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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.
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See you then!
 
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Do we have any news on how the AI handles espionage? Like, if you are in a federation for years, would a hostile ai know who to damage relations with?

Either way, love the content so far.
 
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I'm REALLY hoping that there's some event chains for some operations, that'd be awesome.

I think the fact that they implimented the archaegology story system for it suggests that there miiight be. Maybe more so if the spymaster is an actual leader so you have a 'face' to reference that isn't a disposable asset.
 
Will it be possible to:
a) sabotage special projects performed by enemies - like archaeological digs, precurson civilisation research, megastructure building, colossus ship sabotage?
b) smear enemy's leaders - i.e. make them think that their admiral/governor/scientist is a traitor and must be purged
c) incite separatism within other empires - make a sector or a vassal want to secede?
 
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Will it be possible to:
a) sabotage special projects performed by enemies - like archaeological digs, precurson civilisation research, megastructure building, colossus ship sabotage?
- I'm going to get no on all of those (they're just to minor and annyong to deal with if they're done to you). The only exception might be the colossus sabotage (Blow up the Death Star anyone?)
b) smear enemy's leaders - i.e. make them think that their admiral/governor/scientist is a traitor and must be purged
- I'm going to say no here either - removing leaders, while thematically cool, is little consequence in game mechanics, and sounds nothing but annoying to deal with as a player
c) incite separatism within other empires - make a sector or a vassal want to secede?
- that''ll be under provocations, most likely, so we'll have to wait for next week.
 
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.

Does this mean we'll be able to steal relics from other empires? I'm tired of having to reduce a empire to a single system shell, and repeatedly launch liberations wars every ten years so I can invade their capital for the small chance I will be able to get the Omnicodex from them.

If you have comprehensively infiltrated a empire to the extent you completely dominate them, you should be able to steal their relic. They could even steal it back. It's a McGuffin that we can use as a plot device for RP. The original Men in Black movie had the whole Miniature Galaxy (Arquilian Galaxy) as a McGuffin being stolen and recovered.
 
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Does this mean we'll be able to steal relics from other empires? I'm tired of having to reduce a empire to a single system shell, and repeatedly launch liberations wars every ten years so I can invade their capital for the small chance I will be able to get the Omnicodex from them.

If you have comprehensively infiltrated a empire to the extent you completely dominate them, you should be able to steal their relic. They could even steal it back. It's a McGuffin that we can use as a plot device for RP. The original Men in Black movie had the whole Miniature Galaxy (Arquilian Galaxy) as a McGuffin being stolen and recovered.
If you use mods, Gullies planet modifiers adds a war goal on empires to steal their relic.
 
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If you use mods, Gullies planet modifiers adds a war goal on empires to steal their relic.
I play on Ironman mostly. Mods are fun, but it seems that this Espionage system would really fit the drama of a Relic getting stolen back and forth.

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.View attachment 672977

Would it be possible for Egalitarian/Xenophile empires to extract their compromised assets? While leaving an Asset to rot can fit with a empire like the Commonwealth of Man, a 'Good guy' empire like the UNE might try to extract their asset despite the possibility of being exposed.
 
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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.

So, will Operations be always available, or are some 'time-sensative' and you can only do during certain windows?
 
A thought just came to me, and I am reminded how Criminal Heritage empires could make branch offices on Primitive worlds. Would this Espionage system change how Infiltration works on Primitive worlds? Or will that remain the same via Observation Posts?

Primitive worlds appear as their own empires on the Contacts list. Could you infiltrate those worlds to 'sabotage' their development, to 'train' your envoys, and/or to accomplish the Infiltration take over event.
 
I'm extremely happy to see smear campaigns. This has been the thing that the game has desperately needed for a long time. Especially since the change to hyperlane only and the tendency of the galaxy to lock down into unshakable alliance blocks.

The other big thing we still need are ways to try and force other empires to accept diplomatic agreements without wars. Preferably tied into the actual proposal system, with negotiations, counter-negotiations, and cutting diplomatic ties when you really don't want to give them that research agreement they've thrown every bit of diplomatic power they have at.

