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should have continued here]
Some info on spying .. it is not much:
moo2mod.blogspot.nl/spying-bonuses
And in this link, somewhere in the middle of the thread, post by Overlord2:
spheriumnorth.com/orion-forum/spying and stuff
I saw that graph too. I have to say, I'm a bit disappointed that spying isn't more complicated. Sometimes I do wonder if there is something more to it though.
Well there is more to it, we just haven't figured it out yet.
- How is a tech chosen?
- How is a building chosen?
- Mechanic of chance for success is quite clear but not 100% clear yet.
> The number of available techs to steal might have an influence on the outcome.
> It seems that high quality techs are stolen sooner that the lesser techs.
Let me see if I have this straight. So this Spying % and Agent % is not actually a percentage of anything? That is what confused the hell out of me, how I can be losing so often with 4 spies to 1 if I'm suffering only a, say, 12% decrease in effectiveness.
So if I have "-12%" and 4 spies, this just means I have -12+8 = -4 defensive score?
And if some race has +20 Spying and 1 spy, they have 22 offensive score and will steal a tech if their roll(0-100)+22 > my roll(0-100)-4+60, which on average will be once in 5 turns. If I build a total of 10 spies, that puts me at roll(0-100)+22 > roll(0-100)+3+60, which merely reduces the chance from 1 in 5 to 1 in 6...
This is why 1 enemy spy can be very succesful.
Also, to get 'on equal terms' with Darloks 1 spy @22 when you have the -12 penalty, you need to bridge 34 bonus points with your spies, which is 48 spies in classic or 47 in ice.
From looking at the code, I have some doubts on the +60 number.
There are 3 numbers in that code for tech stealing which are +60,+80 and +90
For Sabotage (seperate code) there is only +70 and +90
Still need to find some time to test more with these numbers.