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Stellaris Dev Diary #198: Provocations

They say that to escape any rampaging beast, you don't need to outrun it - just whoever you're with.
- Diuuret, Spymaster operating within the Anathurian Nation.


Hello again!

Now that we've gone over several of the basic Operations, this week we want to go over Provocations.

Operations vary in risk and consequences. The simplest Operations such as Gathering Information and Acquiring Assets will only rarely cause major issues between the two Empires, while Stealing Technology or Sabotaging Starbases is more frowned upon and can cause some diplomatic issues. Provocations are the types of acts that the galaxy as a whole will generally take a dim view to, treating them as war crimes. Expect blowback and repercussions from them, even when they are successful.

Part of these repercussions is modelled by the loss of Infiltration - whether it be that parts of your Spy Network are compromised, security holes have been closed in response, or "friends" within the empire stop being quite as friendly. The flashier and messier the operation is, the more your network will be impacted.

Provocations will usually cause the greatest losses of Infiltration, making it difficult or impossible to run other operations in that network until it is built back up.

One Provocation that we're planning is Arm Privateers (Provocation, Economy). It's a fairly advanced Operation requiring an Infiltration level of 60, and has the primary objective of disrupting the target empire by providing weapons and funding to violent and unstable individuals.

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Surely nothing will go wrong with this plan.

The weapons are untraceable, so it'll be fine.

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These are a trustworthy group, right?

Your spymaster makes a good point there though.

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Last chance to back out.

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Privateers or pirates?


The Privateer fleet disabled the local starbase and set up their own little pirate base. Their fleet strength is based to a degree on the fleet strength of the empire it was created in, so while it is likely to be only a temporary annoyance, it can prove incredibly useful if deployed at the right time.

As noted during the events, these fleets are hostile to everyone, including their original patrons.

The nastiest Operation to date is the Crisis Beacon (Provocation, Technology).

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Surely nothing will go wrong with this plan either.

Crisis Beacon is an extremely difficult Operation to pull off, but if successful, will add the target's capital system as a target of interest to an ongoing End-Game Crisis. It currently has the highest Infiltration level requirement (80) and cost of any Operation. This will typically require an extremely well developed Spy Network with numerous Assets.

If all goes according to plan, this will usually result in the Crisis sending a fleet to "investigate" it in the friendly way that they do when visiting systems.

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Goodbye! We'll miss you!

As with many Operations, things can develop in different ways depending on what's going on.

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The last time we'll hear from them.

Shortly thereafter, the bait is set.

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It's like Prethoryn catnip.

The sacrifice of our operatives (and the rest of the Spy Network that we had built up in the Anathurian Nation) bought us a bit of time as it diverted a Prethoryn fleet away from our own territory. The Swarm chose to support that fleet with other resources, leading them away from our border nicely.

Now, this sort of Operation is definitely an act of war, and we're currently discussing exactly what the consequences should be if you get caught performing such a heinous deed. At the very least, your target is not going to be happy at all with you. (And if you have a Xenophilic faction they might not be too pleased.)

That's this week's dossier of secret information. Next week we'll continue to talk about the Crisis a bit.
 
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Wow, that's some warhammer-level stuff right here. I guess I was wrong considering that espionage in Stellaris won't be fun. So, what actually would we be able to do in terms of counter-espionage? I don't like when these things happen to my empire.
 
I'm curious about the time limits between when you and the AI can do operations like this. Take the privateer one for example, will there be a cooldown between when AI empire A and AI empire B can do this to you, or can they both do it at the same time? Because that's getting close to my fear that the AI will just gang up on you when you're winning and while some players will enjoy managing stuff like that, it's going to get annoying really fast for me...

I don't like the idea of the crisis one at all, but then I also barely get to the point when the crisis spawns...
I fall on the side of wanting more things to manage as my empire gets bigger (e.g. possible spy events scaling with my number of sectors - or only neighbours are highly likely to do it - I'm not a total masochist) but I see your point.

It's a pity the devs haven't added CK-like robust/extensive game rules to easily let us set these sorts of things. Maybe 3.0 will be Stellaris' "Holy fury" moment and add stuff like this? lol

As things stand, I guarantee that on launch there will be 2 mods - "higher frequency spy events" & "lower frequency spy events". Probably just one-line text file tweaks.
 
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Crisis Beacon is an extremely difficult Operation to pull off, but if successful, will add the target's capital system as a target of interest to an ongoing End-Game Crisis.
But will Crisis be aggressive enough to actually attack said target? >.>
 
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Arm privateers sounds exactly like the type of spy actions that are either op or useless. If their fleet can rival the empire one it is too strong, but if not it is just super annoying to have pirates. Piracy is in general more annoying than a fun game mechanic and should instead be scrapped. Not to mention that pirates aren’t actually any type of threat. If you like you can just let them rot in their system for centuries.

