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Stellaris Dev Diary #198: Provocations

They say that to escape any rampaging beast, you don't need to outrun it - just whoever you're with.
- Diuuret, Spymaster operating within the Anathurian Nation.


Hello again!

Now that we've gone over several of the basic Operations, this week we want to go over Provocations.

Operations vary in risk and consequences. The simplest Operations such as Gathering Information and Acquiring Assets will only rarely cause major issues between the two Empires, while Stealing Technology or Sabotaging Starbases is more frowned upon and can cause some diplomatic issues. Provocations are the types of acts that the galaxy as a whole will generally take a dim view to, treating them as war crimes. Expect blowback and repercussions from them, even when they are successful.

Part of these repercussions is modelled by the loss of Infiltration - whether it be that parts of your Spy Network are compromised, security holes have been closed in response, or "friends" within the empire stop being quite as friendly. The flashier and messier the operation is, the more your network will be impacted.

Provocations will usually cause the greatest losses of Infiltration, making it difficult or impossible to run other operations in that network until it is built back up.

One Provocation that we're planning is Arm Privateers (Provocation, Economy). It's a fairly advanced Operation requiring an Infiltration level of 60, and has the primary objective of disrupting the target empire by providing weapons and funding to violent and unstable individuals.

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Surely nothing will go wrong with this plan.

The weapons are untraceable, so it'll be fine.

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These are a trustworthy group, right?

Your spymaster makes a good point there though.

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Last chance to back out.

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Privateers or pirates?


The Privateer fleet disabled the local starbase and set up their own little pirate base. Their fleet strength is based to a degree on the fleet strength of the empire it was created in, so while it is likely to be only a temporary annoyance, it can prove incredibly useful if deployed at the right time.

As noted during the events, these fleets are hostile to everyone, including their original patrons.

The nastiest Operation to date is the Crisis Beacon (Provocation, Technology).

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Surely nothing will go wrong with this plan either.

Crisis Beacon is an extremely difficult Operation to pull off, but if successful, will add the target's capital system as a target of interest to an ongoing End-Game Crisis. It currently has the highest Infiltration level requirement (80) and cost of any Operation. This will typically require an extremely well developed Spy Network with numerous Assets.

If all goes according to plan, this will usually result in the Crisis sending a fleet to "investigate" it in the friendly way that they do when visiting systems.

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Goodbye! We'll miss you!

As with many Operations, things can develop in different ways depending on what's going on.

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The last time we'll hear from them.

Shortly thereafter, the bait is set.

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It's like Prethoryn catnip.

The sacrifice of our operatives (and the rest of the Spy Network that we had built up in the Anathurian Nation) bought us a bit of time as it diverted a Prethoryn fleet away from our own territory. The Swarm chose to support that fleet with other resources, leading them away from our border nicely.

Now, this sort of Operation is definitely an act of war, and we're currently discussing exactly what the consequences should be if you get caught performing such a heinous deed. At the very least, your target is not going to be happy at all with you. (And if you have a Xenophilic faction they might not be too pleased.)

That's this week's dossier of secret information. Next week we'll continue to talk about the Crisis a bit.
 
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Surely nothing will go wrong with this plan either.

Crisis Beacon is an extremely difficult Operation to pull off, but if successful, will add the target's capital system as a target of interest to an ongoing End-Game Crisis. It currently has the highest Infiltration level requirement (80) and cost of any Operation. This will typically require an extremely well developed Spy Network with numerous Assets.

If all goes according to plan, this will usually result in the Crisis sending a fleet to "investigate" it in the friendly way that they do when visiting systems.
Any chance at being able to influence triggering the Khan, or maybe even multible hordes at once?
 
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influence triggering the Khan, or maybe even multible hordes at once?
ooh using spies to assassinate the khan sooner would be nice

Maybe having it interact with other DLC stuff like harming relations between enclaves and their local system owner (or even putting the station into "lockdown" depriving its owner of e.g. science benefits)
 
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ooh using spies to assassinate the khan sooner would be nice

Maybe having it interact with other DLC stuff like harming relations between enclaves and their local system owner (or even putting the station into "lockdown" depriving its owner of e.g. science benefits)
I see many benefits to this as a whole. In big multiplayer games I am having lately, the blocks and alliances of the galaxy usually get stable quite quickly. The Khan is allways a cause for changes in the galaxy-order and knowing this to be a real possibility forces the alliances to "marauder-rush" in order not to be the ones to cope with the dissaster. The randomness is interesting, but being able to actually pull the strings seems quite enjoyable.
 
