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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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Losing a humiliation war is a powerful technological advancement gambit if you do it right.

And again, it's all visible. Even with an opposed ethos, you pretty much have to deliberately provoke an FE for it to declare humiliation war on you.
Please refrain using semantic. The point stand that espionage should be a relevant gameplay alongside conquest. and not just be the usual filler that clog Stellaris. It should indeed be implemented carefully but the way you argue is that espionage shouldn't even be in Stellaris. Of course they will have a unknow factor when were dealing with espionage but your apprehension was about to be able to dealt with it ? The answer is yes you can have an agency for you internal defence without being "blind" if your a competent.
 
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the way you argue is that espionage shouldn't even be in Stellaris.
Espionage is great.

Sabotage can die in a fire for all I care.
 
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Any chance of a new empire type coming along with the patch?
New empires would be great, doesnt have to be functionally different to others but maybe a new civic towards covert ops... with a forever impacting relation cost on postive relations from other other empires.

E.g.
"'Endorsed Spynetwork'

<Empire name> has long been unable to deny the existance of a covert ops division, owing to repeated galaxy political events that often come from this empires rough direction, mostly without proof.

As a result, this Empire enjoys a easier time recruiting and training the best Assets and sabotaurs

- +15% experience speed when training agents from across the galaxy and a slightly higher success chance of operations / provocations.

Conversely, this empire finds it difficult to be trusted well enough by the rest of the galaxy and will find it difficult ( not impossible ) to join a Federation, much less maintain deep relationships with empires. At least without regular favourable deals.

- Minus 2 relation with empires per month when relation is over +300.

^^
 
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I'd like to suggest that Sabotage and Provocation operations please the Militarist and/or Xenophobe factions. Having played various espionage systems in different games, the only espionage operations that ever seemed useful to me, are the ones that give a benefit to your own empire (best example being stealing a tech). Sabotage is never worth the cost. Giving an approval boost to Militarist/Xenophobe factions could make Sabotage worth it for at least some playstyles.
 
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This looks great, thanks. I'm looking forward to seeing if I can add this as another method to spread my necrotic plague :)

Also.....any updates on improving automation and reducing micromanagement? It's just one of those core things that's really needed.
 
Can you arm privateers openly to save infiltration and resources? For example, if you have only one hostile neighbor, there is no reason to hide.
Also, what about AI rebellions? Will you be able to boost them?
 
Can you arm privateers openly to save infiltration and resources? For example, if you have only one hostile neighbor, there is no reason to hide.
Also, what about AI rebellions? Will you be able to boost them?

You'd still need to hide from border patrols, enforcement, not give away the locations of the privateers to the fleets of the enemy, etc.
 
As noted during the events, these fleets are hostile to everyone, including their original patrons.
Also, why?
The main difference between privateers and pirates is that former are regulated and protected by their state. Most countries didn't even allow their privateers to rob neutral ships. If there will be no possibility to create friendly corsairs, just call them pirates.
 
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Also, why?
The main difference between privateers and pirates is that former are regulated and protected by their state. Most countries didn't even allow their privateers to rob neutral ships. If there will be no possibility to create friendly corsairs, just call them pirates.

I'd love it if pirates could start hiding across borders. Like, if privateers could build bases in an empire that was friendly to them and just launch their attacks across the border at their targeted empire. It might not work so well on chokepoint-heavy maps, but for those of us that play on full hyperlanes? That could be fantastic, and create a very real challenge for any empire not ready to just solve the problem with a good war.
 
I .. kinda feel this is adding complexity that is unnecessarily pointless, but I'll be honest, Sabotage stuff seems to be just another annoyance without really adding a wrinkle or complexity to playing mid-game.

Empires spying on each other? Hey, why not, that's logical enough.

Sabotage ops? Sure, why not, that won't get annoying ever.
 
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one thing came to my mind while thinking about the problems the AI will phase if I can cripple them in another field.

can we please get the option to change the starting difficulty for scaling AI difficulty? as its right now scaling might be the easiest setting no matter at what boni the AI ends.

A lot of people wanted that since the first time scaling was introduced anyway. And a lot of players think that is the way the system works right now. (not everybody does the easy mouseover because they just assume the difficulty setting for scaling decides where to start.)
 
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First of all, I appreciate that these kinds of actions consume and diminish the spy network. This point is the only reason I can see this working: rebuilding the network takes time, acting as a cooldown while in the meantime having no intel on the target.

Intel doesn't drop instantaneously if your Intel Target changes. It drifts towards it (very) slowly over time. So if your Spy Network has been giving you 70 intel on an empire, then you lose 40 of it due to them being exposed, your new Intel Target will be 30 (assuming Trust and Diplomatic Pacts aren't making your Target higher). Your 70 Intel will start dropping over time, but meanwhile, your network is regaining strength as well. It'll meet someplace in between.

You'll also retain some stale intel after it does drop.
 
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