Strategy analysis

Run an intelligence cycle

strategyPatch 11.75Build a7b5c7cStrategyReviewed
Patch
11.75
Build
a7b5c7c
Scope
Strategy analysis
Reviewed

Run an intelligence cycle is a strategy pattern derived from documented Riftborne mechanics and should be evaluated against the active world state. Evidence

Use one owner per priority target, timestamp reports, and avoid duplicate blind probes. Re-spy before the fleet reaches the point where it cannot be recalled or retasked. Track enemy shipyard levels because response time can matter more than the observed garrison.

Why it works

Intelligence is a process, not a single report. Collection, timestamping, comparison, and refresh cadence determine whether a fleet launches against reality or history.

Execution

  • Name the decision the report must support.
  • Assign one collector and record capture time.
  • Compare changes in garrison, infrastructure, and objective state.
  • Schedule the final refresh before the force passes its practical decision point.

Risks and counterplay

  • More reports are not better if nobody reconciles them.
  • Predictable probing can disclose the target.
  • A report without travel-time context may already be obsolete.

Assumptions and ruleset

This is strategic analysis, not a guaranteed outcome. It assumes the linked mechanic pages still match the active build and that current-world roster, modifiers, travel times, intelligence age, and opponent response have been checked before commitment.

Evidence

Sanitized transcripts from the current client. Raw player captures remain private.

  1. Installed client identityThe installed Windows client reports patch 11.75, build a7b5c7c, built 2026-07-31 15:16:13 UTC.Patch 11.75 · build a7b5c7c · verified 2026-08-01 · Riftborne.exe --build-info and Content/build_info.json.
  2. Current fleet and movement implementationFleet role, movement, infrastructure, and roster statements are limited to behavior exposed by the current client implementation and Codex.Patch 11.75 · build a7b5c7c · verified 2026-07-30 · Read-only inspection of ShipTravelSpeedSystem, ShipInfrastructureSystem, and Codex ship screens.
  3. Current combat, raid, siege, and espionage implementationPublished combat statements are limited to behavior used by the current CombatSystem and the Codex. Power is an estimate rather than a fixed conversion from ship count.Patch 11.75 · build a7b5c7c · verified 2026-07-30 · Read-only inspection of CombatSystem and SiegeTargetCatalog.
  4. Active multiplayer-world boundaryThe multiplayer operator owns the world seed, pacing, simulation time, factions, global modifiers, and ship roster. World-specific values must therefore be labeled separately from core rules.Patch 11.75 · build a7b5c7c · verified 2026-07-30 · Current multiplayer client contract and read-only world/session telemetry.