Lords of Infinity

Lords of Infinity

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Saboteur Battle Guide
By Tiago
Guide for Saboteur Chapters 11b and 12a.
   
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Good and bad points of saboteur endgame
THE GOOD

The first and more important good point is the possibility to have an entirely undamaged regiment by endgame, this because 11b lacks the unavoidable losses from 11a.
Saboteur____________________________Non-Saboteur__________________

The second is a Shipowners exclusive: the possibility to avoid the %-20 club influence loss in 12a.

The third is the possibility to burn all the debts along with the bank.



THE BAD

The first and more important bad point is the impossibility to increase grenadier square influence that is strongly present in 11a.

The second is the impossibility of turning Leannejouwe into a friend as his relationship stat can only go up to 64 in saboteur path.

The third is the impossibility of turning Gado into a friend as it can only be done in 11a.
Chapter 11b: burn bank, BURN!
First About Wulframite Mob: the base value is 20.
Then there is Hunter Support that is normally at 40 if it was not lowered.
Finally there is Royalist Mob that is: 75 - (Wulframite Mob).

Wulframite
Wulframite Power
Hunter Support
Mob
+1 mob for each 2
+1 mob for each 4
Morale
100 if WP is 150 or more
80 if WP is 100 to 149
60 if WP is 50 to 99
50 if WP is 1 to 49
40 if WP is 0

First or Second Squad Loyalty
Loss of strength
Loss of morale/Influences
>=50
0
0 if Wulframite influence is bigger then Royalist
>=35
-4
%-10 if its up to 20 smaller
>=20
-8
%-20 if it's more than 20 smaller
<20
-12

  • #I should inspect the men one last time, just in case.
    • endgame time + 1, Disciplines 1st and 2nd squad %+5
  • #I should address the regiment, make sure that there are no…misgivings.
    • endgame time + 1, Morale 1st and 2nd squad:
      %+10 if charisma >=65 , %+5 if >=45 or nothing if less
  • #If I must fight, I'll do so prepared: I don my knightly arms and armour.
    • endgame time + 1 and wear armor
  • if there are still possible reinforcement
    • #We still have reserves available. I use them to replace our losses.
      • strength + reinforcement and 2nd squad stats %-(reinforcement)



Achievement Wolf's Clothing

endgame time
result
>= 3
+10 W-Mob
>= 4
-10 W-Morale
or if >= 3
-5 W-Morale

  • #I must try to misdirect any of Wulfram's supporters I can find, under the guise of coordinating them.
    • endgame time + 3, Wulframite Mob::
      -30 if charisma >=65 , -20 if >=45 or -10 if less
  • #I'll take advantage of the chaos in the streets to deal with my debt permanently.
    • endgame time + 2, if charisma + intellect < 75:
      1st and 2nd squad morale %-10 and loyalty %-5
    • #Fire is too destructive, too risky. Batter the door down and search the premises.
      • endgame time + 5 Achievement Red on the Ledger
    • #Fire is too destructive, too risky. Batter the door down and search the premises.
      • endgame time + 3 Achievement Red on the Ledger
    • #Fire is too destructive, too risky. Batter the door down and search the premises.
      • endgame time + 1, Achievement Red on the Ledger and -10 reputation
  • #We've not the time for further diversions. We must press on!
    • no loss of time



Meran
if endgame time >= 10: Grenadier Square is looted and this is skipped

  • #I cannot spare the time nor the risk. I let Meran and his mob continue onwards.
    • no loss of time and Grenadier Square is looted
  • if Meran doesn't hate you:
    • #I could use this opportunity to sow discord amongst the mob, perhaps even disperse them entirely.
      • if charisma >= 55 :endgame time + 3,inf_wulframite %-15 and W-mob -10(-30 if cha>=75)
        if charisma < 55:inf_wulframite %-15, endgame_time + 5 and Grenadier Square is looted
    • if Meran likes you or (charisma + wulframite influence) >= 100:
      • #Perhaps I can convince Lord Meran to remove his forces from the city altogether?
        • endgame time + 3 and W-mob -20


