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I've through most of the forum, and there's not really any discussion about agent training regarding risk vs cost. Assuming that in most cases the Underworld will raise the agent training cost each turn until maxed at 10k, where is the risk vs reward point in agent skill training where you switch over from paying for training to doing "low-risk" missions?
Take a nation that has a level 6, a level 4, and two level 2 agents on turn three. Although I'd probably use the level 4 to scout locations until I got one of the level two agents there, I would still want to advance the 6 and the 2s.
Is there any realistic chance to gain skill by using counter espionage or guard, especially early in the game (don't you only gain skill if there is risk involved)?
Of course for low level agents, you'd like to perform missions with little chance of being guarded against. I could see a mission like using Bribe on an envoy hanging out in someone's capital (would you gain skill even if you don't succeed in learning a skeleton and what about nations without skeletons?), Sabotage defense of your own Village (since their base defensive value won't stop anyone anyway), Sabotage sea power (especially for those nations who set up the buy-sell ships standing order for illicit profiteering), or even Steal gold (30/50/20% success/fail/capture for a level 2 and 50/~45/~5% for a level 6).
I assume that if your agent is captured during the mission, even in your own PC, they die.
Please give comments on how and when you decide the risk is acceptable. Does it vary by the Nation you are playing? Would it be recommended to set up "training buddy" agreements with allies to improve agent skills?
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(09-20-2013, 01:26 PM)Iatronas Wrote: I've through most of the forum, and there's not really any discussion about agent training regarding risk vs cost. Assuming that in most cases the Underworld will raise the agent training cost each turn until maxed at 10k, where is the risk vs reward point in agent skill training where you switch over from paying for training to doing "low-risk" missions?
Take a nation that has a level 6, a level 4, and two level 2 agents on turn three. Although I'd probably use the level 4 to scout locations until I got one of the level two agents there, I would still want to advance the 6 and the 2s.
Is there any realistic chance to gain skill by using counter espionage or guard, especially early in the game (don't you only gain skill if there is risk involved)?
Of course for low level agents, you'd like to perform missions with little chance of being guarded against. I could see a mission like using Bribe on an envoy hanging out in someone's capital (would you gain skill even if you don't succeed in learning a skeleton and what about nations without skeletons?), Sabotage defense of your own Village (since their base defensive value won't stop anyone anyway), Sabotage sea power (especially for those nations who set up the buy-sell ships standing order for illicit profiteering), or even Steal gold (30/50/20% success/fail/capture for a level 2 and 50/~45/~5% for a level 6).
I assume that if your agent is captured during the mission, even in your own PC, they die.
Please give comments on how and when you decide the risk is acceptable. Does it vary by the Nation you are playing? Would it be recommended to set up "training buddy" agreements with allies to improve agent skills?
Iatronis,
You sound devious enough to be banned from the Underworld lead. I mean that as a compliment. I don't think you need any help with your agents.
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I train them with raw meat. And a bell.
Seriously though, I'm curious about the bribe missions. If the mission to bribe is successful, but the emissary knows nothing, does the agent gain a level?
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Ok then, let me get to the point!
1) At what level do you start doing missions to train instead of paying?
2) Does ally/enemy status affect agent orders? Should it in future versions?
3) Does the bribe scenario give agent skill when the die roll for the agent succeeds but the emissary die roll fails?
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(09-20-2013, 07:17 PM)Jumbie Wrote: I train them with raw meat. And a bell.
Seriously though, I'm curious about the bribe missions. If the mission to bribe is successful, but the emissary knows nothing, does the agent gain a level?
Yes, I can confirm the agent gains a level even if you get no information.
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01-03-2014, 12:42 PM
(This post was last modified: 01-03-2014, 12:42 PM by Cargus10.)
It all depends. If you are like me as the UN in 115, your agents all come pre-equipped with neon-orange cloaks, oversized clown shoes that make squeaky sounds when you walk, and Bells on their belts.
No kidding - I had such wretched luck on missions I actually had to lower the price back down to 7K just so I could train my own people to try to catch up with everyone else. It's embarrassing.
I am going for the record of "most agents lost doing recon missions in a single game". So far, it's turn 14 and I've lost 4...
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Playing the UN in game 120 has been almost as difficult - you would think I would have loaded dice to succeed with. I would love to see a Kingdom ability to "load the dice" to add +20% success chance for double the agent cost once per turn. I have lots of mediocre agents, but my highest level ones have failed nearly every turn even on missions where I know there is no counter-espionage (like neutral village PCs). I've resorted to asking local friends if they mind defense sabotaging non-strategic PC in order to guarantee that they have no CE agents.
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From a NooB perspective, I find the Agents and political stuff and Leadership/wizard training stuff the murkiest. Is there a strategy guide available that covers the topic of training non-military expertise (ie. missions vs. money)? For example, does a wizard and/or captain get a chance to increase level if they go on a risky mission (to investigate an unusual event, for example?).
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(05-27-2014, 02:49 PM)Beatific Wrote: From a NooB perspective, I find the Agents and political stuff and Leadership/wizard training stuff the murkiest. Is there a strategy guide available that covers the topic of training non-military expertise (ie. missions vs. money)? For example, does a wizard and/or captain get a chance to increase level if they go on a risky mission (to investigate an unusual event, for example?). I think like anything else with your kingdom you have to decide how important that aspect of it is to you. If you are the trolls, and just want to smash everything you may not worry as much about emissaries/espionage. I have found that having a good agent corps gives you some flexibility to protect yourself/hurt your enemies when the need arises. That's key also I think...if you're just going to use agents to protect and recon then you don't need to worry about training them to higher levels. If you are going to use them to assassinate/kidnap/steal then you better train them up before you attempt to use them.
Also, your military leaders can increase their "level" as they do unusual sightings - in fact, even if you fail they can increase. Not sure if this is 100% of the time though...in a recent game I failed an unusual sighting, and my leader still gained a "level". Wizards will not advance though - they can only do that if you train them (799 order).
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