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Stellaris Dev Diary #197: Operations and Assets

*** CLASSIFICATION LEVEL A3 - EYES ONLY - DO NOT DISTRIBUTE
NOTE: FIND WHOEVER DID THE POOR JOB OF REDACTING THIS DOCUMENT, RELIEVE THEM OF THEIR DUTIES, AND DELIVER THEM TO DEEP SPACE BLACK SITE X-23 IMMEDIATELY. I WISH TO HAVE A LONG CONVERSATION WITH THEM.
- "GOLD SLUG", PLIFF-PLAFF HEIRARCHY INTELLIGENCE

Hello!

Today we’re going deeper into some of the things you can do with the Spy Networks your envoys carefully built up last week.

As noted there, building up a Spy Network will passively provide Intel on the empire they are in as their Infiltration Level increases. (This was previously called “Spy Network Level” but has been renamed for clarity.) Once they've built up enough strength, you can choose to run Operations within the empire. A strong Spy Network can have sufficient bandwidth to run multiple Operations simultaneously.

Like First Contact, Operations use a variant of the Archaeology system first introduced in Ancient Relics. Unlike Archaeology and First Contact, however, when Operations complete objectives necessary to complete their mission, they usually do not require your intervention unless something important has come up.

When starting an Operation, you have the option of assigning a single Asset to the mission.

Operations have an energy credit cost to initiate as well as energy upkeep while ongoing. Most Operations pause for your final approval before they initiate their final step, but your operatives can be given permission to launch as soon as it is ready in the UI.

Covert missions are a little tricky, and sometimes things are a little unpredictable. If problems arise during the mission, your spymaster may contact you seeking guidance. Do you provide them with additional resources to bribe the problem away, have them dedicate a larger portion of the Spy Network to the mission (assuming they have any unallocated Infiltration available), or do you scrap the mission and leave the Asset assigned to the mission out to dry? Likewise, even when things go according to plan, sometimes your operatives have to take what they can get - while other times they may stumble upon far more than they expected.

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Yes, you can run operations within a hive.

Completing Operations often has an impact on your Infiltration Level - some resources get compromised or otherwise unusable, and depending on the Operation you performed, a hornet’s nest of security may have been stirred. If you had an Asset assigned to the Operation, you will often be given a chance to use them as a scapegoat, burning them to protect the rest of the Network.

Operation Types

We’ve split Operations into four different categories, and here’s a more detailed summary of each type and a few of the Operations we’re planning. (As always with in-development sneak peeks, these are subject to change.)

Subterfuge Operations are common Operations that work to improve the state of the network or do good old fashioned spying on the target empire. Gather Information, Acquire Asset, and Steal Technology are examples of planned Subterfuge Operations.

Sabotage Operations are dedicated to destruction of tangible or intangible things. Sabotage Starbase and Diplomatic Incident are examples of planned Sabotage Operations.

Manipulation Operations twist the truth and replace it with better truths that serve your empire’s needs. Smear Campaign and Extort Favors are examples of planned Manipulation Operations.

Provocations are the most extreme Operations that are almost guaranteed to have blowback. These tend to be relatively difficult to pull off but have major results. Arm Privateers is an example of a Provocation.

Okay, enough of that.

Examples of Operations

Gather Information
(Subterfuge) is one of the simplest Operations, requiring an Infiltration of 20 or higher to initiate. Your spymaster will send their operatives out to, well, covertly gather information. After a relatively short period of time the spymaster will deliver a dossier containing the intelligence to you, which might grant a bonus to current Intel level or provide an Intel Report granting increased Intel on a category for a time period.

It’s not the most glamorous of missions, but should rarely backfire in a spectacular manner. Since Intel decays slowly (currently set to 1 point per year), the Gather Information Operation provides a fairly consistent way to learn more about the galaxy.

Assigning an Asset to the mission will skew the results towards the Asset’s interests, significantly increasing the chance of getting an Intel Report targeting the empire’s Government, Diplomacy, Military, Economy, or Technology.

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Many Jeferians died to bring us this work-in-progress screenshot.

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Operations do not always produce the same results.


Steal Technology (Subterfuge, Technology) is another one that has created a stir on the forums. Through a variety of means, your agents will attempt to gain access to the research databases of the target. Depending on how things go, several outcomes could occur - they might be able to get some hints as to how a technology works (granting it as a research option and providing some progress), they may be able to leave a backdoor (increasing your empire’s research speed for a time), or if things get messy, they could just destroy whatever research they can (inflicting penalties on the target). Your operatives can only take research that your empire has the hope of understanding, so you must meet all appropriate prerequisites.

This leads to an interesting situation where you ideally want to be spying on an empire of greater technological prowess than your own, but that in itself is riskier since they may have a better chance of catching your operatives.


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These blueprints are like an Escher drawing.

The Enigmatic Engineering Ascension Perk will block these attempts, as it makes your technology impossible for other empires to reverse-engineer. The spying empire will not know this, however, until they try.

