Stellaris

Stellaris

Intelligence and Espionage (pre v3.0)
 此主题已被置顶,因此可能具有重要性
Kiyosan  [开发者] 2019 年 1 月 2 日 上午 9:49
Espionage Missions and Counterespionage
Espionage Missions
Espionage missions are events that can be triggered by an empire on another empire. Any empire that starts an espionage mission on another empire will trigger a series of events that has different results based on the mission and the two empires' choices. Most of these espionage missions require not being at war with the espionage target.

-The spying empire(s) will get to choose between two choices that can potentially stop their target, although their target is not directly identified.
-The espionage target will choose between two other 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 for most missions.
-Depending on what the target and spying empire(s) chose, two things can happen:
  • The target on gets rewarded. The spy empire will not be notified of their failure and will get a 900-day cooldown for spying on that empire after the mission results.
  • The spying empire(s) either steals the reward and/or sabotages the empire being spied on depending on the mission. They will also gain 1 intrigue on that empire and will know that their intervention succeeded. There is a 2700-day cooldown for spying on that empire after the mission results when you succeed an espionage mission.
  • If the target does not pick a choice in time (180-day time limit), they will not be notified of the results but will still be penalized based on the choices the spying empire(s).
  • Assuming your empire can use the espionage system, every 5 years, the game will check if you are either:
    • <= INFERIOR Economy and Technology to any playable neighbor empire you have communications with
    • PATHETIC Overall to any playable empire you have communications with
    Get +25% growth/assembly speed, +10 stability, and +1 monthly influence for 8 years. You will also get 20 months worth of every non-strategic resource for succeeding a non-sabotage espionage mission while having this modifier.

Active Sabotage Missions
Active sabotage missions are espionage missions that are meant for messing with another empire.

-They currently have no prerequisite aside from needing at least 2 intrigue on an empire. They work the same way as espionage missions with a few exceptions:
  • Sabotaged empires will always get a penalty right after you start its espionage mission.
  • Sabotaging does not leave a way for an empire to know what sabotage choice you made but you will not know if you succeeded.
  • Successfully sabotaging someone does NOT give you more intrigue on them.
  • A timed special project of your choosing will be given to the target empire:
    • 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.
    • You will get a 2700-day cooldown for spying on the same empire after the sabotage results, regardless of whether the sabotage succeeds.

Counterespionage
-There is a spy check edict where empires can use an edict to attempt to decrease intrigue levels of empires spying on them, which works similarly as other espionage events.
-The cost for doing so is 100 influence and 1000 energy (is subject to change). And no, you can't undo your misclicks.
-You may use this even when nobody is spying on you just for the small modifiers.
-This may be fleshed out a little more at some point.
最后由 Kiyosan 编辑于; 2020 年 4 月 29 日 下午 1:09