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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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Will it be possible to choose the crisis and will it work at times no crisis is active?
Crisis Beacon is currently only available while a crisis is present.

Will there be some advanced operations ( provocations or another) that target mega structures?
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.

What do the devs think about a provocation of announcing a release date?
Keep building up that spy network.
 
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Given the Privateers content, will Piracy get some QoL improvements? Like upgrading/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?
 
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If I'm totally honest, I'm kinda disappointed with the Operations. Creating pirate fleets is basically going to be pointless to do to the AI (will they even actually pay attention to them?), and incredibly annoying when the AI does it to you. The Crisis Beacon idea is pretty cool, although I feel like it has pretty limited usages in terms of emergent gameplay and storytelling, and how much are you really going to care to use it by the time the endgame crisis rolls around?

I mean, so far, you can:

- Steal Technology (I guess that's ok, but does it really affect anything significant? Much like in HoI4, I imagine most people will just ignore it as it's just not that interesting to do).
- Smear Campaign (could be interesting to break down alliances, but again... how much of an effect will this really have on anything?).

Neither of those seem particularly interesting either, if I'm honest. Then you have Sabotage Starbase (maybe, maybe useful in the early game), and Arm Privateers (which just seems like an annoyance and probably won't be worth doing most of the time).

I'm sorry if this is negative, and perhaps I'm alone in feeling like that.

All that being said, I actually do like the Intel-gathering aspect of espionage, and I LOVE the changes to First Contact, so I'm excited regardless. I'm just hoping there's more to this DLC than Espionage now, maybe some internal politics / factions stuff.
 
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If I'm totally honest, I'm kinda disappointed with the Operations. Creating pirate fleets is basically going to be pointless to do to the AI (will they even actually pay attention to them?), and incredibly annoying when the AI does it to you. The Crisis Beacon idea is pretty cool, although I feel like it has pretty limited usages in terms of emergent gameplay and storytelling, and how much are you really going to care to use it by the time the endgame crisis rolls around?

I mean, so far, you can:

- Steal Technology (I guess that's ok, but does it really affect anything significant? Much like in HoI4, I imagine most people will just ignore it as it's just not that interesting to do).
- Smear Campaign (could be interesting to break down alliances, but again... how much of an effect will this really have on anything?).

Neither of those seem particularly interesting either, if I'm honest. Then you have Sabotage Starbase (maybe, maybe useful in the early game), and Arm Privateers (which just seems like an annoyance and probably won't be worth doing most of the time).

I'm sorry if this is negative, and perhaps I'm alone in feeling like that.

All that being said, I actually do like the Intel-gathering aspect of espionage, and I LOVE the changes to First Contact, so I'm excited regardless. I'm just hoping there's more to this DLC than Espionage now, maybe some internal politics / factions stuff.

I don't want to be purely negative, so here's my constructive criticism:

What I would consider more interesting Operations:

- Operations that boost ethics attraction in particular empires (to any ethic of your choice)
- Operations that increase crime and instability on particular planets (ie. Sow Unrest), and stronger versions of this could cause full on rebellions and secessionism
- Operations to fabricate special types of casus belli, for example, as a Fanatic Egalitarian, you could fund protests on a particular planet and, if the target empire takes any action against them, you get a special CB to intervene (there could be a LOT of variations of this based on the empire type you are and the empire type you are targeting, lots of flavour opportunities)
- Operations to make smaller empires more amenable to vassalisation or to joining your empire over time
- Operations to damage cohesion within Federations and damage relations between empires within Federations, or similar operations to attempt to break apart larger empires
- Operations to attempt to provoke wars between two empires (this would be hard, and they’d have to be not far away from war with each other to begin with)

In addition, it’d be nice to have a “international intrigue” system. I want to be able to find out the nefarious activity of my rival and expose it, damaging their reputation on the galactic stage. Or, alternatively, blackmail them into signing a favourable deal with me.

Essentially, what I was hoping for was EMERGENT GAMEPLAY (think Hooks in CK3), and not just generic Operations that you can basically just ignore.
 
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But will Crisis be aggressive enough to actually attack said target? >.>
Oh yes. I was actually sort of worried while taking the screenshots that they would attack on their own before I finished the op.

