Star Traders: Frontiers

Star Traders: Frontiers

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Simple Spy Guide
By burnhj
How to generate 500+ Intel from Spying in Two Years
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SECTION 100 – Setup
110 - INTRODUCTION – Selling Intel provides a lot of useful benefits – it can significantly impact a Conflict Score, boost your Contact’s Influence, add Personal and Faction Rep, and provide a little bit of cash. The best way to acquire Intel is through planetary Spying Runs.

As you can image, a Spy Captain is well suited for these operations. However, they can’t do it all alone. An efficient Spying build requires a team of dedicated Spies crew members as well as specialized ship components. This guide will show you how to get your Spying operations up and running before the end of the second year (212.00).

111 - UNLOCKS – This build has one REQUIRED unlock and one OPTIONAL unlock:

Covert Operations [REQUIRED] - Unlocks the Ex-Spy Starting Contact. This Unlock requires that you Spy 50 times on Difficulty Hard or higher in less than 5 years. This is easy for new players to achieve – simply start a new game, complete a few missions to earn some cash, then repeatedly Spy until the Unlock is earned.

Salvage Contractor [OPTIONAL] – Unlocks the Reach Vindex Starting Ship. This Unlock requires that you Salvage 25 times on Difficulty Hard or higher in less than 10 years. This is also straightforward to achieve – start a new game with a Starting Contact that sells Salvage Rumors (Retired Explorer, Salvage Broker), complete a few missions to earn some cash, buy a Salvage Rumor, then repeatedly Salvage until the Unlock is earned.

120 – THE GOAL – By the start of Year 3 (212.01) you should have generated 500+ Intel, allowing you to exert influence on Contacts and Conflicts throughout the galaxy.

130 – STARTING TEMPLATE – This build is specifically for a Combat Crew Spy Captain. NOTE: Picking the Spy Captain is not required for an effective Spying Build! The Spy Captain is actually one of the weakest Captain Types in the game. The Spy Captain Traits provide very little benefit to Spying Operations and Ship Combat and provide no benefit to Crew Combat. Feel free to select whatever Captain Type fits your long-term playstyle.

A – CONTACTS
  • #1 – Ex-Spy – Offers Spy recruits and can purchase Intel.
  • #2-#8 - <<Your Choice>> – Any Starting Contacts of your choice, preferrable something that aligns with your end-game goals.
  • The reason to select Priority “A” for Contacts is so all your starting Contacts begin with high Influence and Personal Rep. In particular, you want your Ex-Spy Contact to start with very high Influence. You may want to restart the game a few times until you get an Ex-Spy Contact with 70+ Starting Influence.
B – ATTRIBUTES
  • Strength = 14
  • Quickness = 14 + 6 = 20
  • Fortitude = 14
  • Charisma = 14 + 1 = 15
  • Wisdom = 14 + 16 + 2 = 32
  • Resilience = 14 + 16 = 30
  • Wisdom and Resilience both add to Spying Operations. Adding a few more points of Quickness provides a boost to your Initiative in Crew Combat. Beware – your Captain will have very little HP. Leave them in Slot 4 during Crew Combat!
C – SKILLS
  • +8 Pistols / Rifles (see the Captain Build Section)
D – SHIP
  • Reach Vindex – Any $200K ship will do. The Reach Vindex is the best starting option because it has a huge fuel tank and starts with 4 Officers & 24 Crew Slots.
E – EXPERIENCE
  • Useless – always an “E” Priority for me.