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This espionage content all looks amazing. Just a few questions.

-Will there be any new ascension perks/civics that focus on espionage?

-Will it be possible to have an extreme espionage focused empire that uses espionage instead of (or at least reduces focus on) wars and science, like create wars between 2 empires or steal enough tech so that you would need less science?

-If the answer for the above question is yes, will this be a viable built?
For the ascension perk, some old ascension Perk have been reworked, it's in one of the two last DD if you didn't get the info
 
Something I noticed last diary. Will this update also bring updates to the Shroud. Particularly the Whispers in the Void, the patron Shroud entity of secrets? At the moment, it only provides a Research and Influence boost.
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It would be nice if some high-level operations only work if the target empire respects some conditions.
This would allow for more impactfull Espionage ops while avoiding the whole "AIs pile up on me and there is nothing I can do".

For instance :
- Summoning Privateers only works if a planet nearby has a certain level of crime (obviously prior ops could increase crime)
- A Faction attempts to seize control because it is angry and powerfull (prior ops could increase attraction/convert pops to that faction)
- Rogue drones could attempt to create their own separate Gestalt consciousness if there are planets with high enough Deviancy (Hacking in the pheromone/drone manufacturing plants could be yet another op)


These kinds of ops would allow you to stop a snowballing empire but still do it in a "fair" way. As in you can clearly see people trying to anger/strengthen a faction/rogue drones long before the civil war. This allows you to either switch policies / ethics (and face the consequences) to avoid it, invest massively into rogue drone hunts (damaging your economy) or prepare for the civil war.

I actually would find a civil war in my own empires quite fun, if, obviously, there is a good build up to it.

Also please fix Robot Rebellions, they die so fast even if controlled by a player.
I agree a slow build up that can lead to acidic war could be way more interesting and les annoying if it is done to you.
That’s the reason I argued for a rework of ethic drift, factions, crime, internal politics, rebellions, etc. Then you would have a system that can be utilised by a spy system that relies on slow longterm effects that can lead to huge effects like a civil war instead of the out of nowhere effects like sabotage or pirate spawns.


In the same vein I would like the spawn pirate mission much much more if it doesn’t directly spawn a fleet but instead increased piracy or reduced trade protection. As a player you can see the high piracy notification and can decide what to do against it. If it is ignored Pirates spawn like it would be the case without other empires intervening. But well pirates would still be useless. Here we come back to a piracy rework. Like linking it with crime. High crime increases piracy in nearby systems, piracy increases crime on planets. And crime needs some teeth like increasing the Planet resource deficit, because shipments of goods get stolen by pirates and criminals.
 
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How is the progress of Crisis nowadays? I remember there was a thread where the devs would gather up information from players. But I also remember that someone made a more aggressive Crisis mod, which made the Crisis vastly superiour and much more threatening to what they usually are. And they should be.

A while ago Crisis strength maximum was set to x25 however its still possible to wipe out the Crisis by yourself because the Crisis AI is too bad and construction ships are stupid and easily sniped. Will construction ships, which are the worst part of the crisis, be finally removed? So long as the Crisis can only expand via a limited number of extremely stupid construction ships, they will forever stay a joke even on x25 strength.
 
They say that to escape any rampaging beast, you don't need to outrun it - just whoever you're with.
- Diuuret, Spymaster operating within the Anathurian Nation.


View attachment 675187
It's like Prethoryn catnip.

The sacrifice of our operatives (and the rest of the Spy Network that we had built up in the Anathurian Nation) bought us a bit of time as it diverted a Prethoryn fleet away from our own territory. The Swarm chose to support that fleet with other resources, leading them away from our border nicely.

Now, this sort of Operation is definitely an act of war, and we're currently discussing exactly what the consequences should be if you get caught performing such a heinous deed. At the very least, your target is not going to be happy at all with you. (And if you have a Xenophilic faction they might not be too pleased.)

That's this week's dossier of secret information. Next week we'll continue to talk about the Crisis a bit.

Could this also backfire in the Crisis finding out (especially the Contingency, which already hacks and sends infiltrators) and deciding to pay your empire capital a visit instead?
 
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How is the progress of Crisis nowadays? I remember there was a thread where the devs would gather up information from players. But I also remember that someone made a more aggressive Crisis mod, which made the Crisis vastly superiour and much more threatening to what they usually are. And they should be.