If Grenadier Square was looted Wulframite Morale +15
endgame time
result
>= 12
+40 W-Mob
-20 W-Morale
>= 10
+30 W-Mob
-15 W-Morale
>= 8
+20 W-Mob
-10 W-Morale
< 8
+10 W-Mob
-5 W-Morale


  • endgame time <10:
    • #If Crittenden has taken the docks, perhaps I might find some way to obstruct his efforts?
      • to shipowners, endgame time + 4
  • #The docks would be the safer route—so long as I maintain my false allegiances.
    • to shipowners, endgame time + 4
  • #We go through Victory Square. If anyone tries to stop us, I'll find a way through.
    • to overseas
  • endgame time >=10:
    • #There's no more time for delay. We must go the direct route, through Victory Square.
      • to overseas




Shipowners


  • #I don't have time for such diversions.
    • inf_wulframite %-10, inf_club %-10 if in Admiralty and continues
  • #I shall intervene in negotiations—and make very certain that they fail.
    • endgame time + 2, if in shipowner and inf_club >=40: Sabotage 2
        if charisma >= 55: sabotage 2
          or otherwise sabotage 1
  • endgame time < 10:
    • #Sabotaging negotiations is too much of a risk, but I can still play for time…
      • endgame time + 4 and sabotage 1



Overseas
if Royalist mob >=45: -1 Strenght in 1st an 2nd Squad

  • #We have no choice. We must withdraw.
    • endgame time + 5, 1st an 2nd Squad morale %-10
  • #Perhaps I may be able to negotiate my way through.
    • #I must do all I can to convince Palliser of my true loyalties.
      • pass if has more inf_royalist, if garret is mentor 2 or if in overseas and inf_club >= 35
    • #On second thought, it would be best if we retreat as Palliser wishes.
      • endgame time + 5, 1st an 2nd Squad morale %-10




endgame time
result
>= 20
+40 W-Mob
-20 W-Morale
>= 18
+30 W-Mob
-15 W-Morale
>= 14
+20 W-Mob
-10 W-Morale
>= 12
+10 W-Mob
-5 W-Morale




endgame time
result
>= 20
inf_wulframite %-20
>= 15
inf_wulframite %-10
>= 10
inf_wulframite %+10
<= 10
inf_wulframite %+20


inf_wulframite %-10 for not bringing reinforcement mob


Chapter 12a: The Queen's Dragoons!
Stats
  • Royalist Mob get an extra +20, plus (100 - Wulframite Power ) divided by 5.
  • Cuirassier strength starts at 80
  • Evac time starts at 4, with +1 if Wulframite Power is >=100 and -1 if <50
  • if inf_wulframite >= inf_royalist then inf_wulframite becomes 1 less than inf_royalist.


Charge
when charging if inf_royalist >= inf_wulframite gets extra morale:
  • %+10 inf_royalist is up to 19 more than inf_wulframite
  • or %+20 if it is at least 20 more

  • #Charge the mob!
    • W-Mob -40 and Cuirassier strength -10
  • #Charge the Cuirassiers!
    • W-Mob -20 and Cuirassier strength -30
  • #Send First Squadron at the mob and Second Squadron at the Cuirassiers.
    • W-Mob -30 and Cuirassier strength -20
      • if 2nd squad discipline + morale >= 100: -10 to Cuirassier
        if 1st squad discipline + morale >= 100: -10 to W-Mob
  • #Send First Squadron at the Cuirassiers and Second Squadron at the mob.
    • W-Mob-30 and Cuirassier strength -20
      • if 2nd squad discipline + morale >= 100: -10 to W-Mob
        if 1st squad discipline + morale >= 100: -10 to Cuirassier