As for sabotage megastructures that too is a annoying but useless spy action. Megastructures come still too late to be anything but a vanity project. Delaying that further by sabotage doesn’t make them any better. It would probably be the final reason to never built them.
 
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If I'm totally honest, I'm kinda disappointed with the Operations. Creating pirate fleets is basically going to be pointless to do to the AI (will they even actually pay attention to them?), and incredibly annoying when the AI does it to you. The Crisis Beacon idea is pretty cool, although I feel like it has pretty limited usages in terms of emergent gameplay and storytelling, and how much are you really going to care to use it by the time the endgame crisis rolls around?

I mean, so far, you can:

- Steal Technology (I guess that's ok, but does it really affect anything significant? Much like in HoI4, I imagine most people will just ignore it as it's just not that interesting to do).
- Smear Campaign (could be interesting to break down alliances, but again... how much of an effect will this really have on anything?).

Neither of those seem particularly interesting either, if I'm honest. Then you have Sabotage Starbase (maybe, maybe useful in the early game), and Arm Privateers (which just seems like an annoyance and probably won't be worth doing most of the time).

I'm sorry if this is negative, and perhaps I'm alone in feeling like that.

All that being said, I actually do like the Intel-gathering aspect of espionage, and I LOVE the changes to First Contact, so I'm excited regardless. I'm just hoping there's more to this DLC than Espionage now, maybe some internal politics / factions stuff.
you will notice most impact when you adjust ur tech cost to more than normal. suddenly expensive tech start to mean something
 
But will Crisis be aggressive enough to actually attack said target? >.>
Oh yes. I was actually sort of worried while taking the screenshots that they would attack on their own before I finished the op.

Will these symbols have any meaning associated with them?
will you change the "excavating" icon

That's still a work in progress UI. It'll have its own symbols soon.

Like this one...
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I think criminal syndicates should have a bit of love.
Since the Intel system makes their early game harder (since they don't instantly gain knowledge of all of your planets), they currently get a bonus to Infiltration Speed to set their networks up faster. We also changed the Disinformation Center to have an espionage focus.
 
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Oh yes. I was actually sort of worried while taking the screenshots that they would attack on their own before I finished the op.
Oooh music to my ears ... Is this function going to be exposed to modders?

I'd love to add a way to tell my allies "GO ATTACK DIS" maybe a popup menu or buttom somewhere that lets me specify which systems they should go after.

That's still a work in progress UI. It'll have its own symbols soon.

Like this one...
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Nice!
 
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Will there be "internal" espionage? Something akin to a Gestapo or Stasi for authoritarians for example that helps with stability and ethics drift maybe. War propaganda that reduces weariness, etc.
 
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Sounds like we may finally be set for some new Crisis content! Hopefully an entirely new endgame one, since we've been stuck with the same 3 since launch, with only mid-game crises being added.
I am all for new crises, but the three we have are rather similar mechanically.
At the moment, i have no constructive criticism for how a "new" type of crises could be significantly different to make it worth the effort (for the devs and the players).

Do you have some specific ideas in mind?
 
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It would be nice if some high-level operations only work if the target empire respects some conditions.
This would allow for more impactfull Espionage ops while avoiding the whole "AIs pile up on me and there is nothing I can do".

For instance :
- Summoning Privateers only works if a planet nearby has a certain level of crime (obviously prior ops could increase crime)
- A Faction attempts to seize control because it is angry and powerfull (prior ops could increase attraction/convert pops to that faction)
- Rogue drones could attempt to create their own separate Gestalt consciousness if there are planets with high enough Deviancy (Hacking in the pheromone/drone manufacturing plants could be yet another op)


These kinds of ops would allow you to stop a snowballing empire but still do it in a "fair" way. As in you can clearly see people trying to anger/strengthen a faction/rogue drones long before the civil war. This allows you to either switch policies / ethics (and face the consequences) to avoid it, invest massively into rogue drone hunts (damaging your economy) or prepare for the civil war.

I actually would find a civil war in my own empires quite fun, if, obviously, there is a good build up to it.

Also please fix Robot Rebellions, they die so fast even if controlled by a player.
 
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I am all for new crises, but the three we have are rather similar mechanically.
At the moment, i have no constructive criticism for how a "new" type of crises could be significantly different to make it worth the effort (for the devs and the players).

