Post by Anastasius Focht on Jan 22, 2015 8:34:02 GMT -7
INTEL PAGE
Information can be decisive in the destiny of Nations ... Each Nation maintains an Intel Network that gathers a wide variety of information and provide useful 'assistance' to help the leader when planning important actions. This can be managed from the Intel Page. The Intel Unit that finds out the information is the Intel Operative. In the Network there is also the operatives known as Infiltration Teams, which carries out sabotage.
At the start of the game each Leader will receive a number of Intel units divided between Intel Operatives and Infiltration Teams which are deployed at the prefecture capital worlds and will travel stealthily to the assigned target, usually a planet. The Leader will determine their assignments or missions and the unit will attempt to carry it over on their nation's behalf. An Intel unit takes 1 turn to complete its training and get ready to work. New Intel Units will always start at the nation’s capital.
Intel Units can move 1 planet per turn without a Jump Fleet and its ETA will be stated in the Intel Page. After arriving, the Intel unit will take 1 more turn to conduct its mission and prepare a report. After each completed mission the units will remain in place depending on their level of success and you can give them additional assignments. If the new assignment is on another planet, the unit will have to travel there before being able to send a report (remember that there'll also be the 1 turn delay after the unit's arrival). If the mission can be conducted in the original location, the unit will undergo only the 1 turn delay (while it conducts the new mission you want).
After the unit's arrival to its target site and the 1 turn delay, the player will receive a report if the unit succeeds or fails in its mission.
Intel Operatives are the agents that supply nations with information about the target. Below are the various missions they can conduct.
NOTE: When an Intel Operative fails there will be several options as to the extent of this failure.
Intel Operative Missions
Planetary Info: Information Gathered in this mission is the Planet's CBills Produced, Population and Total Income including Retail Taxes and deductions from Upkeep.
District Info: Information gathered in this mission is the District's Level and how many Infantry Units, Vehicle Units, Mech Units and Aerospace units are there.
Military Info: Information gathered in this mission is Unit Names, Unit Types, Exp Level, Status in any given district.
Tech Info: Information gathered in this mission are the current status of a target nations up to 3 highest Techs. The information will include from each tech; Level, Actively Researching, Turn Completed.
The Infiltration Teams are the agents assigned to sabotage enemy facilities and units. These teams not only inflict damage but can be damaged themselves so use them wisely. Below are the missions they can conduct.
Infiltration Team Missions
Planetary Defenses: In this mission the Team attempts to destroy or damage the military base's fortifications.
Aerospace Port: In this mission the Team is attempting to destroy or damage a selected building in the Aerospace Port
Military Base: In this mission the Team is attempting to destroy or damage a selected building in the Military Base.
Civilian Center: In this mission the Team is attempting to destroy or damage a selected building in the Civilian Center.
Manufacturing Center: In this mission the Team is attempting to destroy or damage a selected building in the Manufacturing Center.
Every 5 (five) successful missions, the agents are promoted to the next level. For an Intel Operative, a mission is considered successful when at least some information is obtained. If no information is gathered before a new mission is assigned to that unit, the initial mission won't be counted. For an Infiltration Team, a mission is considered successful when they damage an enemy building or defensive structure.
Each Intel Operative and Infiltration Team has an Espionage score and its level is depended upon their Level of experience. Every district in the game has its own espionage score which is its defense against Intel units.
RECRUITING
The first section of the page is where you can recruit new Intel Unit and Infiltration Teams. You must name these units before submitting them for recruitment.
INTEL MISSIONS
Here is the list of current Intel Missions being conducted by your units.
INTEL UNITS
This is a list of your active Intel Units and their stats. To send them on a mission click on the Unit. You will be taken to the a page which shows all of the stats on that Operative.
ORDERS: This is where players will select the type of mission they want to conduct and where it will be conducted, how much it will cost and how long it will take.
NOTE: HOURS TO COMPLETE currently shows how many Hours it will take to complete the mission. Each turn is 24 hours. This will be changed soon to reflect how many Turns instead of Hours.
NOTE: Once a unit is purchased or a mission is launched players can find them listed in the Turn Orders Page. SEE TURN ORDERS PAGE FOR DETAILS.
