m (文本替换 - 替换“Category:Game concepts”为“Category:游戏概念”) |
(2022年4月30日 (六) 16:22 Kami-sama) |
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{{version|3. | {{version|3.3}}{{Diplonav}} | ||
Intelligence | Intelligence and espionage are two important factors in gaining the upper hand over other empires. While an empire can only be defeated militarily, espionage can be used to significantly weaken it or gain substantial advantages over it. | ||
== Intel == | == Intel == | ||
{{iconify|Intel}} is a value between 0 and 100 that represents how much information an empire has about another empire. Every 10 points of intel will raise at least one | {{iconify|Intel}} is a value between 0 and 100 that represents how much information an empire has about another empire. Intel automatically increases or decreases towards the intel cap for the target empire. Some intelligence on systems, including fleets and colonies, can also be gained via sensors (fleets, starbases, or colonies). | ||
{| class="mildtable" style="text-align: center; | |||
! rowspan=2 | Intel | === Intel level === | ||
! colspan=5 | Intel | There are 5 categories of intelligence, and 5 intel levels for each category: {{icon|no|20px}} none, [[File:Intel level low.png|alt=|22x22px]] low, [[File:Intel level mid.png|alt=|22x22px]] medium, [[File:Intel level high.png|alt=|22x22px]] high, and [[File:Intel level full.png|alt=|22x22px]] full. Every 10 points of intel will raise the intel level in at least one category of intelligence, revealing additional information about the target empire. | ||
{| class="mildtable" style="text-align: center;" | |||
! rowspan="2" | Intel | |||
! colspan="5" | Intel level<!-- common/intel_levels/00_intel_levels.txt --> | |||
|- | |- | ||
! Government | ! Government | ||
| Line 15: | Line 18: | ||
|- | |- | ||
| 0-9 | | 0-9 | ||
| {{icon|no}} | |{{icon|no}} | ||
| {{icon|no}} | |{{icon|no}} | ||
| {{icon|no}} | |{{icon|no}} | ||
| {{icon|no}} | |{{icon|no}} | ||
| {{icon|no}} | |{{icon|no}} | ||
|- | |- | ||
| 10-19 | | 10-19 | ||
| [[File:Intel level low.png]] | |[[File:Intel level low.png]] | ||
| {{icon|no}} | |{{icon|no}} | ||
| {{icon|no}} | |{{icon|no}} | ||
| {{icon|no}} | |{{icon|no}} | ||
| {{icon|no}} | |{{icon|no}} | ||
|- | |- | ||
| 20-29 | | 20-29 | ||
| [[File:Intel level low.png]] | |[[File:Intel level low.png]] | ||
| [[File:Intel level low.png]] | |[[File:Intel level low.png]] | ||
| {{icon|no}} | |{{icon|no}} | ||
| {{icon|no}} | |{{icon|no}} | ||
| {{icon|no}} | |{{icon|no}} | ||
|- | |- | ||
| 30-39 | | 30-39 | ||
| [[File:Intel level low.png]] | |[[File:Intel level low.png]] | ||
| [[File:Intel level low.png]] | |[[File:Intel level low.png]] | ||
| [[File:Intel level low.png]] | |[[File:Intel level low.png]] | ||
| [[File:Intel level low.png]] | |[[File:Intel level low.png]] | ||
| {{icon|no}} | |{{icon|no}} | ||
|- | |- | ||
| 40-49 | | 40-49 | ||
| [[File:Intel level mid.png]] | |[[File:Intel level mid.png]] | ||
| [[File:Intel level low.png]] | |[[File:Intel level low.png]] | ||
| [[File:Intel level low.png]] | |[[File:Intel level low.png]] | ||
| [[File:Intel level low.png]] | |[[File:Intel level low.png]] | ||
| [[File:Intel level low.png]] | |[[File:Intel level low.png]] | ||
|- | |- | ||
| 50-59 | | 50-59 | ||
| [[File:Intel level mid.png]] | |[[File:Intel level mid.png]] | ||
| [[File:Intel level mid.png]] | |[[File:Intel level mid.png]] | ||
| [[File:Intel level low.png]] | |[[File:Intel level low.png]] | ||
| [[File:Intel level low.png]] | |[[File:Intel level low.png]] | ||
| [[File:Intel level low.png]] | |[[File:Intel level low.png]] | ||
|- | |- | ||
| 60-69 | | 60-69 | ||
| [[File:Intel level mid.png]] | |[[File:Intel level mid.png]] | ||
| [[File:Intel level mid.png]] | |[[File:Intel level mid.png]] | ||
