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Stellaris Dev Diary #196: [REDACTED]

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Attn: Spymaster Utra, daughter of Roba,


Our operatives have provided information on the activities of the vile Paradoxians. Despite their attempts at secrecy, we have managed to acquire some intel. The images our agents have taken appear to be of crude prototypes that they are still refining, but we thought it best to pass this dispatch along now so you can better prepare for the future.

Agent Tiny Sorbet signing off.

-‚ا© ŘŮ æ¢Ã£»£æ¢Ã -•

Hello and happy new year!

In Dev Diaries 193 and 194 we explored the mysteries of first contact, hidden information, and intelligence gathering through diplomatic means.

It may come as a surprise to many, but sadly there are starfaring civilizations out there with whom peaceful co-existence and mutually beneficial diplomatic ties are simply not an option. Against these threats, it may prove useful to utilize the more intrigue-oriented members of your society, and turn to espionage.

Espionage and covert operations are a frequently requested feature that seem to be natural extensions of the intel system that we’ve described in the recent dev diaries. With the obfuscation of knowledge, naturally there should be systems to acquire that information.


Envoys and Spy Networks

Envoys will have a new diplomatic task available to them called Build Spy Network. They will take their place as the Spymaster of a network of covert operatives and agents that they will grow in power over time. Needless to say, the other empire will not be informed of your envoy's new position.

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Build Spy Network diplomatic action

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Baby steps.

While an envoy is managing a Spy Network as Spymaster, the Network will grow over time - quickly at first, but slower as the Network gains in strength. Networks are far faster to build in large, sprawling empires, and if the target empire’s Encryption rating is much stronger than the spying empire’s Decryption, growth may also slow to a crawl. (Machine Intelligences have a natural knack for Encryption and Decryption, while Hives and psionic empires tend to excel at Counter Espionage.)

Unmanaged Spy Networks (those without an envoy directing them) pause all ongoing activities and rapidly decay.

Spy Networks initially cap out at a maximum level of 50. Several things such as civics or edicts can increase it, and if you have acquired (disposable) Assets within the target empire they also provide a boost - each Asset increases the Spy Network cap in that empire by 5.

Assets are useful pawns, hacked backdoors, deviant drones, or other resources that could come in useful to your Spy Network. An Asset could be a disgruntled Bureaucrat that's been passed over promotion one too many times, a faulty Pheromone Emitter that your operatives have found a way to manipulate, or even a Logistics System that you've hacked into. More details about the acquisition of Assets and their uses will be in a future diary.


Changes

Here’s a non-comprehensive sample of some civics, ascension perks, and edicts that have been updated during this espionage pass. Several new Encryption and Decryption related technologies have also been added. (Numbers are still subject to change!)

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Some civics lend themselves nicely to covert activities.

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Others can modify Counter Espionage, making the lives of enemy Spy Networks easier or more difficult.

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Tell us your secrets.

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No, really.

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More of the new Edicts.


Putting Your Spies to Work

Now that you’ve built up your Spy Network, what can you do with it?

Back in Dev Diary 194 we had a redacted value shown in the Intel breakdown tooltip - Spy Network level is that third hidden value alongside Diplomatic Pacts and Trust.

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No more redactions here.

While your Spy Network passively provides intelligence, you can also have them be more active. Your Spymaster envoy can send agents out, using the Network's bandwidth ("Spy Power") to run Operations within the targeted empire while they stay safely at their base.

Operations exist in the following major categories:

* Subterfuge - Information gathering and operations that improve the spy network itself
* Sabotage - Ruining things (physical or immaterial)
* Manipulation - Replacing the truth with your own improved version
* Provocations - Don't do these, they're bad

Most Operations also have a subcategory of Government, Diplomacy, Economic, Technology, or Military, matching the Intel Categories.

More details on how to perform Operations (and how Assets can be used to improve them) will be the focus of next week’s diary. See you then!

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This kind of actions would trigger riots, empire wide discontent, and rise of anti-authoritarian political parties. To simulate this, this ethic should decrease authoritarian ethic atrraction, or increase egalitarian one. Maybe after some time (5-10) years, happiness should change from -10% to +5%, because people used to it, and feel safe, but anti-edict parties would still be a thing.