Saboteur bonus

Saboteur
result
Rendower pamphlet saboteur
inf_royalist %+: (50 - (wulframite power/3))
Saboteur
inf_royalist %+: ((50 - (wulframite power/3)) divided by 2)
Chapter 10 NEW saboteur
inf_royalist %+: ((30 - (wulframite power/3)) divided by 3)


Time

endgame time
result
>= 16
Lefebvre %-20 and grenadier strength of 55
>= 12
Lefebvre %-10 and grenadier strength of 65
or if <12
grenadier strength of 75


Reputation: %-15


If did Reform Activity: militia is added to Royalist Mob


  • #"How do we fare elsewhere in the city?"
    • if Grenadier Square was not looted: lefebvre %+5


Lefebvre

  • #"I will do my utmost, sir."
    • lefebvre %+5
  • #"I can offer no assurances, but I will try."
  • #"The lives of your men are subject to the requirements of the service; no more, no less."
    • lefebvre %+5
  • #"I haven't seen such concern for life before from you, sir."
    • lefebvre %-15



Wulframite Power
result
>= 125
+60 W-Mob (or +40 if rendower is disrupted)
+30 W-Morale (or +20 if rendower is disrupted)
>= 75
+40 W-Mob (or +25 if rendower is disrupted)
+15 W-Morale (or +10 if rendower is disrupted)
>= 25
+20 W-Mob (or +10 if rendower is disrupted)
+10 W-Morale (or +5 if rendower is disrupted)
< 25
+10 W-Mob
+5 W-Morale


Shipping Exchange

1) If Shipowners sabotage 2

  • #"Take them all down—and make sure they don't get up again."
    • if in Shipowners inf_club %-10
  • #"Send a message: look for their leader, and kill him."
    • if in Shipowners or Admiralty inf_club %-10
  • #"Announce our presence, but try not to hurt any of them."
    • if in Admiralty inf_club %-5
  • #"No. We're not savages. Let us endeavour to be civil here."
    • if in Admiralty inf_club %+5

2) If Shipowners sabotage 1

  • #"Captain Riley! Have your Grenadiers give those traitors the bayonet!"
    • Evac time +2 and grenadier strength -10
  • #"Captain! Drive them back, at the gallop!"
    • Evac time +2 and if 1st squad discipline + morale:
      • >= 80 then -8 strength otherwise -14
  • #"Second Squadron! Draw steel, and with me!"
    • Evac time +2 and if 2nd squad discipline + morale:
      • >= 80 then -8 strength otherwise -14
  • #"Sir Caius! Clear out those Marines with the sabre!"
    • 3rd squad -6 strength

Achievement L'Homme Armé Doibt on Doubter

3) If Shipowners sabotage 0

  • #I would rather lose time than men: send Reyes and his sharpshooters in.
    • Evac time +6
  • #We have no time for delays: send in the Grenadiers!
    • Evac time +2 and grenadier strength -20 (or -10 if in shipowners)
  • #I'll not sacrifice professionals to this slaughterhouse. Send in the militias!
    • Evac time +2 and lose all militia

Achievement L'Homme Armé Doibt on Doubter and if in shipowners inf_club %-20


Preparing


  • #"Intendant, how much covering fire could your Skirmishers give us from here?"
    • Unlock choice if reyes >= 50, if in Reform and inf_club >=40
      • or if didn't go to SM in Guns and Lewes and The Experimentals lived
    • #It's time to put Reyes' sharpshooters in position to cover the shore batteries.
      • Evac time +1 and unlocks sharpshooter support
  • if there is R-Mob
    • #If we could organise the militias properly, they may prove more effective.
      • if in Reform and inf_club >=50 :Evac time +1 and R-Mob +30
        • if in Reform and inf_club <50 :Evac time +1 and R-Mob +20
          • if soldiering >=50 : Evac time +2 and R-Mob +20
            • otherwise: Evac time +2 and R-Mob +10


Attacking
if Admiralty was disrupted in Chapter 10: Evac time -4 and achievement Double Cross