| [[File:Intel level mid.png]] | |[[File:Intel level mid.png]] | ||
| [[File:Intel level mid.png]] | |[[File:Intel level mid.png]] | ||
| [[File:Intel level low.png]] | |[[File:Intel level low.png]] | ||
|- | |- | ||
| 70-79 | | 70-79 | ||
| [[File:Intel level high.png]] | |[[File:Intel level high.png]] | ||
| [[File:Intel level mid.png]] | |[[File:Intel level mid.png]] | ||
| [[File:Intel level mid.png]] | |[[File:Intel level mid.png]] | ||
| [[File:Intel level mid.png]] | |[[File:Intel level mid.png]] | ||
| [[File:Intel level mid.png]] | |[[File:Intel level mid.png]] | ||
|- | |- | ||
| 80-89 | | 80-89 | ||
| [[File:Intel level high.png]] | |[[File:Intel level high.png]] | ||
| [[File:Intel level high.png]] | |[[File:Intel level high.png]] | ||
| [[File:Intel level mid.png]] | |[[File:Intel level mid.png]] | ||
| [[File:Intel level mid.png]] | |[[File:Intel level mid.png]] | ||
| [[File:Intel level mid.png]] | |[[File:Intel level mid.png]] | ||
|- | |- | ||
| 90-99 | | 90-99 | ||
| [[File:Intel level high.png]] | |[[File:Intel level high.png]] | ||
| [[File:Intel level high.png]] | |[[File:Intel level high.png]] | ||
| [[File:Intel level high.png]] | |[[File:Intel level high.png]] | ||
| [[File:Intel level high.png]] | |[[File:Intel level high.png]] | ||
| [[File:Intel level high.png]] | |[[File:Intel level high.png]] | ||
|- | |- | ||
| 100 | | 100 | ||
| [[File:Intel level full.png]] | |[[File:Intel level full.png]] | ||
| [[File:Intel level full.png]] | |[[File:Intel level full.png]] | ||
| [[File:Intel level full.png]] | |[[File:Intel level full.png]] | ||
| [[File:Intel level full.png]] | |[[File:Intel level full.png]] | ||
| [[File:Intel level full.png]] | |[[File:Intel level full.png]] | ||
|} | |}Besides increasing intel, intel levels can be gained temporarily via intel reports from operations. Each intel level reveals the following information: | ||
{| class="mildtable plainlist" | {| class="mildtable plainlist" | ||
! rowspan=2 | Level | ! rowspan=2 | Level | ||
! colspan=5 | Category | ! colspan=5 | Category<!-- common/intel_categories --> | ||
|- | |- | ||
! {{icon|policy}} Government | ! {{icon|policy}} Government | ||
| Line 142: | Line 142: | ||
|- | |- | ||
| [[File:Intel level high.png]] High | | [[File:Intel level high.png]] High | ||
| Empire | | Empire Size | ||
| | | | ||
| | | | ||
| Line 156: | Line 156: | ||
| | | | ||
* High Intel on Systems (orbital deposits in owned systems) | * High Intel on Systems (orbital deposits in owned systems) | ||
* Full Intel on Colonies (redundant with | * Full Intel on Colonies (redundant with high intel on colonies) | ||
| | | | ||
| Current Orders of Military Fleets | | | ||
* Current Orders of Military Fleets | |||
* Fleet Ship Design Details | |||
|} | |} | ||
If an | If an intel level is reduced, the information for that category and level will no longer be updated and be marked as ''stale'', but it will remain available. | ||
=== Intel cap === | ==== Intel cap ==== | ||
Intel cap is determined by | Intel cap is determined by base intel, [[Diplomacy#Agreements|diplomatic pacts]], trust, or infiltration, whichever is the highest. While current intel is below the intel cap, it will increase by {{green|+12}} per year. While current intel is above the intel cap, it will decrease by {{red|-1}} per year. Intel cap from trust is equal to half the trust amount, while intel cap from infiltration is equal to the infiltration level. Diplomatic relations provide the following benefits to intel: | ||
{| class="mildtable plainlist" | {| class="mildtable plainlist" | ||
! Intel Cap | !{{Hover box|Mutual unless specified|Relationship}} | ||
!Information Gained<!-- common/intel_categories/05_intel_diplo_pacts.txt | |||
common/defines/00_defines.txt --> | |||
