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Hacking & UC Preview: things confirmed & questions remaining

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6 years ago
Dec 1, 2018, 5:56:33 AM


Things Confirmed

  • Hacking
    • Minor Faction
      • Create Backdoor (Create a hidden Backdoor which allows new Hacking Operations from this node and grants increased Hacking speed on neighboring nodes)
      • Improve Image (Improve your relations with the faction for 3 turns) (+10 for 3 turns?)
      • Impersonate Ambassador (?) (I think this option would sabotage the relation of the other empires with this minor faction)
      • Uncover Secrets (-50% on Praise/Bribe/Assist action cost for 3 turns)
      • Hack Economy (Increase the Minor Faction's yields for 3 turns)
    • Pirate Lair
      • Create Backdoor ()
      • Sabotage Supplies (+2 turns before next Pirate Fleet, -7 Pirate Reinforcement points)
      • Falsify Logs (Improve you relations with the Pirates)
      • Eavesdrop Communications (-50% diplomatic costs for 3 turns)
      • Hack Autodroids (Steal some of the Pirate Lair's resources)
    • Major Faction
      • Create Backdoor ()
      • Embed Sleeper (One Population will become and unwitting Sleeper for your cause on this system. They will give you vision and other bonuses until they are killed.)
      • Influence Politics (?) (seems similar to propaganda except for that I'm not ruling that system)
      • Injure Figurehead (?) (Injure the Governor?)
      • Jam Command (?) (reminds me of 'Damage Fortification' action in EL)
    • Major Faction (Home System)
      • Infiltrate Scanners (Grant vision on all fleets for 5 turns, One Population will become and unwitting Sleeper)
      • Topple Government (Cause Anarchy and change the government of the other empire, Force the system's politics to change to a selected Political Party)
      • Scramble Navigation (Prevent all fleet movement for 3 turns, Wound the system's Hero)
      • Support Revolutionaries (Uses the Manpower of the Systems to spawn pirate invasions, Forces usage of a detrimental Ground Battle Play as Defense on this system for 3 turns)
      • Server ID Duplication (Steal a technology, Create a hidden Backdoor)
  • Notification of Compromised System (Your system, [SYSTEM NAME], has been hacked. The effects may be immediately visible, or may require you to investigate further. Try checking the System resource production details, looking in the Scan View, and checking your populations.)
  • Backtrace
    • Initiated when offender's Hacking Operations get detected. (It seems that backtrace can only be started from the targeted node)
    • If the defender of Hacking successfully backtraced to the source of the attack, offender will get penalties & its operation will fail. (If the hacking and its backtrace were finished at the same turn, both of them are considered successful)
    • If traced back by a major empire, diplomatic context will come out including the blackout of the source of Hacking operation.
  • Bandwidth (Bandwidth is allocated when using programs. For every 10 unused units of Bandwidth, your Hacking Speed is boosted by 5%, BaseValue 50, Increased by having Backdoors)
    • number of unlocked Programs will grant Bandwidth bonus
  • Backdoor (Permits Hacking Operations to start from this node, -5 Bandwidth on Empire, +5% Hacking Speed on nearby nodes)
  • Sleeper (Having at least 1 Sleeper lets you spy what's going on inside this system, Grants Empire-wide collection bonuses)
    • Bonus I (5 Sleepers): Siphon 10% of Dust, 10% of Strategic/Luxury Resources
    • Bonus II (10 Sleepers): Siphon 20% of Dust, 15% of Strategic/Luxury Resources
    • Bonus III (20 Sleepers): Siphon 30% of Dust, 20% of Strategic/Luxury Resources
  • Offensive Programs
    • Accelerator (+30% Hacking Speed, Bandwidth Cost 15, Eukaryotic Sap[SE2])
    • Piggyback (-10% Bandwidth cost on Hacking Programs, Bandwidth Cost 15, Baryonic Shielding[SE2])
    • Overload (?, Wave Function Control[SE3])
    • Divert (Change the target or path of the Hacking Operation, Bandwidth Cost 20, Graviton Research[SE3])
  • Defensive Programs
    • Encrypt (-50% Enemy Hacking Speed, Bandwidth Cost 15)
    • Interrogate (+10% Bandwidth cost on Hacking Programs, Bandwidth Cost 20, Wave Function Control[SE3])
    • Lockdown (Prevent the creation of Backdoors on Hacking Operations passing through this node, Bandwidth Cost 20, Graviton Research[SE3])
    • FIrewall (?, ?, Dimensional Folding[SE4])
    • Track (Track progress of enemy Hacking Operations passing through this node, ?, Dimensional Folding[SE4])
  • Surveillance Actions
    • Sleeper Reintegration (Reverse 1 Sleeper every 3 turns, -20 Happiness on System)
    • Sleeper Search (Reveal Sleepers on the system for a few turns, Mineral Manipulation[ET4])
    • Sleeper Cull (Eliminate all Sleepers on the system, Optimized Logistics[ET4])
  • Cloaker I (Support Module, ?, Autonomous Construction[M2])
  • Anti-Cloaker I (Support Module, Fleet Anti-Cloaking Level 1, Survival Suits[M3])
  • Ghostify (Minor Faction Actions on relation>100, Bring the minor civilization into your empire and gain its traits, Create a Haunt on each of its colonized planets, Cost Influences)
  • Infiltration Engine (+1 Maximum Hacking Operations on Empire, +10% Hacking Speed, Autonomous Materials[SE3])
  • Infiltration Optimisation (+1 Maximum Hacking Operations on Empire, +10% Hacking Speed, Low Kelvin Science[SE4])


