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 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 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 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 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
Spy networks are created by assigning an envoy to establish one on a target empire via the Diplomacy or Espionage menu. Creating a spy network allows an empire to launch various Operations once they have 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 a Spy Network is removed infiltration level falls by -1 each month.
Infiltration Level is initially limited at 50 but can be increased by various factors.
Operations are targeted events that can be triggered within a specific empire. To run an operation an empire must have an envoy assigned to the spy network. All operations have an infiltration 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 infiltration level upon completion. All operations except for Gather Information require the Nemesis DLC.
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.
|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.