Difference between revisions of "Intelligence"

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(Added Shadow Council to the table of sources of Codebreaking)
(Formatting and minor updates)
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{{version|3.4}}
 
{{version|3.4}}
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{{Diplonav}}
 
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.
 
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 ==
 
== Intel ==
{{iconify|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).
+
{{Sversion|3.4}}
 +
''{{iconify|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 ===
 
=== Intel level ===
There are 5 categories of intelligence, and 5 intel levels for each category: {{icon|no|20px}} none, [[File:Intel level low.png|alt=|22x22px]] low, [[File:Intel level mid.png|alt=|22x22px]] medium, [[File:Intel level high.png|alt=|22x22px]] high, and [[File:Intel level full.png|alt=|22x22px]] full. Every 10 points of intel will raise the intel level in at least one category of intelligence, revealing additional information about the target empire.
+
There are 5 categories of intelligence, and 5 intel levels for each category: {{icon|no}} none, [[File:Intel level low.png|alt=|24px]] low, [[File:Intel level mid.png|alt=|24px]] medium, [[File:Intel level high.png|alt=|24px]] high, and [[File:Intel level full.png|alt=|24px]] full. Every 10 points of intel increases the intel level in at least one category of intelligence, revealing additional information about the target empire.
 
{| class="mildtable" style="text-align: center;"
 
{| class="mildtable" style="text-align: center;"
 
! rowspan="2" | Intel
 
! rowspan="2" | Intel
 
! colspan="5" | Intel level<!-- common/intel_levels/00_intel_levels.txt -->
 
! colspan="5" | Intel level<!-- common/intel_levels/00_intel_levels.txt -->
 
|-
 
|-
! Government
+
! Government !! Diplomacy !! Economy !! Technology !! Military
! Diplomacy
 
! Economy
 
! Technology
 
! Military
 
 
|-
 
|-
 
| 0-9
 
| 0-9
|{{icon|no}}
+
| {{icon|no}} || {{icon|no}} || {{icon|no}} || {{icon|no}} || {{icon|no}}
|{{icon|no}}
 
|{{icon|no}}
 
|{{icon|no}}
 
|{{icon|no}}
 
 
|-
 
|-
 
| 10-19
 
| 10-19
|[[File:Intel level low.png]]
+
| [[File:Intel level low.png]] || {{icon|no}} || {{icon|no}} || {{icon|no}} || {{icon|no}}
|{{icon|no}}
 
|{{icon|no}}
 
|{{icon|no}}
 
|{{icon|no}}
 
 
|-
 
|-
 
| 20-29
 
| 20-29
|[[File:Intel level low.png]]
+
| [[File:Intel level low.png]] || [[File:Intel level low.png]] || {{icon|no}} || {{icon|no}} || {{icon|no}}
|[[File:Intel level low.png]]
 
|{{icon|no}}
 
|{{icon|no}}
 
|{{icon|no}}
 
 
|-
 
|-
 
| 30-39
 
| 30-39
|[[File:Intel level low.png]]
+
| [[File:Intel level low.png]] || [[File:Intel level low.png]] || [[File:Intel level low.png]] || [[File:Intel level low.png]] || [[File:Intel level low.png]]
|[[File:Intel level low.png]]
 
|[[File:Intel level low.png]]
 
|[[File:Intel level low.png]]
 
|[[File:Intel level low.png]]
 
 
|-
 
|-
 
| 40-49
 
| 40-49
|[[File:Intel level mid.png]]
+
| [[File:Intel level mid.png]] || [[File:Intel level low.png]] || [[File:Intel level low.png]] || [[File:Intel level low.png]] || [[File:Intel level low.png]]
|[[File:Intel level low.png]]
 
|[[File:Intel level low.png]]
 
|[[File:Intel level low.png]]
 
|[[File:Intel level low.png]]
 
 
|-
 
|-
 
| 50-59
 
| 50-59
|[[File:Intel level mid.png]]
+
| [[File:Intel level mid.png]] || [[File:Intel level mid.png]] || [[File:Intel level low.png]] || [[File:Intel level low.png]] || [[File:Intel level low.png]]
|[[File:Intel level mid.png]]
 
|[[File:Intel level low.png]]
 
|[[File:Intel level low.png]]
 
|[[File:Intel level low.png]]
 
 
|-
 
|-
 
| 60-69
 
| 60-69
|[[File:Intel level mid.png]]
+
| [[File:Intel level mid.png]] || [[File:Intel level mid.png]] || [[File:Intel level mid.png]] || [[File:Intel level mid.png]] || [[File:Intel level mid.png]]
|[[File:Intel level mid.png]]
 
