ships are selected and then for each, the defender has a chance of providing the attacker counter-intelligence. The number of ships will not be greater than the Spy Rating of the attacker. The chance for counter-intelligence is determined by a random number between 0 and 300 being greater than the target player's Light Powers Rating, which can be expressed as: Rnd * 300 > Target Light Powers Rating. When counter-intelligence is successful then the ship ID will be correct, but the coordinates and speed will be random. High guard have no chance to prevent this attack.

[edit] Incite Disorder

Spy Mana Required: 40

[edit] Summary

This attack will lower the happiness level of several of the target player's bases.

[edit] Details

Spy mana is deducted whether successful or not. All of the target player's bases are given a chance to have been attacked. The chance for success is determined by a random number between 0 and 250 being less than the attacker's Spy Rating Plus 20, which can be expressed as: Rnd * 250 < Spy Rating + 20. Upon success, the happiness is lowered by -3 to 17 (which can increase happiness of the base). Native happiness is lowered by -2 to 13 (which can increase happiness). If you have at least one high guard at a base, it has a 40% chance of stopping a Incite Disorder spy attack (Host213e).

[edit] Ship Intercept Logs

Spy Mana Required: 30

[edit] Summary

Provide information about some of the ships of the target player. ID, ship name, and hull type.

[edit] Details

Spy mana is deducted whether successful or not. The Spy Rating of the attacking player must be greater than 0 for this attack to work. Up to 10 random ships are selected. The number of ships will not be greater than the Spy Rating of the attacker. The ship's ID, name, and hull type are provided, free from error. High guard have no chance to prevent this attack. I have submitted a request for this to also provide full scan information of the target ship. (Magik-Host199)

[edit] Sabotage Ships

Spy Mana Required: 200

[edit] Summary

A very effective attack that has the chance to destroy small ships outright.

[edit] Details

Spy mana is deducted whether successful or not. All of the target player's ships are given a chance to be affected. The chance is determined by a random number between 0 and 3000 being less than the attacker's Spy Rating, which can be expressed as: Rnd * 3000 < Spy Rating. When a ship is affected, any high guard on board have a chance to prevent sabotage. That chance is determined by a random number between 0 and 200 being less than the Light Powers of the target player, which can be expressed as: Rnd * 200 < Light Powers. When there are more than 1 high guard present or the crew's happiness is high enough (random number between 0 and 600 is less than crew's happiness or: Rnd * 600 < Happiness) then the attack is prevented. But, overall there is always a 2% chance of the attack being successful. Upon successful attack, the saboteur is able to set off a bomb that damages the ship's hull by ((50 + Rnd * 120) * 100) / Hull Mass or between 50 and 170 hull damage for a 100 mass hull, 10 to 34 for 500 mass, 5 to 17 for 1000 mass, or 3 to 9 for 2000 mass. The bomb also damaged the ship's engines by ((70 + Rnd * 120) * 100) / Hull Mass or 70 to 190 engine damage for 100 mass hull, 14 to 38 for 500 mass, 7 to 19 for 1000 mass, or 4 to 10 for 2000 mass. The target player will automatically know who sent the attack. This will not stop at 1 ship. It will continue to attempt to affect all of the target player's ships.

[edit] Steal Ship Plans

Spy Mana Required: 300

[edit] Summary

You must have a ship within 45 ly of an enemy ship for this attack to work. You can only steal plans that you have the appropriate ship hull tech level requirement for. The hull plan that you get can be of any hull plan of the target race; not just the ship(s) within 45 ly. You do not lose your spy mana if there is no enemy ship within range when spy attacks occur.

The likelihood of stealing any particular plan is directly related to the number of each hull that the player currently has in play.

[edit] Details

When one of the attacker's ships is within 45 ly of the target's ships then the Spy Mana is deducted and a random ship of the attacker is attempted to be found that has no hull plans on it. This is a random attempt to find such a ship and if it fails, then the attack fails. I put in a request to have this just be the ship that is within 45 ly of the target. (Magik-Host199) When an appropriate attacker's ship is found then a random target ship is found. This is a random attempt to find such a ship and if it fails, then the attack fails. When a target ship is found then the any high guard on board can attempt to protect the computer's core so that the attacker cannot download any hull plans. There is a 25% chance that the high guard will stop the attack, but if the attacker is Birdmen then high guard have no chance to stop it. When the target ship is of a hull that you can already produce (not from alien hull plans) then the attack fails. Otherwise, the attacker's ship gains the hull plans of the random target ship's hull. If the target ship's hull is alien to the target player then the hull plan can still be stolen.

[edit] Race Modifications

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