Maybe increase the likelihood of an ethics shift on that axis in general? So pops are overwhelmingly more likely to either become authoritarian or egalitarian, but are very unlikely to be ambivalent?

It could be called "ethics volatility." The likelihood of ethics changing, but not necessarily in a specific direction.

Of course the next step here is we really need something to do with pop ethics. Right now they're a really cool toy sitting on the board, but we don't have any mechanics that really take advantage of them.
 
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So, upon further reflection on the topic of sabotage, I came to this conclusion - for me personally, the part that always felt the worst is having to manually rebuild the things that were damaged/destroyed. So what if instead of outright destruction/kill, the regular sabotage were to instead disable their target for a number of days/weeks/months, with only a small chance of critical sabotage to begin with (this would be the aforementioned destruction of an asset that I find so unfun). It's a rare thing indeed to be able to pull off a James Bond style "everything explodes beyond repair" sabotage, this should be reflected. However, the other things... not so much.

These less-than-destruction effects could be things like (and the numbers are completely pulled out of thin air with no basis in balance, they exist just to give a rough idea): target fleet suffers from FTL delays due to having to run extra maintenance on their engines (+100% FTL spoolup time), target fleet suffers from sublight drive damage (-50% sublight speed), target fleet encounters shield malfunctions (shields are dropped for N days/weeks/months, akin to a system-wide effect), target leader suffers a minor injury (does not provide their bonus for the next N days/weeks/months, but isn't removed from position so as to not have to reassign them later - in fact, locking them in would make this meaningful in the first place)

Things like these are very clearly sabotage-type actions, and yet they do not destroy your things that you have to micro rebuilding. So my question to the others who don't want sabotage is this: what is it that makes you dislike/hate it, and how would you go about solving it? Maybe we can figure something out here afterall.
 
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... part of the difficulty of espionage systems in general is that they have to still be fun when you're the one getting dogpiled by a dozen empires running them on you.
On that note, assuming tech theft is a thing, often one will get to a new tech first only to have it stolen shortly after, making you wonder if you should bother trying to be first at all. So my suggestion is to have tech theft function like a one sided tech treaty where your research is boosted while researching something someone else already has. It's less jarring than suddenly being told a whole tech was stolen with a lucky roll, as they'd still have to do some work on their own.
Another idea, an extra tech option based on another empire's modifiers. Spiritualist are disadvantaged with drawing robotics tech, and the weight of things like Mega Engineering are heavily influenced by the circumstances of your empire. Thus being able to steal "inspiration" by espionage could be useful. And would also feel like less of a loss to the target as it only gives an option to get a tech, and they could have gotten it on their own by random chance anyway.
 
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So, upon further reflection on the topic of sabotage, I came to this conclusion - for me personally, the part that always felt the worst is having to manually rebuild the things that were damaged/destroyed. So what if instead of outright destruction/kill, the regular sabotage were to instead disable their target for a number of days/weeks/months, with only a small chance of critical sabotage to begin with (this would be the aforementioned destruction of an asset that I find so unfun). It's a rare thing indeed to be able to pull off a James Bond style "everything explodes beyond repair" sabotage, this should be reflected. However, the other things... not so much.

These less-than-destruction effects could be things like (and the numbers are completely pulled out of thin air with no basis in balance, they exist just to give a rough idea): target fleet suffers from FTL delays due to having to run extra maintenance on their engines (+100% FTL spoolup time), target fleet suffers from sublight drive damage (-50% sublight speed), target fleet encounters shield malfunctions (shields are dropped for N days/weeks/months, akin to a system-wide effect), target leader suffers a minor injury (does not provide their bonus for the next N days/weeks/months, but isn't removed from position so as to not have to reassign them later - in fact, locking them in would make this meaningful in the first place)

Things like these are very clearly sabotage-type actions, and yet they do not destroy your things that you have to micro rebuilding. So my question to the others who don't want sabotage is this: what is it that makes you dislike/hate it, and how would you go about solving it? Maybe we can figure something out here afterall.