|[[File:Intel level mid.png]]
 
|[[File:Intel level mid.png]]
 
|[[File:Intel level mid.png]]
 
 
|-
 
|-
 
| 70-79
 
| 70-79
|[[File:Intel level high.png]]
+
| [[File:Intel level high.png]] || [[File:Intel level mid.png]] || [[File:Intel level mid.png]] || [[File:Intel level mid.png]] || [[File:Intel level mid.png]]
|[[File:Intel level mid.png]]
 
|[[File:Intel level mid.png]]
 
|[[File:Intel level mid.png]]
 
|[[File:Intel level mid.png]]
 
 
|-
 
|-
 
| 80-89
 
| 80-89
|[[File:Intel level high.png]]
+
| [[File:Intel level high.png]] || [[File:Intel level high.png]] || [[File:Intel level mid.png]] || [[File:Intel level mid.png]] || [[File:Intel level mid.png]]
|[[File:Intel level high.png]]
 
|[[File:Intel level mid.png]]
 
|[[File:Intel level mid.png]]
 
|[[File:Intel level mid.png]]
 
 
|-
 
|-
 
| 90-99
 
| 90-99
|[[File:Intel level high.png]]
+
| [[File:Intel level high.png]] || [[File:Intel level high.png]] || [[File:Intel level high.png]] || [[File:Intel level high.png]] || [[File:Intel level high.png]]
|[[File:Intel level high.png]]
 
|[[File:Intel level high.png]]
 
|[[File:Intel level high.png]]
 
|[[File:Intel level high.png]]
 
 
|-
 
|-
 
| 100
 
| 100
|[[File:Intel level full.png]]
+
| [[File:Intel level full.png]] || [[File:Intel level full.png]] || [[File:Intel level full.png]] || [[File:Intel level full.png]] || [[File:Intel level full.png]]
|[[File:Intel level full.png]]
 
|[[File:Intel level full.png]]
 
|[[File:Intel level full.png]]
 
|[[File:Intel level full.png]]
 
 
|}
 
|}
 
Besides increasing intel, intel levels can be gained temporarily via intel reports from operations. Each intel level reveals the following information:
 
Besides increasing intel, intel levels can be gained temporarily via intel reports from operations. Each intel level reveals the following information:
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* Civics
 
* Civics
 
* Origin
 
* Origin
* Number of Relics Owned
+
* Number of Owned&nbsp;Relics
 
* Governors
 
* Governors
 
|  
 
|  
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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.
 
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 ====
+
=== Intel cap ===
Intel cap is determined by base intel, [[Diplomacy#Agreements|diplomatic pacts]], trust, or infiltration, whichever is the highest. While current intel is below the intel cap, it will increase by {{green|+12}} per year. While current intel is above the intel cap, it will decrease by {{red|-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:
+
Intel cap is determined by base intel, [[Diplomacy#Agreements|diplomatic pacts]], trust, or infiltration, whichever is the highest. If current intel is below the intel cap, it increases by {{green|+12}} per year. If current intel is above the intel cap, it decreases by {{red|-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:
 
{| class="mildtable plainlist"
 
{| class="mildtable plainlist"
 
!{{Hover box|Mutual unless specified|Relationship}}
 
!{{Hover box|Mutual unless specified|Relationship}}
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|}
 
|}
  
===== Base intel =====
+
==== Base intel ====
 
Base intel grants a minimum on intel cap towards every empire. Base intel starts at 10 and can be increased by {{green|+10}} by each of the following:
 
Base intel grants a minimum on intel cap towards every empire. Base intel starts at 10 and can be increased by {{green|+10}} by each of the following:
 
* {{iconify|Colonial Bureaucracy|24px}} technology
 
* {{iconify|Colonial Bureaucracy|24px}} technology
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== Spy networks ==
 
== Spy networks ==
 +
{{Sversion|3.4}}
 
Spy networks are created by assigning an {{iconify|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 {{iconify|infiltration}} level. Infiltration level grows over time as long as a spy network exists, especially if the infiltrated empire struggles with {{iconify|empire size}}. If the envoy is removed or the maximum infiltration level drops below the current infiltration level, the current infiltration level falls by {{red|-1}} each month.
 
