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During my time playing this game, I've been compiling game data in a spreadsheet for easy reference, and have decided to make it publicly available to anyone else who might find it useful. Features include:

- Tables of characteristics for all facilities, ships, characters, troops, special forces, and missions
- Colour-coded cells show how facility/unit stats compare to their counterparts & rivals
- An extra worksheet with all ship costs "normalized" to the cost of the Death Star, to aid in deciding which ship type is best to build, depending on which attributes are important to you (eg. ISD is better for fighter capacity, VSD is better for bombardment)
- Recommended mission types for each character
- Detection-to-cost ratio for troop types
- Mission success chance charts (screenshotted from RebEd)
- System loyalty modifiers

You can download it here. Please let me know of any errors, or additional info you'd like to see.
I guess I'm not getting what the red text and the green highlights signify, sorry if I'm being dumb.

Otherwise, I love it! Good job!
The red/yellow/green highlights are a scale that show how good or bad the unit is on that statistic. (The cheapest ships have green costs, the lowest detection scores are red, the fastest hyperspace speeds are green, etc.) The red text on the Ships tab indicate which rows are for fighters, as opposed to capital ships. Is that what you meant?
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TheInvisibleHand: The red/yellow/green highlights are a scale that show how good or bad the unit is on that statistic. (The cheapest ships have green costs, the lowest detection scores are red, the fastest hyperspace speeds are green, etc.) The red text on the Ships tab indicate which rows are for fighters, as opposed to capital ships. Is that what you meant?
Goootcha. Ok, thanks!
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TheInvisibleHand: During my time playing this game, I've been compiling game data in a spreadsheet for easy reference, and have decided to make it publicly available to anyone else who might find it useful. Features include:

- Tables of characteristics for all facilities, ships, characters, troops, special forces, and missions
- Colour-coded cells show how facility/unit stats compare to their counterparts & rivals
- An extra worksheet with all ship costs "normalized" to the cost of the Death Star, to aid in deciding which ship type is best to build, depending on which attributes are important to you (eg. ISD is better for fighter capacity, VSD is better for bombardment)
- Recommended mission types for each character
- Detection-to-cost ratio for troop types
- Mission success chance charts (screenshotted from RebEd)
- System loyalty modifiers

You can download it here. Please let me know of any errors, or additional info you'd like to see.
This is a very good spreadsheet, but you made an error. On the bottom of the characters tab, you wrote, "Characters with high Leadership are also good at Inciting/Subduing Uprisings -- but you should normally use Special Forces instead."
No, you shouldn't. I practically never use special forces for this, because they are ineffective, and take a very long time to do this. You should use characters. My YouTube channel shows how it's done.
https://www.youtube.com/channel/UCeMvsQAY7NbsbGivD7xO2Pw
Interesting -- could you elaborate? (Or point me to which video & time index covers the topic...)

After I originally wrote that, I noticed that my Incite Uprising missions that used only Special Forces always seemed to fail, unless at least one member of a team was a character. In my most recent game, I tried escalating numbers of Guerillas and finally got them to work with about eight or nine of them.

Is there any difference in the success rate between a team of all characters, a team of all SpecOps, or a mixed team, assuming each team has the same total Leadership value? What total leadership should I use to achieve a reasonable chance of success if the system I'm inciting is totally loyal to the enemy?
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TheInvisibleHand: Interesting -- could you elaborate? (Or point me to which video & time index covers the topic...)

After I originally wrote that, I noticed that my Incite Uprising missions that used only Special Forces always seemed to fail, unless at least one member of a team was a character. In my most recent game, I tried escalating numbers of Guerillas and finally got them to work with about eight or nine of them.

Is there any difference in the success rate between a team of all characters, a team of all SpecOps, or a mixed team, assuming each team has the same total Leadership value? What total leadership should I use to achieve a reasonable chance of success if the system I'm inciting is totally loyal to the enemy?
To answer your second question: No there is no difference in the likelihood of success or failure disregarding external factors like detectors and foilers of ANY mission based on the 'composition' of the team

Your 3rd Q: It is not purely a ratio of total team leadership to system populace loyalty even excluding detectors and foilers