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The Sensor Range effect has been replaced as well.

Smear Campaign (Manipulation, Diplomacy) is dedicated to working against the relationship two empires may have. After the first chapter completes, you'll have the choice of which relationship you wish your operatives to attempt to diminish. Later, your agents will inform you of the tactics they want to use, with different schemes proposed based on the nature of the selected empires.

In this example, I'm trying to create rifts within a nearby federation by running Smear Campaigns.

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And finally my agents have informed me that they're ready to unleash misinformation upon an unsuspecting foe.

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Meanwhile, over in the Ztrakpor Confederated Domains...
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Since their Counter-Espionage measures did not detect our shenanigans, it seems that our agents chose to kick things up a notch and add sabotage of research facilities to the false charges. They've caught wind of our false-flag operation as if they had actually uncovered an operation being being performed by their so-called ally!

The galaxy shall hear of this!

Assets

Assets have been mentioned a few times now, and the Acquire Asset (Subterfuge, Government) is the most consistent way to gain them. It’s possible to gain Assets through random events during other Operations, but tempting them into your service is much more reliable.

Each Asset has two categories they excel at - one of each from Subterfuge, Sabotage, or Manipulation, and Government, Diplomacy, Military, Economy, or Technology. When an Operation is initiated, you can assign the Asset to be part of it, and for each category that matches, the Asset will make completing the mission easier.

Assets in regular empires are generally everyday people - a disgruntled bureaucrat, an ambitious criminal underling, or a sympathetic pop icon. In gestalt empires, they may be deviant drones that your operatives have found a way to utilize to their advantage, or they might be objects that they have taken control of - a damaged pheromone emitter, a deviant labor drone, a hacked coordination system, or a virus introduced into an engagement protocol.

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Blorg. James Blorg.

Hask'Endek here specializes in Subterfuge and Government related activities, making them especially effective when assigned to the Acquire Asset mission. It turns out that having a bureaucrat able to sift through government records to find other potential marks is incredibly helpful!

If complications arise, having an expendable lackey around to take the fall for your operatives can also be attractive. While you may lure them into service with promises of support and glory, they’re really just pawns in your greater galactic schemes. Often, their true fate is to be "cleaned up" as a loose end to preserve the Spy Network's Infiltration Level after an Operation completes.

That's it for this week. Next week I plan on going over some of the other, nastier Operations.
redacted.png


See you then!
 
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They're still demi-leaders at this time.

That's a little sad, envoys having traits would improve the storytelling aspect of espionage and diplomacy even more and would add some interesting strategic decision making to them as well:

"Do I send my valuable charismatic psion to my neighbour to convince them to join my federation? Or do make him a spymaster to weaken my rivial? If I can't send him, whom do I send instead? What if something happens to him?"

Nevertheless, I'm looking forward to the update, espionage is looking great so far!
 
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Will the acquisition of assets in particular be tied to crime by any chance?
I feel like intelligence operations that are mainly affecting singular planets or systems would greatly benefit from the integration of crime.

If a planet has to deal with corruption, it should be much easier to gain intel on economic and government structures on that planet in particular.
I do however feel like this would work better with a significant overhaul of the crime system.
(Criminal Syndicate is crying in a corner)


Are any changes to the crime system planned for the future? If so, are there plans to create synergies with the changes coming now?
If changes to the crime system are not on your to-do-list, are there any changes you personally would like to see?
 
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It adds faction events, depending on the type, some types of events will happen, that is, internal factions will hinder the government. PLS PARADOX !!!
:steamthumbsup:
:steamthis:
 
It adds faction events, depending on the type, some types of events will happen, that is, internal factions will hinder the government. PLS PARADOX !!!
 
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Absolutely love it.

Will espionage mechanics affect pre ftl species aswell?

Probably not because you can't send envoys to pre FTL. Also, it would be really inefficient to setup a spy network for primatives.

That said, it'd be cool if they redid the primative interaction system to use the operations system (with the dice), that'd be cool.
 
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Probably not because you can't send envoys to pre FTL. Also, it would be really inefficient to setup a spy network for primatives.

That said, it'd be cool if they redid the primative interaction system to use the operations system (with the dice), that'd be cool.

Honestly, with envoys both being used for first contact AND espionage, it would make sense if uplifting/infiltrating used an envoy now (with an associated expansion of the system, ofc). Perhaps add a third route, where you make contact with the primitives but don't seek to bring them up, merely getting some extra science and maybe trade out of the deal. Also the chance for more advanced primitives to notice your presence in system (especially if other colonized planets or space battles are in the system)
 
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That's a little sad, envoys having traits would improve the storytelling aspect of espionage and diplomacy even more and would add some interesting strategic decision making to them as well:

"Do I send my valuable charismatic psion to my neighbour to convince them to join my federation? Or do make him a spymaster to weaken my rivial? If I can't send him, whom do I send instead? What if something happens to him?"