140 – LAUNCHING THE GAME – Use the following settings when launching your game:

  • CHANGE MAP – Use any Map of your choice.
  • CHANGE FACTION – I recommend Rychart for two reasons:
  • Faction-Specific Components such as the Multi-Signal Array.
  • Higher chance to get important Crew Traits such as Sly.
  • CHANGE DIFFICULTY – Pick any difficulty of your choice. I typically play on HARD, because it allows for all Unlocks but is a bit more forgiving of minor mistakes than IMPOSSIBLE.
  • Click “YES” for MANUALLY ASSIGN TALENTS.
  • Skip the Intro if you want.
  • Prepare your captain’s appearance however you want.
SECTION 200 – Starting Crew & Officers
210 – STARTING STANDARD CREW – After starting the game, land on a planet and make the following changes to your Standard Crew:
  • Dismiss 4x Gunners
  • Dismiss 1x Pistoleer
  • Dismiss 2x Soldiers
  • Dismiss 1x Swordsman
  • Add 2x Crew Dogs
  • Add 2x Gundeck Bosses (available at Military >6)
  • Add 1x Mechanics (available at Starport >7)
  • Add 1x Navigator (available at Spice >5)
Here are the recommended Talents for your starting Standard Crew:
  • 4x Crew Dogs – 4x Safety Protocols – SHIP OPS Skill Save.
  • 4x E-Techs – 4x Hotwire – ELECTRONICS Skill Save.
  • 2x Gundeck Bosses – 2x Snarling Judgment – INTIMIDATE Skill Save.
  • 2x Mechanics – 2x Careful Testing – REPAIR Skill Save.
  • 4x Navigators – 2x Read Charts - NAVIGATION Skill Save; 2x Exacting Design - TACTICS Skill Save.
  • 4x Pilots – 2x Expert Maneuver - PILOT Skill Save; 2x Sure Landfall – Lands efficiently on World.
220 – STARTING OFFICERS – Here are the recommended Jobs & Talents for your Starting Officers. NOTE: Your Doctor, Engineer, and Quartermaster Officers will be replaced with higher-level contacts in the near future.
  • 1x Captain (see the Captain Build Section)
1x Engineer – Engineer / Mechanic
  • Port Maintenance (E1) – Upon landing repairs Ship Components.
  • Assisted Installation (E5) – Discounts Ship Component upgrades.
1x Doctor – Doctor / Quartermaster / Commander
  • Aura of Command (C1) – COMMAND Skill Save.
  • Medical Staff (D1) – DOCTOR Skill Save.
1x Quartermaster – Quartermaster / Commander / Doctor
  • Aura of Command (C1) – COMMAND Skill Save.
  • Medical Staff (D1) – DOCTOR Skill Save.

230 – CAPTAIN BUILDS – There’s lots of different possible builds for a SLOT 4 Combat Crew Spy Captain. Pick the one you like the best and try it out!

Healer Spy - +8 Pistols
  • Spy (Level 1)
  • Doctor (Level 5)
  • Combat Medic (Max)
  • This build serves three functions. First, it can deal damage from SLOT 4 using a combination of Disappearing Act (which engages Stealth Mode) and Shadowed Fire (a powerful attack that requires Stealth Mode). Second, it can heal your Combat Crew with powerful healing talents like Cleansing Purge, Lifeline, and Flatline. Lastly, it benefits your crew outside of combat by providing two DOCTOR Skill Saves, First Aid and Medical Staff, and a Life-Saving Talent, Life Saver.

Demolition Spy - +8 Pistols
  • Spy (Level 1)
  • Mechanic (Level 5)
  • Saboteur (Max)
  • This build is all about crippling the enemy after ship boarding battles. During Crew Combat this captain deals damage with a combination of Disappearing Act and Shadowed Fire. When the battle ends, they unleash a flurry of talents that devastate the enemy ship and crew, including Demolition Joy, Engine Disruption, Wrecking Ball, and Thrown Wrench.

