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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Other Games > Master of Orion I/II > How the heck does spying work?
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ERKUTHER is offline ERKUTHER
Settler

Oct 2003
time: 05:28
  Old Post 29-01-2005 03:40
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How the heck does spying work? Support Apolyton, pre-order Civilization IV

Did anyone every discover anything about algorithim for spying and whether having a small amount of spys is more beneficial then a large amount?

vmxa1 is offline vmxa1
Deity
Oviedo, Fl
Nov 2001
time: 21:28
  Old Post 29-01-2005 06:30
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Yes spying can work in Moo1 and Moo2. In Moo2 having more than one spy helps. I like to have 3 or 4 on the race I am trying to steal from.

Check on their spy tech and try to have at least as much as they have, better to have more. If you took a minus spy, it makes it harder.

Brutalisk is offline Brutalisk
Warlord

Apr 2003
time: 05:28
  Old Post 30-01-2005 15:03
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Epkuther: all the moo algorithms follow the same principle. The principle is the rule of diminishing returns. In other words, the more spies you have the less effective they are PER SPY.

Imaginary arbitrary numbers:

10 spies produce 100 "spy effectiveness"
20 spies will probably only manage 150, get my drift?

I don't know the exact algorithm and I'm somewhat tlaking out of my ass here, but I am extrapolating from just about every other algorithm they have and the GENERAL PRINCIPLE they have applied to all three MOOs

Ljube is offline Ljube
Emperor
Belgrade
May 2003
time: 06:28
  Old Post 02-02-2005 19:38
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In MOO1 spying also depended on the difference between yours and your spying target's computer levels. Don't know about MOO2.

So, if the computer level of your spying target were too high compared to yours, spying would be ineffective.

ERKUTHER is offline ERKUTHER
Settler

Oct 2003
time: 05:28
  Old Post 02-02-2005 21:26
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Thanks for the info all!

Brutalisk is offline Brutalisk
Warlord

Apr 2003
time: 05:28
  Old Post 04-02-2005 00:23
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Yers, i recall that Ljube

In MOO2 that no longer appears to be a factor, but I don't know for sure. From mere observation , it seems the % of bonuses you have is the real factor.

Someone with 40% spy attack and just a handful of spies can be a pain in the ass for someone with 10% spy defense and a bucketfull of defensive spies.

Maybe someone who knows the formula for sure cna step in... Most of the Moo1 formulas are still used for moo2 where applicable so they might still be using the same one.

MORON is offline MORON
Warlord
Vancouver, Canada
Jun 2001
time: 13:28
  Old Post 04-02-2005 21:16
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Increase Your PM Length

by the way, just exactly what does "hide" do when assigned to spies as a mission?

vmxa1 is offline vmxa1
Deity
Oviedo, Fl
Nov 2001
time: 21:28
  Old Post 04-02-2005 23:12
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Lose 30 kilos (of popups)

Hide orders them to cease operations and lay low. Thus reducing their exposure and chance of being caught.

IOW it increase the chance of survivial and reduces the chances of an incident.

Brutalisk is offline Brutalisk
Warlord

Apr 2003
time: 05:28
  Old Post 06-02-2005 03:57
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In the original moo "hide" allowed you to keep an up-to-date report on your enemies, whereas in moo2 it makes no difference

The only time it's needed is when you have more than 63 spies (the max u can put in a slot) so you keep the surplus on other slots that oyu may not necessarily want to use)

vmxa1 is offline vmxa1
Deity
Oviedo, Fl
Nov 2001
time: 21:28
  Old Post 06-02-2005 04:50
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Lose 30 kilos (of popups)

"Hide orders them to cease operations and lay low. Thus reducing their exposure and chance of being caught."

This is right out the Moo1 strat guide. If spies are hiding they have a zero percent chance of being caught. BTW the max chances is always 30%.

Fate of Spies:

D100 roll modified by overall security rating %, difference in computer tech levels, +20 for Darloks, -30 if hiding.

Reults: unless spy confesses and not hiding and have been cleared to attempt inflitration go on to the next step, which is a sperate roll for sucess.

So D100:

0 or less spy is cleared and if mission works, they fram someone else.

1-30 clear for inflitration and not discovered

31-50 clear, but will be identified if mission sucess.

51-70 stopped for this turn.escape unnoticed

71-99 spy stopped and eliminated

100 stopped, elim and confesses, all other atempts at infiltration fail this turn.

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