Nevertheless, I'm looking forward to the update, espionage is looking great so far!

Honestly, they should promote Envoys to full leaders, and combine Generals/Admirals. Call them Commanders or something.

As for limits, I like the idea of reintroducing Leader Caps, but make them a soft Cap, like Edicts. If you go over the cap, you can get a penalty, something like:

Corruption: For each leader over your maximimum, you take a penalty to Influence generation, and a very large penalty to Governing Ethics Attraction (or increase ethics shift chance too).

So, you can hire more spymasters and diplomats AND scientists, but if you go over your global limit, people stop trusting the empire, and doing give you the political capital to do anything.

Seriously - can someone make this happen?!
 
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Honestly, with envoys both being used for first contact AND espionage, it would make sense if uplifting/infiltrating used an envoy now (with an associated expansion of the system, ofc). Perhaps add a third route, where you make contact with the primitives but don't seek to bring them up, merely getting some extra science and maybe trade out of the deal. Also the chance for more advanced primitives to notice your presence in system (especially if other colonized planets or space battles are in the system)

Actually..that's a good point - I forgot about First Contact.

Then again - you could do it if you enlightened them, and they became a protectorate, could you not?
 
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I'm happy to read about what you're planning. But I wonder if there will be traits, traditions and civics related to espionnage...

By the way, I want to see a movie with James Blorg ^^
 
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Assets in regular empires are generally everyday people
Have you considered allowing leaders to ever be recruited as assets? Or getting your existing assets promoted to leadership positions? They would definitely need to work a bit differently (maybe much bigger bonuses, but cannot be burned?), but it would be a really fun long/medium term project to recruit a leader and then try to influence elections to make them head of government
 
Oh, have any of the other APs been changed to incorperate espionage elements? Ex. One Vision empires feel like they'd be better at fighting off disinformation attempts, Grasp the Void empires could be better at resisting station sabotage attempts, etc.
 
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Sabotage Operations are dedicated to destruction of tangible or intangible things. Sabotage Starbase and Diplomatic Incident are examples of planned Sabotage Operations.

Why does the game design team think this is a good idea when the express purpose of replaying the old AI rebellion crisis with the Contingency was to end it being an endless cycle of rebuilding spaceports?
 
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Is it at all possible for competing spy networks to sabotage each other's efforts in the same empire? Like Empire A and Empire B are rivals, but they are each trying to sway Empire C to their side. Can they discover each other's agents and disrupt the rival spy network? Spy vs Spy is a cool concept, especially if they would be able to pull it off without the authorities noticing.
 
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Interesting, though I'm still a little nervous about having to deal with being ganged up on during vital wars. But the way it's implemented is definitely intriguing and so long as the sabotage stuff isn't too annoying...I'm cautiously optimistic! I do like the little lore things like what assets are and the event-style operations could be fun to read over.
I'm on the other side completely. If the sabotage stuff isn't too annoying it's going to be ignorable, and the last thing this game needs is another load of forgettable, ignorable stuff that doesn't affect how you play the game, like almost everything that was added with Federations. The impact from your actions needs to matter.

Edit: I note this post has a lot of downvotes. Could someone say what they disagree with? Do people like systems that have no effect on gameplay?
 
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We were considering it for the initial batch of Operations, but decided to go with a more hostile approach in general. Maybe in the future though.


I hope you are able to integrate positive relationships in there somehow! It would be helpful to nudge our "allies" into accepting another empire into our federation.
 
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I would actually like to suggest an option to treat your assets with some respect and care, which would increase their loyalty (and loyalty of other assets, perhaps make it easier to acquire new assets since you have a good reputation). And also allow assets to gain experience and level up, making highly experienced agent a valuable commodity that one should try to save in most circumstances.
 
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I hope you are able to integrate positive relationships in there somehow! It would be helpful to nudge our "allies" into accepting another empire into our federation.
I agree, though I do understand wanting to get a solid core of actions working first.

If more spy options are added I'd like some different, thematic actions.

Xenophiles/Empaths/Diplomatic Corps/Public Relations Specialists (the civics have the same theme but don't require xenophilia) secretly spreading good publicity about another empire (using spies to be better federation builders)
Spiritualists secretly distributing religious texts, hacking droids to spout prophecy and fabricating evidence of miracles
Materialists protecting their research by leaving false trails of technological advancements in other empires
Egalitarians/Authoritarians increasing non-government ethics attraction
Pacifist/Militarist disrupting wars, forming or degrading claims or changing war exhaustion gain.

Ideally I'd like empires to be able to do all actions but for empires to be better and worse at actions that match their ethics and civics. Like how cooperative Diplomatic Stance allows harm relations but at a cost. It'd be nice if xenophiles had some extra cost or difficulty with sabotage to make them more likely to choose the other more passive or even helpful actions to not be complete jerks destroying everyone around them with their massive army of bonus (envoy) spymasters.
 
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