Stellaris

Stellaris

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Experimental Espionage Mod
 
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Jul 15 @ 2:17pm
Aug 8 @ 7:49am
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Experimental Espionage Mod

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In 1 collection by Kiyosan
Kiyo's Personal Mod Collection
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Description
This is a rudimentary proof-of-concept espionage system where you can get information, reap benefits, and sabotage another empire via espionage events. Basically, your choices and your enemies' choices determine the results of the events. This mod is compatible with everything since it changes no vanilla files.

DISCLAIMER: Localization is WIP and I'm not that great at balancing this game. Suggestions are appreciated.

How it works:

1. Place a spy in a regular empire that you do not have a DP/Federation/Guaranteeing Independence relationship with.
2. Try to get intrigue levels on that empire from spy-related events.

You start with 1 Spy.
-If your capital has the Planetary Capital building, get one more spy.
-If your capital has the Empire Capital-Complex building, get two more spies.
-If you were a primitive that became a regular empire, get one more spy.

There is a menu you can access with the planetary edicts tab on your capital.
-You can choose to spy on a random empire that you're able to spy on.
-You can check information on your espionage targets.
-If you don't want to do either, the random empire listed as a potential espionage choice will no longer be chosen as a potential target for 1 year.

Espionage events are events that can randomly occur during the game. Some of these events can occur even without someone spying on you, although at a lower chance. But if you get a special project related to this mod or you fail a passive espionage event, then you KNOW someone is spying on you.


Passive Espionage Events
Any empire that has any espionage event triggers to start on them will trigger an event for a random empire spying on them, if there are any.
-The spy's owner will get to choose between two choices that can potentially stop their target, although their target is not directly identified.
-The spy's target will choose between two choices. This choice can be influenced by looking at any pop with certain espionage modifiers on planets owned by an empire that is suspected to be spying on them.
-Depending on what the target and spy empires chose, two things can happen:
  • The empire being spied on gets rewarded. The spy empire will not be notified of their failure.
  • The empire spying on the one empire either steals the reward or sabotages the empire being spied on. They will also gain 1 intrigue on that empire and will know that their intervention succeeded.
-There is a spy check event where empires being spied on can decrease intrigue levels of empires, which works similarly as other espionage events.

Active Sabotaging Events
-There are 4 sabotaging events. For now, they have no prerequisite aside from needing a spy in an empire.
-The cost for doing so is 200 influence and 2500 energy. And no, you can't undo your misclicks. :/
-You cannot view your espionage targets while you are sabotaging someone and vice-versa so look at your targets beforehand.
-Unlike passive espionage events:
  • Sabotaged empires will always get a penalty as not having one will make it a waste of resources.
  • Sabotaging does not leave a way for an empire to know what sabotage choice you made but you will not know if you succeeded.
-A timed special project of your choosing will be given to an empire of your choice.
  • They will gain a negative modifier for a time based on the special project chosen.
  • Should they fail to get there in time, they will get a bad result.
  • If they finish them in time, they still have to pick between 2 choices. 1 choice prevents the bad result from firing.

Intrigue levels allow spies to get information (a result of "-1" is negative income and a big number with a 1 at the end means the value is above that number) and interfere in certain events listed below:
(Note that you cannot go below 0 intrigue and above 5 intrigue)


Intrigue Levels:

Level 0
-Nothing. Get intrigue by successfully interfering with an empire's espionage event or use certain active sabotage events.
Level 1
-PASSIVE: Know if empire is starving
-PASSIVE: Know if empire is over navy cap
Level 2
-Research Information: Know relative research productions and number of ascension perks of empire
[Non-gestalt]
-PASSIVE: Every 5 years, (intrigue level) random pops NOT in capital gain -20% governing ethics attraction and +25% ethics shift chance for 5 years.
[Gestalt]
-PASSIVE: Every 5 years, (intrigue level) random pops NOT in capital gain -15% pop resource output for 5 years.
Level 3
-[UPGRADE] Rewards of Scandal/Drone Interference events doubled if you succeed.
-[UPGRADE] Rewards of Upstart Company/Conserving Resources events doubled if you succeed.
-[UPGRADE] Number of affected pops for Level 2 passives doubled
-PASSIVE: Know whether empire has a mineral/energy deficit
-Energy Information: Know relative energy production of empire
Level 4
-Fleet Information: Know relative fleet power of empire
Level 5
-Mineral Information: Know relative mineral production of empire
-[UPGRADE] Every 5 years, every empire planet a 20% chance to give +50% unrest for non-gestalt empires and -15% pop resource output for gestalt empires for 5 years


-I did not optimize the mod for AI as of yet. They just have a 50% chance of picking between the espionage event choices and will only sabotage after 50 years have passed. So I recommend testing this mod in a multiplayer setting.

Known Bugs (there are bound to be some stuff that I missed)
-None that I know of that isn't my fault...

To-Do:
-Add more espionage events since there's only 12 pop-up events (I am open to suggestions)
-Add ways for actually creating espionage events without simply using an edict
-Tweak rewards based on feedback
-Make localization changes so that it doesn't look weird
-Have the mod localized in different languages (Looking for people who can do localization in general)

Other Mods:
Less "Irrelevance" Mod
Personal Game Changes

I also recommend using the No More Relative Power mod along with this mod for having less information about your enemies without spying.
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69 Comments
Kiyosan  [author] Sep 3 @ 7:03am 
@DeadALose: There is a "spoiler" in the passive espionage description that helps you learn what to pick against spies but if you can't get that information, then it's pretty much mind games (or chance with the AI). Active sabotaging does not have that though so it's better for getting intrigue in the mid to late game than passive espionage.
DeadALose Sep 2 @ 11:20pm 
Great work! But i have a question. Since this is meant for multiplayer, and you did give the chance for other empire to counterreact, by picking one of two pop-ups. Does that mean, that people can learn what to pick making it impossible to do any spying, or is there randomness? Like sometimes the "right answer" is no longer "cut the red wire" but "cut the blue wire", despite having the red wire 5 times before?
Kiyosan  [author] Aug 8 @ 6:29am 
@Glorious: That message shouldn't cause a crash unless if all of them were logged at the same time. But regardless, that should be an easy quick fix but I'll do a little more QOL fixes. Expect an update soon.
Glorious Aug 8 @ 5:40am 
Also, I just experienced a crash (though I am unsure if that was related to this mod), and my errorlog had over 25k lines dedicated to this message:
invalid scope for trigger. got [planet], expected {country}. file: common/edicts/kiyo_spy_edicts.txt line: 24
Kiyosan  [author] Aug 7 @ 8:59am 
@Glorious: Either you currently have the sabotage menu open or you sabotaged someone within the last few years (give or take around 5 years) and the sabotage is not complete. But looking at the code now, I think I see some old flags related to sabotaging and viewing espionage targets that shouldn't be there (among other stuff) so I'll clean that up. Thank you for the report.
Glorious Aug 7 @ 12:53am 
Am I going insane, or is it not possible to see the current Intrigue levels with any of the empires I'm spying on? My espionage menu has been empty for years.
xnadu27 Aug 5 @ 5:34am 
Oh you fixed the crash? I’ll add it back into my testing today.
Cagbee Jul 27 @ 11:04am 
Hay this is an awesome Mod Kiyosan and you are propably the most resposive Dev i have ever seen! Your just awesome!
Kiyosan  [author] Jul 27 @ 8:28am 
Updated! The cause was something I actually extensively tested before releasing the mod, and it worked just fine then too... :/
Kiyosan  [author] Jul 27 @ 8:13am 
Welp, I immediately found the issue. Expect an update soon! And yes, your old saves should be 99% fine.