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The various factions of Star Traders are in intense competition to gain the upper hand over their rival factions. As in any battle, knowledge is one of the greatest weapons any side might wield, so the Princes cultivate networks of spies who will furnish them with the information they need to overcome their peers. Spies may operate at the direct behest of a contact to complete a mission or they may spy independently for profit and to generate intel records that can be sold to contacts for profit and reputation. In Star Traders, spying is primarily done through electronic surveillance and encrypted message interception. Electronics is one of the key skills of spy operative.

Strategy[ | ]

Like other operations, becoming a great Spy will require a dedicated build. Increasing ship Navigation and especially Electronics Skill Pools should be a key priority. Spies will also need to invest in Talents that will help them determine the results of the card game. Most of these are provided by Spy and E-tech crew members. In the early game, it is best to Spy often, checking the hand that is dealt at nearly every system visited and only playing those hands that give a reasonable chance of desirable outcomes. As a Captain's crew and ship develop, they will be able to engage in more extended spying activities over the planet of their choice.

The Card Game[ | ]

Spying is done in orbit of a system, by using the "Spy" operation button near the center of the interface. Spying can be done in orbit of any urban zone with a Government Rating of 4 or higher. The results of spying are determined by a card game. The Captain will draw 5 cards which are determined by risk and reward factors. He or she may then have the opportunity to modify their draw through the use of crew talents which allow them to redraw, remove or improve a card. Then one card will randomly be selected from the remaining cards providing either a negative, positive or neutral result. All spying actions consume time and fuel.

Card Game Mechanics/Logic[ | ]

Card games are based on a deck of cards. Based on the Risk Factors and Reward Factors, positive and negative cards are used to create the deck. Risk and Reward Factors are also used to calculate the chance of Common, Good and Rare positive cards and Risk Factors calculate the Low, Medium and Max Risk changes. These are used to then determine which positive and negative cards are in the deck. For example, areas with higher Common Rewards will feature more +1 and +2 cards, while areas with high Max Risks will feature more -5 cards. Once the hand is shuffled and dealt, 5 cards are shown and the chance to draw any one of those five cards is 20% (random card selection). Upon completion of the hand and after the results of the final card are handled, the deck is reshuffled and 5 new cards are dealt.


Mission steps that require a successful card draw start at the normal base 20% chance of selection. However, after each unsuccessful draw, the chance increases by 2%. Without talents modifying the odds, you can expect to succeed at the mission step in 3 or fewer attempts most of the time, in 9 or fewer attempts almost all the time, and for a very unlucky few 41 attempts would be required. On the 41st draw, the chance of success is 100%.

Risk Factors Negative Results Reward Factors Positive Results
Icon prop military
Military Rating
Icon prop trade
Trade Law
-1 Time Lost 10+ Fuel and Turns
-1 Crew Danger 10-20 Damage to up to 5 Crew
-1 Ship Danger 10-20% Damage to 2 Ship Components
-1 Ship Encounter Unexpected Ship
-1 Bounty Hunters Bounty Hunter Ship
-1 Ship: Explorer Explorer Ship
-1 Ship: Merchants Merchant Ship
-2 Crew Danger 15-30 Damage to up to 8 Crew
-2 Competitive Pirates Hostile Pirates
-3 Ship Danger 15-30% Damage to 2 Ship Components
-3 Ship: Bounty Hunter Hostile Bounty Hunter
-3 Pirate Attack Hostile Pirate Ship
-4 Ship Encounter Powerful and unexpected Ship
-4 Crew Danger 20-40 Damage to up to 15 Crew
-5 Ship Danger 20-40% Damage to 2 Ship Components
-5 Deadly Accident Death among Crew
-5 Military Patrol Hostile Military Patrol
Icon prop government
Government Rating
Icon prop spice
Spice Rating
Icon prop navigation
Navigation Skill Pool
Icon prop electronics
Electronics Skill Pool
Icon prop wisdom
Captain's Wisdom
Icon prop resilience
Captain's Resilience
+1 Distress Signal Various Results
+1 Ship: Merchants Merchant Ship
+1 Naval Patrol Military Ship
+1 Ship: Smuggler Smuggler Ship
+1 Intel Leak 2-5 Intel Records
+2 Distress Signal Various Results
+2 Smugglers +3-6 Rep and face Smuggler
+2 Ship: Explorer Explorer Ship
+2 Wreck in Space Recover Fuel, Repair Hull
+2 Uncover Rumor Learn New Rumor
+2 Extort Bribes Up to 3,250 Profit
+2 Ship: Smuggler Smuggler Ship
+2 Credit Skim Up to 1,950 Profit
+2 Intel Capture 4-8 Intel Records
+3 Wreck in Space Recover Fuel, Repair Hull
+3 Raiding Pirate +3-6 Rep and face Pirate
+3 Reputation Bonus +6-12 Faction Rep
+3 Uncover Contact New Contact Introduction
+4 Credits Score Up to 4,550 Profit
+4 Intel Trove 6-12 Intel Records
+4 Foreign Contact New Contact Introduction
+5 Lootable Merchants Merchant Ship

