How is Intelligence Point (IP) generation calculated?
I'm playing a max tech game with a MODDED DATABASE where I added in 1 or two additional techs and components, and am using the following Surveillance Cruisers:
Trafalgar class Surveillance Cruiser 60,000 tons 2,033 Crew 64,721.1 BP TCS 6 TH 200 EM 0
16666 km/s JR 3-50 Armour 1-136 Shields 0-0 HTK 487 Sensors 375/756/0/0 DCR 142 PPV 0
Maint Life 3.19 Years MSP 96,070 AFR 202% IFR 2.8% 1YR 14,225 5YR 213,376 Max Repair 40000 MSP
Leftenant Colonel Control Rating 1 BRG
Intended Deployment Time: 36 months Morale Check Required
Blaydes Kinetics J60000(3-50) Military Jump Drive Max Ship Size 60000 tons Distance 50k km Squadron Size 3
Langeveld Marine Photonic Drive EP20000.00 (1) Power 20000 Fuel Use 2.24% Signature 200.00 Explosion 10%
Fuel Capacity 1,500,000 Litres Range 201.2 billion km (139 days at full power)
Maslin-Augsburger CIWS-1000 (2x16) Range 1000 km TS: 100,000 km/s ROF 5
Barbato-Thruman Thermal Sensor TH5-375 (5%) (1) Sensitivity 375 Detect Sig Strength 1000: 153.1m km
Barbato-Thruman EM Sensor EM10-750 (5%) (1) Sensitivity 750 Detect Sig Strength 1000: 216.5m km
ELINT Module (54) Sensitivity 756 Detect Sig Strength 1000: 217.4m km
Cloaking Device: Class cross-section reduced to 0.500% of normal
ECM 100
This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Intelligence Ship for auto-assignment purposes
These have worked well with two NPRs I have found so far, generating IP once the cruiser is able to get an EM reading on the target colonies.
However, I recently generated a new, large NPR to serve as a "big bad" in the current game. As part of that, I generated the race with:
Determination: 100
Diplomacy: -100
Expansion: 100
Militancy: 100
Trade: 0
Translation: 25
Xenophobia: 100
I flew over another one of the above surveillance cruisers and got an EM reading of the colony (~1.6m), and advanced time. However, after 10 days, I still had 0 IP on that target colony. Even when I flew my surveillance cruiser right up on top of the capital and advanced time a few days, still no IP are being generated.
Is it related to racial characteristics, or should IP just be generating? I did have some sensor buoys present in the system I created the NPR in that got the initial hits on the colony and ships, could that be blocking it? I also know all bets are off once the database is modded, but trying to see if maybe something I changed in the database may also have caused the IP for this race to screw up. IP generation on the colonies of the first two NPRs has been working fine after modding the database, and continues to work fine even though it isn't for this third new NPR.