That's a fabulous idea. Maybe you could target outposts (or, depending on how advanced your spy network and espionage abilities are, larger starbases), taking their system's production off the map for a period of time. No tedious rebuilding, but if an empire gets serious about crippling your economy they could cause half of your deep space production to start blinking offline.

I'm not sure what I think about having it target fleets though... I'm really torn there. On the one hand, making sure the enemy fleet is out of position or too slow to respond seems like a fantastic way for an espionage empire to punch above its weight. On the other, would it be too much of a troll? I think I would hate to lose a war because the espionage RNG roll said my ships couldn't move while their fleet tore through my systems.

But on the other other hand, espionage empires do need some way that this lets them win wars. Otherwise this is all just a fancy new way to lose to fleet-focused warmongers. That might be it. I'm torn...

So my suggestion is to have tech theft function like a one sided tech treaty where your research is boosted while researching something someone else already has.

I also really like this idea.
 
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That's a fabulous idea. Maybe you could target outposts (or, depending on how advanced your spy network and espionage abilities are) larger starbases, taking their system's production off the map for a period of time. No tedious rebuilding, but if an empire gets serious about crippling your economy they could cause half of your deep space production to start blinking offline.

I'm not sure what I think about having it target fleets though... I'm really torn there. On the one hand, making sure the enemy fleet is out of position or too slow to respond seems like a fantastic way for an espionage empire to punch above its weight. On the other, would it be too much of a troll? I think I would hate to lose a war because the espionage RNG roll said my ships couldn't move while their fleet tore through my systems.

But on the other other hand, espionage empires do need some way that this lets them win wars. Otherwise this is all just a fancy new way to lose to fleet-focused warmongers. That might be it. I'm torn...

We all know all-out focus on war is too powerful right now - espionage could and should absolutely serve as a way to counterbalance that. I think aggressive empires should have a much harder time making use of espionage. After all, other empires would be reluctant to allow anyone from such an empire into their borders. Sabotage could be a powerful way to stave off such empires, especially if there are bonuses to espionage missions against opponents that declared war on you.

Just consider all the resistance movements in countries occupied by Germany in WW2 and how they effectively carried out industrial sabotage. What if we get huge bonuses when carrying out sabotage against targets inside your empire that are occupied by an invader? That kind of stuff would be really cool.
 
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If you can live with a game where the enemy destroys your fleets, bombard your planets and invade them, you can live with a game where their agents can explode your budings.

I know where you're coming from, but it is a different thing in what it feels like.
One is warfare, which rarely comes out of nowhere, (visibly) takes a lot of time and the other one is just a popup. "Whoops. Sucks to be you, i guess."

While I personally don't mind such mechanics given the realistic nature, I understand a lot of people do.
 
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We all know all-out focus on war is too powerful right now - espionage could and should absolutely serve as a way to counterbalance that. I think aggressive empires should have a much harder time making use of espionage. After all, other empires would be reluctant to allow anyone from such an empire into their borders. Sabotage could be a powerful way to stave off such empires, especially if there are bonuses to espionage missions against opponents that declared war on you.

Just consider all the resistance movements in countries occupied by Germany in WW2 and how they effectively carried out industrial sabotage. What if we get huge bonuses when carrying out sabotage against targets inside your empire that are occupied by an invader? That kind of stuff would be really cool.

Yes, I envisioned a similar thing.
Making a subversive Empire your enemy means having to take your military out of your realm, leaving your realm exposed and you lose counter-espionage bonuses you have from having your military guard your realm.
 
Not completely on topic but, if you guys are adding in espionage, any change we will see another often requested feature, namely the ability to provide mercenary fleets to the galaxy? I understand sone of the difficulties involved (eu4 or impiritor merc mechanics wouldn’t work) but maybe take some inspiration from ck2? Like a policy that gives a penalty to fleet cap/ship build speed but supplies a mercenary fleet for hire through the galactic market. Could even add some events such as mercenary admirals volunteering for Empire Service, or a temp drop in ship build speed as as recruits and shipyards prioritize the more lucrative private industry. And with the new intel system, could even acquire info on the military secrets of those your people are employed by, or have your secrets get leaked to them
On a similar vein, any chance the megacorp/gestalt military civics getting updated the way the regular empire ones were? As they are they’re kinda meh unless you are really devoted to the role play but even then kinda fall behind the idea of gladiatorial arenas and mandatory service
 
Wait, I can't trade tech, but can it be stolen? Unless we’re going to be able to trade techs or the theft will be limited to research points, it doesn’t make sense.
 