Spy networks are created by assigning an {{iconify|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 {{iconify|infiltration}} level. Infiltration level grows over time as long as a spy network exists, especially if the infiltrated empire struggles with {{iconify|empire size}}. If the envoy is removed or the maximum infiltration level drops below the current infiltration level, the current infiltration level falls by {{red|-1}} each month.
  
The current and the maximum {{iconify|infiltration}} level are shown at the top of the espionage window and should not be confused with the {{iconify|intel}} level that is shown on the diplomacy screen. Maximum infiltration level is initially 50, modified by 10 for each point of difference between your codebreaking and the target's encryption. It can also be increased by {{green|+5}} for each acquired [[#Asset|asset]], and the ''Gather Information'' operation raises the maximum infiltration level by {{green|+5}} temporarily (to a maximum of {{green|+20}}).
+
The current and the maximum {{iconify|infiltration}} level are shown at the top of the espionage window and should not be confused with the {{iconify|intel}} level that is shown on the diplomacy screen. Maximum infiltration level is initially 50, modified by 10 for each point of difference between the empire's codebreaking and the target's encryption. It can also be increased by {{green|+5}} for each acquired [[#Asset|asset]], and the ''Gather Information'' operation raises the maximum infiltration level by {{green|+5}} temporarily (stackable to a maximum of {{green|+20}}).
  
 
=== Codebreaking and Encryption ===
 
=== Codebreaking and Encryption ===
Encryption represents an empire's defense against foreign infiltration while Codebreaking represents the ability to overcome another empire's said encryption. When an operation takes place the infiltrating empire's Codebreaking is pitted against the infiltrated empire's Encryption to determine the difficulty of the operations.
+
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.
  
 
{| class="mildtable" style="float: left; margin-right: 30px;"
 
{| class="mildtable" style="float: left; margin-right: 30px;"
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''All operations except for Gather Information require the {{iconify|Nemesis}} DLC.''
 
''All operations except for Gather Information require the {{iconify|Nemesis}} DLC.''
  
Operations are targeted events that can be triggered within a specific empire. To run an operation an empire must have an {{iconify|envoy}} assigned to [[Diplomacy|build a spy network]] in the target empire. All operations have an {{iconify|infiltration}} level requirement and {{iconify|energy}} cost as well as an an ongoing {{iconify|energy}} upkeep until they are completed.
+
Operations are targeted events that can be triggered within a specific empire. To run an operation, an empire must have an {{iconify|envoy}} assigned to build a spy network in the target empire. All operations have an {{iconify|infiltration}} level requirement and {{iconify|influence}} cost as well as an an ongoing {{iconify|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.<!-- see defines for details --> 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 [[Precursors#Archaeological sites|archeology]] mechanic. Most operations will reduce the spy network's current infiltration level upon completion. Completing the {{Tradition|Subterfuge|tree|iconify}} will refund half of the spent {{iconify|infiltration}} on success of the operation.
+
The difficulty of an operation is affected by the relative levels of the infiltrating empire's codebreaking and the infiltrated empire's encryption.<!-- see defines for details --> Progressing an operation functions similarly to the [[Archaeological site|archeology]] mechanic. Operation events may occur during the preparation of an operation, possibly influencing the outcome or requiring sacrificing an asset to avoid a negative effect. Most operations will reduce the spy network's current infiltration level upon completion. If the {{Tradition|Subterfuge|tree|iconify}} is completed, successful operations refund half of the spent {{iconify|infiltration}} on completion.
 
{| class="mildtable plainlist sortable"
 
{| class="mildtable plainlist sortable"
 
! width=1% rowspan=2 | Operation
 
! width=1% rowspan=2 | Operation
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| <!-- operation.6250 -->
 
| <!-- operation.6250 -->
 
* 80% chance to gain {{green|+1}} {{iconify|Favor}} from the target
 
* 80% chance to gain {{green|+1}} {{iconify|Favor}} from the target
* 20% chance to gain {{green|+1}} {{iconify|Favor}} from the target
+
* 20% chance to gain {{green|+2}} {{iconify|Favor}}2 from the target
 
|-
 
|-
 
| '''Smear Campaign'''
 
| '''Smear Campaign'''
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| <!-- operation.1020 -->
 
| <!-- operation.1020 -->
 
* {{green|+30%}} Research progress in a random technology
 
* {{green|+30%}} Research progress in a random technology
* If target has no technology you don't have gain {{green|+1000}} {{iconify|Research}} in each category instead
+
* If target has no technology you don't have, gain {{green|+1000}} {{iconify|Research}} in each category instead
* With a Hacker or Memory Cache asset can give the target {{red|-10%}} {{iconify|Research Speed}} for one year at the cost of 10 {{iconify|Infiltration}} and 25 {{iconify|Influence}}
+
* With a Hacker or Memory Cache asset, can give the target {{red|-10%}} {{iconify|Research Speed}} for one year at the cost of 10 {{iconify|Infiltration}} and 25 {{iconify|Influence}}
 
