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Galactic Civilizations III - Espionage DLC?

A really deep espionage system to make the game shine.

Posted on Monday, January 27, 2020

The Galactic Civilizations III Espionage system is clearly not up to what it could or should have been.

For my part, I would very much like a spy system that has a little more scope.

Here are some ideas on what it could become.
It's a bit heavy, there is content.  

The Spy System.

Currently:

Spy on a faction (up to 4 spies): gives information on the faction (4 levels), then allows you to automatically steal technologies at random.

Placing a spy on a planet: reduce Raw Production (20%?), totally disable the improvement.

Counterintelligence (up to 10 spies): increases the time it takes foreign spies to steal technology.

Infiltrator (Promotion): sacrifice spy to immediate receive a random tech from player.

It's a bit short...  

What was planned:

You can read more about this in the links of this post.
The Commander also could have had very interesting promotions.  

Saboteur: Sacrifice spy to destroy target tile (and tile becomes uninhabitable).

Monster: Reduce population growth by 0.3 per turn.

Assassin: Sacrifice spy to kill all other enemy spies on a planet.

Provocateur: Spy becomes a rabble rouser and reduces the planet's morale.

Revolutionary: Spy can flip an entire world, the target world becomes rebellious (League of Unaligned Worlds).

...and more.

The revised Spy System.

The spy can perform different missions.
We can also consider the need to research technologies to unlock the different missions.
Certain missions can also be reserved for certain factions, or require a certain promotion, etc.
Some missions may require the spy to have a certain level in order to be undertaken.
Some missions are carried out continuously (e.g. "Spy a faction" (currently in game, up to 4 spies)).

The spy level increases the mission reward and the target faction's counterintelligence level reduces the mission reward.

Missions take some time to complete and may require resources.
The level of the spy reduces the duration to complete the mission and the level of counterintelligence of the targeted faction increases the duration of completion of the mission.

The effect of successful missions is either instantaneous or validated for a certain number of turns.
For each successful mission, the spy gains a level.
The spy also gains a level every 10 turns when performing continuous missions (e.g. "Spy a faction" (currently in game, up to 4 spies)).

The spy can be discovered during a mission (a discovery test is performed at the end of the mission's time).
The level of the spy decreases the risk of being discovered and the level of counterintelligence of the targeted faction increases the chances of being discovered.
Depending on the level of the spy, the faction for which he spies can be revealed when the spy is discovered (e.g. below level 5, the faction of the spy is revealed directly, from level 5 the faction spy is not revealed).
If the spy is discovered and the spy faction is revealed this gives a diplomacy penalty for the spy faction (more or less long penalty in number of turns depending on the type of mission and traits and/or the level of relationship between factions, and/or ideology, etc.).

When discovered, the spy can be released or executed.
Depending on the faction (this can be a trait for example, and/or the level of relationships between factions, and/or ideology, etc.), the captured spy can be returned immediately to the faction against payment a ransom (credits, resources, etc. depending on the needs of the faction being spied on) or free of charge, or be redeemable for a ransom but only after a certain number of turns, or be executed immediately.
The different actions also give penalties/bonuses (freeing a spy free of charge, executing a spy, etc.).
The faction can pay the ransom to release their spy at any time from the time the spy is exchangeable.
If the spy faction is not revealed when it is discovered, the faction that pays the ransom to recover its spy receives a diplomacy penalty (the faction reveals its identity).

Missions can be stopped at any time on the initiative of the player.
The mission is automatically interrupted if the mission can no longer be carried out.
The player receives a message when a mission is completed, when a spy is captured or when a mission is interrupted.
The targeted faction receives a message when the effects of foreign spy missions are detectable.
Fixed-term missions can be put into repeat mode, the spy repeats the same mission as long as he is not discovered or the mission is not interrupted.

Missions Outside Planets.

Steal credits (global pool).
Credits are taken from the target faction and added to the spy faction.

Steal strategic resources (Elerium, Durantium, Antimatter, Promethion, Thulium) (global pool).
Resources are removed from the target faction and added to the spy faction.

Steal scarce resources (Arnor Spice, Epimetheus Pollen, Helios Ore, Artocarpus Viriles, etc.) (global pool).
Resources are removed from the target faction and added to the spy faction.

Poison food (global pool).
Food units are removed from the target faction's food pool.
The number of foods in the pool can become negative.
It is also conceivable that a faction with a negative level of food suffers an overall morale penalty.