Sniper Spy - +8 Rifles
  • Spy (Level 1)
  • Bounty Hunter (Level 5)
  • Sniper (Max)
  • This build uses high-initiative Sniper Rifle attacks to take out enemy crew one at a time. Use Vanishing Act to Engage Stealth Mode then fire away with Bullet Trace or One-Shot. The Bounty Hunter job is included for the powerful talent Unfaltering Ire.
SECTION 300 – “Prove Your Charter” Rush: The First Half Year (210.03 – 210.29)
310 – MAIN STORY MISSION – COMPELLING PASSENGER
  • Deadline: 39 Weeks
  • Route: 1 Stop
  • Type: Planet Visit
  • Reward: N/A
  • This is the first mission assigned at the start of the game. It’s a simple one-way visit to the specified planet. Complete this mission as fast as possible.

320 – MAIN STORY MISSION – ARBITER ESCORT
  • Deadline: 39 Weeks
  • Route: 1 Stop
  • Type: Passenger Transport* (Does not require an available Passenger Cabin)
  • Reward: $10K
  • New Contact: Calagan Faen
  • Another easy mission. Although it’s a Passenger Transport Mission, it doesn’t require an open Passenger Cabin. Complete this mission as fast as possible before Week 20 (see below).

330 – “PROVE YOUR CHARTER” MISSIONS – For the first 18 weeks (210.03-210.21) your Starting Contacts will offer “Prove Your Charter” Missions. These are typically easy Planet Visit Missions in the starting Quadrant. Complete as many of these missions as you can before 210.21! They provide you with a bit of cash, build Faction Rep with your starting Faction, and don’t harm your Rep with the other Factions. I recommend prioritizing these missions in the following fashion:
  • Data Cube Delivery – HIGH PRIORITY – Quick and easy. Accept as many of as possible.
  • Passenger Delivery – MED PRIORITY – Buy additional Passenger Cabins as necessary.
  • Commodity Delivery – LOW PRIORITY – Ignore these missions unless you can easily purchase/haul these goods in one trip (<25 units, available for sale in the Starting Quadrant).
  • Multi-Quadrant Missions – NO PRIORITY – Jumping quadrants takes too much time; ignore these missions for now.
331 – MORALE BOOST vs REP BOOST – When you complete a mission you are typically give two choices:
  • “Spice Hall/Beer” / Morale Boost – Takes 2-5 days; provides a low Rep gain
  • “Official Palace Meeting” / Reputation Boost – Takes 5-10 days; provides a High Rep gain
In the early game I strongly recommend always selecting the “Spice Hall/Beer”/Morale Boost option. Because you can complete more missions in the same amount of time. This option provides a similar amount of Contact Reputation but yields vastly more Cash and Contact Influence.

340 – REASONS TO RESTART THE GAME (!!!) – Sometimes, your Starting Contacts offer exclusively difficult Commodity Delivery and Multi-Quadrant Missions. This is particularly harmful for your Ex-Spy Contact. Poor mission choices in the early game will significantly stunt your rapid progress. I recommend a restart.

350 – WRAPPING UP “PROVE YOUR CHARTER” – When the calendar hits 210.21 your Contacts will cease offering easy “Prove Your Charter” Mission. I recommend visiting every contact right before 210.21 and have them offer up as many “Prove Your Charter” Missions as possible. Even if you can’t immediately accept them, they’ll typically remain available under “Mission Offers” for a few more weeks. By doing this, you can keep running “Prove Your Charter” Missions through 210.29 and beyond.

360 – STATUS CHECK – END OF FIRST HALF YEAR (210.29) – By 210.29 you should have the following:
  • Reach Vindex with a few additional Passenger Cabins and no other upgrades.
  • The full crew outlined above (levels 4-6).
  • $100-150K in the bank.
  • ~100 Faction Reputation with your starting Faction.
  • 30-60 Personal Reputation with each of the four Contacts in your Starting Quadrant.
  • Completed the Compelling Passenger and Arbiter Escort Main Story Missions.

