Experimental Espionage Mod
Last revision: 10 Dec at 03:36 UTC
This is a rudimentary proof-of-concept espionage system where you can get information, reap benefits, and sabotage another empire via espionage events. Basically, your choices and your enemies’ choices determine the results of the events. This mod is compatible with everything since it changes no vanilla files but I recommend not using any mods that change the function of insulting (action_insult in "commondiplomatic_actions 0_actions.txt").
DISCLAIMER: Localization is WIP and I’m not that great at balancing this game. Suggestions are appreciated.
1. Once the Galactic Market is founded, place a spy in a regular empire that you do not have a DP/Federation/Guaranteeing Independence relationship with by "insulting" them.
2. Try to get intrigue levels on that empire from spy-related events or if you have enough resources, try to use active sabotage.
You start with 1 Spy.
-If your capital has the Major Capital building, get one more spy.
-If your capital has the System Capital building, get two more spies.
-If you were a primitive that became a regular empire, get one more spy.
-There is a menu you can access with the edicts tab to check how many spies you have, information on your espionage targets, or stop spying on them.
Espionage events are events that can randomly occur during the game after the Galactic Market is founded. Some of these events can occur even without someone spying on you, although at a lower chance. But if you get a special project related to this mod or you fail a passive espionage event, then you KNOW someone is spying on you.
Any empire that has any espionage event triggers to start on them will trigger an event for a random empire spying on them, if there are any.
-The spy’s owner will get to choose between two choices that can potentially stop their target, although their target is not directly identified.
-The spy’s target will choose between two choices. This choice can be influenced by looking at any pop with certain espionage modifiers on planets owned by an empire that is suspected to be spying on them (may or may not work in 2.2).
-Depending on what the target and spy empires chose, two things can happen:
- The empire being spied on gets rewarded. The spy empire will not be notified of their failure.
- The empire spying on the one empire either steals the reward or sabotages the empire being spied on. They will also gain 1 intrigue on that empire and will know that their intervention succeeded.
-There is a spy check event where empires being spied on can decrease intrigue levels of empires, which works similarly as other espionage events.
-There are 4 sabotaging events. For now, they have no prerequisite aside from needing a spy in an empire.
-The cost for doing so is 200 influence and 2500 energy (is subject to change). And no, you can’t undo your misclicks.
-You cannot view your espionage targets while you are sabotaging someone and vice-versa so look at your targets beforehand.
-Unlike passive espionage events:
- Sabotaged empires will always get a penalty as not having one will make it a waste of resources.
- Sabotaging does not leave a way for an empire to know what sabotage choice you made but you will not know if you succeeded.
-A timed special project of your choosing will be given to an empire of your choice.
- They will gain a negative modifier for a time based on the special project chosen.
- There are two choices for each special project but only one choice prevents the bad result from firing based on what the saboteur picked.
- Should an empire fail to complete a sabotage special project in time, they will get a bad result.
Intrigue levels allow spies to get information (a result of "-1" is negative income and a big number with a 1 at the end means the value is above that number) and interfere in certain events listed below:
(Note that you cannot go below 0 intrigue and above 5 intrigue)
-Nothing. Get intrigue by successfully interfering with an empire’s espionage event.
-PASSIVE: Know if empire is starving
-PASSIVE: Know if empire is over navy cap
-Research Information: Know relative research productions and number of ascension perks of empire
-PASSIVE: Every 5 years, the empire being spied on gets a Free Speech/Drone Interference malus that gives -4 stability and +4 crime for 5 years empire-wide, which is increased by 2 per additional level after Level 2.
-PASSIVE: Know whether empire has a mineral/energy shortage
-Energy Information: Know relative energy production of empire
-Fleet Information: Know relative fleet power of empire
-Mineral Information: Know relative mineral production of empire
-Food Information: Know relative food production of empire
-PASSIVE: Know whether empire has a shortage in at least one strategic resource
-Alloy Information: Know relative alloy production of empire
-Consumer Goods Information: Know relative consumer goods production of empire
-PASSIVE: Know whether empire has a alloy/consumer goods shortage
-[UPGRADE] Every 5 years, every empire planet a 30% chance to have the Free Speech/Drone Interference malus increased by 5.
Known Bugs (there are bound to be some stuff that I missed)
-None that I know of that is my fault…
-Add more espionage events since there’s only 12 pop-up events (I am open to suggestions)
-Add ways for actually creating espionage events without simply using an edict
-Tweak rewards based on feedback
-Make localization changes so that it doesn’t look weird
-Have the mod localized in different languages (Looking for people who can do localization in general)
I also recommend using the No More Relative Power mod along with this mod for having less information about your enemies without spying.