Steal food (global pool).
Food units are removed from the target fation's food pool and added to the spy faction's food pool.
This mission takes longer than the "Poison Food" mission.
The number of foods in the pool can become negative.
It is also conceivable that a faction with a negative level of food suffers an overall morale penalty.

Enroll foreign administrators (global pool).
Administrators are removed from the target faction's administrator pool and added to the spy faction's administrator pool.

Enroll foreign legions (global pool).
Legions are removed from the target faction's legion pool and added to the spy faction's legion pool.

Steal research points (global pool).
At the start of each turn, research points are removed from the target faction and added to the spy faction.

Infiltrate a ship (alone or in a foreign fleet).
This allows you to constantly see the viewing area of the ship or fleet.

Capture a ship (alone or in a foreign fleet).
The captured ship becomes a "Privateer" ship for the benefit of the spy faction.

Steal Ascension points (global pool).
At the start of each turn, Ascension points are removed from the target faction and added to the spy faction.

Steal Citizen training (General, Commander, Farmer, etc.).
The spy can steal citizen training, which allow to train the citizens of the spy faction.

Activate an artifact.
The spy can use the charge of an artifact of the target faction for the benefit of his faction.

Steal Ideology points.
Ideology points are removed from the target faction and added to the spy faction.

Deteriorate relationships.
The spy destabilizes the relations of a foreign faction against another foreign faction.
E.g. the spy adds a diplomacy penalty for the Altarians against the Drengins, the Drengins therefore perceive the Altarians as a "threat" (We have bad relations -1).

Block promotions.
The spy blocks access to promotions for all citizens of the targeted faction.

Infiltrate the Galactic Bazaar.
All mercenaries are unlocked for the spy faction, and the cost of recruiting mercenaries is decreased for the spy faction and increased for other factions.

Infiltrate the Galactic Market.
The purchase price of resources is reduced and the sale price of resources is increased for the faction of the spy and vice versa for the other factions.

Reserve a mercenary (Galactic Bazaar).
The spy blocks the purchase of a mercenary for other factions.

Bribe a mercenary (Galactic Bazaar).
When the mercenary is recruited by another faction, the spy goes into standby mode.
This allows you to constantly see the vision area of the mercenary ship or the fleet in which the ship is included.
At any time, the spy can take control of the mercenary ship.
The captured ship becomes a "Privateer" ship for the benefit of the spy faction.

Reserve a resource (Galactic Market).
The spy blocks the purchase of a resource for other factions.

Influence the vote at the Elections (Galactic Senat).
If the spy succeeds in the mission, the targeted faction loses the elections and suffers the consequences.

Influence the vote at the United Planets.
If the spy succeeds, the target faction votes the same way as the spy faction.

Civilization Priority Missions.

Penalize priorities.
The spy can be used to counter bonuses from civilization priorities (where citizens can be awarded: % Approval, Social Construction, Research, etc.).
Each spy gives a penalty (% negative) to the targeted priority.

Trade Missions.

Block a trade route.
The blocked route no longer generates bonuses (credits, etc.).

Divert a trade route.
Trade route bonuses are diverted to the spy faction and the beneficiary faction is not disclosed.

Missions on Sites.

Corrupt a Starbase (strategic resources).
The spy diverts part of the production of the starbase for the benefit of his faction.

Corrupt a Starbase (Relics - Approval, Culture, Economic, Manufacturing, Research, etc.).
The spy diverts part of the bonuses from the starbase for the benefit of his faction.

Corrupt a Starbase (Ascension Relics).
The spy diverts part of the Ascension points and bonuses generated by the starbase for the benefit of his faction.

Corrupt a Starbase (Economic, Culture, Military).
The spy decreases or cancels the bonuses/penalties generated by the starbase.

Corrupt a Shipyard.
The spy decreases or cancels the building points used by the shipyard.

Divert a Shipyard.
Shipyard build points are sent to the spy faction's selected shipyard.

Steal a ship at a Shipyard.
The stolen ship becomes a "Privateer" ship for the benefit of his faction.
If the ship is a civilian mission (Research Mission, Treasure Hunt, etc.), the benefit of the mission will be attributed to the faction of the spy and the beneficiary faction is not disclosed.

Disable a Hypergate.
The spy completely deactivates the Hypergate, it is no longer functional.

Missions on Planets.

Currently:

Disable improvement.
Placing a spy on a planet: reduce Raw Production (20%?), totally disable the improvement.
You can nullify spies using your own spies destroying both agents.

