Whatever interests me at the moment
Published on February 24, 2006 By nitey In Game Talk
Okay, I'll admit that I never played a game during the beta for longer than about a hour and since I've gotten the finished product, I've yet to finish 1 complete game (althought I'm very close on my latest). But I do have some idea's on how espionage can be made a much more fun part of the game. If you have any idea's you might want to tag them on here as well.

1. Once you start putting money into espionage against another star power, you should have a random chance per turn of getting a ESPIONAGE EVENT relating to that race. For example, a window appears and offers you the chance to help incite unrest on a particular planet with 3 options. Option 1, do nothing. Option 2, provide some modest funds (planet loyaty is reduced by x%) and Option 3, provide weapons and funding for terriorists that reduces morale on that planet by x%. Other EVENTS could involve delays in social, military or research production either permantantly or temporarily. Options which increase our diplomatic relations with that race (i.e. behind the scenes peacetalks or pro-your race rallys), Options to actually get a random ship from the race who's crew decided to defect to your race. I believe that something like this would be great fun.

2. The ability to create a spy network to actually target espionage events against selected planets. Your spy is given a mission to perhaps steal research, delay production, cause unrest. Each mission requires a certain amount of credits to be spent and does not guarentee success. If the mission is a success, your spy gains experience to assist him in his next mission. However, if the mission ends in failure, there is a chance that the spy is caught - which causes your relations with that race to drop.

3. Another idea: If you have a spy network, you can right click on a races planet and get specific information about that planet (i.e. ships in orbit/type, planet defenses, number of troops, completed social projects, current social and military builds).

4. Another idea: Greater espionage levels gives you stat report like the one you get for your colonies but for the other races possessions/ships.

5. Counter Espionage: Obviously if you create a more aggressive espionage network, you need to have a counter espionage network. Counter Espionage works to cloak your information, reduce the chance of espionage mission success and also plays a part in reducting the effect of ESPIONAGE EVENTS that target you.

6. Other types of info that could be included in your espionage events: results of AI to AI negotiations (who got what, what was offered or what was turned down), immediate notification of declarations of war (AI v. AI), peace (AI v. AI), Alliances. Notifications of fleet build ups, suggestions of races planets that may be underdefended.

7. War Missions: Missions that destroy a selected planets completed social projects, degrade a starbases offense/defense, degrade a fleets offense/defense, sabotage of freighter routes.

Anyway, I think Stardock is missing the boat on what could be a far more fun element of the game (if really done right, this could be a mini-game all in itself). I don't expect all these suggestions to be implimented, but I hope that some of these suggestions might be enough to get someone to really think about how much more fun/great this game can be.

BTW, Stardock major, major Kudos on this game. Easily the best strategy game I've ever played (and yes, I have played Civ 1-4).
Comments (Page 2)
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on Feb 24, 2006
Just spend enough on espionage and you can see all the stuff they can


Even at the highest level I cannot see the improvements built on a planet. All the other stats but the planet squares are blank.

I assumed that was the way it worked. If I am not seeing something I should let me know
on Feb 24, 2006
I think espionage as it's now is OK , all I need is ability to spend resources on counterespionage + some unique building helping/preventing espionage , may be some tech too.
on Feb 24, 2006
in my opinion intelligence shouldn't be overpowered but should be allowed anyway to do some covert actions which shouldn't be balance breakers but add some feature to gameplay. As nitey said all covert actions should be linked to specific levels of intelligence so if u want powerful covert actions u need high levels.Covert actions could be very risky and costly so u couldn't abuse of intelligence actions.
An improved intelligence system will also add longevity to gameplay because instead of go openly in war against a race u can covertly weaken it.
Possibility to destroy trade routes of your enemy without any declaration of war is very important in my opinion, other options should also add some improvements in gameplay.clearly all this options need the introduction of counterintelligence which also need some balancement in intelligence funding.
I want the introduction of unconventional warfare!And improving intelligence system is the best way
on Feb 28, 2006
The only thing I want out of espionage, is when my spymaster tells me that I know more than X leader, I want the fog of war lifted from his ships/planets.. Any sensor data he gets, I get. Real-time data from his pentagon about troop placement.

Then, I want counter-espionage.. The ability to stop him from seeing my sensor data & stealing my tech, and occassionally pushing back my espionage efforts.

Getting my buildings blown up is not fun. Never could figure out the benefit of taking out 1/100th of a nation's production capability.. Would rather have my funds go for something more complete.
on Mar 01, 2006
or at least just the Destabilisation & the Planetary propaganda sliders bars described in the manual.


I can't seem to find the destabilisation slider anymore. In the beta it was there, now I can't find it. Is there somekind of condition for having it?
on Mar 01, 2006
What I would like to see, is after establishing various levels of espionage, certain options thar are offered to allow you to influence the AI government to go to war with another AI, or perhaps perform some sort of sabatoge and implicate another AI damaging their relations. If you go to war with an AI whom you have Advanced Espionage on, you have options to disable defenses of a world you are getting ready to invade or sabotage Starbase Modules. Another option could be theft of a new high tech ship designs. I agree that as it stands now, Espionage is useful (a good heads up to what the AI is doing) but it's rather dull, and a little one dimensional. I however, on the other hand don't think it should include anything too game breaking, as with spying in MoO2 (Darlocks with spys were unbeatable). I also think it would be balancing to allow the AI the same options (fear the AI Drath!) but then also encompass a counterespionage option as well to allow those less gifted in Espionage a balancing factor.
on Mar 03, 2006
i have my espionge on advance and my guys are only stelling tech when ever i take over a planet? is this normal? never seen it give me tech otherwise.
on Mar 03, 2006
I have stolen multiple techs from civs that I'm spying on. Granted, my espionage level for those civs was maxxed, and I didn't see stolen tech immediately. It came over time.

As for destabilization and the like, I see that some of the top end of the tech tree includes Cultural Insurrection, which allows you to build an Insurrection Coordinator module for your Influence SBs. I haven't gotten that far up the tree, yet, so don't know. Makes sense you could need that, but I'd be surprised if new UI sliders suddenly appeared. I'd expect them to be there always, but greyed out until you have the appropriate tech.
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