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So, upon further reflection on the topic of sabotage, I came to this conclusion - for me personally, the part that always felt the worst is having to manually rebuild the things that were damaged/destroyed. So what if instead of outright destruction/kill, the regular sabotage were to instead disable their target for a number of days/weeks/months, with only a small chance of critical sabotage to begin with (this would be the aforementioned destruction of an asset that I find so unfun). It's a rare thing indeed to be able to pull off a James Bond style "everything explodes beyond repair" sabotage, this should be reflected. However, the other things... not so much.

These less-than-destruction effects could be things like (and the numbers are completely pulled out of thin air with no basis in balance, they exist just to give a rough idea): target fleet suffers from FTL delays due to having to run extra maintenance on their engines (+100% FTL spoolup time), target fleet suffers from sublight drive damage (-50% sublight speed), target fleet encounters shield malfunctions (shields are dropped for N days/weeks/months, akin to a system-wide effect), target leader suffers a minor injury (does not provide their bonus for the next N days/weeks/months, but isn't removed from position so as to not have to reassign them later - in fact, locking them in would make this meaningful in the first place)

Things like these are very clearly sabotage-type actions, and yet they do not destroy your things that you have to micro rebuilding. So my question to the others who don't want sabotage is this: what is it that makes you dislike/hate it, and how would you go about solving it? Maybe we can figure something out here afterall.


I like your ideas. And I would like to add, that it would be nice if sabotage also had economy-oriented actions, that would lower enemy production for X months, or increase enemy upkeep, also for a set time.

I think the ability to affect enemy's economy in ways other than war should be a powerful tool, to give players an alternative to just rolling in with their fleets.

And honestly, general subterfuge could be plausibly used to affect all kinds of things, like colony building speed, trade efficiency, general pop happiness, but also specific ethic pop happiness. Maybe disabling construction ships, so that the enemy cannot temporarily expand (would be super helpful when you contest a border system and it's a race against time to get it in early to mid game). Affecting enemy science ships.

Sabotage has so many possible uses that you could spend hours enumerating them.
 
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No, this is not about government ethic, but about spies of hostile states and the general security of the population.
If your statement is true, then spies that mach government ethic (and this also would means it is only for authoritarians), would be not "taken away", only people "taken away" would be loyal citizens but with not matching ethics.
However, it would still be a boon to Authority and a loss to overall happiness, the result is the same...
exapt that if it would be against spies, why isn't there a + to counterspionage on it?
 
So, upon further reflection on the topic of sabotage, I came to this conclusion - for me personally, the part that always felt the worst is having to manually rebuild the things that were damaged/destroyed. So what if instead of outright destruction/kill, the regular sabotage were to instead disable their target for a number of days/weeks/months, with only a small chance of critical sabotage to begin with (this would be the aforementioned destruction of an asset that I find so unfun). It's a rare thing indeed to be able to pull off a James Bond style "everything explodes beyond repair" sabotage, this should be reflected. However, the other things... not so much.

These less-than-destruction effects could be things like (and the numbers are completely pulled out of thin air with no basis in balance, they exist just to give a rough idea): target fleet suffers from FTL delays due to having to run extra maintenance on their engines (+100% FTL spoolup time), target fleet suffers from sublight drive damage (-50% sublight speed), target fleet encounters shield malfunctions (shields are dropped for N days/weeks/months, akin to a system-wide effect), target leader suffers a minor injury (does not provide their bonus for the next N days/weeks/months, but isn't removed from position so as to not have to reassign them later - in fact, locking them in would make this meaningful in the first place)

Things like these are very clearly sabotage-type actions, and yet they do not destroy your things that you have to micro rebuilding. So my question to the others who don't want sabotage is this: what is it that makes you dislike/hate it, and how would you go about solving it? Maybe we can figure something out here afterall.
that is exactly what i meant, i just talked about buildings and planets and you more about ships and leaders, but yeah, i'm 100% on your side
 
Will Inward Perfection get a bonus to encryption or counter-intelligence ?
I would reckon a society almost exclusively focused on internal affairs is rather hard to infiltrate and covertly operate against.
 
