So we know that we're getting Emissaries as a type of leader now, I would suggest that another good one would be Spies.
The idea is that you assign a Spy to an empire. Once there they will begin to build an Intelligence Network. The better the spies, the more support you give that spy in the form of resources, and depending on the traits of the spy and how much counter-espionage the enemy has going for them, the spy will build the intelligence network points faster or slower.
Once you've built up the points, you can select systems and colonies. The lowest level of it is that you get a view of the system that is a snapshot of the system. You know what is built there and such, but can't do anything else. From there you can place an asset to get eyes on the place permanently, giving you real time vision of the location. After that you can do various things. Maybe you siphon research intel (letting you get a bonus on researching techs that empire already has), or promote crime, promote piracy, etc. There's a lot of things you can do.
The most important intelligence will be based on colonies. They get the most bang for your buck. When you place an agent in a colony, you have to pick the pop you target to do so. The higher class the pop, the faster the intelligence network will grow in that place and the more information you can get. Workers only give you view of the system the colony is in. Specialists give you information a couple jumps out. Leaders will give you intelligence equal to the range you'd expect if the place were a sector capital (and tells you where the sector capital is too). Your chances of infiltration are based on several factors, like edicts, but also on what populations are common to both empires. It's far easier to place an agent in a place that has pops that you have too. Things like cyborgs would get a malus to infiltration, while things like psions would get a bonus to it in non psionic empires.
Some very high level actions let you turn enemy leaders. These are very difficult to pull off, requiring a lot of intelligence network things, and can give a variety of results. Sometimes they just infiltrate the staff of the leadership, in a really good day, you'll turn the leader themselves. The higher the leader you turn into an asset, the more info they give. An admiral would let you know where all of the empire's fleets were. A governor would give you exact information on that sector and good information on the nearby sectors. If you managed to get the faction leader, then you're getting info from the entire area. If you fully convert a leader into an asset, not just one of their staff, you'll be able to get actions going that will harm the enemy empire.
Thoughts? Suggestions?
The idea is that you assign a Spy to an empire. Once there they will begin to build an Intelligence Network. The better the spies, the more support you give that spy in the form of resources, and depending on the traits of the spy and how much counter-espionage the enemy has going for them, the spy will build the intelligence network points faster or slower.
Once you've built up the points, you can select systems and colonies. The lowest level of it is that you get a view of the system that is a snapshot of the system. You know what is built there and such, but can't do anything else. From there you can place an asset to get eyes on the place permanently, giving you real time vision of the location. After that you can do various things. Maybe you siphon research intel (letting you get a bonus on researching techs that empire already has), or promote crime, promote piracy, etc. There's a lot of things you can do.
The most important intelligence will be based on colonies. They get the most bang for your buck. When you place an agent in a colony, you have to pick the pop you target to do so. The higher class the pop, the faster the intelligence network will grow in that place and the more information you can get. Workers only give you view of the system the colony is in. Specialists give you information a couple jumps out. Leaders will give you intelligence equal to the range you'd expect if the place were a sector capital (and tells you where the sector capital is too). Your chances of infiltration are based on several factors, like edicts, but also on what populations are common to both empires. It's far easier to place an agent in a place that has pops that you have too. Things like cyborgs would get a malus to infiltration, while things like psions would get a bonus to it in non psionic empires.
Some very high level actions let you turn enemy leaders. These are very difficult to pull off, requiring a lot of intelligence network things, and can give a variety of results. Sometimes they just infiltrate the staff of the leadership, in a really good day, you'll turn the leader themselves. The higher the leader you turn into an asset, the more info they give. An admiral would let you know where all of the empire's fleets were. A governor would give you exact information on that sector and good information on the nearby sectors. If you managed to get the faction leader, then you're getting info from the entire area. If you fully convert a leader into an asset, not just one of their staff, you'll be able to get actions going that will harm the enemy empire.
Thoughts? Suggestions?
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