  • if there is R-Mob
    • #"Send in the militias."
      • if evac time >= 6: -25 R-Mob, Evac time +2 and Cuirassier -10
        • if sharpshooter support: -25 R-Mob, Evac time +2 and Cuirassier -15
          • or if R-Mob mob >= Cuirassier: -25 R-Mob, Evac time +2 and Cuirassier -15
            • Otherwise: R-Mob to 0, Evac time +4 and Cuirassier -10
  • #"Commit the Grenadiers."
    • if evac time >= 6: -15 Grenadier, Evac time +2 and Cuirassier -10
      • if sharpshooter support: -15 Grenadier, Evac time +2 and Cuirassier -15
        • or if Grenadier >= Cuirassier: -15 Grenadier, Evac time +2 and Cuirassier -15
          • Otherwise: -30 Grenadier and Evac time +4
    • if Grenadier went to 0: lefebvre %-15
  • #"Order the Dragoons to dismount and attack."
    • if evac time >= 6: 1st and 2nd squad strength -6 and 3rd -4, Evac time +2 and Cuirassier -10
      • if sharpshooter support: 1st and 2nd squad strength -10 and 3rd -6, Evac time +2 and Cuirassier -15
        • or if Discipline + morale of both 1st and 2nd Squads >= Cuirassier:
          1st and 2nd squad strength -10 and 3rd -6, Evac time +2 and Cuirassier -15
          • Otherwise: 1st and 2nd squad strength -15 and 3rd -10, Cuirassier -10 and Evac time +4


If Grenadier Square was not looted: Evac time -1
  • If there is no R-Mob, Grenadier is below 30 and Squads combined strength is below 60:
    • Evac time 15 and outcome is FAILURE
    • otherwise continuing:

Chapter 12a: Outcome
Attacking 2


  • if there is R-Mob:
    • #Call the militias forwa
      • if sharpshooter support: -25 R-Mob and Evac time +2
        • or if R-Mob mob >= W-Morale: -25 R-Mob and Evac time +2
          • Otherwise: R-Mob to 0 and Evac time +4
  • if there is > 30 Grenadiers:
    • #Commit the Grenadiers.
      • if sharpshooter support: -15 Grenadier and Evac time +2
        • or if Grenadier >= W-Morale: -15 Grenadier and Evac time +2
          • Otherwise: -30 Grenadier and Evac time +4
    • if Grenadier went to 0: lefebvre %-15
  • if combined squad strength is >=60:
    • #Bring up the Dragoons and send them across.
      • if sharpshooter support: 1st and 2nd squad strength -4 and 3rd -6 and Evac time +2
        • or if morale of both 1st and 2nd Squads >= W-Morale:
          1st and 2nd squad strength -4 and 3rd -6, and Evac time +2
          • Otherwise: 1st and 2nd squad strength -10 and 3rd -8 and Evac time +4

Evac time
result
>= 14
W-Mob -30
>= 12
W-Mob -20
or if >= 10
W-Mob -10


If Grenadier Square was not looted: Early Ending of the Battle

  • #There's been enough death and destruction today. We should try for a warning shot.
  • if intellect >= 45:
    • #We should shoot to disable one of Crittenden's ships, without harming her crew.
      • Royalist forces +5 and Wulframite forces -5
  • #We have one shot, let us do as much damage as we can: sink one of Crittenden's ships.
    • Wulframite forces -5

Achievement An Engineered Victory

if Evac time < 6 Achievement What Pierdefense Doing?

