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. Every 10 points of intel will raise at least one Intel Level, unlocking additional information about an empire.
Intel level[edit | edit source]
Intel level is gained either by increasing infiltration or temporarily via intel reports. It is spread across 5 categories and reveals the following information:
If an Intel Level falls its information will no longer be updated but will remain available and marked as Stale.
Intel cap[edit | edit source]
Intel cap is determined by Base intel, diplomatic pacts, trust and infiltration, whichever is the highest. If Current Intel is below the Intel Cap it will increase by +12 per year. If Current Intel is above the Intel Cap it will decrease 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. Intel Cap from Diplomatic Pacts is the following:
|60||Galactic Union federation|
Each level of Federation Centralization also adds +10 to the Intel cap provided by the Federation type.
Base intel[edit | edit source]
Base intel grants a minimum on intel cap towards every empire. It starts at 10 and can be increased by +10 by each of the following:
- Colonial Bureaucracy technology
- Galactic Bureaucracy technology
- Bureau of Espionage edict
- Observation Instinct edict
- Covert Analysis Algorithm edict
- Transcendence ascension perk
- Every Sentry Array megastructure stage (max +40)
Spy networks[edit | edit source]
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 a spy network exists, especially if the infiltrated empire struggles with empire sprawl. If the envoy is removed or maximum infiltration level drops below current infiltration level, current infiltration level falls by -1 each month.
The current and the maximum infiltration Level are shown at the top of the Espionage window and should not be confused with the Intel Level that is shown on the Diplomacy screen. Maximum Infiltration Level is initially 50, modified by 10 for each level difference between your codebreaking and the target's encryption. It can also be increased by +5 for each acquired Asset, and the Gather Information operation raises the Maximum Infiltration Level by +5 temporarily (to a maximum of +20).
Operations[edit | edit source]
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 energy cost as well as an an ongoing energy upkeep until they are completed.
The difficulty of an operation is affected by the infiltrating empire's codebreaking against the infiltrated empire's encryption. If problems arise during an operation, the spymaster for that network will contact you to make a decision. Progressing an operation functions similarly to the archeology mechanic. Most operations will reduce the spy network's current infiltration level upon completion.
|Please help improve this article or section by expanding it with: more information on specific operations.|
|Operation||Operation category||Intel category||Phases||Costs||Requirements||Objective|
|Gather Information||Subterfuge||None||1||4||200||-4||-5||10||None||None||Gain intel and maximum infiltration level on the targeted empire.
|Spark Diplomatic Incident||Manipulation||Diplomacy||3||5||300||-5||-10||25||Communications with 4+ empires||Causes diplomatic embarrassment involving an envoy of the targeted empire.
|Prepare Sleeper Cells||Subterfuge||Government||2||6||450||-6||None||30||None||None||Ceases activity within this spy network, allowing its spymaster to be reassigned whilst also preventing its infiltration level from decaying.
|Acquire Asset||Subterfuge||Government||3||5||450||-6||-15||30||None||None||Gain an asset for use within this spy network.
|Extort Favors||Manipulation||Diplomacy||3||6||600||-7||-20||35||Genocidal||Genocidal||Gain at least one favor from the targeted empire.
|Smear Campaign||Manipulation||Diplomacy||3||7||600||-7||-20||35||Communications with 4+ empires||Lower relations between the targeted empire and another empire.
|Steal Technology||Subterfuge||Technology||3||8||800||-8||One of:||40||None||
||Gain a random unknown technology, or else an amount of research.
Additional options on success:
|Sabotage Starbase||Sabotage||Military||3||9||1000||-9||One of:||45||None||Starbase with a non-Shipyard module or building||Destroy a random module or building on a particular starbase. Will not affect Shipyard modules.
|Arm Privateers||Provocation||Economy||3||10||1800||-12||-60||60||None||Been at least 3 years since any empire successfully armed privateers in this empire||Cause a fleet of hostile privateers to appear within targeted empire's space.
|Crisis Beacon||Provocation||Technology||3||12||3200||-16||-80||80||None||Lure a crisis fleet towards the targeted empire's capital.
|Imperium: Weaken Imperial Authority||Subterfuge||Technology||3||7||600||-7||-15||35||Galactic Imperium member||Galactic Emperor||Lowers imperial authority.
|Imperium: Target Seditionists||Subterfuge||Technology||3||7||600||-7||None||35||Galactic Emperor||Weaken attempts by the targeted empire to lower imperial authority.
|Imperium: Spark Rebellion||Subterfuge||Technology||5||11||2500||-14||-50||70||Galactic Imperium member||Form a rebellion and declare war against the Galactic Imperium.|
This operation will be terminated if imperial authority is at least 80 when a phase concludes.
Assets[edit | edit source]
|Available only with the Nemesis DLC enabled.|
Assets are characters gained from the Acquire Asset operation that can be assigned to improve the skill of any operation. Each asset will grant +4 skill bonus per category that matches with the operation. At the end of an operation you might have the option to sacrifice an asset for a greater reward. Each asset also increases the maximum level your spy network can reach by +5.
If an asset is assigned to a Gather Information operation it gives it a 50% chance that the intel gained matches the asset's intel category.
Internal Organs[edit | edit source]
|Available only with the Nemesis DLC enabled.|
Internal Organs are a unique type of asset that can only be obtained by vivisection during first contact. Unlike other assets it has a bonus to two operation categories, namely Subterfuge and Manipulation.
References[edit | edit source]
- If you don't know the target has the Enigmatic Engineering ascension perk yet, you'll be able to launch the Steal Technology operation but it will fail in phase 1.
- Bug (3.2.2): Requires both assets instead of at least one of them. This causes the if statement that chooses which one to sacrifice to always destroy the Technology asset.
- The Gray Tempest and Great Khan midgame crises also qualify.