SECTION 400 – Spy Run Preparation
410 – COMPONENT UPGRADE – Replace your Medium Slot Fuel Boost with a Multi-Signal Array. With a Level 5+ Engineer with the talent Assisted Installation the total price of this component upgrade is ~$36K.
  • Multi-Signal Array – Increases Intel gathered when Spying by 33% (does not stack, damaged on use); +5% Shielding.
420 – RECRUIT SPIES – At this point in the game you should be able to recruit Level 16 Spies from your Ex-Spy contact. Ultimately, you want to have six Spies in your crew. Use the money you have to recruit as many spies as possible, adding more later as the cash flows in.
  • Dismiss 2x E-Tech
  • Add 6x Spies
430 – SPY TALENTS – Here are the talents you should teach your Spies:
  • 6x Scouring Search (3 weeks cooldown) – When Spying in the orbit of a system, replace a risk card with an intel Records reward card.
  • 6x High Stakes (6 weeks cooldown) – When Spying in the orbit of a system, increase all intel rewards by 30% + Electronic Skills.
  • 6x Data Haul (3 weeks cooldown) – Increases price for sold Intel Records by 10% + Electronic Skill. Contact Influence gains or losses increased by Charisma %.
  • 6x Secrets Unbound (13 weeks cooldown) – Upon landing in an Urban Zone, 10% + Electronics Skill chance to gather Intel Records about the local Faction.
Scouring Search guarantees you have at least a 20% chance to draw an Intel Records reward card each round. High Stakes (+37% Intel), combined with the Multi-Signal Array (+33% Intel) and at least three crew members with the Sly Trait (+30% Intel), provides an addition +100% Intel from Spying Operations. Data Haul (+17% Credits) mixed with the Spy Captain Trait Infiltrator (+15% Credits) increases the profit from Intel sales by 32%. Lastly, Secrets Unbound has a chance to provide a few extra Intel whenever you land in an Urban Zone.
SECTION 500 – Gathering Intel
510 – SPY OPERATIONS – Now it’s time to start your Spy Runs. Pick a Home Faction Planet and start Spying High Government Rating and Spice Rating and start Spying. Here are the possible outcomes.

511 – NEGATIVE RESULTS
  • -1 Time Lost – 10+ Fuel and Turns
  • -1 Crew Danger – 10-20 Damage to up to 5 Crew
  • -1 Ship Danger – Damage to 2 Ship Components
  • -1 Ship Encounter – Unexpected Ship
  • -1 Ship: Explorer – Explorer Ship
  • -1 Ship: Merchants – Merchant Ship
  • -2 Crew Danger – 15-30 Damage to up to 8 Crew
  • -3 Ship Danger – 15-30% Damage to 2 Ship Components
  • -3 Ship: Bounty Hunter – Hostile Bounty Hunter
  • -3 Distress Signal – Varied Results
  • -3 Pirate Attack – Hostile Pirate Ship
  • -3 Reputation Lost - 6-12 Faction Rep
  • -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 Partrol
512 – POSITIVE RESULTS
  • +1 Ship: Smuggler – Smuggler Ship
  • +1 Intel Leak – 2-5 Intel Records
  • +2 Uncover Rumor – Learn New Rumor
  • +2 Credit Skim – Up to $1,950 Profits
  • +2 Intel Capture – 4-8 Intel Records
  • +2 Influence Conflict – Strike a Blow in a Conflict
  • +3 Wreck in Space – Recover Fuel, Repair Hull
  • +3 Uncover Contact – New Contact Introduction
  • +4 Credits Score – Up to $4,550 Profit
  • +4 Intel Trove – 6-12 Intel Records

520 – SCOURING SEARCH – Every round, replace a Risk Card with an Intel Records reward card using Scouring Search. Here are your top priorities for replacement:
  • Deadly Accident (HIGH PRIORITY)
  • Ship/Crew Danger (MEDIUM PRIORITY)
  • Time Lost (LOW PRIORITY)
Whenever you face an enemy ship use bribes + retreat to avoid combat without losing rep. When facing an enemy Pirate, use Surrender to Looting to avoid combat.

