Special Operations

Special Operations consist of two types of operations; agent and magical. Both these types have several different actions. To perform an agent action you need agents, and to perform an magical action you need wizards.

Agent Actions

Spy On target: If successful your agents will retrive an overview of the target. Showing information similar to the one found in your HQ, number of planets, resources and such. You can also see, how much research your enemy has got.

Plant False Info: Your agents will attempt to infiltrate the targets news network and plant a false bit of information to confuse the target. If successful either a Place Nukes or Sabotage Portal failure message will be placed in the targets news and you will be able to choose which empire to frame in the news

Infiltrate: Some of your brave agents will try to infiltrate the targets news network. If they succeed they will deliver all the news they get their hands on right to you for several weeks.

Place Nukes: By placing small nukes at the target your agents will, if successful, give you the option to trigger the nukes and destroy 15% of one type of your enemy's buildings. Be sure to trigger the planted nuke before placing another one.
Shows up in the enemies recent reports when succeeding and failing.

Check Allies: Your agents try to get a list of the allies your target have, and give it to you.

Destroy Units: With explosives, fire and such your agents make an attempt to destroy stationed forces at the target. If succesful 30% of the targetted unit type on that planet will be destroyed.
Shows up in the enemies recent reports when succeeding.

Terminate Scientist: In an attempt to hamper your targets development your agents will try to assassinate your scientists at your enemy. If succesful 3% of the already accumulated research points of your enemy will be lost.
Shows up in the enemies recent reports when succeeding.

Sabotage Portal: As a portal is vital to the defence of a planet your agents make a very bold attempt to sabotage the portal. If they succeed this will allow you to attack without interference from the main fleet of your enemy. The sabotage will take 20 weeks before it has destroyed the portal. This operation can't target home planets.
Shows up in the enemies recent reports when succeeding and failing.

Investigate Portal: Your agents try to investigate if there is any presence of a portal on the target planet, either fully working or still under construction.

Planetary Infrastructure: On the target planet your agents mix with the local population and travel around investigating all the buildings on the planet, including the laser turrets.

Destroy Cash: Your agents will attempt to sneak in to the cash reserves of the target and destroy the cash stored there. If successful 3% to 10% of the cash in the target empire will be destroyed.
Shows up in the enemies recent reports when succeeding.

Magic

Vision: Your wizards will try to get a vision of your target. If successful you will be presented with an overview. Showing information similar to the one found in you HQ, number of planets, resources and such. You can also see, how much research your enemy has got.

Generate False Info: By casting magic your wizards try to make false information appear in the targets news network. If successful either a Hypnotize or Create Portal Force Field failure message will be placed in the targets news and you will be able to choose which empire to frame in the news.

Hypnotize: With the help of strong magic your wizards will try to hypnotize a portion of the targets population. If they succeed you will be presented with the option to trigger the hypnotized people in a psychotic state of mind where they will bring mayhem on their fellow citizens and ultimately 30% of them will commit suicide all over their empire. Be sure to trigger the planted hypno before casting another one.
Shows up in the enemies recent reports when failing and succeeding.

No Fear: Your wizards make an attempt to make your military forces bold with magic dances. If they succeed this will give you a bonus of 10% on the battlefield for 5 weeks. Both if you attack another empire or if you are defending your own planet.
Note that casting this spell multiple times is of little effect since the maximum bonus will remain 10%.

Reduced Food Production: If successful your target's food production will be hampered for 8 weeks, causing a reduction of 10% per tick. Casting multiple food reductions will cause a greater reduction.(effect=cumulative)
Shows up in the enemies recent reports when succeeding.

Electric Storms: For 8 weeks the sky of the enemy will be full of electric storms killing a lot of of citizens all over their empire. Casting multiple e-storms will only enhance the effect!
Shows up in the enemies recent reports when succeeding.

Kill Scientist: In an attempt to hamper your targets development your wizards will try to cast magic that kills scientists at your enemy. If succesful 3% of the already accumulated research points of your enemy will be lost.
Shows up in the enemies recent reports when succeeding.

Create Portal Force Field: Using very strong magic your wizards will make a risky attempt to build a force field at the targets portal. If they succeed the enemy will not be able to use the portal for troop transportation for 10 weeks. The force field will take 12 weeks to gain strength before its functional. This spell can't target home planets.
Shows up in the enemies recent reports when succeeding and failing. When succeeding, the casters name won't be revealed.

Find Targets Planet: If successful you will be presented with a simple list of every planet owned by the target.

Space Amazement: Your mages fill the citizens living in your empire with amazement for space travel and discovering new planets. If successful this will result in a 40% lower explorations cost for all explorations started during the following 8 weeks.
Note that casting this spell multiple times is of little effect since the maximum bonus will remain 40%.

Sense Defense System: Your mages try to use their power so sense if there are any Defense System hovering in the target system.

Destroy Iron: Your magicians try to cast a spell making the targets iron become highly radiated, causing the iron to be unusable for the empire. If successful 3% to 10% of the target empires iron will be destroyed.
Shows up in the enemies recent reports when succeeding.

Octarine Hurricane: Casting this op creates magical turbulent weather at the targetted empire. This effects 20% of income produced from Cash Factories, and lasts for the duration of 6 weeks. This op works multiplicatively and has a stacking limit of 3 OH on the targetted empire (irrespective of the opper).
Shows up in the enemies recent reports when succeeding.

Last edited on Aug 02 2010 03:27:11 by thirdrock.