{{Collapse list | type= Additional options on superior codebreaking:
 
{{Collapse list | type= Additional options on superior codebreaking:
 
| body=
 
| body=
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| Target {{iconify|Starbase}} with a non-Shipyard module or building
 
| Target {{iconify|Starbase}} with a non-Shipyard module or building
 
| <!-- operation.2000 -->If any non-shipyard modules are present, destroys a random non-shipyard module, otherwise destroys a random building.
 
| <!-- operation.2000 -->If any non-shipyard modules are present, destroys a random non-shipyard module, otherwise destroys a random building.
* Destroys a random non-shipyard starbase module
 
* If there isn't any destroys a random starbase building
 
 
{{Collapse list | type= Additional options on success:
 
{{Collapse list | type= Additional options on success:
 
| body=
 
| body=
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| A scaling pirate fleet attacks one of the target's systems<!-- operation.6200 -->
 
| A scaling pirate fleet attacks one of the target's systems<!-- operation.6200 -->
 
{| class="wikitable  mw-collapsible  mw-collapsed"
 
{| class="wikitable  mw-collapsible  mw-collapsed"
! Target's fleet power
+
! Target's fleet power !! Ships
! Ships
 
 
|-
 
|-
| 0-299
+
| 0-299 || 1
| 1
 
 
|-
 
|-
| 300-599
+
| 300-599 || 2
| 2
 
 
|-
 
|-
| 600-999
+
| 600-999 || 6
| 6
 
 
|-
 
|-
| 1000-1999
+
| 1000-1999 || 7
| 7
 
 
|-
 
|-
| 2000-3999
+
| 2000-3999 || 11
| 11
 
 
|-
 
|-
| 4000-7999
+
| 4000-7999 || 14
| 14
 
 
|-
 
|-
| 8000-11999
+
| 8000-11999 || 20
| 20
 
 
|-
 
|-
| 12000-19999
+
| 12000-19999 || 26
| 26
 
 
|-
 
|-
| 20000-29999
+
| 20000-29999 || 34
| 34
 
 
|-
 
|-
| 30000+
+
| 30000+ || 38
| 38
 
 
|}
 
|}
 
|-
 
|-
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|  
 
|  
 
<!-- operation.6100 -->
 
<!-- operation.6100 -->
* Declares war against the Galactic Emperor with the Restore Community wargoal
+
* Declares war against the Galactic Emperor with the ''Restore Community'' {{iconify|casus belli}}
 
* Every member of the Galactic Imperium will be asked to join either side
 
* Every member of the Galactic Imperium will be asked to join either side
 
* {{red|This operation will be terminated if imperial authority is at least 80 when a phase concludes}}
 
* {{red|This operation will be terminated if imperial authority is at least 80 when a phase concludes}}
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=== Assets ===
 
=== Assets ===
 
{{expansion|nem}}
 
{{expansion|nem}}
Assets are characters gained from the Acquire Asset operation that can be assigned to improve the skill of any operation. Each asset will grant {{green|+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 level your spy network can reach by {{green|+5}}.
+
Assets are characters gained from the ''Acquire Asset'' operation and can be assigned to improve the skill of any operation. Each asset grants {{green|+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 {{green|+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.
 
An asset that is assigned to a Gather Information operation gives a 50% chance that the intel gained matches the asset's intel category.

Revision as of 23:01, 28 June 2022

Version

Outliner top.png
This article has been verified for the current PC version (3.4) of the game.

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

Intel.png 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

There are 5 categories of intelligence, and 5 intel levels for each category: No.png 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.

