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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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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.
First of all, I appreciate that these kinds of actions consume and diminish the spy network. This point is the only reason I can see this working: rebuilding the network takes time, acting as a cooldown while in the meantime having no intel on the target.

The privateers remind me of terrorists. I have heard all about how the American CIA has funded and trained terrorists around the world, who have to be hunted down later on. However, pirates seem very tame compared to terrorists, who survive via deception, guerilla tactics, and hiding among citizens. Arming Privateers should be an easy and low-tier Provocation. Even inciting Crisis factions to focus somebody isn't all that impressive: everyone should already be concerned about getting destroyed by them. No, I think the highest tier Provocation should be full-scale revolutionary civil war, only able to succeed after succeeding at many prerequisite Operations that subvert (stoke Crime) and destabilize (harm Stability) the target. The target will have had plenty of warning by the time the rebellion takes place. Take the robotic rebellion event chain and convert that into a Provocation applicable to any target.

Then sweep in with the fleet for the finishing blow. Then the whole rest of the galaxy gets a permanent negative relations modifier against you, magnified for those empires that were allies with the target.
 
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Actually, as a serious suggestion, scrap most of the random events due to Crime and Unemployment and such, and instead let these weaknesses in our enemies' planet management help our Operations against them succeed. In this way Crime could actually become a big problem if we have powerful enemies.

Why should a crime lord matter, anyway? It's the guys backing the crime lord you have to watch out for.
 
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Actually, as a serious suggestion, scrap most of the random events due to Crime and Unemployment and such, and instead let these weaknesses in our enemies' planet management help our Operations against them succeed. In this way Crime could actually become a big problem if we have powerful enemies.

Why should a crime lord matter, anyway? It's the guys backing the crime lord you have to watch out for.
I think the random events would be fine. Let them happen naturally, if a player neglects their own empire enough to drive up crime and unemployment (at lower living standards) to allow those modifiers, they deserve those consequences even without enemy intervention.

I do love the idea of using espionage to create and exploit those weaknesses. It could even be a handy tip off that something isn't quite right.
 
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I think the random events would be fine. Let them happen naturally, if a player neglects their own empire enough to drive up crime and unemployment (at lower living standards) to allow those modifiers, they deserve those consequences even without enemy intervention.

I do love the idea of using espionage to create and exploit those weaknesses. It could even be a handy tip off that something isn't quite right.

There still exists the crime lord deal that disables like 90% of the bad events and in additon gives 10% stability. The worst that can happen to the player is some pops become criminals and you have to pay an opportunity cost of some minerals/energy/etc. The current crime system is more a boon to the player while simultaneously crippling the AI.
From a rework i would expect to move away from random one time effects and instead create a system of bad modifiers that get increasingly harsher the more crime is on a planet.
Imho crime is a ongoing problem not one that does something bad every decade like it is currently the case, if you didnt take the crime lord deal.
 
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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".
It apply in it's own right to espionage too. You can have an agency to protect passively and actively against subversive actions. But If a empire is able to blow up a Dyson sphere anonymously or kill your ruler then that mean they have overwhelming superiority over your counter intelligence. It's is as much fun that losing a humiliation war or having your megastructures captured. But now fleet will not be the sole variable to take account. Having a stable empire will be vital too, slavery will not be one sided anymore, ethics will have more proeminence and so one.
 
Is there any potential for allowing a Crisis fleet to spawn, before the crisis itself spawned? Not so that it can destroy a empire - but maybe so it be scaled down to at least "draw significant attention".
 
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.
A political expansion is needed to simulate the actual civil actors in a civil war.
 
It's is as much fun that losing a humiliation war
Losing a humiliation war is a powerful technological advancement gambit if you do it right.

And again, it's all visible. Even with an opposed ethos, you pretty much have to deliberately provoke an FE for it to declare humiliation war on you.
 
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I'm extremely glad to see these new features, but I've got a question not directly related to them; will we be seeing any changes to the way subjects are handled in this upcoming patch? I could see secret puppets, proxy wars and such.
 
I know you mentioned you are hesitant to have operations target megastructures, but what about gateways? I think a "breach gateway" mission would be great. It could temporarily let you through an enemy / closed border gateway.

And no I'm not just upset about the time I played with the Galactic Doorstep origin and rushed the gateway tech only to have my home system gateway lead to another empire who immediately closed their borders.

Okay maybe I am....
 
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You've mentioned Provocations hooking into the existing system for piracy; will the initial release also let you arm/provoke planetary rebellions? Either supporting the independence of a discontented non-citizen species, or of dissident (i.e. of-the-wrong-ideology) citizens.
 
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since they don't instantly gain knowledge of all of your planets
Have you made up your mind if the capital world is instant knowledge or will every planet be hidden if the empire is isolationistic and not prone to inform the galaxy about their planets, pops and so on?
I'm still in the know nothing team when it comes to first contacts.
 
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Shortly thereafter, the bait is set.

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It's like Prethoryn catnip.

Is this an existing fleet or a new fleet?

Because I'd also like to be able to bait the existing Crises fleets into coming after me. Preferably to a specific location (strategy!) but in general to save other, less capable nations when you're ready to take the crises on.

And reap the galactic PR benefits (and internal dissension) that would result from sacrificing your own people to save others.
 
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