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Operations exist in the following major categories:
* Sabotage - Ruining things (physical or immaterial)
A ruined district or building ? A destroyed corvette, destroyer, cruiser or battleship ? A destroyed mining-/ or research-station ? ...
Besides the fact that this sounds exactly like the usual, bugging and annoying stuff you should actually avoid to implement; nobody really cares if you would concentrate it on such a ( small ) scale on top !

More than that: I sense even more notification-spam ! So, where're ( finally ) the ( overdued ) message-settings ?! Would even fit the topic, too ! Isn't it ?!
 
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While there’s obviously controversy centered around espionage dlc in general, I am hesitantly optimistic due to the planet build changes incoming.

Has this change significantly improved the capability of the AI? If not I’m not really sure what the point of this pack theme is outside of a multiplayer setting. As it stands, even on the highest difficulty level, a player will quickly outpace the AI’s economy. So it seems like espionage would only be useful at the very start of the game (to get map info + delay early aggression) and lategame (when the only thing that can match you is the crisis + FEs). If you’re playing decently (not even optimally!) there’s nothing that can contest you midgame because the AI is just so darn bad at economy. You can quite literally outtech AI fanatic materialists as spiritualists with little effort, so what’s the point of stealing tech?

So it seems like it won’t really flesh out the midgame too much. Any aid the current espionage bonuses provide beyond map info just isn’t necessary because of how weak the AI is. This makes it feel like it’ll be a DLC that’s only meaningful in multiplayer. Like sure the map info is useful, but we currently have easy and free map info—what’s the point of taking that away without a meaningful upside? Unless espionage can grant significant bonuses for FEs and the crisis, the info shown so far doesn’t seem like it’s worth buying for single player.

These are just my concerns. Hopefully the AI will be improved or the economy restructured in a way that they are irrelevant.

Also if civics are being readjusted to accommodate for espionage, it seems like a good opportunity to buff ones like Free Haven, which are not good picks. It would also be nice to nerf some of the OP ones; the (slavery) meta has been pretty stale for some time.
 
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Interesting dev log. Spy update seems to be on the right track. I do have a few questions though:

Will leaders with addiction problems be vulnerable to assassination? Will I be able to inflict negative traits (like being corrupt or addiction or maimed) on another empire's leaders?

Will species traits other than psionic have any effect on espionage? Does an empire filled with deviant or unruly trait pops make it easier to infiltrate?

Will I be able to establish galactic Five Eyes if I have Federation dlc? Being able to share spy info with allies might be cool.

Does sabotage apply devastation to a planet, blow up buildings, cripple ground defences, or kill pops? And how exactly would I fight back against such actions? Maximize counter espionage?

If I have infiltrated a large empire can I instigate a civil war? Or at least cause revolution outbreaks on their planets? Like the already existing slave riots, criminal underworld and machine uprising events but with an unhappy internal faction deciding to become separatists (or just trying to seize control) instead?

Do Megacorps get any espionage benefit from having branches open on other empire's worlds?

Will vassals be able to spy on their overlord?

Will spying on 1 federation member reveal info about all of that federation over time?
 
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Will leaders with addiction problems be vulnerable to assassination? Will I be able to inflict negative traits (like being corrupt or addiction or maimed) on another empire's leaders?

The developers have canceled the sabotage of the leaders :(
 
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Will leaders with addiction problems be vulnerable to assassination? Will I be able to inflict negative traits (like being corrupt or addiction or maimed) on another empire's leaders?

The developers have canceled the sabotage of the leaders :(

Now imagine if the AI could inflict an "arrested development" trait on your leader... Doesn't sound so fun anymore, does it? :D
 
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