Intel Intel level
Government Diplomacy Economy Technology Military
0-9 No.png No.png No.png No.png No.png
10-19 Intel level low.png No.png No.png No.png No.png
20-29 Intel level low.png Intel level low.png No.png No.png No.png
30-39 Intel level low.png Intel level low.png Intel level low.png Intel level low.png Intel level low.png
40-49 Intel level mid.png Intel level low.png Intel level low.png Intel level low.png Intel level low.png
50-59 Intel level mid.png Intel level mid.png Intel level low.png Intel level low.png Intel level low.png
60-69 Intel level mid.png Intel level mid.png Intel level mid.png Intel level mid.png Intel level mid.png
70-79 Intel level high.png Intel level mid.png Intel level mid.png Intel level mid.png Intel level mid.png
80-89 Intel level high.png Intel level high.png Intel level mid.png Intel level mid.png Intel level mid.png
90-99 Intel level high.png Intel level high.png Intel level high.png Intel level high.png Intel level high.png
100 Intel level full.png Intel level full.png Intel level full.png Intel level full.png Intel level full.png

Besides increasing intel, intel levels can be gained temporarily via intel reports from operations. Each intel level reveals the following information:

Level Category
Menu icon policies.png Government Diplomacy alliance.png Diplomacy Trade value.png Economy Op cat technology.png Technology Fleet Size.png Military
Intel level low.png Low
  • Authority
  • Ethics
  • Capital Location
  • Ruler
  • Casus Belli
  • Relative Power
  • Rivalries
  • Federation Names
  • Low Intel on Colonies (name and location in the galaxy)
  • Relative Economic Power
  • Relative Technological Power
  • Number of Researched Technologies
  • Casus Belli
  • Relative Fleet Power
  • Location of Starbases
  • Imminent Invasion Plans
Intel level mid.png Medium
  • Civics
  • Origin
  • Number of Owned Relics
  • Governors
  • Opinion Breakdown
  • Diplomatic Pacts
  • Galactic Community Vote Rationale
  • Low Intel on Systems (location and number of planets)
  • Medium Intel on Colonies (location within system and planet class)
  • Location of Civilian Ships
Ship Details
Intel level high.png High Empire Size Specialist Tier
  • Medium Intel on Systems (planet classes, fleets and stations)
  • High Intel on Colonies (reveals all other information)
  • Current Orders of Civilian Ships
  • Subject Resource production
Location of Military Fleets
Intel level full.png Full Secret Diplomatic Pacts
  • High Intel on Systems (orbital deposits)
  • Full Intel on Colonies (redundant with high intel on colonies)
Current Orders of Military Fleets

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

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:

Relationship Information Gained Minimum Intel Cap
Diplomacy alliance.png First Contact 10
Per level of Diplomacy federation.png Federation centralization +10
EmbassyEmbassy Diplomatic Pacts +20
Diplomacy commercial pact.png Commercial Pact
  • Relative Economic Power
  • Medium Intel on Systems
20
Diplomacy guarantee.png Guarantee Independence
Diplomacy non aggression pact.png Non-Aggression Pact
Diplomacy migration pact.png Migration Treaty Low Intel on Systems 30
Diplomacy research agreement.png Research Agreement Relative Technological Power
GalacticCommunity mainButton single.png Galactic Community Member
Diplomacy isvassal.png Subject (from overlord)
Overlord Overlord (from subjects)
  • Low Intel on Systems
  • Low Intel on Colonies
  • Specialist Subject Tier
  • Resource Production
40
Diplomacy defensive pact.png Defensive Pact
  • Low Intel on Systems
  • Relative Fleet Power
Diplomatic embassy.png Federation Associate Low Intel on Systems
Federation hegemony.png Hegemony federation
Custodian Galactic Custodian (from GalacticCommunity mainButton single.png Galactic Community members) Relative Fleet Power 45
Federation military.png Martial Alliance federation
  • Low Intel on Systems
  • Relative Fleet Power
50
Federation research.png Research Cooperative federation
  • Low Intel on Systems
  • Relative Technological Power
Federation trade.png Trade League federation
  • Low Intel on Systems
  • Relative Economic Power
Federation default.png Galactic Union federation Low Intel on Systems 60
Galactic Imperium Galactic emperor (from GalacticCommunity mainButton single.png Galactic Imperium members)
  • Relative Fleet Power
  • High Intel on Systems
  • High Intel on Colonies
65
Galactic Imperium Galactic emperor with Imperial Institutions Imperial Security Directorate
(from GalacticCommunity mainButton single.png Galactic Imperium members)
80

Base intel

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:

  • Tech colonial bureaucracy.png Colonial Bureaucracy technology
  • Tech galactic bureaucracy.png Galactic Bureaucracy technology
  • Menu icon edicts.png Non-Gestalt Bureau of Espionage / Auth hive mind.png Observation Instinct / Auth machine intelligence.png Covert Analysis Algorithm edict
  • Ap transcendence.png Transcendence ascension perk
  • Utopia.png Each Sentry Array megastructure stage (max +40)

Spy networks

Spy networks are created by assigning an Envoy.png 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 Spy network.png infiltration level. Infiltration level grows over time as long as a spy network exists, especially if the infiltrated empire struggles with Empire sprawl.png empire size. 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.