I really, really, really hope that this system is as engaging and interesting on the counter espionage side. If the counter-espionage side of the game isn't as fun or at least offer some interesting new gameplay as espionage does, I fear that this won't be a good system in the game. Especially when you get fairly big and have a dozen different empires all trying to spy on you at the same time and doing real damage that you can only counter by not doing other fun things in the game like spying or diplomacy.
 
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To be honest, one of the worries I had was that people would get too attached to their Assets and not want to burn them. You may be part of a Democratic Free Haven with an Idealistic Foundation, but your Spymaster... They're kind of mean. Comes with the job.

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"So… I lied. I cheated. I bribed men to cover the crimes of other men. I am an accessory to murder. But the most damning thing of all… I think I can live with it. And if I had to do it all over again, I would."
 
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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.

I think this might either have the chance to come up as part of gather intel ("We've discovered another spy network operating in the Blog Empire!") or maybe as a specific "Aggressive counter-espionage" action to try and find out about stuff going on. If you find out about someone else's actions, you can either A) Extort them, B) Help them, C), expose them, or D) sabotage/fight them (useful if you don't want to let slip to an ally you've been spying on them).
 
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I wouldn't usually root 100% for it... but amke sure the espionnage feature are relevant for multiplayer. What is the point of smokes and light play if not to unleash it on your friends

Check smear campaign example in the DD. If the other end does indeed look the way he showed then I can see it causing just as much (if not more) tomfoolery vs real players.

Imagine being in a defensive pact with your neighbor and then get a pop-up for an agent of theirs being caught in your territory when the agent was actually a successful smear campaign by the rival player neighboring you both... Then he asks you for a defense pack after requesting you break yours with the previous one for their dishonorable actions ;)
 
As someone who mostly plays multiplayer, I'm just not feeling the love for espionage.
I fear the same problems that make it hard to be a criminal syndicate in a multiplayer game are going to be the same problem for espionage.
Too easy to build up the anti-espionage just like you can with anti-crime.
Or don't bother because you can take an Acension perk (which just got better forMP) to stop the worse thing.

Make pirates? Other thanthe first 25 years when were pirates a problem for an empire?
Kill or remove a leader, pay 200 energy for a new one.
Even if you have the ability to work to manipulate electons (if your opponent has elections) how much will it matter?

And the bigger things to do are proably overpowered and will just force a push toward anti-espionage
delay a megastructure construction? Blow it up? Damage a section?
Blow up a starbase
Switch a vassal's allegiance
Steal a relic
Break up a Federation
Start a War
Have an empire insult a fallen empire
Have someone colonize a holy world

Some things that might be interesting and moderately powerful
Set a new order for a construction ship to stop them from building a starbase in a system you want
shift a scientist away from a dig (a delay or loss of clues)
Steal a precursor insight
Steal an L-Gate insight
Make someone else open the L-Cluster (may be too powerful but it would be fun)
Make someone hire the mauraders against someone else (that way you don't have to rival them)
Sponsor the Khan to start up
 
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I'm extremely happy to see smear campaigns. This has been the thing that the game has desperately needed for a long time. Especially since the change to hyperlane only and the tendency of the galaxy to lock down into unshakable alliance blocks.

The other big thing we still need are ways to try and force other empires to accept diplomatic agreements without wars. Preferably tied into the actual proposal system, with negotiations, counter-negotiations, and cutting diplomatic ties when you really don't want to give them that research agreement they've thrown every bit of diplomatic power they have at.

I really, really, really hope that this system is as engaging and interesting on the counter espionage side. If the counter-espionage side of the game isn't as fun or at least offer some interesting new gameplay as espionage does, I fear that this won't be a good system in the game. Especially when you get fairly big and have a dozen different empires all trying to spy on you at the same time and doing real damage that you can only counter by not doing other fun things in the game like spying or diplomacy.

You can use favors to get people more on board with actions they don't want to do.
 
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You can use favors to get people more on board with actions they don't want to do.

I think the other real thing we need, on top of that, is an actual trade system, some reason to basically say "I hate you, but I'll do business with you."

It doesn't need to be complicated. It just needs to be based on resources and/or advantages that empires need but don't have.
 
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