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Uploaded At Apr 26, 2021 ^^
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User score: 98.59- Masterpiece Video
RYD date created : 2022-04-03T09:04:34.242425Z
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Top Comments of this video!! :3
The AI sparked 2 different diplo incidents on me the same month. As one of them was a fan purifier, I had already started "containing to end threat" it didn't embarrass anyone.
This stuff is good as the beginnings of soft power vs early secrecy advantages of uncoop empires.
Unfinished work though, just a start.
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You know what would be fun and make me want to invest in espionage? Grand Operations. Let me explain:
This is just a rough idea, but let's say for every point your codebreaking is above their encryption you get +2% yearly chance to initiate a Grand Operation. Basically a chain of events that relies on your espionage ability and that has the potential to majorly impact the target empire:
- Provoke Coup d'etat: The target changes their government form to one of your choosing.
- Disinformation campaign: The target suffers a universal 100% attraction to an ethic of your choosing for 10 years.
- Hybrid warfare: One of the planets in your target's space declares independence, shifts its ethics closer to yours and asks to be your protectorate.
- Bribe leader: One of the leaders in the target empire defects to your side. If governor, you get +50 infiltration; If scientist, you get the research option and a bonus to whatever they've already researched every 2 years or so; If admiral, the fleet they're leading becomes neutral or friendly when a war breaks out; same for generals; if an envoy, you get +1 favor every year and +5% of their diplomatic weight.
- Assassinate leader: A leader of your choosing dies.
- Destroy starbase: A starbase of your choosing is completely destroyed.
- Lobbyist corps: Gain the eqivalent of their diplomatic weight for 10 years.
Possibilities are endless. The point is, I'd love to see espionage play a lot more of a substantial role in the game, to the point where it becomes a viable strat for your empire. Nothing would bring me more joy than to be able to play as an empire that specializes in spy craft, always pulling strings from the shadows, subverting the galactic order to match its secretive goals.
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Prepare sleeper cells: No. it only prevents the decay for one year, and the decay is incredibly negligible, so it saves you less than a single point of infiltration. The only argument that could possibly exist for it is to maintain infiltration (and by extension intel cap) while the envoy does a first contact or negotiates a deal before being assigned right back to the spy network, if you absolutely need to not drop below a threshold that you are just barely at.
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I always found subterfuge to be lacking in Stellaris. It's missing the depth the rest of the game has, and it's just boring to use because comes from it. Why not actually spark rebellions in Empires, or support militias/pirates? Why not see the inter workings of Federations, and fucking with their cores on a meaningful level? There's so much potential that they wasted.
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It's got to be one of the most disappointing iterations of a spy system I've seen. Nothing like " Give out wrong orders" Giving a sublight speed debuff to the enemy, or " Release a metal/alloy eating parasite that weakens alloys" Which would give something like maybe a -20% debuff to alloy production or so.
I could've seen a system, where you can upload a virus to some starbases. Potentially turning anything below a Citadel into a friendly base. But there could also be countermeasures you can build on your starbase.
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@WhiteManOnCampus
3 years ago
Sabotage Starbase just doesn't make any sense. Logically, I get why it requires such a high infiltration level considering it involves actually destroying something. But the sheer cost and how involved it is makes no sense when all it does is destroy a random building on a random starbase.
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