The current and the maximum Spy network.png infiltration level are shown at the top of the espionage window and should not be confused with the Intel.png intel level that is shown on the diplomacy screen. Maximum infiltration level is initially 50, modified by 10 for each point of difference between the empire's 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 (stackable to a maximum of +20).

Codebreaking and Encryption

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.

Source Intel decryption.png Codebreaking
Civic cutthroat politics.png Cutthroat Politics civic +1
Civic shadow council.png Shadow Council civic +1
Civic ruthless competition.png Ruthless Competition civic +1
Civic machine predictive analysis.png Static Research Analysis civic +1
Civic inwards perfection.png Inward Perfection civic −1
Menu icon edicts.png Bureau of Espionage edict +2
Menu icon edicts.png Observation Instinct edict +2
Menu icon edicts.png Covert Analysis Algorithm edict +2
Menu icon traditions.png Subterfuge tradition opener +1
Menu icon traditions.png Operational Security tradition +1
Ap transcendence.png Transcendence ascension perk +2
Tech decryption 1.png Quantum Hacking technology +2
Tech decryption 2.png Simulated Social Engineering technology +2
Tech decryption 3.png Quasi-Dimensional Reflection technology +2
Resolution imperial institutions.png Imperial Security Directorate resolution +2
Whisperers in the Void empire modifier +2
Rock Brain Linguistics empire modifier +2
Mycelial Network empire modifier +1
Improved Mycelial Network empire modifier +1
Found Encryption Key empire modifier +1
Source Encryption Encryption
Gestalt consciousness.png Gestalt Consciousness ethic +2
Civic inwards perfection.png Inward Perfection civic +1
Civic pooled knowledge.png Pooled Knowledge civic +1
Civic machine introspective.png Introspective civic +1
Menu icon edicts.png Tracking Implants edict +1
Menu icon edicts.png Thought Enforcement edict +1
Menu icon edicts.png Enhanced Surveillance edict +1
Menu icon traditions.png Information Security tradition +1
Enigmatic Engineering Enigmatic Engineering ascension perk +2
Ap transcendence.png Transcendence ascension perk +2
Tech encryption 1.png Quantum Firewalls technology +2
Tech encryption 2.png Simultaneous-Collapse Storage technology +2
Tech encryption 3.png Negative-Time Keys technology +2
Resolution imperial institutions.png Imperial Security Directorate resolution +4
Disinformation Protocols empire modifier +1
Lost Encryption Key empire modifier −2

Operations

All operations except for Gather Information require the Nemesis.png Nemesis DLC.

Operations are targeted events that can be triggered within a specific empire. To run an operation, an empire must have an Envoy.png envoy assigned to build a spy network in the target empire. All operations have an Spy network.png infiltration level requirement and Influence.png influence cost as well as an an ongoing Energy.png energy upkeep until they are completed.

The difficulty of an operation is affected by the relative levels of the infiltrating empire's codebreaking and the infiltrated empire's encryption. Progressing an operation functions similarly to the archeology mechanic. Operation events may occur during the preparation of an operation, possibly influencing the outcome or requiring sacrificing an asset to avoid a negative effect. Most operations will reduce the spy network's current infiltration level upon completion. If the Subterfuge tradition tree Subterfuge tradition tree is completed, successful operations refund half of the spent Spy network.png infiltration on completion.

