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Agents: Nobody Succeeds Alone - Edit 1

Before modification by Fanatic-Templar at 10/01/2013 03:25:49 AM

Agents do not contribute to your wealth, in fact they typically require very costly upkeep to maintain their loyalty. However, they are crucial to your expansion, as these are the tools that will allow you to succeed in many delicate tasks. Unless otherwise noted, agents require a 100 M credit upkeep fee every round. They occupy a location, though they may not necessarily be moved about freely.

Senators:

Senators represent the people of the Confederacy on Tarsonis. Every senator gets one vote to cast on any issue brought to the Senate, with the majority vote deciding on the outcome. Crises can severely affect the value of your operations, so you will want to be certain that your voice is heard. Above all others, if possible.

Councillors:

While senators may represent the people, the Confederate Council truly rules the Confederacy. They are nominated directly by the Old Families and decide what matters are brought before the Senate, and when. Sometimes, they can even choose to act without bringing matters to public attention, for the good of the Confederacy. The main task of Councillors in this game will be choosing which crisis to bring before the Senate, in which order. Councillors also provide five victory points for the Families they represent. They are aware of their value and require a 500 M credit upkeep.

Military officers:

Having trustworthy officers in the Confederate Armed Forces helps ensure that the might of the Confederate Army will back up your endeavours. Officers come in three grades: junior officer, senior officer and general officer, and are affiliated with one of the three Squadrons in the game and provide bonuses when trying to influence those Squadrons. Having a general officer on your payroll also grants you a bonus of one to all your combat scores. This bonus is not cumulative.

Ghosts:

The Confederacy’s deadliest agents, Ghosts are psionically gifted assassins. Ghosts can be used to support any single Intelligence action in a round, at no extra action point cost to boost its chance of success by two. However, if the action fails, there is a 10% chance per point of score difference that the Ghost will have died during the mission. Having a Ghost present at a location also grants the bonus defensively against any action taken by a rival there, including Military actions.

Character traits

Agents can also have specific character traits that affect their performance.

Loyal:

This agent is loyal to your cause. He does not require any upkeep payment and provides a one point bonus to resist bribery attempts.

Paranoid:

This agent expects someone to make an attempt on his life at any time. He provides a one point bonus to resist assassination attempts.

Persuasive (Senator):

This senator is a master orator. He can persuade independent voters to follow his lead. The voting inclination among unaffiliated senators changes in your favour by one degree.

Prodigy (Officer):

This officer is recognised as a prodigy and is expected to climb through the ranks very quickly. When attempting a promote officer action, every round this agent has spent at his current rank counts double.

Telepath (Ghost):

This Ghost is specialised in gathering information from people, often without having to ask a single question. He provides an additional point bonus when used on intelligence-gathering actions or industrial espionage actions.

Shadow (Ghost):

This Ghost is specialised in undetected entry. He provides an additional point of bonus on sabotage actions and assassination actions.

Sniper (Ghost):

This Ghost is specialised in taking down important individuals. He provides an additional point of bonus to assassination actions and military actions and can be sent on Military actions as though he were a military unit, at normal action point costs.

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