If Evac time < 15: Battle Outcome: Success by cannons
If Evac time => 15: Battle Outcome: FAILURE


If Grenadier Square was looted: Continuing the Battle

Assault Forces
Condition
+1
Grenadier >= 30
+1
Combined Squad strength >= 60
+1
More than 0 R-Mob

Condition
Assault Power
Grenadier >= 30
+20
Grenadier >= 45
+30
Grenadier >= 60
+40
Grenadier >= 75
+50
Dragoon Power < 30
+10
Dragoon Power>= 30
+15
Dragoon Power>= 45
+20
Dragoon Power>= 60
+25
Dragoon Power>= 75
+30
Dragoon Power>= 90
+35
if morale + discipline in 1st or 2nd squad >= 60
+5
or if morale + discipline in 1st or 2nd squad >= 90
+10
or if morale + discipline in 1st or 2nd squad >= 120
+15
for each 25 R-Mob
+10

Negotiation

  • #Let us try to negotiate their surrender.
    • If in Admiralty and inf_club is bigger than W-Morale:
    • inf_club %+10 and Battle Outcome: Success by negotiation
      • if charisma is more than W-Morale: Battle Outcome: Success by negotiation
        and if in Admiralty inf_club %+10
        • Otherwise: Evac time +2 and battle



Battle



  • #Only a general assault will end this quickly.
    • #I must lead my command in person. It's the least they deserve.
    • or #I've waited too long to close with the enemy! No longer!
      • If Combined Squad strength >= 60: 1st and 2nd squad strength -6 and 3rd -4
        • if Assault power >= (W-Morale + Wulframite Power):
          • Battle Outcome: Success by Assault
        • If Evac time > 14: Battle Outcome: FAILURE
          • #"Kill as many of them as you can." : %-5 reputation
        • if Assault power < (W-Morale + Wulframite Power):
          • if (Assault Power + soldiering) >= W-Morale + Wulframite Power):
            • if is armored or soldiering >= 65
              • Battle Outcome: Success by Assault
                • if soldiering >= 35 : -15 health and Battle Outcome: Success by Assault
          • if (Assault Power + soldiering) < W-Morale + Wulframite Power):
          • if soldiering >= 70: 1st and 2nd squad strength -6 and 3rd -4, if armored : +25 Assault Power otherwise +15
            • if Assault power >= Wulframite Power or W-Morale: then Battle Outcome Success by Assault
          • if soldiering >= 45: 1st and 2nd squad strength -8 and 3rd -6,- 15 health, if armored : +15 Assault Power otherwise +5
            • if Assault power >= Wulframite Power or W-Morale: then Battle Outcome Success by Assault
          • if soldiering < 45: 1st and 2nd squad strength -10 and 3rd -8, if armored : +5 Assault Power and - 20 health
            • if Assault power >= Wulframite Power or W-Morale: then Battle Outcome Success by Assault
    • #I'll not hazard my skin for a mere gesture.
    • or #No, I'll not fight if I don't have to.
      • if Assault power >= Wulframite Power or W-Morale: then 1st and 2nd squad strength -10 and 3rd -8 Battle Outcome Success by Assault
        • if Assault power < Wulframite Power or W-Morale:then 1st and 2nd squad strength -16 and 3rd -12 Battle Outcome Failure
    • #We have no choice but to dig in and wait the enemy out.
      • Evac Time becomes 15 and Battle Outcome Failure



    Dragoon Power

    1st squad dragoon power
    2nd squad dragoon power
    3rd squad dragoon power
    strength >= 75: +15
    strength >= 75: +15
    strength >= 50: +10
    strength >= 50: +10
    strength >= 35: +5
    strength >= 35: +5
    morale or disciple >= 60: +10 each
    morale or disciple >= 60: +10 each
    morale or disciple >= 60: +10 each
    morale or disciple >= 40: +5 each
    morale or disciple >= 40: +5 each
    morale or disciple < 60: +5 each
    Lieutenant with Mentor 2: +10




