Intelligence and espionage are two important factors in gaining the upper hand over other empires. While an empire can only be defeated militarily, espionage can be used to significantly weaken it or gain substantial advantages over it.
Intel[edit | edit source]
Intel is a value between 0 and 100 that represents how much information an empire has about another empire. Intel automatically increases or decreases towards the intel cap for the target empire. Some intelligence on systems, including fleets and colonies, can also be gained via sensors (fleets, starbases, or colonies).
Intel level[edit | edit source]
There are 5 categories of intelligence, and 5 intel levels for each category: none, low, medium, high, and full. Every 10 points of intel increases the intel level in at least one category of intelligence, revealing additional information about the target empire.
Besides increasing intel, intel levels can be gained temporarily via intel reports from operations. Each intel level reveals the following information:
If an intel level is reduced, the information for that category and level will no longer be updated and be marked as stale, but it will remain available.
Intel cap[edit | edit source]
Intel cap is determined by base intel, diplomatic pacts, trust, or infiltration, whichever is the highest. If current intel is below the intel cap, it increases by +12 per year. If current intel is above the intel cap, it decreases by −1 per year. Intel cap from trust is equal to half the trust amount, while intel cap from infiltration is equal to the infiltration level. Diplomatic relations provide the following benefits to intel:
Base intel[edit | edit source]
Base intel grants a minimum on intel cap towards every empire. Base intel starts at 10 and can be increased by +10 by each of the following:
- Colonial Bureaucracy technology
- Galactic Bureaucracy technology
- Bureau of Espionage / Observation Instinct / Covert Analysis Algorithm edict
- Transcendence ascension perk
- Each Sentry Array megastructure stage (max +40)
Spy networks[edit | edit source]
|Relative codebreaking and encryption
Maximum 4 point difference
|Criminal Heritage civic||+20%||—|
|Shadow Recruits tradition||+50%||—|
|Double Agents tradition||—||+10|
|Bureau of Espionage edict||—||+10|
|Per Disinformation Center holding||—||+5|
Spy networks are created by assigning an envoy to build one in a target empire via the diplomacy or espionage menu. Creating a spy network allows an empire to launch various operations once they have a sufficient infiltration level. Infiltration level grows over time as long as an envoy is assigned to the spy network and the current level is below the maximum level. Each day the spy network gains +1 point, plus an additional +0.0025 for each point of empire size in the target empire (i.e +1 per 400 ). Overlords and their subjects gain an additional +1 points daily when building a network on each other. Each infiltration level requires 5 points plus 5 points times the current level. For example, to increase from level 49 to level 50 requires . Spy network growth is multiplied by various factors, as shown in the table on the right. If the envoy is removed or the maximum infiltration level drops below the current infiltration level, the current infiltration level falls by −1 each month. Completing the Prepare Sleeper Cells operation prevents infiltration decay for 15 years.
The current infiltration level is visible on the diplomacy screen to the right of the intel level along with an arrow showing the current trend. Hovering over the infiltration icon displays the maximum as well as the current infiltration growth. The current and maximum infiltration can also be seen in the espionage screen. The base maximum infiltration level is 50. Maximum infiltration can also be increased by various factors, as shown in the table on the right, as well as the Gather Information operation, which temporarily raises the maximum infiltration level by +5 (stackable to a maximum of +20).
Codebreaking and Encryption[edit | edit source]
Codebreaking represents the ability to effectively infiltrate another empire, while Encryption represents an empire's defense against foreign infiltration. When an operation takes place, the infiltrating empire's codebreaking is pitted against the infiltrated empire's encryption to determine the modified difficulty of the operation. Each can be increased by various factors listed below. Only the relative value of codebreaking and encryption matters, and the various benefits (or penalties) are capped at 4 points above (or below) the other empire.
Operations[edit | edit source]
|Operation difficulty modifiers|
|Relative codebreaking and encryption
Maximum 4 point difference
|Operational Security tradition||−2|
|Target has Non-Disclosure Agreement tradition||+1|
|Per matching category of assigned asset||−4|
|Subject or overlord of target||−2|
|Successful Prepare Sleeper Cells operation||−1|
Operations are targeted events that can be triggered within a specific empire. To run an operation, an empire must have an envoy assigned to build a spy network in the target empire. All operations have an infiltration level requirement and influence cost as well as an an ongoing energy upkeep until they are completed. The Non-Disclosure Agreement tradition increases the required infiltration level for hostile operations by +20%.
Operations progress similarly to the archeology mechanic, with each preparation phase advancing by rolling a die every 30 days and eventually overcoming the required difficulty check. Each operation has a base difficulty which is modified by the factors in the table on the right. Operation events may occur during the preparation of an operation, possibly modifying the difficulty, influencing the outcome, or requiring the sacrifice of an asset to avoid a negative effect. Most operations reduce the spy network's current infiltration level upon completion. If the Subterfuge tradition tree is completed, successful operations refund half of the spent infiltration on completion.
|Operation||Operation category||Intel category||Phases||Costs||Requirements||Effects|
|Spark Diplomatic Incident||Manipulation||Diplomacy||3||5||30||−5||−10||25||
|Prepare Sleeper Cells||Subterfuge||Government||2||6||45||−6||None||30||None||
|Smear Campaign||Manipulation||Diplomacy||3||7||60||−7||−20||35||Communications with 4+ empires|
|Steal Technology||Subterfuge||Technology||3||8||80||−8||One of:||40||
Additional options on superior codebreaking:
|Sabotage Starbase||Sabotage||Military||3||9||100||−9||One of:||45||Target Starbase with a non-Shipyard module or building||If any non-shipyard modules are present, destroys a random non-shipyard module, otherwise destroys a random building.
Additional options on success:
|Arm Privateers||Provocation||Economy||3||10||180||−12||−60||60||At least 3 years since any empire successfully armed privateers in this empire||A scaling pirate fleet attacks one of the target's systems
|Imperium: Weaken Imperial Authority||Subterfuge||Technology||3||7||60||−7||−15||35|
|Imperium: Target Seditionists||Subterfuge||Technology||3||7||60||−7||None||35||
|Imperium: Spark Rebellion||Subterfuge||Technology||5||11||250||−14||−50||70|
|Consume Star||Sabotage||Military||3||11||250||−9||None||60||Devourer's Egg Sac modifier||
Assets[edit | edit source]
|Available only with the Nemesis DLC enabled.|
Assets are characters gained from the Acquire Asset operation and can be assigned to improve the skill of any operation. Each asset grants +4 skill bonus per category that matches with the operation. Some operations allow for sacrificing an asset to obtain a greater reward. Each asset also increases the maximum infiltration the spy network can reach by +5.
An asset that is assigned to a Gather Information operation gives a 50% chance that the intel gained matches the asset's intel category.
Internal Organs[edit | edit source]
Internal Organs are a unique asset that can only be obtained by vivisection during an aggressive first contact. Unlike other assets, it provides a bonus to two operation categories: Subterfuge and Manipulation.