Operation Operation category Intel category Phases Base difficulty Costs Requirements Effects
Launch Upkeep Finish Spy network.png Others
Gather Information Op cat subterfuge.png Subterfuge None 1 4 Influence.png 20 Energy.png −4 Spy network.png −5 10 None
  • +5 Maximum Infiltration Level for 10 years. Stacks to a maximum of +20, after which further operations only reset the duration.
Randomly receive one of:0
    • 4.5% per intel category to gain an intel report one level above current (19.2% with an asset of that category).
    • 45.5% to gain Intel.png +5 Intel.
    • 22.7% to gain Intel.png +10 Intel (12.8% if already have Intel.png 40 Intel or more).
    • 9.1% to gain Intel.png +15 Intel (2.4% if already have Intel.png 50 Intel or more).
Spark Diplomatic Incident Op cat manipulation.png Manipulation Diplomacy alliance.png Diplomacy 3 5 Influence.png 30 Energy.png −5 Spy network.png −10 25
  • Communications with 4+ empires
  • No.pngGestalt consciousness.png Gestalt Consciousness target
  • No.pngCivic fanatic purifiers.png Fanatic Purifiers target
Prepare Sleeper Cells Op cat subterfuge.png Subterfuge Menu icon policies.png Government 2 6 Influence.png 45 Energy.png −6 None 30 None
  • +1 Operation Skill and no Spy Network Decay for 15 years
  • Can sacrifice an asset to double the duration
Acquire Asset Op cat subterfuge.png Subterfuge Menu icon policies.png Government 3 5 Influence.png 45 Energy.png −6 Spy network.png −15 30 None
  • Acquires a random asset against the target empire
Extort Favors Op cat manipulation.png Manipulation Diplomacy alliance.png Diplomacy 3 6 Influence.png 60 Energy.png −7 Spy network.png −20 35
  • No.pngCivic fanatic purifiers.pngCivic devouring swarm.pngCivic machine terminator.png Genocidal
  • No.pngCivic fanatic purifiers.pngCivic devouring swarm.pngCivic machine terminator.png Genocidal target
  • 80% chance to gain +1 Trade cat favor.png Favor from the target
  • 20% chance to gain +2 Trade cat favor.png Favor2 from the target
Smear Campaign Op cat manipulation.png Manipulation Diplomacy alliance.png Diplomacy 3 7 Influence.png 60 Energy.png −7 Spy network.png −20 35 Communications with 4+ empires
  • Target's Federation loses −20 Federation cohesion.png Cohesion
  • If target is not part of a Federation it loses −100 Diplomacy opinion.png Opinion with a random empire
Steal Technology Op cat subterfuge.png Subterfuge Op cat technology.png Technology 3 8 Influence.png 80 Energy.png −8 One of:
  • Spy network.png −20
  • Spy network.png −30
40
  • No.pngEnigmatic Engineering Enigmatic Engineering target[1]
  • Time At least 6 years since the last Steal Technology operation
  • +30% Research progress in a random technology
  • If target has no technology you don't have, gain +1000 Research.png Research in each category instead
  • With a Hacker or Memory Cache asset, can give the target −10% Mod country all tech research speed.png Research Speed for one year at the cost of 10 Spy network.png Infiltration and 25 Influence.png Influence
Additional options on superior codebreaking:0
    • Research backdoor
      • Requirements: Relative codebreaking/encryption > 1.4, Op cat subterfuge.png Subterfuge asset or Op cat technology.png Technology asset
      • Cost: Op cat technology.png −1 Technology asset, or −1 Op cat subterfuge.png Subterfuge asset if you don't have a Technology asset
      • Effect: Mod country all tech research speed.png +10% Research Speed for two years.
    • Steal extra technology
      • Requirements: Smooth exit, Op cat subterfuge.png Subterfuge asset and[2] Op cat technology.png Technology asset, 16.7% chance (or 37.5% with relative codebreaking/encryption > 1.6)
      • Cost: Op cat technology.png −1 Technology[2] asset, Spy network.png −10 Infiltration
      • Effect: Gain 10% progress in a random technology the target has and you don't.
Sabotage Starbase Op cat sabotage.png Sabotage Fleet Size.png Military 3 9 Influence.png 100 Energy.png −9 One of:
  • Spy network.png −30
  • Spy network.png −45
45 Target Spaceport 1.png 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:0
    • Collateral Damage (Module)
      • Requirements: Op cat sabotage.png Sabotage asset and starbase has at least 2 non-shipyard modules, base 16.7% chance (50% with a Op cat technology.png technology asset, no Fleet Size.png military asset, and relative codebreaking/encryption > 0.6)
      • Cost: Op cat technology.png −1 Technology asset
      • Effect: Target starbase loses random non-shipyard module.
    • Collateral Damage (Platform)
      • Requirements: Op cat sabotage.png Sabotage asset, at least Volatile motes.png 2 volatile motes and starbase has a defense platform, base 16.7% chance (50% with a Fleet Size.png military asset, no Op cat technology.png technology asset, and relative codebreaking/encryption > 0.6)
      • Cost: Volatile motes.png −2 volatile motes
      • Effect: Target starbase loses a random defense platform
  • Arm Privateers Op cat provocation.png Provocation Trade value.png Economy 3 10 Influence.png 180 Energy.png −12 Spy network.png −60 60 Time At least 3 years since any empire successfully armed privateers in this empire A scaling pirate fleet attacks one of the target's systems
    Target's fleet power Ships
    0-299 1
    300-599 2
    600-999 6
    1000-1999 7
    2000-3999 11
    4000-7999 14
    8000-11999 20
    12000-19999 26
    20000-29999 34
    30000+ 38
    Crisis Beacon Op cat provocation.png Provocation Op cat technology.png Technology 3 12 Influence.png 320 Energy.png −16 Spy network.png −80 80
    • The nearest crisis fleet attacks the target's closest system
    Imperium: Weaken Imperial Authority Op cat subterfuge.png Subterfuge Op cat technology.png Technology 3 7 Influence.png 60 Energy.png −7 Spy network.png −15 35
    • Galactic Imperium Galactic Imperium member
    • Galactic Imperium Galactic Emperor target
    • Galactic Imperium loses −20 Diplomacy imperial crusade.png Imperial Authority
    Imperium: Target Seditionists Op cat subterfuge.png Subterfuge Op cat technology.png Technology 3 7 Influence.png 60 Energy.png −7 None 35
    • Galactic Imperium Galactic Emperor
    • Galactic Imperium Galactic Imperium member target
    • Target is a rival or undermining Imperial Authority
    • Target empire cannot undermine Imperial Authority for 5 years
    Imperium: Spark Rebellion Op cat subterfuge.png Subterfuge Op cat technology.png Technology 5 11 Influence.png 250 Energy.png −14 Spy network.png −50 70
    • Galactic Imperium Galactic Imperium member
    • Galactic Imperium Galactic Emperor target
    • Diplomacy imperial crusade.png Imperial authority 50 or less
    • Declares war against the Galactic Emperor with the Restore Community Diplomacy status casus belli holder.png casus belli
    • Every member of the Galactic Imperium will be asked to join either side
    • This operation will be terminated if imperial authority is at least 80 when a phase concludes
    Consume Star Op cat sabotage.png Sabotage Fleet Size.png Military 3 11 Influence.png 250 Energy.png −9 None 60 Pm stellar devourer trophy.pngPm frame 1.png Devourer's Egg Sac modifier
    • All colonies in the target's capital system are destroyed unless the target completes a special project in time