!Minimum Intel Cap | |||
|- | |- | ||
|{{icon|alliance}} First Contact | |||
| | |||
| 10 | | 10 | ||
|- | |- | ||
| 20 | |[[File:Embassy our.png|link=https://stellaris.paradoxwikis.com/File:Embassy_our.png|alt=|26x26px]]Embassy | ||
| | | Diplomatic Pacts | ||
|{{Green|+20}} | |||
* {{iconify|Guarantee Independence}} | |- | ||
|{{iconify|Commercial Pact}} | |||
| | |||
*Relative Economic Power | |||
*Medium Intel on Systems | |||
| rowspan="3" | 20 | |||
|- | |||
|{{iconify|Guarantee Independence}} | |||
| | |||
|- | |||
|{{iconify|Non-Aggression Pact}} | |||
| | |||
|- | |||
|{{iconify|Migration Treaty}} | |||
|Low Intel on Systems | |||
| rowspan="3" | 30 | |||
|- | |||
|{{iconify|Research Agreement}} | |||
| Relative Technological Power | |||
|- | |||
|{{icon|galactic community}} Galactic Community Member | |||
| | |||
|- | |||
|{{iconify|Overlord}} (from subjects) | |||
| | |||
*Low Intel on Systems | |||
*Low Intel on Colonies | |||
| | |||
*30 from tributaries | |||
*40 otherwise | |||
|- | |||
|{{iconify|Defensive Pact}} | |||
| | |||
*Low Intel on Systems | |||
*Relative Fleet Power | |||
| rowspan="3" | 40 | |||
|- | |||
|{{iconify|Federation Associate}} | |||
| rowspan="2" |Low Intel on Systems | |||
|- | |||
|{{iconify|Hegemony}} federation | |||
|- | |- | ||
| | |[[Galactic community#The Custodian|Galactic Custodian]] (from {{icon|galactic community}} Galactic community members) | ||
| | |Relative Fleet Power | ||
|45 | |||
|- | |- | ||
| | |{{iconify|Martial Alliance}} federation | ||
| | |||
*Low Intel on Systems | |||
* | * Relative Fleet Power | ||
* | | rowspan="3" | 50 | ||
|- | |- | ||
| | |{{iconify|Research Cooperative}} federation | ||
| | | | ||
*Low Intel on Systems | |||
*Relative Technological Power | |||
|- | |- | ||
| | |{{iconify|Trade League}} federation | ||
| | |||
*Low Intel on Systems | |||
* | *Relative Economic Power | ||
* | |||
|- | |- | ||
|{{iconify|Galactic Union}} federation | |||
| Low Intel on Systems | |||
| 60 | | 60 | ||
|- | |- | ||
|{{icon|galactic imperium}} Galactic emperor (from {{icon|galactic community}} Galactic Imperium members) | |||
| rowspan="2" | | |||
* Relative Fleet Power | |||
*High Intel on Systems | |||
*High Intel on Colonies | |||
| 65 | | 65 | ||
| {{icon|galactic imperium}} Galactic emperor | |- | ||
|{{icon|galactic imperium}} Galactic emperor with [[File:Resolution_imperial_institutions.png|24px]] Imperial Security Directorate<br>(from {{icon|galactic community}} Galactic Imperium members) | |||
| 80 | |||
|} | |} | ||
Each level of | Each level of federation centralization also adds {{green|+10}} to the intel cap provided by the federation type. | ||
==== Base intel ==== | ===== Base intel ===== | ||
Base intel grants a minimum on intel cap towards every empire. It starts at 10 and can be increased by {{green|+10}} by each of the following: | Base intel grants a minimum on intel cap towards every empire. It starts at 10 and can be increased by {{green|+10}} by each of the following: | ||
* {{iconify|Colonial Bureaucracy|24px}} technology | * {{iconify|Colonial Bureaucracy|24px}} technology | ||
| Line 217: | Line 268: | ||
== Spy networks == | == Spy networks == | ||
Spy networks are created by assigning an {{iconify| | Spy networks are created by assigning an {{iconify|envoy}} to build one in a target empire via the [[diplomacy]] or espionage menu. Creating a spy network allows an empire to launch various operations once they have a sufficient {{iconify|infiltration}} level. Infiltration level grows over time as long as a spy network exists, especially if the infiltrated empire struggles with {{iconify|empire size}}. If the envoy is removed or the maximum infiltration level drops below the current infiltration level, the current infiltration level falls by {{red|-1}} each month. | ||
