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Hacking


Hacking is useful for telling how much money and how many resources a target region has, how many citizens they have, how many spies and hackers they have, so you can tell how hard it will be to hack or spy on them, as well as if they are worth stealing from. It is also useful for stealing their money, hacking their military satellite to halve their offense and defense, protecting yourself against hacking attacks, and killing a target's citizens. It can also be used to boost your mines a bit. When hacking, the more hackers you send, the better your chances at succeeding, and the more hackers your target has, the harder it is to succeed against them. Also, when you use hackers, their rating temporarily goes down, which means that they are less effective. When their rating is at 100%, it means that they are at their full effectiveness, it doesn't mean that they have a 100% chance to hack an enemy. When their rating is at 80%, then they are only 80% as effective as normal, and that however many hackers you send, it's as if you sent 80% of that. The rating goes down by 5% if you send 1/4 or less of your total hackers, 10% if you send 1/2 your hackers, and 20% if you send all of them, plus several other amounts in between. Your rating regenerates by 5% per day. Also, when your target's hacker rating is down, then it's easier to hack them, although you wont be able to tell if it's down or not, unless you know that they just used hack attacks, and even then, you don't know how much it went down, except it went down at least 5% per attack they made. So if their rating is at 75%, it's as if they only had 75% of their current number of hackers. So if they have 200 hackers, and their rating was at 75%, then it would be the equivalent of them having 150 hackers. Also, each hacking attack costs tech, the cost depending on the attack. You can tell how many are needed when selecting the attack. Tech is spent regardless of whether or not you succeed. When you make a hacking attack, the target receives a notice saying that a hack attack was done on them, and if you fail, it tells them your region name and location, as well as that you were caught. If you succeed, it will tell them they were the victim of a hacking attack, and any losses they suffered. Even if you do succeed, there is about a 50% chance that it will tell them who made the attack, but the chance is slightly less the higher your rating is, and slightly more the lower your rating is. If you fail, you also lose a number of your hackers.
 
To see how the attack is calculated, go here for a walkthrough (long, complex, math):
 
For an Excel spreadsheet to calculate the chance of success for an attack, download spyhack.zip from the Files section.
 
The effects of each attack are as follows:
 
Access Enemy DataBase: Tells you the target's basic stats: # of acres, # of $, # of iron, # of food, # of tech, # of citizens # of hackers, and # of spies Costs 25 tech. Example
Hacking protection: Lowers an enemy's chance of hacking you by 50% for 10 days Costs 75 tech.
Bank Computer Hacking: Steals 200$ per hacker sent for up to 10% of the total money of the target. Costs 150 tech.
Boost your Mines: Increases your mines' output by 100% for 10 days Costs 200 tech.
Broadcast Subliminal TV: Causes target's citizens to leave their region and come to yours, target loses 20% of their citizens Costs 250 tech.
Spread Panic: Causes target's citizens to flee their region, target loses 50% of their citizens Costs 400 tech.
Send Bio Virus: Kills target's citizens, target loses 50% of their citizens Costs 500 tech.
Paranoia: Lowers an enemy's chance of hacking you by 50% for 30 days Costs 750 tech.
Incite Revolt: Causes all of an target's citizens to leave their region Costs 750 tech.
Military Satellite Hacking: Decreases target's offense and defense by 50% for ten days Costs 1500 tech.

©1999 David Simal