Do you have some specific ideas in mind?
Not OP, but have each crisis revolve around 1 mechanic in particular. Example:
- Contingency will try to use new espionage system with its own unique operations to bring empires to their knees before the world cracker sweeps in.
- Prethoryn Swarm will need you to develop some kind of "poison" to be able to purge infested worlds. World crackers wont help due to spores interfering with them. The research will be impossibly slow but can be speeded up by diplomatic cooperation with other empires (exchange research samples, trade strategic ressources required fo research).
- Unbiddens entry into our universe causes new temporary weather effects which will effect planets and fleets alike (bonus to random ethic shifts, bonus/malus to fleet stats). Adaptation, both fleet and empire, to the new weather effects is key to stabilize your empire and take down the unbiddens.

Each crisis promotes specific counterplay while still not locking out other empires.
 
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Meh. Spawning pirates is useless and annoying (see every other PDX game where you can support or spawn rebels) And the Crisis comes much too late as that the operation is in any way useful as by that time you are way too powerful for the AI anyway and do not need to resort to such tricks.

Generally the entire espionage system is lackluster. No idea why so many people wanted it considering that in no PDX game espionage is done well.
 
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Couple of crisis beacon questions. 1) does it distract a fleet or the fleet? Like does just one bit of the crisis go or the whole thing? 2) can this be planted anywhere, like including home planets? 3) can the AI try and do this to you? 4) can you do this to FEs? 5) what's the behavior of the crisis fleet(s) once they've arrived? Do they destroy the planet or just bomb it a bit?
 
I agree with others that nastier operations would be good - we need ways to use espionage to actually slow down a snowballing player. The problem is that pirates or a crisis fleet will likely just feed EXP to such a player without doing any damage. We need to be able to attack them in ways they can't just kill with their fleets - that's where something like sabotaging a Megastructure or inciting a rebellion would be good. And to make those types of attacks less annoying for a human player, implement options to counteract those effects when they happen, at a steep cost. For example, if your Megastructure under construction was sabotaged, you might get two option: Let the progress be delayed by 5 years due to the sabotage, or pay a steep sum of Alloys and Energy Credits to get the project back on track.

I also previously suggested that players on the defensive should be able to use espionage more effectively against an aggressor, especially to do things like sabotage a Starbase that the enemy has occupied inside the defending player's own territory.

I am all for new crises, but the three we have are rather similar mechanically.
At the moment, i have no constructive criticism for how a "new" type of crises could be significantly different to make it worth the effort (for the devs and the players).

Do you have some specific ideas in mind?
Well, there's no endgame crisis tied to biological Ascension yet, so I'd imagine something like genetic engineering gone wrong, where the enemy strikes from within and spreads like a plague. Or some good old clone wars, of the kind where the clones keep making more and more clones of themselves.
 
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- Operations to fabricate special types of casus belli, for example, as a Fanatic Egalitarian, you could fund protests on a particular planet and, if the target empire takes any action against them, you get a special CB to intervene (there could be a LOT of variations of this based on the empire type you are and the empire type you are targeting, lots of flavour opportunities)
That sounds amazing. I am all for that.
Instigating a revolt that legitimizes you taking the planet. Although i am not sure how that would be mechanically different from making a claim via influence and conquering it.
Maybe significant opinion changes. (i.e. egalitarians everywhere love you for that.)
In addition, it’d be nice to have a “international intrigue” system. I want to be able to find out the nefarious activity of my rival and expose it, damaging their reputation on the galactic stage. Or, alternatively, blackmail them into signing a favourable deal with me.

Essentially, what I was hoping for was EMERGENT GAMEPLAY (think Hooks in CK3), and not just generic Operations that you can basically just ignore.
That is kind of what they introduced Favors for. (also, they did mention "Extort Favors" being a possible operation, if i am correct)
If you could blackmail them by not exposing them to get a significant amount of favors to really influence how they do things.
(i.e. getting people into your federation that one of your allies doesn't like, forcing a diplomatic heavyweight to vote against their own interests in the council, keep someone from starting or continuing a war.)

The amount of favors you get needs to be rather large. Or it's a like a ck3 strong hook that gives you a big (but not as big) amount of favors every 10 years you hold onto the secret.
Meaning you can have long term influence over them.
I'd love that.
 
This espionage content all looks amazing. Just a few questions.

-Will there be any new ascension perks/civics that focus on espionage?

-Will it be possible to have an extreme espionage focused empire that uses espionage instead of (or at least reduces focus on) wars and science, like create wars between 2 empires or steal enough tech so that you would need less science?

-If the answer for the above question is yes, will this be a viable built?