The current and the maximum {{iconify|infiltration}} | The current and the maximum {{iconify|infiltration}} level are shown at the top of the espionage window and should not be confused with the {{iconify|intel}} level that is shown on the diplomacy screen. Maximum infiltration level is initially 50, modified by 10 for each point of difference between your codebreaking and the target's encryption. It can also be increased by {{green|+5}} for each acquired [[#Asset|asset]], and the ''Gather Information'' operation raises the maximum infiltration level by {{green|+5}} temporarily (to a maximum of {{green|+20}}). | ||
=== Codebreaking === | === Codebreaking and Encryption === | ||
Codebreaking represents the ability to | Encryption represents an empire's defense against foreign infiltration while Codebreaking represents the ability to overcome another empire's said encryption. When an operation takes place the infiltrating empire's Codebreaking is pitted against the infiltrated empire's Encryption to determine the difficulty of the operations. | ||
{| class="mildtable" | {| class="mildtable" style="float: left; margin-right: 30px;" | ||
! Source | ! Source | ||
! {{icon|encryption}} Codebreaking | ! {{icon|encryption}} Codebreaking | ||
| Line 286: | Line 337: | ||
|} | |} | ||
{| class="mildtable" style="float: left; margin-right: 30px;" | |||
{| class="mildtable" | |||
! Source | ! Source | ||
! {{icon|encryption}} Encryption | ! {{icon|encryption}} Encryption | ||
| Line 340: | Line 389: | ||
| {{red|-2}} | | {{red|-2}} | ||
|} | |} | ||
{{clear}} | |||
=== Operations === | === Operations === | ||
''All operations except for Gather Information require the {{iconify|Nemesis}} DLC.'' | ''All operations except for Gather Information require the {{iconify|Nemesis}} DLC.'' | ||
Operations are targeted events that can be triggered within a specific empire. To run an operation an empire must have an {{iconify| | Operations are targeted events that can be triggered within a specific empire. To run an operation an empire must have an {{iconify|envoy}} assigned to [[Diplomacy|build a spy network]] in the target empire. All operations have an {{iconify|infiltration}} level requirement and {{iconify|energy}} cost as well as an an ongoing {{iconify|energy}} upkeep until they are completed. | ||
The difficulty of an operation is affected by the infiltrating empire's codebreaking against the infiltrated empire's encryption.<!-- see defines for details --> If problems arise during an operation, the spymaster for that network will contact you to make a decision. Progressing an operation functions similarly to the [[Precursors#Archaeological sites|archeology]] mechanic. Most operations will reduce the spy network's current infiltration level upon completion. Completing the {{Tradition|Subterfuge|tree|iconify}} will refund half of the spent {{iconify|infiltration}} on success of the operation. | |||
{| class="mildtable plainlist sortable" | {| class="mildtable plainlist sortable" | ||
! rowspan=2 | Operation | ! width=1% rowspan=2 | Operation | ||
! rowspan=2 | Operation category | ! rowspan=2 | Operation category | ||
! rowspan=2 | Intel category | ! rowspan=2 | Intel category | ||
| Line 357: | Line 404: | ||
! rowspan=2 | [[File:OperationButton difficultyIcon.png|24px|Base difficulty]] | ! rowspan=2 | [[File:OperationButton difficultyIcon.png|24px|Base difficulty]] | ||
! colspan=3 | Costs | ! colspan=3 | Costs | ||
! colspan= | ! colspan=2 | Requirements | ||
! rowspan=2 width=25% class=unsortable | | ! rowspan=2 width=25% class=unsortable | Effects | ||
|- | |- | ||
! Launch !! Upkeep !! Finish | ! Launch !! Upkeep !! Finish | ||
! {{icon|infiltration}} !! class=unsortable | | ! {{icon|infiltration}} !! class=unsortable | Others | ||
