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Yes. Updated for Stellaris 4.1.* today.
If you hit anything odd on 4.1, please drop it in the Bug Reports discussion with your mod list and steps to reproduce. Thanks!
I try to keep ops impactful but not cheesy . That said, I’m open to a few higher-risk / higher-reward variants. If you’ve got a specific “OP fantasy” in mind (what effect, what cost/risk), share it in Operation Ideas & Balance or on the Discord.
Nice one on the EED × CCO patch!
https://steamcommunity.com/sharedfiles/filedetails/?id=3571310683
No not achievement compatible.
CCO changes the game checksum (new ops + one small AI override), so achievements are disabled.
I don't think there's any espionage mods for 3.14, so this was my best bet. Oh well..
👉 Official poll on Discord: Join the Discord [discord.gg]
(Provoke War • Covert Fleet Support • Secret Arms Deal • Propaganda Uplift)
Votes via Steam comments won’t be counted please leave feedback in the “Operation Ideas & Balance Suggestions” discussion. The final results will be posted there after the poll.
Short answer: no. 3.14 isn’t supported.
CCO is built and tested for Stellaris 4.0.x. Older versions may load parts of it, but they’re not tested and won’t be supported. If you try it on 3.14, it’s at your own risk; recommended is 4.0+.
I would also like to see more "helpful" espionage, especially when keeping tabs on 'friends/n/vassals'. Things like quietly getting rid of issues/corruption/what-have-you for the ally or subject.
Also more types of 'move the needle' missions to change or form policy.
This is a HUGE wonderful rabbit hole.
Just wanted to say thanks the mod just passed 10,000 subscribers.
Really appreciate all the support and feedback so far!
CCO only overrides one vanilla AI file, so if you’re seeing crashes it’s almost certainly a conflict with another mod.
If you’d like me to check it further, please post the details in the bug thread or on Discord.
I've tried to convert empire with opposite ethics. After 3 operations I haven't noticed any effect, right now I've checking the pops: 200 out of 10k is egalitarian, but they don't get any attraction to egalitarism, so thats why there are only so few of them.
Narrative Shift doesn’t flip an empire’s ethics instantly.
On success it: creates a small POP group with the chosen ethic on each planet, applies modifiers for 10 years that boost attraction/drift towards that ethic and weaken government attraction.
If the target empire is very large, or has strong attraction to its own governing ethics, the effect can be subtle. The AI may also counter the situation, so it’s not guaranteed.
Over time those “seeds” can grow: new factions appear, attraction changes spread, and internal tension increases. It’s meant exactly as described to manipulate beliefs and bend ideology from within, not to guarantee an immediate ethics swap.
For a full breakdown of the mechanics and numbers, check the Operation Details & Balance discussion.
Glad you’re enjoying it! Some of those “007 style” or “Dune-inspired” concepts are tricky to represent directly in Stellaris since the espionage system is fairly abstract. What I can do, though, is build more empire-level and leader-focused operations that capture the same spirit: covert strikes, hidden plots and situations with high stakes.
If you’ve got concrete ideas, I’d love to hear them in the Ideas & Balance Discussion or on Discord.
Otherwise… you’ll just have to wait and see what I’m cooking up next.
Glad you enjoy the mod!
The Branch Office Shutdown operation only works on your own planets with branch offices.
Sabotaging offices between two other empires isn’t possible right now, but it’s a cool idea.
If you’d like, drop it in the Ideas & Balance thread or on Discord so we can discuss it further.
I figured based on the description, that I should be able to run an operation to close those Branch Offices?
For whatever reason I just don't see the Cover Operation to close them, on either Empire. Am I missing something? Do I need a specific Tech? Not sure if it's a bug or what. The other Covert Operations seem to show up.
Is it an Operation that only allows you to close Branch Offices on your own planets? If so is there a chance you could add in an Operation to sabotage/dismantle Branch Offices of other Empires on other Empire's planets?
That must be a vanilla feature, not from this mod.
This mod doesn’t touch districts or buildings at all.
So nothing here should remove your districts. If you see something unusual beyond that, feel free to share details or screenshots (also on Discord), but this mod itself only adds espionage operations.
I noticed some of the Districts, Buildings of my worlds which is in the Capital Sector are vanished when I fight the Criminal Heritage Corporates.
I want more 'machinations and sneaky stuff'. I've read too much of Frank Herbert's Dune series (not his idiot child's fan-fic) and a product of the cold war, I'm guessing.
Could you add an espionage operation that allows hiveminds to gain an asset that says something like "this influential individual has been replaced by one of our covert drones" or something like that?
Yes, please check the Compatibility section in the mod description for details.
In short: it works fine with most mods, as long as they don’t override
common/ai_espionage/spynetworks/00_base_strategies.txt
If they do, the AI will stop using custom operations, but everything still works for the player.
Exactly, if Expanded Espionage and Diplomacy overwrites the same vanilla file, the AI won’t run my new operations. You can still use them manually as a player, but the AI side won’t trigger them. If both mods are active, it just comes down to which file loads last.
There are a few different weakening messages in Stellaris, and they can come from different mechanics. Please post the details in the Bug Reports discussion so I can check if it’s intended or an issue, that’s where I track and follow up on all reports.
And I like the ‘Wheels within wheels’ reference, definitely fits the vibe.
Also, I could see this becoming the "Wheels within wheels - Dune" mod quite easily.
From what I see in Mod File the Expanded Espionage and Diplomacy also overwrites the vanilla file that you mentioned.
The mod is generally compatible with most others. It only overwrites one vanilla file (common/ai_espionage/spynetworks/00_base_strategies.txt) so the AI can use the new operations. If another mod changes the same file, the AI won’t run these ops anymore but you can still use them as a player. I haven’t specifically tested it with Expanded Espionage and Diplomacy, so if you try it, feel free to share your results. If you run into any issues, feel free to drop them in the Bug Reports discussion so we can track them.
Glad to hear it’s adding that extra bit of fun to your campaigns! Comments like yours make the work worth it, thanks for taking the time to share.
UEF UEF UEF
LONG LIVE THE UNITED EARTH FEDERATION
The “Branch Shutdown” operation currently only works against megacorps that have established a branch in your own empire.
It doesn’t allow you to target branches in third-party empires.
Not at the moment.