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gathomas88

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To start off with, let me just say that the game looks amazing so far. I've watched all the Blorg videos, and actually just pre-ordered the Nova edition on steam. Stellaris basically looks like a blending of the best elements of SOTS, Star Ruler, GalCiv, and Europa Universalis all rolled into one game.

One thing that does seem a bit off, however, is the espionage. Namely, it doesn't seem to actually exist. The guys in the Blorg stream even said that there was effectively no way to know what you're really up against in a war as far as enemy strategy, weapons, and fleet dispositions go, other than to simply charge in and see if you get slaughtered or not.

Will that be addressed in a DLC? It seems like a strange oversight for a game that's so well put together in every other regard.

Between Intelligence and Counter-Intelligence, there are all kinds of crazy gameplay mechanics that could be added. Spies could be recruited like regular leaders, running special projects both inside of your own empire and out of it; stealing techs, fomenting - or reducing - unrest, rebellions, and ethos divergence, assassinating enemy leaders, sabotaging production and buildings, influencing elections, helping to start wars between rival empires, maybe giving you a "snap-shot" of the AI's most recent ship designs, and fleet locations - if not doing so permanently if your spy network is extensive enough - and etca, etca. On the Counter-Intelligence front, they could do things like give the false impression that your fleets, economy, and tech are more powerful than the they really are, making enemies less likely to attack you, and making life more livable for empires which don't necessarily want to be militarist.

You could even have techs which serve similar purposes to that, like the "wild weasel" ships in SOTS, which make fleets appear larger than they actually are. Imagine placing a "wild weasel" station in a system, that always gives off the false impression that there's a massive fleet present, in order to deter attacks. ECM and ECCM techs could also be added, making it harder for enemies to target your ships in battle.

Again, don't get me wrong. The game looks great! Still though, I think some sort of "Cloak and Dagger" DLC in the near future would make for a awesome addition.
 
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Aleks S. I

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I believe they have said that espionage will be added in a future DLC. I couldn't point you to an exact quote, but the discussion has come up a couple of times before. It was something that they didn't have the time to build into the base game.
 
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Kollatius

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I don't understand the whole point of espionage between different races, like how are you going to "infiltrate" a race that looks completely different from yours and is just as advanced as yours?
 
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Exemplar Voss

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I don't understand the whole point of espionage between different races, like how are you going to "infiltrate" a race that looks completely different from yours and is just as advanced as yours?
Stealth craft, intercepting transmissions, infiltrating computer networks, setting up watch stations with fantastic sensors on empire borders, etc
Spycraft doesn't really mean James Bond any more, and will be less and less so in the future.

One of the few worthwhile arcs in ST: Enterprise was the hidden outpost under the Vulcan monastery at the edge of Andorian space.

I think that is the kind of espionage needed, and 'espionage stations' with a sensor radius would be fairly straightforward for Stellaris. The big adjustment would be adding to the UI to track ship numbers and the like. Basically for the system to track ships that wander through your sensor radius.
 
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Robhol

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Espionage is one of those things that seemed like a huge omission to me at first. Then I thought about it and realised I can't think of a single strategy game I've played that had a fun and interesting espionage system so I'm really not that bothered. I agree it seems like a likely DLC candidate though, hopefully the major focus of one so they have time to do a properly in-depth system rather than the kind of shallow system most games have.
 
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Kollatius

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Stealth craft, intercepting transmissions, infiltrating computer networks, setting up watch stations with fantastic sensors on empire borders, etc
Spycraft doesn't really mean James Bond any more, and will be less and less so in the future.
What I mean by just as advanced as yours: You both have the same capabilities and thus have the capabilities of stopping them.
Stealth craft? Anti-stealth sensors.
Intercepted transmissions? Heavily encrypted transmission.
Network infiltration? Military grade firewalls.
Long range sensors? Sensor jammers.
 
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Fonz

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What I mean by just as advanced as yours: You both have the same capabilities and thus have the capabilities of stopping them.
Stealth craft? Anti-stealth sensors.
Intercepted transmissions? Heavily encrypted transmission.
Network infiltration? Military grade firewalls.
Long range sensors? Sensor jammers.
You forget that loyalties can be easily forgotten with enough incentives :p
And plus, any encryption can be broken, and any firewall can be breached. It's just a matter of luck and technology. If long range sensors can be jammed, anti-stealth sensors can be jammed too.
 
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13Foxtrot

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What I mean by just as advanced as yours: You both have the same capabilities and thus have the capabilities of stopping them.
Stealth craft? Anti-stealth sensors.
Intercepted transmissions? Heavily encrypted transmission.
Network infiltration? Military grade firewalls.
Long range sensors? Sensor jammers.

there are plenty of ways to infiltrate a "military" grade firewall....
 
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James009

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What I mean by just as advanced as yours: You both have the same capabilities and thus have the capabilities of stopping them.
Stealth craft? Anti-stealth sensors.
Intercepted transmissions? Heavily encrypted transmission.
Network infiltration? Military grade firewalls.
Long range sensors? Sensor jammers.
You could just as easily be talking about modern times relating to espionage and, believe me, it exists.

I cannot wait to see what they do with the DLC's for this game. I'm really hoping that they develop it in the same styles they did crusader kings and Europa. I tend to agree that trade and espionage should be the number one focuses for the future development of this game... And cosmetic DLC :p
 
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Anyone having difficulties understanding how espionage could work when you can't dress up as an alien and rifle throw their bins (or whatever), just watch this scene but imagine all the British guys actually have squid heads or something:

 
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sethfc

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I don't understand the whole point of espionage between different races, like how are you going to "infiltrate" a race that looks completely different from yours and is just as advanced as yours?
Both as some below you pointed out with stations and craft, and infiltration units.
Here's the thing there will always be traitors within a nation, those willing to sell out their homeland for money, or power, and there is also the chance that a member of their species (or one of those in their empire) was born and raised in your nation, and is now willing to go to the other nation/empire as a spy simply to serve the greater good of your empire.

I see alot of potential there.
 

Exemplar Voss

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What I mean by just as advanced as yours: You both have the same capabilities and thus have the capabilities of stopping them.
Stealth craft? Anti-stealth sensors.
Intercepted transmissions? Heavily encrypted transmission.
Network infiltration? Military grade firewalls.
Long range sensors? Sensor jammers.
Yes? Of course you have countermeasures. But then they develop counter measures to your counters. And so on and so on. That is why espionage takes effort. It isn't a binary win/lose situation. Stellaris could have a whole series (or better, several series) of tech cards taking empires down different espionage paths, with counter measures, bonuses, penalties and etc.

But it is a big enough job to require an expansion.
 

Hanekem

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I don't understand the whole point of espionage between different races, like how are you going to "infiltrate" a race that looks completely different from yours and is just as advanced as yours?

Well, first is how much trade goes both directions, that would make a first good contact point, but asides from Elint, which should be doable after a learning time, agents on the groudn could happen in a number of fashions.
Courting the dissatisfied/criminals, all factions have them, with the exception of hive minds
Create a biological construct that looks like them, loyal to us of course, and send it over there. This wound need genetic material and knowledge of their society.
Finally, assuming you do have a planet with one of their pops (conquest?) then you might be able to recruit a willing spy


None of these methods should be straightforward, they would need period of time/conditions, and investment of resources