530 – SELLING YOUR INTEL – During your Spying runs you’ll generate copious amounts of Intel. Every few months travel to one of your Contacts and sell all your intel. This can be a great way to max out your Contacts Influence while boosting their Personal Rep (up to a limit based on the Faction).

540 – FACTION LIMITS – Unfortunately, Faction Reputation and Personal Reputation gains from selling Intel to Contacts has some hard limits based on the Contact’s Faction. Here are the limits:
  • JAVAT – 20 Faction Rep Limit, 40 Personal Rep Limit
  • THULUN – 30 Faction Rep Limit, 50 Personal Rep Limit
  • STEEL SONG – 50 Faction Rep Limit, 30 Personal Rep Limit
  • ALTA MESA – 30 Faction Rep Limit, 50 Personal Rep Limit
  • MOKLUMNUE – 30 Faction Rep Limit, 40 Personal Rep Limit
  • ZENRIN – 30 Faction Rep Limit, 40 Personal Rep Limit
  • CADAR – 30 Faction Rep Limit, 40 Personal Rep Limit
  • DE VALTOS – 30 Faction Rep Limit, 50 Personal Rep Limit
  • RYCHART – 50 Faction Rep Limit, 60 Personal Rep Limit
550 – STATUS CHECK – END OF SECOND YEAR (212.01) – By the end of the Second Year you should have generated 500+ Intel from Spying Runs. Feel free to integrate Regular Missions and Story Missions into your strategy. The Intel you acquire can be very handy at repairing damaged Reputation with competing Factions. This is just the beginning – go forth and pursue greatness!


SECTION 000 – My Guides
Here’s a full list of all the guides I’ve written for Star Traders: Frontiers so far. Check them out and let me know what you think!

Starting Quadrants with Three Starting Faction Planets
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3144777870

Millionaire Explorer Guide REVISITED https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3135971608

Marauding Pirate Guide https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3125832745

RTG Smuggler Guide https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3120120607

Zealot Guardian Guide https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3112677227

Non-RTG Merchant Guide https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3110793982

First Blood Commander Guide https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3051041316

Weapon Scavenger Guide https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3043945414

Relentless Bounty Hunter Guide https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3032494871

Fearless Xeno Hunter Guide https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3023912897

Prize Ship Patrol Guide https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3021370224

Love Boat Diplomat Guide https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3015590564

Mad Scientist Guide https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2973898874

Devastating Shock Trooper Guide https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2972421188

Max Contacts Guide https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2971490805

Simple Spy Guide https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2969465004

Deadly Assassin Guide https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2965252564

Millionaire Explorer Guide https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2960277415

Zette Faen Fast Start Guide https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2932475019
4 Comments
burnhj  [author] 2 Aug, 2023 @ 7:42pm 
You can certainly avoid Ship or Crew Combat if you want. There’s lots of viable strategies that don’t incorporate Ship Combat - for example Trading, Exploration, Passenger Transport, etc. However, often times one a player has amassed an impressive fortune through one strategy or another they typical deck-out an “end-game” ship build and destroy everything in their path!
Gruet_garbo 2 Aug, 2023 @ 9:25am 
Thanks. Does that mean you then sell your enough intel to purchase Soldiers/Negotiators/etc. to who are high enough level to place "Job" into Command dice later on? Or is there a way to win the game without ship combat whatsoever?
burnhj  [author] 1 Aug, 2023 @ 3:54pm 
Sidewalker, this guide is only for the first two years of the game. It’s designed to score you a ton of intel which you can use to generate cash and influence Conflicts very early on. Once you have plenty of intel you can start upgrading you ship for combat or pivot to a different strategy entirely. It’s entirely up to you where you take it from there!
Gruet_garbo 28 Jul, 2023 @ 8:50am 
I don't understand something. If you get rid of all your officers with the Command skill and replace with Spy officers, aren't you wasting a lot of time to train them in jobs with Command skill?
Also, what happens if you run into ships later on in the game that try to board your ship or have away missions? You got rid of all of your fighting crew without any replacements.