  • Reworking on the Scan View
  • Release: 몇 달 후 (A few months later)



Questions Remaining


[A] Vodyani Ark & Hacking

  1. What happens when there is hacking attack started from an Ark and that Ark un-anchors (and moves)?
  2. What happens when there is hacking attack targeting an Ark and that Ark un-anchors (and moves)?
  3. What happens to the Backdoor planted on the Ark when that Ark un-anchors (and moves)?
  4. Will the Sleeper in the Ark still give some info or vision when that Ark un-anchors (and moves)?

[B] Population or Ownership Changes

  1. Will the Sleeper in the transport ship sill give some vision?
  2. What happens to the Sleeper when that population is converted into Horatio?
  3. Will the Sleeper in the spaceport without valid destination still give some info or vision?
  4. What happens to my Sleepers when I invade and acquire that system? What about the Sleeper of the other empires?
  5. What happens to the hacking operations when the target system's ownership is changed?

[C] Others

  1. Will the AIs have doubts when the backtrace was unsuccessful but ended at someone's territory?
  2. When I have backtraced the attack and gets to the source, can I discern the attacker even if the attacker used the backdoor?
  3. Can I demand the withdrawal of Sleepers/Backdoors?
  4. Isn't there any hacking-defense bonus for Ministry of Truth? (something like 'you can't put a backdoor on its neighboring system' or 'increased backtrace speed')
  5. Can I steal a technology exceeding my technological era? If not, will scientific party law(Oracle) grant further options to the steal?
  6. What happens when several hacking operations on the same target complete at the same turn? Can a government toppled twice?


Updated 6 years ago.
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6 years ago
Dec 1, 2018, 7:42:32 AM

I wonder if Topple Government has the same impact with cravers!? 

Thanks for the nice summary btw! :)

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6 years ago
Dec 1, 2018, 5:55:02 PM

You got all that from the live feed? I pretty sure on undisclosed content we are left in the dark but from what you say it looks pretty freaking awesome.....

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6 years ago
Dec 20, 2018, 9:35:23 AM

Things Confirmed

  • Umbral Choir (Faction)
    • Affinity: In the Shadows (?)
    • Trait: Immateral Population (?)
    • Trait: Dark Matter Manipulators (?)
    • Trait: Organic Network (?)
    • Trait: Fledging Traders (?)
    • Trait: Twitch Infiltrators (?)
    • Trait: Ghosts (?)
    • Trait: Titanium Mine
    • Trait: Hyperium Source
    • Trait: Expansive Tastes (?)
    • Trait: Xenobiology (ED2)
    • Trait: Planetary Landscaping (ED1)
    • Government Type: Democracy
    • Senate: 2 Pacifists & 1 Scientists (at the beginning)
  • Sanctuary
    • Can be placed by hacking neutral node (maybe hacking enemy node also)
    • Colonize 1 planet
    • 6 population slots
    • Sanctuary population is provided by the Home System
    • All FIDSI will be sent to the Home System
    • Counted as a colony (overcolonization threshold exists)
    • Researching Eukaryotic Sap(SE2) will grant +1 happiness per Sanctuary
  • Population
    • Umbral Choir (Population)
      • +1 Science
      • +1 Bandwidth
      • Political Opinion: Pacifists(More Pacifists), Anti-Religious(Less Religious), Curious(Pacifists event -> Scientists)
      • 10: +Pacifists
      • 20: +1 Influence per Allocated Bandwidth points on Empire, +15 Bandwidth on Empire
      • 50: ?
        • Population count = (Number of UC)+(Number of US)
    • Umbral Shadow (Population)
      • +2 Bandwidth from ex-Sleeper
      • +2 Science
      • +2 Bandwidth
      • x2 planet FIDSI exploited
      • Cannot grow naturally (only converted from Sleepers) and consumes more Food
      • Political Opinion: Pacifists(More Pacifists), Anti-Religious(Less Religious), Curious(Pacifists event -> Scientists)
      • 5: +Religious
      • 15: +5 FIDS(i?) per Umbral Shadows on Home System
      • ??: +2 FIDS(i?) per Allocated Bandwidth points on Home System
  • Abduction of Sleepers
    • 1 of your Sleepers in this empire's System will be removed, and one unit of Population will become an 1 Umbral Shadow on [Home System Name]. (Level 1 Abduct Sleeper)
  • Transmigration Beacon
    • Can be placed by hacking a special node
    • Transmigration Beacons are a destructive but effective means of moving your main system at short notice. Placed on Special Nodes, the Beacons act as a special receiver for high-entropic digital snapshots that allow the relocation of the entire system--at the cost of half the population and infrastructure.