Information can be decisive in the destiny of Nations ... Each Nation maintains an Intel Network that gathers a wide variety of information and provide useful 'assistance' to help the leader when planning important actions. This can be managed from the Intel Page. The Intel Unit that finds out the information is the Intel Operative. In the Network there is also the operatives known as Infiltration Teams, which carries out sabotage.
At the start of the game each Leader will receive a number of Intel units divided between Intel Operatives and Infiltration Teams which are deployed at the prefecture capital worlds and will travel stealthily to the assigned target, usually a planet. The Leader will determine their assignments or missions and the unit will attempt to carry it over on their nation's behalf. An Intel unit takes 1 turn to complete its training and get ready to work. New Intel Units will always start at the nation’s capital.
Intel Units can move 1 planet per turn without a Jump Fleet and its ETA will be stated in the Intel Page. After arriving, the Intel unit will take 1 more turn to conduct its mission and prepare a report. After each completed mission the units will remain in place depending on their level of success and you can give them additional assignments. If the new assignment is on another planet, the unit will have to travel there before being able to send a report (remember that there'll also be the 1 turn delay after the unit's arrival). If the mission can be conducted in the original location, the unit will undergo only the 1 turn delay (while it conducts the new mission you want).
After the unit's arrival to its target site and the 1 turn delay, the player will receive a report if the unit succeeds or fails in its mission.
Intel Operatives are the agents that supply nations with information about the target. Below are the various missions they can conduct.
NOTE: When an Intel Operative fails there will be several options as to the extent of this failure.
Intel Operative Missions
Planetary Info: Information Gathered in this mission is the Planet's CBills Produced, Population and Total Income including Retail Taxes and deductions from Upkeep.
District Info: Information gathered in this mission is the District's Level and how many Infantry Units, Vehicle Units, Mech Units and Aerospace units are there.
Military Info: Information gathered in this mission is Unit Names, Unit Types, Exp Level, Status in any given district.
Tech Info: Information gathered in this mission are the current status of a target nations up to 3 highest Techs. The information will include from each tech; Level, Actively Researching, Turn Completed.
The Infiltration Teams are the agents assigned to sabotage enemy facilities and units. These teams not only inflict damage but can be damaged themselves so use them wisely. Below are the missions they can conduct.
Infiltration Team Missions
Planetary Defenses: In this mission the Team attempts to destroy or damage the military base's fortifications.
Aerospace Port: In this mission the Team is attempting to destroy or damage a selected building in the Aerospace Port
Military Base: In this mission the Team is attempting to destroy or damage a selected building in the Military Base.
Civilian Center: In this mission the Team is attempting to destroy or damage a selected building in the Civilian Center.
Manufacturing Center: In this mission the Team is attempting to destroy or damage a selected building in the Manufacturing Center.
Every 5 (five) successful missions, the agents are promoted to the next level. For an Intel Operative, a mission is considered successful when at least some information is obtained. If no information is gathered before a new mission is assigned to that unit, the initial mission won't be counted. For an Infiltration Team, a mission is considered successful when they damage an enemy building or defensive structure.
Each Intel Operative and Infiltration Team has an Espionage score and its level is depended upon their Level of experience. Every district in the game has its own espionage score which is its defense against Intel units.
RECRUITING
The first section of the page is where you can recruit new Intel Unit and Infiltration Teams. You must name these units before submitting them for recruitment.
INTEL MISSIONS
Here is the list of current Intel Missions being conducted by your units.
INTEL UNITS
This is a list of your active Intel Units and their stats. To send them on a mission click on the Unit. You will be taken to the a page which shows all of the stats on that Operative.
ORDERS: This is where players will select the type of mission they want to conduct and where it will be conducted, how much it will cost and how long it will take.
NOTE: HOURS TO COMPLETE currently shows how many Hours it will take to complete the mission. Each turn is 24 hours. This will be changed soon to reflect how many Turns instead of Hours.
NOTE: Once a unit is purchased or a mission is launched players can find them listed in the Turn Orders Page. SEE TURN ORDERS PAGE FOR DETAILS.