Primary Talents for Spying[ | ]

Icon Name Job Required Rank Type Description Cooldown


Talent spy upgrade normal
SPY
Clink of Credits Electronics Tech 11 SPY When Spying in the orbit of a system, replace a risk card with a Credit Skim or Score reward card 3 weeks Cooldown


Talent spy passive rumor normal
SPY
Static Talks Electronics Tech 5 SPY When Spying in the orbit of a system, learn a Rumor when scoring a positive result 9 weeks Cooldown


Talent spy reroll normal
SPY
Wide Sweep Electronics Tech 5 SPY When Spying in the orbit of a system, reroll a risk card 3 weeks Cooldown


Talent spy remove normal
SPY
Swift Sweep Pilot 8 SPY When Spying in the orbit of a system, remove a risk card 3 weeks Cooldown


Talent spy mission normal
SPY
Cloak and Dagger Spy 11 SPY When Spying in the orbit of a system, replace a risk card with a Mission Success reward card 3 weeks Cooldown


Talent spy remove normal
SPY
Espionage Sweep Spy 1 SPY When Spying in the orbit of a system, remove a risk card 3 weeks Cooldown


Talent spy passive double normal
SPY
High Stakes Spy 11 SPY When Spying in the orbit of a system, increase all Intel rewards by 30% + Electronics Skill 6 weeks Cooldown


Talents spy reroll all normal
SPY
Rampant Theft Spy 15 SPY When Spying in the orbit of a system, reroll all 5 cards and draw a new hand 21 weeks Cooldown


Talents spy intel normal
SPY
Scouring Search Spy 5 SPY When Spying in the orbit of a system, replace a risk card with an Intel Records reward card. 3 weeks Cooldown



Secondary Talents for Spying[ | ]

Icon Name Job Required Rank Type Description Cooldown


Talent bodyguard lifesaver normal
ON DEATH
Everwatch Bodyguard 11 ON DEATH Saves a life during ship combat, blockade, spying, patrol, salvage or black market. Crew member is restored to HP equal to Tactics Skill + 3 x Medical Rating of onboard medical components 9 weeks Cooldown


Talent skill doctor normal
SKILL SAVE
First Aid Combat Medic 1 SKILL SAVE Automatically passes a failed Doctor test in any situation, including deep space travel, orbital ops or exploring or during a mission 3 weeks Cooldown


Talent diplo politicalhooks normal
CONFLICT
Political Hooks Diplomat 11 CONFLICT Increase Conflict Score bonus by 10% + Faction Rank when impacting a Conflict through Missions, Spying, Blockade or Patrol 3 weeks Cooldown


Talent doctor lifesaver normal
ON DEATH
Life Saver Doctor 5 ON DEATH Saves a life during ship combat, blockade, spying, patrol, salvage or black market. Crew member is restored to HP equal to Doctor Skill + 3 x Medical Rating of onboard medical components 9 weeks Cooldown


Talent skill doctor normal
SKILL SAVE
Medical Staff Doctor 1 SKILL SAVE Automatically passes a failed Doctor test in any situation, including deep space travel, orbital ops or exploring or during a mission 3 weeks Cooldown


Talent skill eletrconics normal
SKILL SAVE
Hotwire Electronics Tech 1 SKILL SAVE Automatically passes a failed Electronics test in any situation, including spying, deep space travel, or during a mission 3 weeks Cooldown


Talent quartermaster secondshadow normal
ON DEATH
Second Shadow Quartermaster 11 ON DEATH Watching crew like a hawk, saves a life during ship combat, blockade, spying, patrol, salvage or black market. Crew member is restored to HP equal to Command Skill + 3 x Medical Rating of onboard medical components 9 weeks Cooldown


Talent skill doctor normal
SKILL SAVE
Dogged Treatment Scavenger 8 SKILL SAVE Automatically passes a failed Doctor test in any situation, including deep space travel, orbital ops or exploring or during a mission 6 weeks Cooldown


Talent skill eletrconics normal
SKILL SAVE
Deft Control Spy 5 SKILL SAVE Automatically passes a failed Electronics test in any situation, including spying, deep space travel, or during a mission 3 weeks Cooldown


Talent zealot retribution normal
CONFLICT
Retribution Justice Zealot 5 CONFLICT Increase Conflict Score bonus by 10% + Faction Rank when impacting a Conflict through Missions, Spying, Blockade or Patrol 3 weeks Cooldown


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