Ruins 2 Research, Exploration and Espionage
Overview
Progress Currencies and Trading
A Self-Moderation FAQ
Research
Research Assets
Important Facets
- Electronics
- Engineering
- Medical
- Science
Progress Currency: Breakthroughs
Labs vs Scientists
Exploration
Exploration Assets
Important Facets
- Command
- Diplomacy
- Electronics
- Supply
Probes vs Explorers
Espionage
Espionage Assets
Important Facets
- Covert
- Diplomacy
- Electronics
- Underworld
Agencies vs Operatives
Agency Traits
- + Agencies are designed with purposes as broad or as narrow as the player desires, with no penalty either way.
- + Agencies can have ground forces (typically Light Battlegroups) assigned to them to bolster their capabilities.
- + Agencies easily replace casualties from failed missions and never face downtime from such events.
- + Agency branch offices give the Agency an extra ongoing mission apiece.
- + Agencies not tasked with missions are assumed to continue to act on their governing directives.
- - Agencies are assumed to be acting with the interests of their governing state or non-state actor.
- - Agencies are physically located in territory and so can be attacked. Additionally, Agencies are limited to acting within 1 jump of an active Headquarters or Branch Office.
- - Agencies that gain too much political power and outgrow their founding state can go rogue.
Operative Traits
- + Operatives are trained with specific purposes in mind, as defined by their upgrades making them powerful in particular contexts.
- + Operatives are deniable assets, they can be burned with impunity if caught for minimal (widespread) diplomatic consequences.
- + Operatives are cheap, generally costing less than a Branch Office even when highly upgraded.
- + Operatives get better with time, gaining an additional upgrade slot for every successful mission they accomplish.
- + Operatives are difficult to detect thanks to their small footprint.
- - Operatives must physically travel to the location of their mission, which can be complicated by travel restrictions, blockades, heightened security, etc.
- - Operatives work alone or in small teams, limiting the scope and scale of their actions.
- - When they fail Operatives can be identified, subverted by hostile agents or go rogue if mistreated.