      Create a Transmigration Beacon, allocating 10 Bandwidth on the process.

    • You placed a beacon on [Special Node Name]. You can migrate your Home System here.

    • Migrating before the beacon is fully ready may damage existing assets on the Home System.

    • Click to instantly migrate your Home System to this node. All other existing Beacons will be destroyed. You will suffer a Bandwidth penalty of 32(50%) for 3 turns. 100% of your Population and improvements will be lost as the beacon is not fully charged. (Fully charged in 7 turns)

  • Home System

    • Neutron Star (Effects: +1 Influence per pops, +1 Science per pops)

    • Starting Populations: Umbral Choir x2

    • Nexus

      • Solo: Small/Crescent/Cold/Sterile (3/3/3/3/0, max pop 4), (72 Industry)

      • Duo: Medium/Crescent/Cold/Sterile (3/3+1/3/3+1/0+1, max pop 4+1), (250 Industry)

      • Trio: Large/Crescent/Cold/Sterile (3+1/4/3+1/4/1, max pop 5+1), (500 Industry)

      • Hypertrio: Huge/Crescent/Cold/Sterile (4/4+1/4/4+1/1, max pop 6+1), (750 Industry)

    • Interstitial Sciences / Cyber Farm / Industrial Refrains - All of them applies to the planets on the Sanctuary

    • Sanctuary Link (seems similar to Spaceport)

  • Heroes

    • Starting Hero: Miredo Sharp (UC/Explorer?/Scientist?)

    • Tree

      • T1

        • Dark Bandwidth (+5 Bandwidth on Empire/?)-[On System if assigned]

        • Masterful Feint (+1% Dodge chance on Fleet/?)-[On Fleet/ship if assigned]

      • T2

        • Vox Populi (+5% Industry on System/?)-[On System if assigned]

        • Overclocked Scanners (+3 Vision range on Fleet/?)-[On Fleet/ship if assigned]

      • T3

        • Fast and Furious (-10% Bandwidth cost on Hacking Programs/?)-[On Senate if political leader)], (+5% Hacking Speed on Empire)-[On System if assigned]

        • Eagle Eyed (Set Fleet Anti-Cloaking Level to 3 on Fleet)-[On Fleet/ship if assigned]

      • T4

        • ? (?)-[?]

  • Ship Hulls

    • Explorer (Chord, Sonata-Class)

      • 1500HP

      • 2 Support Slots

      • 2 Defense/Support Slots

    • Small Attacker (Slash, Stanza-Class)

      • 2000HP

      • 2 Weapon Slots

      • 1 Defense Slots

      • 2 Support Slots

    • Small Protector (Note, Madrigal-Class)

    • Medium Hunter (Sharp, Hymn-Class)

    • Medium Coordinator (Echo, Epic-Class)

    • Large Carrier (Symphony, Cycle-Class)



Updated 6 years ago.
0Send private message
6 years ago
Dec 20, 2018, 2:38:07 PM

It will be interesting to see the Pacifist game style from the UC. I cannot imagine anyone wanting to be at peace with them.
Also, from the way it looks, trading looks out of the question as well. All in all, it looks very cool, cannot wait to take them for a ride. Cloaking devices and detectors will add some interesting tactics to the game too.

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6 years ago
Dec 20, 2018, 2:52:52 PM

Thanks PARAdoxiBLE for this list!


It is also interesting to note that the UC do not have a sphere of influence. So Conquest Victory through pacifist conversion of enemy systems seems out of the question.

The UC being clocked, diplomatic actions will be very limited during early and mid game. I wonder how their influence points will be spent then.

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6 years ago
Dec 22, 2018, 9:07:40 AM

UC is a democracy as mentioned earlier, so normally you should have a variety of policies after the first vote.

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0Send private message
6 years ago
Dec 23, 2018, 1:48:50 AM
twimpix wrote:

It will be interesting to see the Pacifist game style from the UC. I cannot imagine anyone wanting to be at peace with them.
Also, from the way it looks, trading looks out of the question as well. All in all, it looks very cool, cannot wait to take them for a ride. Cloaking devices and detectors will add some interesting tactics to the game too.

That's where the whole stealthed star system comes into play. Can't war someone you haven't actually met yet.

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