![stars beyond reach petition stars beyond reach petition](http://www.voxfux.com/features/kennedy_cia_hit.jpg)
#Stars beyond reach petition full
Anyway, as your spies (and diplomats, to a lesser degree) gather data on both the leader’s attributes and the goings-on in the empire you’re looking at, eventually you get a full picture of who the leader is and what they want - and then their identity is revealed. They won’t like you any less (or more), but they will trust you less. Time to send in the spies, if you care enough! Of course, that does take some time and money, and when spies are caught that erodes trust somewhat between you and the race you’re spying on. Part of the problem is that the identity of the leader is actually a secret at first, so even if you use a cheat sheet and look at the spreadsheet or a source online, you’re not going to just know immediately what is up. Then again, maybe they were just intimidated (hi Peltians).
![stars beyond reach petition stars beyond reach petition](https://www.fool.ca/wp-content/uploads/2017/03/reach-for-the-stars.jpg)
If you’re aggressive and they like it, that’s… maybe not a good sign (hi Burlusts). You can infer some things based on talking to the AIs (if you can understand them) and seeing what they say back to you. ? But you don’t know! These guys play it close to the chest. This is… useful to know, to put it mildly. Anyway, but the core point here is that each leader makes the faction act pretty darn differently - and they may be bent on something nice as their goal, or something quite homicidal.
![stars beyond reach petition stars beyond reach petition](http://img.youtube.com/vi/uCEPsWF59mI/0.jpg)
It’s pretty cool, because manipulating spreadsheets thus lets the behaviors of the AI really change quite a bit. A lot of these personality-specific attributes specifically play into letting the AI leaders interact with one another (and react to you) based on procedural means rather than hard-coded rules. Also, which factions get along well is determined heavily by the many (many, many) defined attributes of the leaders. They all have their own goals and personalities and strengths and weaknesses even within their faction, and so the faction might act and perform very differently under leader A versus leader B. One thing that is fun is that since each race has 3 different possible racial leaders, that’s 42 leaders in all. This is part of why the diplomatic screen lets you jot down notes to yourself. I have found it’s more fun to be a little blind, because then I don’t get stuck in analysis paralysis so much - I’m able to fully see my OWN empire, but as with a game of cards I have to infer what is going on in my opponents’ hands by their actions and mannerisms. One of the fun things with intelligence reports (and consequently spies and diplomats) is that the game is not giving you the all-encompassing sort of knowledge that you have in The Last Federation. As part of that, I’ve also finished the design for spies, diplomats, thieves, and intelligence reports in general. I’ve mostly been consumed by the actual diplomatic interactions between you and the other aliens, which involves a lot of writing as well as a lot of design. He’s now working on actually implementing the first pass of the diplomacy screen that I showed a mockup of last time. The last week or so has seen Keith working like crazy on implementing the Market Items that you can create in the game, as well as the resource-usage buildings that provide buffs to adjacent buildings. But carving out the time for organized posts sometimes is a bit tricky. I’ve been active in the forums since this project answering questions here and there if you haven’t been there.