Intelligence working? Or my personal Intelligence not working? |

I'm either unclear about what I'm doing, or something is broken. I could go either way with it since I don't use Intelligence much...
I have 100,000 intel points total.
I have 50% of them put in Sabotage jobs against my only enemy.
It says that successful jobs is 0
I never get any messages to indicate that jobs fail or are even attempted.
Am I missing something?
I remember reading that you have to research the particular type of intel in addition to just the generic "intel" so I did that, but its like Intel doesn't exist...
Need to Research Sub Techs
need to reserch the sub techs to launch attacks the only thing that you can do with general intelegence is defend against attacks
Sub Techs
As far as I know, the Intelligence sub-techs just give you a bonus to succeed in that area of intelligence. You don't need to research any of them to be able to perform them.

Now I know how the FBI feels
I have close to 90,000 intel points, while the rest of the empires have 45,000 combined. I am spending 90% on espionage: planets and colonies against a single opponent and I haven't had a single success against that empire, and I've been trying for over a year. In the past I mugged a pair of races with intel ops, but I seem to have lost all my best personnel. Bug or feature?

What's the AI bonus?
What's the Computer Player bonus? The AI get a mulplicative bonus to all points (including research and intel) which means you need much much more intel than they do to succeed.
I had the same problem as well for quite some time. I started succeeding again when I was investing 80k vs "600" enemy intel points. We didn't figure out why we needed such an unbalancingly large advantage to succeed, or how to control how many intel operations to attempt per turn.
You have to know that...
Defense gives you 120% of what you invested there, but that it never improve, unlike the bonus you'll get from researching more advanced espionnage fields. At first your are not likely to succeed much, but with more research you can beat the opposition with only a fraction of your intel... Assuming all this work as intended.
Inter-Related Tactical Conversion v 0.53

Even without bonuses
I have the AI set to no bonus (I am just playing through to familiarize myself with the game). I am easily spending 10 times more on projects against as that particular AI has total. I did upgrade from 5.1.17 to 5.1.20 without restarting, but I am pretty sure the problem predated the upgrade.

intel
When i play and use intel to herras an AI player, I have 2-3mil intel points...........
Ok, i start with 10 planets at full tech.........
Hi! Anybody has encountered
Hi!
Anybody has encountered the missing intel points case? ... I had about 7.000 of them and my secret services had been performing pretty well, doing a lot of damage and upholding my efforts in a large - scale "official" warfare. Then, at the change of the turn all of them got zeroed without any warning or justification. I had all of my intel facilities spread all over my systems, so they could not have been destroyed all at once. Besides, they were still in place when I checked, apparently generating the same number of intel points as always. My covert ooperations were not aimed at the same enemy but resonably scattered on all fronts. However, the menu still says that I have zero intel points and each time when I adjust the type of operation and the intel points expenditure in the proper cell, the next turn it's unchanged and displays that I am not performing any operations at all.
Please advise. Cheers everybody.

No Intel Treaty
You must be knew, so hello there.
The AI likes to add a few painful clauses into its treaties that you might not expect, so you have to read them carefully. Here they are:
- No Intelligence Allowed - This makes your intel production 0. This doesn't just block it toward them, or block offensive acts, it completely stops intelligence acts.
- No Research Allowed - Prevents all research as above.
- No Planet Bombardment - Prevents the attacking of any planet, not just ones of the empire you signed the treaty with.
- No Treaties (not sure what it's called exactly) - does what you'd expect, but you still need to watch for it.
You probably signed a treaty with a race that added a No Intel clause. Get it changed, break the treaty, or go to war to get some revenge for its insolence.
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Watch for my mod - codename: Dimensions - coming by Summer, 2007!




Top left of screen
On the intelligence screen, there is a little box on the top left. It should say 0 / X sabotages successful. You are making attempts, but only successful ones ever get reported (to minimize reports), and you need a little over 120% of your enemy's intelligence to succeed, I think.
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Give me atmopshperic manipulation cannons, or give me death!