|- | |- | ||
| '''Gather Information''' | | '''Gather Information''' | ||
| Line 373: | Line 420: | ||
| 10 | | 10 | ||
| None | | None | ||
| | | <!-- operation.7000 --> | ||
* {{green|+5}} Maximum Infiltration Level for 10 years. Stacks to a maximum of {{green|+20}}, after which further operations only reset the duration. | |||
{{Collapse list | type= Randomly receive one of: | |||
* | | body= | ||
**4.5% per intel category to gain an intel report one level above current (19.2% with an asset of that category). | |||
**45.5% to gain {{iconify|Intel||+5|green}}. | |||
**22.7% to gain {{iconify|Intel||+10|green}} (12.8% if already have {{iconify|Intel||40}} or more). | |||
**9.1% to gain {{iconify|Intel||+15|green}} (2.4% if already have {{iconify|Intel||50}} or more). | |||
}} | |||
|- | |- | ||
| '''Spark Diplomatic Incident''' | | '''Spark Diplomatic Incident''' | ||
| | | {{iconify|Manipulation}} | ||
| {{icon|alliance}} Diplomacy | | {{icon|alliance}} Diplomacy | ||
| 3 | | 3 | ||
| Line 387: | Line 439: | ||
| {{icon|infiltration}} {{red|-10}} | | {{icon|infiltration}} {{red|-10}} | ||
| 25 | | 25 | ||
| | | | ||
* Communications with 4+ empires | * Communications with 4+ empires | ||
* {{icon|no}}{{iconify|Gestalt Consciousness}} | * {{icon|no}}{{iconify|Gestalt Consciousness}} target | ||
* {{icon|no}}{{iconify|Fanatic Purifiers}} | * {{icon|no}}{{iconify|Fanatic Purifiers}} target | ||
| | | <!-- operation.8200 --> | ||
* Target suffers a negative [[Envoy events|envoy event]] | |||
* | |||
|- | |- | ||
| '''Prepare Sleeper Cells''' | | '''Prepare Sleeper Cells''' | ||
| Line 406: | Line 456: | ||
| 30 | | 30 | ||
| None | | None | ||
| | | <!-- operation.8000 --> | ||
* {{green|+1}} Operation Skill and no Spy Network Decay for 15 years | |||
* Can sacrifice an asset to double the duration | |||
* | |||
|- | |- | ||
| '''Acquire Asset''' | | '''Acquire Asset''' | ||
| Line 421: | Line 470: | ||
| 30 | | 30 | ||
| None | | None | ||
| | | <!-- operation.1000 --> | ||
* Acquires a random asset against the target empire | |||
* | |||
|- | |- | ||
| '''Extort Favors''' | | '''Extort Favors''' | ||
| Line 435: | Line 482: | ||
| {{icon|infiltration}} {{red|-20}} | | {{icon|infiltration}} {{red|-20}} | ||
| 35 | | 35 | ||
| {{icon|no}}{{icon|fanatic purifiers}}{{icon|devouring swarm}}{{icon|determined exterminator}} Genocidal | | | ||
* {{icon|no}}{{icon|fanatic purifiers}}{{icon|devouring swarm}}{{icon|determined exterminator}} Genocidal | |||
| | * {{icon|no}}{{icon|fanatic purifiers}}{{icon|devouring swarm}}{{icon|determined exterminator}} Genocidal target | ||
| <!-- operation.6250 --> | |||
* 80% | * 80% chance to gain {{green|+1}} {{iconify|Favor}} from the target | ||
* 20% | * 20% chance to gain {{green|+1}} {{iconify|Favor}} from the target | ||
|- | |- | ||
| '''Smear Campaign''' | | '''Smear Campaign''' | ||
| Line 452: | Line 499: | ||
| 35 | | 35 | ||
| Communications with 4+ empires | | Communications with 4+ empires | ||
| | | <!-- operation.3000 --> | ||
* | * Target's Federation loses {{red|-20}} {{iconify|Cohesion}} | ||
* {{ | * If target is not part of a Federation it loses {{red|-100}} {{iconify|Opinion}} with a random empire | ||
|- | |- | ||
| '''Steal Technology''' | | '''Steal Technology''' | ||
| Line 470: | Line 514: | ||
* {{icon|infiltration}} {{red|-30}} | * {{icon|infiltration}} {{red|-30}} | ||
| 40 | | 40 | ||
| | | | ||
* {{icon|no}}{{iconify|Enigmatic Engineering}}<ref> | * {{icon|no}}{{iconify|Enigmatic Engineering}} target<ref>The first time you launch the operation it will fail in phase 1.</ref> | ||
* {{icon|time}} | * {{icon|time}} At least 6 years since the last Steal Technology operation | ||
| | | <!-- operation.1020 --> | ||