A while ago Crisis strength maximum was set to x25 however its still possible to wipe out the Crisis by yourself because the Crisis AI is too bad and construction ships are stupid and easily sniped. Will construction ships, which are the worst part of the crisis, be finally removed? So long as the Crisis can only expand via a limited number of extremely stupid construction ships, they will forever stay a joke even on x25 strength.
ACEMOD crisis will kill you if it can, even on the other side of the galaxy. Vanilla is better then it used to be, but if you're reasonably far away you're still pretty safe (expansion is quick at first, but slows down very quickly).
 
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We considered having "sabotage megastructure", but it fell awry of the similar problems as "assassination" - incredibly unpleasant, even if it's just delaying your (already long) constuction.

If you neglect your fleet you can lose your game so why it's felt awry to assassinate a leader or sabotage a megastructure if you neglect your internal security ? Stellaris being a glorified Risk game where your navy is the only tool you can use to influence others empire (excluding the envoy's magic in singleplayer). It would be a opportunity to diversify the gameplay if espionage become meaningful unlike the "diplomacy" in the federation DLC (hard to have diplomacy if they have no actors). Playstyle like the subversive cult, the democratic crusaders, the fanatic befriender etc. are suited to use espionage as one if not their main tool to interact with others nations. A subversive cult having a convenent of the end should be able if they have completly infiltrated a nation to cause game ending "provocative" action much more damaging that assasinate a leader... As is stand the espionage DLC will be as shallow as the fed's DLC where you can't even set a tax policy instead of the shadow tax.
 
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Given the Privateers content, will Piracy get some QoL improvements? Like upgradinng/reparing your patrol fleet without it cancelling the patrol route, and maybe reordering patrolling vs main fleets on the outliner? And can your rewards for destroying them get better later in the game?

Also, will crime be getting any reworks or new mechanics as part of this expansion, or even as part of the base game that the expansion can build off of?

I have always thought that the fleet manager ought to have two additional functions:
1. Ship Classes/Mission Profiles - Ships are classified by the class and mission profiles. Mission profiles would be similar to the computer design - Swarm/Short/Medium/Long etc.
1. Prioritize fleets - allows priority codes to be assigned to each fleet. This code will set priority to receive upgrades and replacements from shipyards automatically to return the fleet to its TOE (Table of Organization and Equipment). Codes could be A1, A2, ...,B1, B2, ..., C1, C2 where an A group fleet would receive 3 replacements/ refits before a B group would receive any, and a B group would receive 2 replacements/refits before a C group receives any.
2. Fleet Reserve - Reserve Fleets can be assembled. A % of the ships in these fleets are mothballed (nation sets the %) and only require 10% maintenance. It costs double or triple maintenance to mothball the ship and again to reactivate them again.
3. Fleet TOE and replacements - as soon as the fleet is given an updated TOE shipyards immediately start production. New ships are sent to fleets based on the priority code and their Class/Mission Profiles. Ships being replaced reassign to lower priority fleets based on the priority code if they are more capable than the ships of that fleet. At the bottom is the reserve fleet where the oldest ships go.

These changes would simplify fleet maintenance a lot.
 
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Crisis Beacon is currently only available while a crisis is present.


We considered having "sabotage megastructure", but it fell awry of the similar problems as "assassination" - incredibly unpleasant, even if it's just delaying your (already long) constuction.


Keep building up that spy network.

Honestly, Paradox, while I love the content effort into improving the AI and into making empire maintenance easier would be a big win. I love the detail of the game and the storylines from exploring, but planet and fleet management becomes a big burden over time.
I have many ideas on how to do this while adding more economic and ship detail without overloading the game engine...
 
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I'm curious about the time limits between when you and the AI can do operations like this. Take the privateer one for example, will there be a cooldown between when AI empire A and AI empire B can do this to you, or can they both do it at the same time? Because that's getting close to my fear that the AI will just gang up on you when you're winning and while some players will enjoy managing stuff like that, it's going to get annoying really fast for me...

I don't like the idea of the crisis one at all, but then I also barely get to the point when the crisis spawns...
It not a problem of time limits but to have the necessary management tool to deal with security question.
 
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If you neglect your fleet you can lose your game so why it's felt awry to assassinate a leader or sabotage a megastructure if you neglect your internal security ?
Because you can always see exactly who you are at war with, you can always see the health of your own fleet, you can see enemy fleets that are moving towards your fleet, you can directly interact with your fleets to try and outmanoeuvre enemy fleets, etc.

You have, quite straightforwardly, agency.