    Assets

    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.

    Operation category Intel category Non-Gestalt asset Auth hive mind.png Hive Mind asset Auth machine intelligence.png Machine Intelligence asset
    Op cat subterfuge.png Subterfuge Diplomacy alliance.png Diplomacy Clerk Ephapse Relay Engagement Protocol
    Op cat subterfuge.png Subterfuge Trade value.png Economy Economist Labor Drone Logistics System
    Op cat subterfuge.png Subterfuge Menu icon policies.png Government Bureaucrat Synapse Drone Coordination System
    Op cat subterfuge.png Subterfuge Fleet Size.png Military Junior Officer Warrior Drone War Algorithm
    Op cat subterfuge.png Subterfuge Op cat technology.png Technology Scientist Research Drone Research Database
    Op cat manipulation.png Manipulation Diplomacy alliance.png Diplomacy Newscaster Pheromone Emitter No.png
    Op cat manipulation.png Manipulation Trade value.png Economy Pop Icon Resource Distribution Node No.png
    Op cat manipulation.png Manipulation Menu icon policies.png Government Agitator Behavioral Regulator No.png
    Op cat manipulation.png Manipulation Fleet Size.png Military Veteran Subspace Tendril No.png
    Op cat manipulation.png Manipulation Op cat technology.png Technology Academic Cortex Node No.png
    Op cat sabotage.png Sabotage Diplomacy alliance.png Diplomacy Attache No.png Dispatch Uplink
    Op cat sabotage.png Sabotage Trade value.png Economy Laborer No.png Resource Pylon
    Op cat sabotage.png Sabotage Menu icon policies.png Government Criminal Underling No.png Command Relay
    Op cat sabotage.png Sabotage Fleet Size.png Military Arms Smuggler No.png Weapons Platform
    Op cat sabotage.png Sabotage Op cat technology.png Technology Hacker No.png Memory Cache

    Internal Organs

    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: Op cat subterfuge.png Subterfuge and Op cat manipulation.png Manipulation.

    References

    1. The first time you launch the operation it will fail in phase 1.
    2. 2.0 2.1 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.
    3. The Distant Stars.png Gray Tempest and Apocalypse.png Great Khan midgame crises also qualify.
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