Infiltrator (Promotion): Sacrifice spy to immediate receive a random tech from player.
The spy must be stationed on a foreign planet.

Adjustments:

Sacrifice a spy just to restore an improvement, it's a little expensive paid, spies are precious.  
Instead of destroying the two agents to remove the negative effects, a new mission is added.

Capture spy.
The spy can capture the foreign spy on a planet.
When discovered, the spy can be released or executed (see above).

For the promotion mission "Infiltrator", the mission becomes a mission "Outside Planets", the player choose the technology he want to stole, the spy can also be captured.
If not discovered, the spy survives and returns to the faction's spy pool.
If discovered, the spy can be released or executed (see above).

Disable improvement.
The spy reduces Raw Production (20%?), and completely deactivates the improvement.

What was planned:

Saboteur: Sacrifice spy to destroy target tile (and tile becomes uninhabitable).

Monster: Reduce population growth by 0.3 per turn.

Assassin: Sacrifice spy to kill all other enemy spies on a planet.

Provocateur: Spy becomes a rabble rouser and reduces the planet's morale.

Revolutionary: Spy can flip an entire world, the target world becomes rebellious (League of Unaligned Worlds).

... and more.

Adjustments for what was planned:

Sacrifice a spy just to destroy a tile, it's a little expensive paid, spies are precious.  

Saboteur.
The spy destroys the target tile.
If not discovered, the spy survives and returns to the faction's spy pool.
If discovered, the spy can be released or executed (see above).

Monster (is ok).
Spy reduces population growth by 0.3 per turn.

Provocateur (is ok).
Spy becomes a rabble rouser and reduces the planet's morale.

Revolutionary (is ok).
Spy can flip an entire world, the target world becomes rebellious (League of Unaligned Worlds).

Assassin, renamed to Hunter.
The spy can capture all foreign spies on the planet.

... and more.
Hard to say.  

Missions on Planets added.

Divert resources.
The spy diverts the resources produced by the targeted improvement (Elerium, Arnor Spice, etc.) to the benefit of his faction.

Bribing a Citizen.
The bonuses of the targeted foreign citizen become penalties.

Enroll a Citizen.
The target foreign citizen is removed from the planet and is available in the spy faction's citizen pool.

Neutralize the legions.
The legions will not participate in the defense of the planet during an invasion.
If the legions are stationed on the planet, they will always be available for the defense of the planet after the capture of the planet (the stationed legions are not destroyed).

Transform a planet.
The spy transforms the planet type into another type of planet (e.g. Barren World to Toxic World).

Divert Social Construction points.
At the start of each turn, the spy diverts part of the Social Construction points that are sent to the selected planet from the spy faction.

Divert Ship Construction points.
At the start of each turn, the spy diverts part of the Ship Construction points that are sent to the selected planet from the spy faction.

Divert Research Points.
At the start of each turn, the spy diverts part of the Research points that are sent to the spy faction.

Divert Influence Points.
At the start of each turn, the spy diverts a portion of the Influence points that are sent to the selected planet from the spy faction.

Divert Credits.
At the start of each turn, the spy diverts part of the Credits that are sent to the spy faction.

Divert Food.
The spy diverts part of the Food units that are sent to the spy faction.

Steal Stored Goods.
At the start of each turn, the spy diverts part of the available Stored Goods which are sent to the selected planet from the spy faction.

Counterintelligence Missions.

Certain missions can be carried out on foreign spies whose ransom has not yet been paid.

Flip a captured spy.
When an foreign spy is captured, it can be flipped, then it becomes a spy for the faction of the spy who captured it.

Torture a spy (faction not revealed).
When an foreign spy is captured and the spy faction is not revealed, he can be tortured into admitting for which faction he is spying on.
The spy may die during interrogation.
If the spy speaks, the spy faction receives a diplomacy penalty and the ransom amount is increased.

Torture a spy (revealed faction).
When an foreign spy is captured and the spy faction is revealed, he can be tortured.
The spy may die during interrogation.
If the spy is broken, he loses a number of levels and the amount of the ransom is increased.

Infiltrate the Citizen pool.
When a spy shows up (every 10 turns), it is the spy on an undercover mission who comes undercover to the target faction.
The spy becomes a citizen available for training in the pool of citizens of the target faction.
The spy then becomes aware of all the missions of the spies of the targeted faction.
Depending on the training he receives, the spy can perform other more advanced special missions "Bribe all Citizens", "Enroll all Citizens".