As the victim, sabotage actions tend to consist of "you have enough counterintelligence to prevent them, nothing happens, and everything about the process is boring" or "you don't have enough counterintelligence and nothing visible happens until suddenly, your Dyson Sphere explodes / your leader eats a meal laced with Dizonian Spine Lurker venom and his internal organs explode / etc".
 
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- Operations that increase crime and instability on particular planets (ie. Sow Unrest), and stronger versions of this could cause full on rebellions and secessionism

Building on this, the espionage system feels like it would be a good way to improve upon the usual 'whack-a-mole' planetary revolts.

Rather than going straight to Doomed Rebellion, unhappy planets could get a hidden 'dissident stronghold' modifier. Once it gets strong enough, across enough planets, it could launch an actually-meaningful civil war. This should still be pretty rare... unless other empires decide to help the process.

However, an empire's own spy networks should have a chance at uncovering / suppressing these developments, so you'd get plenty of warning that a rebellion was coming (much like the current implementation of the AI revolt), which would (hopefully) reduce frustration about being on the receiving end - you'd have plenty of time to direct more resources to suppression, or at least direct the rebellion away from your key sectors.
 
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Because you can always see exactly who you are at war with, you can always see the health of your own fleet, you can see enemy fleets that are moving towards your fleet, you can directly interact with your fleets to try and outmanoeuvre enemy fleets, etc.

You have, quite straightforwardly, agency.

As the victim, sabotage actions tend to consist of "you have enough counterintelligence to prevent them, nothing happens, and everything about the process is boring" or "you don't have enough counterintelligence and nothing visible happens until suddenly, your Dyson Sphere explodes / your leader eats a meal laced with Dizonian Spine Lurker venom and his internal organs explode / etc".
Yeah for anything major (eg : Civil wars, Summoning Fleets out of thin air, Blowing up Megastructures) it can't just be a single op that just gives you a result. You need to have things happen beforehand which can hint that someone is doing something OR a choice at the end on how to handle it. Eg : Faction seems to be getting a lot of support from "somewhere" and pops are converting to it. There is a lot of sudden Criminal elements, Piracy Effect is increasing across my empire.

If you ignore them or can't respond to them, then it is fair to suffer the consequences.

These signs to have to happen regardless of your counter intelligence levels.
High counter intelligence just allows you to not be in a position where you have to try to mitigate the consequences in the first place.
That bad consequences happen regardless (ie you need to somehow satisfy an angry faction or prep the civil war) if you have low decryption is fair as long as the target gets to chose exactly HOW to deal with them. (In the same way someone declaring war on you is generally bad but you can try to defeat them)

The whole "you sow distrust between 2 Empires" operation for instance is very good in that regard, as it is quite possible that the target can still salvage the situation before anything happen.
 
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Building on this, the espionage system feels like it would be a good way to improve upon the usual 'whack-a-mole' planetary revolts.

Rather than going straight to Doomed Rebellion, unhappy planets could get a hidden 'dissident stronghold' modifier. Once it gets strong enough, across enough planets, it could launch an actually-meaningful civil war. This should still be pretty rare... unless other empires decide to help the process.

However, an empire's own spy networks should have a chance at uncovering / suppressing these developments, so you'd get plenty of warning that a rebellion was coming (much like the current implementation of the AI revolt), which would (hopefully) reduce frustration about being on the receiving end - you'd have plenty of time to direct more resources to suppression, or at least direct the rebellion away from your key sectors.
I completely agree.
I'd love to see more long term buildup events in this. Maybe operations to "strengthen dissident stronghold on planet X", which can be found out as other operations - alerting the owner and exposing you (potentially). But if successful often enough, you could wait till the rebellion is ready and they immediately ask you to join their cause as an ally when they finally strike. Giving you additional support in your conquest against them - and fighting them with a significantly weakened economy and territorial control. You could even stand a chance if your own fleet is significantly weaker.

the downsides would be:
- long term preperation
- likely exposing yourself as an ally of the rebels
- diverting resources from your own stockpiles to the rebels (not just alloys to arm them, but also other resources - to support safehouses, secret comm networks, bribes, etc.)

the upsides would be:
- larger empires could be made vulnerable
- larger empires could be forced to deal with their own dissidents instead of their neighbors (even if just occupied through preventive measures - diverting resources to seek and destroy dissident strongholds to prevent a rebellion)
- you could take away a key planet by strenghtening the rebellion massively there, with full awareness of your likely exposure - a huge local rebellion is harder to hide than spread out sleeper cells
 
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