Chapter 12a: Endgame Forces
Forces

Royalist force
Wulframite Force
Evac time > 14 and Wulframite power >= 125: +85
Got the Takaran Guns: +25
Evac time > 14 and Wulframite power >= 75: +65
Evac time > 14 and Wulframite power < 75: +45
+((Dragoon Power - 20) divided by 2)
Evac time >= 12 and Wulframite power >= 75: +65
+((remaining reinforcement - 20)divided by 10)
Evac time >= 12 and Wulframite power < 75: +45
Royalist Mob >= 25: +5
Evac time >= 10: +40
Royalist Mob >= 50: +10
Evac time >= 8 and: +35
Royalist Mob >= 75: +15
Evac time >= 6: +30
Royalist Mob >= 100: +20
Evac time >= 4: +20
Royalist Mob >= 125: +25
Evac time >= 2: +10
Royalist Mob >= 150: +30
if Rendower or Admiralty are disrupted: -15
Grenadiers >= 45: +10
Cuirassiers <= 45: -15
Grenadiers >= 60: +15
Cuirassiers <=60 : -10
Grenadiers >= 75: +20
Cuirassiers <=75 : -5

Wulframite Power
Royalist force
Wulframite Force
>= 140
+10
+40
>= 120
+10
+35
>= 100
+15
+35
>= 80
+15
+30
>= 60
+20
+30
>= 40
+20
+25
>= 20
+25
+25
> 0
+25
+20
0 or <
+30
+15
https://steamproxy.net/sharedfiles/filedetails/?id=2945917890
My Shipowners late saboteur: (with most investment luck ever)
Royalist Forces of 83 and Wulframites of 35:
Squads with less loyalty in this one, with +50 loyalty would cost 2400.
My Half estate/Half Aetoria Bank Burner Saboteur:
Royalist Forces at 76 and Wulframites at 35:
Squads with >=50 loyalty as spending 3600 of Wulfram money in them is always nice.

19 Comments
Tutsi Noncombatant 8 Jun, 2023 @ 7:19pm 
Thanks, probably was just an exaggeration on the other persons par. I capture Wolfs Head troopers most of the time.
Tiago  [author] 8 Jun, 2023 @ 7:11am 
If endgame_evac_timer is less than 8 you capture most of the Wolf's Head Cuirassiers. Being a member of the Admiralty club and sabotaging it gives -4 timer, so it helps a lot but there is also other ways to get it to 7, as for being friends with Lef, that helps with entering the club and having influence in it but not necessarily with the ending.
Tutsi Noncombatant 7 Jun, 2023 @ 6:40pm 
Sorry to bother but I heard that you can capture all of Wulframs horse regiment if you are buddies with Lef. and a member or the Admiraly club. Is that true?
phimseto 12 Mar, 2023 @ 11:13am 
Ah, that explains it. Thanks.
Tiago  [author] 12 Mar, 2023 @ 11:11am 
First Wulfram must have gotten your debt in chapter 6 when you joined his faction, as saboteur or not, then at the end of chapter 10 as saboteur you can search for the bank that will make the option available.
phimseto 12 Mar, 2023 @ 10:22am 
How do you trigger the bank option? I've never seen it, only the "disrupt mob" and "press on" options.
Tiago  [author] 12 Mar, 2023 @ 8:12am 
Being 14 or 18 allow one to get +10% when recovering stats in chapter 9, while those older only get +5%.
But the important is that starting with the next game the will be age penalties.
Because of this the 25 and 18 years old MCs should be better, not the 14y because it has too much penalties for only 4 years less than the 18y, while the 25y can get all the 30y gets but will suffer less age penalties latter so it's seems worthwhile.
Shay 12 Mar, 2023 @ 7:59am 
Is there any upside to starting younger in Sabres ? Or downsides to starting older ? Would be nice if it prevented a few stat losses, sort of a long term play then.
Tiago  [author] 12 Mar, 2023 @ 7:11am 
Both: part is RNG and part is Intellect + Club influence. Details in the management guide.
Shay 12 Mar, 2023 @ 6:50am 
Indeed, I was dumbly misled by the investment amount despite the obvious debt. Pretty amazing. Are the investments returns rng or is there actually a way to manipulate it ?