Sort of. The script will choose projects at random in the specified focus area as long as there is enough attack points to cover the project cost. Note the success rate will decrease as the attack points are depleted - so in the example of 10 x 10,000 point projects, the first half-dozen will succeed at rates above 80%, before dropping to as low as 50% success for the 10th attempt. Space Empires Depot | SE:V Balance Mod Back to top
Just a suggestion... Having in mind that intel projects will be harder to achieve, maybe it could be a good idea to slightly reduce their cost, specially for the more expensive ones. Back to top
As am i, i tried a game specicly to see how it works at present and see what kind of things it produced if you invest in intel ops rather than ignore them, it ceratinly needs a look at, as it was appalling easy to be overy effective very early in game, but i guess ist the AI not protecting itself as much as the mechanics of the thing.
Is it possible to tinker with AI reatining % of intel points for defense?. Back to top
The amounts for attack and defense are set in the scripts and depends on the amount of enemies and wars the AI is involved in. If it has no enemies or wars, then it will just accumulated defense points.
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