Bribe all Citizens (advanced special mission).
The bonuses of all foreign citizens of the same type as the infiltrated spy become penalties.
E.g. if the infiltrated spy is trained as General, all bonuses of Generals and promoted Generals become penalties.

Enroll all Citizens (advanced special mission).
All foreign citizens of the same type as the infiltrated spy are removed from the planets and become available in the citizen pool of the spy faction.
E.g. if the infiltrated spy is trained as a Farmer, all Farmers of the target faction become available in the citizen pool of the spy faction.
E.g. if the infiltrated spy is trained as a Spy, all Spies of the targeted faction interrupt their missions and become available in the pool of citizens of the spy faction.
E.g. if the infiltrated spy is trained as Commander, all Commanders and promoted Commanders become available in the pool of citizens of the spy faction.
E.g. if the infiltrated spy is trained as Leader, all Leaders become available in the pool of citizens of the spy faction.
Etc.

Watch the Galactic Bazaar.
This mission can be preventive (even if there is no foreign spy already on mission).
The spy can capture a foreign spy who is on a mission at the Galactic Bazaar.
When captured, the spy can be released or executed (see above).

Watch the Galactic Market.
This mission can be preventive (even if there is no foreign spy already on mission).
The spy can capture a foreign spy who is on a mission at the Galactic Market.
When captured, the spy can be released or executed (see above).

Government Missions.

Bribing a member of the Cabinet (Unique ship, Minister, Crisis Manager, etc.).
Bonuses for corrupt Cabinet members are no longer applied.

Distract the government.
The spy increases the number of turns remaining for the target faction before it can change governments.

Force the Rebellion.
The spy can make a Commonwealth to rebel.
If the spy succeeds, the Commonwealth secedes and declares war on the faction to which it was subordinated.

What do you think? Want to taste it?
If you've read it all, you probably want it.

Added on January 30, 2020.

New missions added.

Missions Outside Planets.

Block exchanges (exchanges in Trade screen).
The spy blocks the ability for the targeted faction to contact other factions.
E.g. the Krynn can no longer contact the Drengin or the other factions, the other factions can however contact the targeted faction if they initiate contact.

Propaganda.
The spy makes his faction appear stronger (or weaker at the player's choice) than it is for the other factions, in the domains selected by the spy (Power, Economic Power, Military Power, Population, Influence , Raw Production, etc.).
The more domains selected, the more resources the mission costs.

Missions on Sites.

Sabotage ship.
The spy destroys the targeted ship.

Sabotage starbase.
The spy destroys the targeted starbase.

Sabotage shipyard.
The spy destroys the targeted shipyard.

Sabotage hypergate.
The spy destroys the targeted hypergate.

Government Missions.

When all the members of the cabinet of a faction are corrupt (mission "Bribing a member of the Cabinet" active on all the members of the cabinet), the spy can perform other more advanced special missions "Impose treaties", "Impose embargo", "Impose trade", "Impose war", "Influence exchanges", "Break treaties", "Isolate faction".

Impose treaties (exploration, non-aggression, alliance, peace) (advanced special mission).
The targeted faction signs the treaties selected by the spy with the spy faction.
The more treaties selected, the more resources the mission costs.

Impose embargo (advanced special mission).
The targeted faction ceases all trade with the faction designated by the spy (incoming or outgoing trade).

Impose trade (advanced special mission).
The targeted faction redirects its trade ships to the planets of the spy faction.

Impose war (advanced special mission).
The targeted faction declares war on the faction designated by the spy (the designated faction can be the faction of the spy).

Influence exchanges (advanced special mission).
The spy faction gets a reduction when it trades with the targeted faction (exchanges in Trade screen).

Break treaties (exploration, non-aggression, alliance) (advanced special mission).
The targeted faction breaks the treaties selected by the spy with the faction designated by the spy (the designated faction can be the faction of the spy).
The more treaties selected, the more resources the mission costs.

Isolate faction (exchanges in Trade screen).
The spy blocks the possibility for the targeted faction to contact the other factions and blocks the possibility of the other factions to contact the targeted faction.
The targeted faction is completely isolated.

New Victory condition.

A new victory condition can be added: "Espionage Victory".
To win by Espionage, the faction must have one spy active on all the members of the cabinet of all other factions (mission "Bribing a member of the Cabinet") for a duration of 10 turns.