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Espionage cost rise

Espionage cost rise

Inability to defend against spies?

In my current game, I constantly get the message of new spies planted and even though being with +2000 in the green, I cannot produce spies fast enough to get rid of the enemy spies. Furthermore, four AI players can produce much more spies than I can, even if spend the same amount they do, summed up. This is because the spy costs rise with the number of spies you have trained, instead of the number of spies active, what I would understand.

Can you tell me, wether there is a cap on the rise of the spy recruitment costs?
Can someone tell me the exact formula for spy costs?

The way it is right now, I am unable to prevent others from gathering intel, sabotagin precursor mines and finally stealing tech from a certain point of the game on, because the costs are prohibitive.

P.S.: What is the logics behind linking the spy cost to the total number trained than to the number trained and still living/active?
19,342 views 27 replies
Reply #26 Top
This ENTIRE time, I've been waaaaaiting until I had a badass tile on a planet before building either my Technological Capital or Manufacturing Capital....
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I don't put the capitals on special tiles, but I do tend to hold off building them until I've got several at least 40 or 50 colonies (I play Gigantic, and am not a score maximizer).

I especially like to see my Tech capital placed on a world that has at least a triple-research or a duo of double-research tiles. For me, the "capital" part needs to make some narrative sense.
Reply #27 Top

However, a Research Coordination Center, Technological Capital or Omega Research Center will not benefit from Research Bonus tiles since they don't give base value output, and instead are mere magnifiers. Same with all Powerplants and the Manufacturing Capital. The Artificial Slave Center, Restaurant of Eternity and all Trade Goods remain unaffecting by special tiles since they give multiplicative galaxy-wide civilization bonuses and not base output.




WHAAAAAAAAAAAAAT   

This ENTIRE time, I've been waaaaaiting until I had a badass tile on a planet before building either my Technological Capital or Manufacturing Capital....


ooooooh my lord... what a load...


I wish there was a DEFINING manual from Stardock on HOW the game works - because the manual DOES not give an accurate breakdown on the game...

That pisses me off, this whole time I didn't know that and was only penalizing myself by not building those Capitals SOONER in the game...


Thks for the info though, I'm going to start playing a whole lot more efficiently now.

End of quote


The research/manufacturing capitol still adds to the bonus from the tile, it just can't be built on the bonus. For example, a Neutrality Learning Center placed on a Precursor Library generates 176 RPs, and the tech capitol boosts this entire amount. Putting the tech capitol itself on the Precursor Library gives exactly the same bonus as putting the capitol on a standard tile.