* {{green|+30%}} Research progress in a random technology | |||
* | * If target has no technology you don't have gain {{green|+1000}} {{iconify|Research}} in each category instead | ||
{{ | * With a Hacker or Memory Cache asset can give the target {{red|-10%}} {{iconify|Research Speed}} for one year at the cost of 10 {{iconify|Infiltration}} and 25 {{iconify|Influence}} | ||
{{Collapse list | type= Additional options on superior codebreaking: | |||
| body= | | body= | ||
** '''Research backdoor''' | ** '''Research backdoor''' | ||
*** Requirements: Relative codebreaking/encryption > 1.4, {{iconify|Subterfuge}} asset or [[File:Op cat technology.png|24px]] Technology asset | *** Requirements: Relative codebreaking/encryption > 1.4, {{iconify|Subterfuge}} asset or [[File:Op cat technology.png|24px]] Technology asset | ||
| Line 508: | Line 544: | ||
* {{icon|infiltration}} {{red|-45}} | * {{icon|infiltration}} {{red|-45}} | ||
| 45 | | 45 | ||
| | | Target {{iconify|Starbase}} with a non-Shipyard module or building | ||
| <!-- operation.2000 -->If any non-shipyard modules are present, destroys a random non-shipyard module, otherwise destroys a random building. | |||
| ' | * Destroys a random non-shipyard starbase module | ||
* If there isn't any destroys a random starbase building | |||
{{Collapse list | type= Additional options on success: | |||
| body= | |||
** '''Collateral Damage (Module)''' | |||
*** Requirements: {{iconify|Sabotage}} asset and starbase has at least 2 non-shipyard modules, base 16.7% chance (50% with a [[File:Op cat technology.png|24px]] technology asset, no {{icon|fleet size}} military asset, and relative codebreaking/encryption > 0.6) | |||
*** Cost: [[File:Op cat technology.png|24px]] {{red|-1}} Technology asset | |||
*** Effect: Target starbase loses random non-shipyard module. | |||
** '''Collateral Damage (Platform)''' | |||
*** Requirements: {{iconify|Sabotage}} asset, at least {{iconify|volatile motes||2}} and starbase has a defense platform, base 16.7% chance (50% with a {{icon|fleet size}} military asset, no [[File:Op cat technology.png|24px]] technology asset, and relative codebreaking/encryption > 0.6) | |||
*** Cost: {{iconify|volatile motes||-2|red}} | |||
*** Effect: Target starbase loses a random defense platform | |||
}} | |||
* | * | ||
|- | |- | ||
| Line 523: | Line 570: | ||
| {{icon|infiltration}} {{red|-60}} | | {{icon|infiltration}} {{red|-60}} | ||
| 60 | | 60 | ||
| {{icon|time}} At least 3 years since any empire successfully armed privateers in this empire | |||
| {{icon|time}} | | A scaling pirate fleet attacks one of the target's systems<!-- operation.6200 --> | ||
| | {| class="wikitable mw-collapsible mw-collapsed" | ||
! Target's fleet power | |||
! Ships | |||
|- | |||
| 0-299 | |||
| 1 | |||
|- | |||
| 300-599 | |||
| 2 | |||
|- | |||
| 600-999 | |||
| 6 | |||
|- | |||
| 1000-1999 | |||
| 7 | |||
|- | |||
| 2000-3999 | |||
| 11 | |||
|- | |||
| 4000-7999 | |||
| 14 | |||
|- | |||
| 8000-11999 | |||
| 20 | |||
|- | |||
| 12000-19999 | |||
| 26 | |||
|- | |||
| 20000-29999 | |||
| 34 | |||
|- | |||
| 30000+ | |||
| 38 | |||
|} | |||
|- | |- | ||
| '''Crisis Beacon''' | | '''Crisis Beacon''' | ||
| Line 539: | Line 617: | ||
| 80 | | 80 | ||
| | | | ||
* Any [[crisis]]<ref>The {{icon|dst}} [[Gray Tempest]] and {{icon|apc}} [[Great Khan]] midgame crises also qualify.</ref> | * Any [[crisis]]<ref>The {{icon|dst}} [[Gray Tempest]] and {{icon|apc}} [[Great Khan]] midgame crises also qualify.</ref> | ||
* {{icon|time}} 4 | * {{icon|time}} 4 years cooldown | ||
| | | <!-- operation.4000 --> | ||
* The nearest crisis fleet attacks the target's closest system | |||
* | |||
|- | |- | ||
| '''Imperium: Weaken Imperial Authority''' | | '''Imperium: Weaken Imperial Authority''' | ||
