Hello everyone and thanks for reading this, english is not my main language, I might make some mistakes.
The goal of this is to bring spies on endless space 2.
I think having more ways to fight your opponent without using direct military actions is a really good thing, making the game even more complete.
The spy mechanics on endless legend are excelent and I think with all the mechanic of endless space 2 (trade route, senate, manpower..), the spies may being well more fearsome than before towards unprepared and (over)extented civilisations.
Counter mesure tools against secret agents should be security building/ship, governor skill, increased security measure (system inspection, quanrantine, more security check points), population behavior (isolasionist or xenophic pop is proprably harder to infiltrate).
I admit that I like the security system from endless legend.
The following is some basic ideas, and probably need improvments but could a new base if you want something updated.
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Performing any spy action should cost some influence like on endless legend.
If we use hero like before, they should get a good ammount of passive xp from it.
Local actions:
-The spy may have to be place on a specific system in order to begin his actions, more he can stay on the system, better will be his actions. However, I think we should keep a cap to Infiltration Level (05)
Passive:
-Give the vision of the infiltrated system to the spying empire.
-Give the system interface (FIDS informations, the building, building queue).
Infilitration Level 01 - It can start by forming a secondary node where you can leech dust & gain additionnal science from trade route .
[The higher the level is, the higher the amount of dust will be stealed and science gained per turn, until the spy are removed.]
Infiltration Level 02 - You may lower local influence production by spreading corruption.
Infiltration Level 02 - Hijacking ressources, your spy will send the selected strategic or luxe ressource harnessed this turn to your empire.
(I don't know if this should be like the pillage system of endless legend, you steal 8 strategic ressource and for 8 turn the planet can't produce this ressource)
Infiltration Level 03 - Sabotage, after some turns of preparation, your spy will try to destroy a building of the system. The time recuired to do so, depend of the production cost of the selected building.
Infiltration Level 03 - Your secrets service will try to harm the system governor.
Infiltration Level 03 - Your spy will try to influence local political opinion.
example you may try to influence population in order make them pacific instead of anything else.
Or they could try lower the attractivness of Industrialist party.
Infiltration Level 04 - Triggering devasting bombs or other disaster, your spy will reduce enemy population from a selected planet .
Infiltration Level 05 - Attempt a system revolution, if successful, your empire take the lead of this system. Or become neutral toward everyone.
An invasion are triggered, the attack forces are composed with the % of unhappy manpower on the system (100-local happiness) while the defend will the satisfied population. The defender will still have battle action plan while the revolted population will not.
example if the system have 200 manpower with a local happiness of 80%, 40 troops will attack 160 troops.
Global actions:
- With high level of infiltration, thanks to multiple spies on the opponent systems, you may start to use global actions, here I think we should combine the infiltration level of all spies on the targeted empire.
(if I have 3 spy, the 1st with an Infiltration Level of 2, the 2nd with an Infiltration Level of 5 and a 3rd with an Infiltration Level of 3, we reach a Cumulated Infiltration level of 10)
Passive:
-Marketplace informations (exchanges of the spied empire)
-Diplomatic treaties
-Senate laws & approval
Cumulated Infiltration level 03 - It can start with stealing vision from the enemy ship or trades route for some turn.
Cumulated Infiltration level 04 - Your secret service make your faction more attractive toward the targeted empire, lowering the influence treaty cost toward them for some turn.
Or increasing hostile cost against your empire.
Cumulated Infiltration level 06 - Intercept the right informations, will make the life harder for scientifists, lowering speed reseach for some turns.
Cumulated Infiltration level 07 - With coordinated efforts, your spies will increase the dust cost for any puchased construction for some turns.
Cumulated Infiltration level 07 - Reward the workers of your opponent, give them more dust for their work, increase the upkeep for some turns.
Cumulated Infiltration level 09 - Reveal the spies within your empire, reducing their Infiltration level and stoping all current operations.
Cumulated Infiltration level 11 - Attempt to steal undiscovered tech. The higher the tech era is (compare to you), the longer the spy have to prepare for stealing it. (I don't know if we should allow to steal unique technologies)
Cumulated Infiltration level 15 - Trigger an emergency re-election, canceling all previous laws, providing a bonus to the party of your choice.
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I suggest another thing, you can also infiltrate minor factions, making this one less aggresive toward you and/or lowering influence cost when you deal with them.
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Thanks for reading ;)
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