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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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View attachment 673491

"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."
Fair point, but I should have the option to start the Space Trojan Wars over a Pop Idol or imperial princess asset. We should have the option of 'using up' an Asset by basically taking them away. Sure it might not have any actual benefit, but I WANT THEM.

If the target nation has any issues with me liberating one of their oppressed citizens from their clutches, they can take issue with my liberty beams.
 
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Fair point, but I should have the option to start the Space Trojan Wars over a Pop Idol or imperial princess asset. We should have the option of 'using up' an Asset by basically taking them away. Sure it might not have any actual benefit, but I WANT THEM.

If the target nation has any issues with me liberating one of their oppressed citizens from their clutches, they can take issue with my liberty beams.

I can't tell whether I want the liberty beams to be a weapon or a band.

You can basically turn Stellaris into an 80's music video. They may have terrible warships and an armada to blot out the sun, but you have the power of rock.
 
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I can't tell whether I want the liberty beams to be a weapon or a band.

You can basically turn Stellaris into an 80's music video. They may have terrible warships and an armada to blot out the sun, but you have the power of rock.
Can our envoys/spy master take on aliases, as well as the assets? They can be pop stars and get the aliens to listen to their songs, subverting their society with the power of rock and Culture.
 
Can our envoys/spy master take on aliases, as well as the assets? They can be pop stars and get the aliens to listen to their songs, subverting their society with the power of rock and Culture.

Only if there's a risk of them refusing to come back and serve the Man. After all, they answer to a higher power now.
 
Might be a little late in development to add/tweak this

Seeing as a normal Megacorp relies entirely on its ability to have good relationships with other empires in the galaxy in order to conduct trade/commerce, could a Criminal Syndicate's play style revolve completely around its ability to infiltrate and spy on other empires? I love playing as Megacorps, but in all honesty Criminal Heritage doesn't change the play style as dramatically as it should (in my opinion). This update would be the perfect time to specialize such a cool civic to actually have a game changing impact. A Megacorp with criminal heritage and gospel of the masses using its cultish devotion of its followers to spy on the internal workings of an empire, slowly deviating its ethics and destroying it from the inside would be such an engaging and different way to play the game. Essentially how a genocidal empire focuses entirely on destroying everyone else thru war and zero diplomacy (drastically different way to play compared to normal empires) a Crime Syndicate could focus on destroying/enslaving/puppeting everyone else by internal means rather than external conquest, while at the same time generating an insane amount of trade value. A waiting game, and not an easy one either, but very rewarding if pulled off. I could see in multi-player games the Crime Corp player being the quite one all game, making side deals with other players to totally screw their enemies homeworlds by increasing crime and ethic deviation.

Ideal set up: Voidborn Megacorp with Criminal Heritage, Gospel of the Masses, and (later in game) Corporate Death Cult
 
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Stealing tech sounds good. What about trading techs?

PS. We need this on console! :cool:

I wouldn't hold out on it. Its too easy to abuse for human players. Besides - there's an argument that 'researching' tech doesn't just represent having blue prints or theory of techlongy, but includes the time dispersing it throughout your empires. That's why sprawl impacts tech research speed -- Even if you have the blue prints for Robotics hardware, you need your paperwork in order and a logistics build up time before you can distribute the tech and implement it across your empire.

That's basically what the Research Agreement accomplishes.
 
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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.


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.


Is it possible to extract your assets and resettle them on your worlds? Seems like something that certain empires who value service would do.
 
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Wow I'm actually getting excited for these new mechanics.

Would the currently unknown species shown in the "Hostile Infiltration Detected" event be some sort of bonus portrait for the next update? It has been quite some time since we get one of those.
 
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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.
Is it possible to run false-flag recruitment on your assets? So that they truly believe they've been recruited by someone else? (The KGB did this a lot) ;)

Your sig, "Our parents can't be spies... they're not cool enough! ", reminds me of Jack Barsky explaining his US kids' reaction to learning he'd been a KGB sleeper agent:
;)
 
To build on suggestions made previously, if we are getting the ability via Spy Networks to sabotage relations between two other nations, I think we should also be given the ability to try to mediate/improve them. HOWEVER, rather than making it a spy action, I think it should be a regular envoy action. Perhaps its something that should become available if you have envoys stationed in both nations, or something like that.
 
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Yes. There are still individuals in a Fanatic Purifier empire that can be swayed to your cause, or malfunctioning drones that might be able to be controlled somehow. Machine and Hive Authorities are gaining a couple of little bonuses to represent their strengths, and as you saw in the diary, sometimes your agents might get eaten.
So, does this mean that Criminal Syndicates will be able to set up their criminal branches on genocidal empires? If there's a few sympathetic individuals, I'm sure there's a few greedy individuals as well.
 
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Please make it possible to name Operations.

So our Spymaster could submit a Report on Operation [Name here] ([Operation Type here]).

This way, we'd not just launch Operation Steal Technology against the Prikkiki-Ti, but launch Operation Enigma, a grand scheme devised by our greatest minds to change the galaxy forever.
 
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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)
Could this also be implemented to occur as part of research agreements? After all, these involve other empires sharing their techs willingly, and yet I never actually felt like the other empires are sharing their technology with me at all.
 
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So we are getting station-blowing after all!

Personally I really hope not... I'd hate to have to rebuild an outpost every time somebody's spy gets through. Feels like the fiddly kind of sabotage that drives me nuts in other 4x games.

I think in the last DD thread somebody mentioned just disabling outposts for a while, and personally I think that would be the sweet spot. It's basically like when a pirate takes out an outpost/starbase. It just goes offline for a while and you lose all the resources that system generates. No tedious rebuilding, but a real impact if it gets out of hand.
 
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