| Line 555: | Line 631: | ||
| {{icon|infiltration}} {{red|-15}} | | {{icon|infiltration}} {{red|-15}} | ||
| 35 | | 35 | ||
| {{iconify|Galactic Imperium}} member | | | ||
* {{iconify|Galactic Imperium}} member | |||
| | * {{icon|galactic imperium}} Galactic Emperor target | ||
| <!-- operation.6000 --> | |||
* [[File:Diplomacy imperial crusade.png|24px]] Imperial | * Galactic Imperium loses {{red|-20}} [[File:Diplomacy imperial crusade.png|24px]] Imperial Authority | ||
|- | |- | ||
| '''Imperium: Target Seditionists''' | | '''Imperium: Target Seditionists''' | ||
| Line 570: | Line 646: | ||
| None | | None | ||
| 35 | | 35 | ||
| | | | ||
* {{ | * {{icon|galactic imperium}} Galactic Emperor | ||
* {{iconify|Galactic Imperium}} member target | |||
* Target is a rival or undermining Imperial Authority | |||
* | | <!-- operation.6300 --> | ||
| | * Target empire cannot undermine Imperial Authority for 5 years | ||
* | |||
|- | |- | ||
| '''Imperium: Spark Rebellion''' | | '''Imperium: Spark Rebellion''' | ||
| Line 589: | Line 662: | ||
| {{icon|infiltration}} {{red|-50}} | | {{icon|infiltration}} {{red|-50}} | ||
| 70 | | 70 | ||
| | | | ||
* {{icon|galactic imperium}} Galactic Emperor | * {{iconify|Galactic Imperium}} member | ||
* {{icon|galactic imperium}} Galactic Emperor target | |||
* [[File:Diplomacy imperial crusade.png|24px]] Imperial authority 50 or less | * [[File:Diplomacy imperial crusade.png|24px]] Imperial authority 50 or less | ||
| | | | ||
<!-- operation.6100 --> | |||
* Declares war against the Galactic Emperor with the Restore Community wargoal | |||
* Every member of the Galactic Imperium will be asked to join either side | |||
* {{red|This operation will be terminated if imperial authority is at least 80 when a phase concludes}} | |||
|} | |} | ||
=== Assets === | === Assets === | ||
{{expansion|nem}} | {{expansion|nem}} | ||
Assets are characters gained from the Acquire Asset operation that can be assigned to improve the skill of any operation. Each asset will grant {{green|+4}} skill bonus per category that matches with the operation. | Assets are characters gained from the Acquire Asset operation that can be assigned to improve the skill of any operation. Each asset will grant {{green|+4}} skill bonus per category that matches with the operation. Some operations allow for sacrificing an asset to obtain a greater reward. Each asset also increases the maximum level your spy network can reach by {{green|+5}}. | ||
An asset that is assigned to a Gather Information operation gives a 50% chance that the intel gained matches the asset's intel category. | |||
{| class="mildtable" | {| class="mildtable" | ||
! Operation category | ! Operation category | ||
! Intel category | ! Intel category | ||
! | ! Non-Gestalt asset | ||
! {{iconify|Hive Mind}} asset | ! {{iconify|Hive Mind}} asset | ||
! {{iconify|Machine Intelligence}} asset | ! {{iconify|Machine Intelligence}} asset | ||
| Line 702: | Line 777: | ||
|} | |} | ||
==== Internal Organs ==== | ====Internal Organs==== | ||
Internal Organs are a unique | Internal Organs are a unique asset that can only be obtained by vivisection during an aggressive [[first contact]]. Unlike other assets, it provides a bonus to two operation categories: {{iconify|Subterfuge}} and {{iconify|Manipulation}}. | ||
== | == 参考资料 == | ||
<references/> | <references/> | ||
{{Template:ConceptsNavbox}} | {{Template:ConceptsNavbox}} | ||
[[Category:游戏概念]] | [[Category:游戏概念]] | ||
[[en:Intelligence]] | |||
Latest revision as of 02:03, 11 May 2022
Intelligence and espionage are two important factors in gaining the upper hand over other empires. While an empire can only be defeated militarily, espionage can be used to significantly weaken it or gain substantial advantages over it.