Will these symbols have any meaning associated with them?
will you change the "excavating" icon

That's still a work in progress UI. It'll have its own symbols soon.

Like this one...
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I think criminal syndicates should have a bit of love.
Since the Intel system makes their early game harder (since they don't instantly gain knowledge of all of your planets), they currently get a bonus to Infiltration Speed to set their networks up faster. We also changed the Disinformation Center to have an espionage focus.
 
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Last week, you said that Energy Credits were to be used (both as a lump sum and as upkeep) for operations. Would you consider making the resource used depends on the exact type of operation?
Alternate resources do occasionally come up during operations. Sabotage Starbase, for instance, sometimes gives you an opportunity to supply some Volatile Motes to cause bigger problems for your target.

Oh, one more thing I forgot to ask about. How mod-able is the Espionage and Operations system? Will we be able to add in new Operations and tweak values?
It should be relatively straightforward to add additional Operations or modify existing ones.
 
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Last week, you said that Energy Credits were to be used (both as a lump sum and as upkeep) for operations. Would you consider making the resource used depends on the exact type of operation?

For example, when you consider this :

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.
Usually, Alloys are used to represent the military industry output of your empire. It would be more coherent for this operation to have a significant cost in Alloys (with or without an additional cost in Energy Credits).

Other resources could be used for other things : for example, Consumer Goods could be a way to represent the lavish gifts needed to motivate people to become your assets...
 
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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.

Intel doesn't drop instantaneously if your Intel Target changes. It drifts towards it (very) slowly over time. So if your Spy Network has been giving you 70 intel on an empire, then you lose 40 of it due to them being exposed, your new Intel Target will be 30 (assuming Trust and Diplomatic Pacts aren't making your Target higher). Your 70 Intel will start dropping over time, but meanwhile, your network is regaining strength as well. It'll meet someplace in between.

You'll also retain some stale intel after it does drop.
 
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Tricking a bunch of space bugs to attack the capital of your enemies and abandoning the operatives involved sounds like the kind of plan that's never backfired ever...

"I will rule this sector galaxy or see it burnt to ashes around me!"
 
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Is creating a pirate base in another Empire really worth it?
In my playthroughs, most of the times other empires had an enemy fleet marker for ages within their borders and did nothing. It was always me to clean up the pirates while I was on my mission to liberate systems to form a better government that was following my guidance.
 
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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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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.
I would really like to see this option, not for delaying the construction but for a deactivation for a limited time. This would have a major impact if it is a dyson sphere or a strategic coordination center i.e. And it could be used to guide a war in a favorized direction, even if you don't directly participate in it.

And wouldn't it be a great idea to hide some advanced espionage actions behind a new Ascension perk? This is maybe my biggest wish actually, being able to specialize in espionage.
 
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What do the devs think about a provocation of announcing a release date? Now that will surely have a big impact!
Maybe can we wait a bit and hold our hurry? The game need so much attention that, even if it takes 6 more months of developpement for adressing some of the issues the game have it would be totally worthy.

PS: I admit i'm a bit worried about the AI for privaters and crisis too...
 
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Will there be any special operations between megacorporations? Like plotting to take over a trade post in CK2? I really enjoy megacorporations but they are quite limited in what they can accomplish when a galaxy spawns with a ton of other megacorporations. It would be really cool if there were some additional covert actions to make them more generally playable.
 
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Can we add this as an optional galaxy setting rather than part just of the game if you own the DLC? A few posts by people has got me thinking that it could be "intrusive" to the main game loop when the player is already having difficulty managing a lot of "micro" (Of course we're expecting some of that micro to go away - granted).

At least I'm hoping you'll play a few whole game through to the end with this enabled to make a reasonable judgement on it anyway that it warrants being optional.

Defense against espionage is almost entirely passive, so the burden shouldn't be increased by too much if you don't want to engage with the system. (I say "almost entirely" because you do have a couple of options to strengthen your defenses, like picking certain edicts or focusing on certain technologies.)

You can also park an Envoy in a rival empire to build a Spy Network simply for the Intel insights, without running many, or any, operations. (Though, to be fair, a few Gather Information ops might be useful to speed up that Intel growth.)
 
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