3 civilization beyond earth images6/17/2023 All travel takes a minimum of 1 turn to complete. The formula for travel time is: (Base Travel Time - Agent Ranks) * (Covert Ops Travel Turns Percent / 100)Ĭovert Ops Travel Turns Percent appears to be a constant defined in the game. EDIT: This is likely used to implement the ARC's unique ability. Misc Attacker Modifiers I assume to be bonuses given by wonders and virtues, but it doesn't actually look like any items in the game provide a modifier here. I'm not sure about the other game speeds. Game Scale appears to be 100 for a Standard length game and 25 for a Quick game. The number for Base Turns is defined just like Base Difficulty is, and I've included it in my chart below. The formula for time required for an operation is: Ceiling(((Base Turns - (Attacking Agent Ranks - 1)) + (Base Turns + (Misc Attacker Modifiers / 100)))) * (Game Scale / 100) The game sets a maximum of a 90% chance of detection. If an agent is detected AND there is a counter-spy in the city then there is an equal (33%) chance of the agent just being detected, being identified, and being killed. The formula for chance of detection is: Base Difficulty - (Attacking Agent Ranks * 7) + Defender Policy Modifier + (Defending Agent Ranks * 10) - (Agent Survival Percent * Unassigned Covert Agents )Īgain here I was unable to determine the value for Agent Survival Percent, but I once more speculate that it is either 1 or 2 based off the bonuses given by other National Security Projects. The game also sets a minimum 10% chance for success. I suspect Operation Success Percent is 1 or 2 though based off of the other National Security Projects. I was unable to determine what the constant was that is used for Operation Success Percent, but if you are not doing the Operations Reconnaissance project it will definitely be at zero. The formula for chance of success is: 100 - (Base Difficulty + ((Defending Agent Ranks * 5) + 5) - (Attacking Agent Ranks * 5) - (Operation Success Percent * Unassigned Covert Agents)) As far as I can tell Recruits have a rank of 1, Agents a rank of 2, and Special Agents a rank of 3. I've included a table at the bottom of this answer with all of the base difficulty values. This is used as the base number at the start of all of the covert operation calculations. Interestingly intrigue level has nothing to do with chances of success or failure.Įach operation type has a base difficulty that is defined in the XML files for the game. I decided to look into the LUA and XML files for Beyond Earth and came across most of my answer there.
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