Intel[edit | edit source]
Intel level[edit | edit source]
There are 5 categories of intelligence, and 5 intel levels for each category:
none,
low,
medium,
high, and
full. Every 10 points of intel will raise the intel level in at least one category of intelligence, revealing additional information about the target empire.
| Intel | Intel level | ||||
|---|---|---|---|---|---|
| Government | Diplomacy | Economy | Technology | Military | |
| 0-9 | |||||
| 10-19 | |||||
| 20-29 | |||||
| 30-39 | |||||
| 40-49 | |||||
| 50-59 | |||||
| 60-69 | |||||
| 70-79 | |||||
| 80-89 | |||||
| 90-99 | |||||
| 100 | |||||
Besides increasing intel, intel levels can be gained temporarily via intel reports from operations. Each intel level reveals the following information:
If an intel level is reduced, the information for that category and level will no longer be updated and be marked as stale, but it will remain available.
Intel cap[edit | edit source]
Intel cap is determined by base intel, diplomatic pacts, trust, or infiltration, whichever is the highest. While current intel is below the intel cap, it will increase by +12 per year. While current intel is above the intel cap, it will decrease by -1 per year. Intel cap from trust is equal to half the trust amount, while intel cap from infiltration is equal to the infiltration level. Diplomatic relations provide the following benefits to intel:
| Relationship | Information Gained | Minimum Intel Cap |
|---|---|---|
| 10 | ||
| Diplomatic Pacts | +20 | |
|
20 | |
| Low Intel on Systems | 30 | |
| Relative Technological Power | ||
|
| |
|
40 | |
| Low Intel on Systems | ||
| Galactic Custodian (from |
Relative Fleet Power | 45 |
|
50 | |
| ||
| ||
| Low Intel on Systems | 60 | |
|
65 | |
(from |
80 |
Each level of federation centralization also adds +10 to the intel cap provided by the federation type.
Base intel[edit | edit source]
Base intel grants a minimum on intel cap towards every empire. It starts at 10 and can be increased by +10 by each of the following:
殖民官僚制 technology
星河官僚制 technology
Bureau of Espionage edict
Observation Instinct edict
Covert Analysis Algorithm edict
超凡入圣 ascension perk
Every Sentry Array megastructure stage (max +40)
Spy networks[edit | edit source]
Spy networks are created by assigning an
The current and the maximum
Codebreaking and Encryption[edit | edit source]
Encryption represents an empire's defense against foreign infiltration while Codebreaking represents the ability to overcome another empire's said encryption. When an operation takes place the infiltrating empire's Codebreaking is pitted against the infiltrated empire's Encryption to determine the difficulty of the operations.
Operations[edit | edit source]
All operations except for Gather Information require the
Operations are targeted events that can be triggered within a specific empire. To run an operation an empire must have an
The difficulty of an operation is affected by the infiltrating empire's codebreaking against the infiltrated empire's encryption. If problems arise during an operation, the spymaster for that network will contact you to make a decision. Progressing an operation functions similarly to the archeology mechanic. Most operations will reduce the spy network's current infiltration level upon completion. Completing the
Subterfuge 传统树 will refund half of the spent
| Operation | Operation category | Intel category | Phases | Costs | Requirements | Effects | ||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Launch | Upkeep | