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Intel (short for intelligence, or Covert Intelligence) is secret information used to turn the tides of conflicts and support the political maneuvering of contacts throughout the galaxy. Intel is most often acquired by Spying but can be gained via particular Talents, especially those of the Spy and Zealot jobs. When intel is sold the following may happen:

  • You receive credits for the intel.
  • You receive faction reputation for the intel (unless you are beyond the faction-specific maximum for selling intel.)
  • You receive personal reputation with the contact.
  • Your contact gains influence.
  • Other contacts mentioned in the intel gain or lose influence.
  • An active conflict referenced in the intel is shifted toward one of the two factions involved.

Intel regarding active conflicts is more valuable than non-conflict intel or intel on conflicts that have expired. Contacts belonging to one of the two involved factions in the conflict compensate for conflict intel more than contacts not belonging to either involved faction. Some Contact Traits modify how richly they reward Captains for intel. Not all contacts buy intel. Generally, the largest benefit from intel sales is personal reputation and contact influence. The Spy captain has a profession trait that boosts the compensation for intel sales.


Scientific Intel[ | ]

While standard intel is considered "Covert Intel", there is also an independent type of intel called "Scientific Intel". This latter category often relates to Xeno and can be found in wilderness zones in particular. The Scientist is a master of collecting Scientific Intel. This category of intelligence is purchased by an entirely different set of contacts. Selling Scientific Intel can have more dramatic impacts on conflicts and other contacts' well-being as a lot of Scientific intel is intrinsically dangerous information.

Talents that generate Covert Intel[ | ]

Icon Name Job Required Rank Type Description Cooldown


Talent trade create intel normal
TRADE
Lucrative Wholesale Merchant 11 TRADE When executing a trade at the Exchange worth over $50,000, generates Intel Records up to Negotiate Skill from market insight 9 weeks Cooldown


Talent zealot interrogation normal
VICTORY
Rough Interrogation Zealot 1 VICTORY Upon victory in ship combat, thoroughly questioning the enemy crew creates up to your Intimidate Skill in Intel Records but causes further Rep loss 9 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


Talent spy secretsunbound normal
AT PORT
Secrets Unbound Spy 11 AT PORT Upon landing in an Urban Zone, 10% + Electronics Skill chance to gather Intel Records about the local Faction 13 weeks Cooldown


Talent spy unauth access normal
BOARDING
Unauthorized Access Spy 5 BOARDING After a successful Boarding, breaks into the enemy ship's data banks and steals up to Electronics Skill in Intel Records but max 6 9 weeks Cooldown



Talents that modify Covert Intel gains or sales[ | ]

Icon Name Job Required Rank Type Description Cooldown


Talent spy intel profit normal
INTEL
Data Haul Spy 8 INTEL Increases price for sold Intel Records by 10% + Electronics Skill. Contact Influence gains or losses increased by Charisma % 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


Talent salvage credits normal
SALVAGE
Weakened System Electronics Tech 5 SALVAGE While Salvaging at an Orbital, increase credit and Intel rewards by 10% + Electronics Skill 6 weeks Cooldown



Talents that generate Scientific Intel[ | ]

Icon Name Job Required Rank Type Description Cooldown


Talent science xeno salvage normal
VICTORY
Behavioral Analysis Scientist 11 VICTORY When salvaging a destroyed xeno ship in the void, gain up to Explorer Skill in Scientific Intel 3 weeks Cooldown


Talent science radstorm intel normal
STORM
Field Distortion Survey Scientist 5 STORM Protects the ship and crew from damage when flying through Radiation Storms (quadrant) and Ion Storms (system) while creating Scientific Intel up to your Command Skill 9 weeks Cooldown


Talent science xeno harvest normal
XENO
Genetic Sequencing Scientist 8 XENO Upon victory in crew combat against xeno, vivisection and genetic sequencing produces up to Doctor Skill in Scientific Intel but max 10 9 weeks Cooldown


Talent science wildland intel normal
WILD
Sample Analysis Scientist 1 WILD Upon landing in a Wild Zone, 10% + Doctor Skill chance to generate Scientific Intel up to the Zone's Danger rating or your Explore Skill, whichever is greater 18 weeks Cooldown


Talent science xeno preamble normal
XENO
Signature Recording Scientist 11 XENO When encountering a xeno ship, scientific analysis of the scanner data points to new findings and grants Scientific Intel 13 weeks Cooldown


Talent science salvage intelboost normal
SALVAGE
Trace Analysis Scientist 5 SALVAGE While Salvaging at an Orbital, replace a risk card with Thesis Traces or Scientific Lead reward card 6 weeks Cooldown


Talent exoscout science normal
EXPLORE
Sawbones Seeker Doctor 11 EXPLORE While Exploring a Wild Zone, replace a risk card with Xenoform Traces or Abandoned Lab reward card 6 weeks Cooldown



Talents that modify Scientific Intel gains or sales[ | ]

Icon Name Job Required Rank Type Description Cooldown


Talent science intel profit normal
SCIENCE
Value Analysis Scientist 15 SCIENCE Increases price for sold Scientific Records by 30% + Doctor Skill and Contact Influence gains are increased by Wisdom % 3 weeks Cooldown


Talent engineer science intel profilt normal
SCIENCE
Contemplative View Engineer 8 SCIENCE Increases price for sold Scientific Records by 30% + Electronics Skill and Contact Influence gains are increased by Wisdom % 3 weeks Cooldown


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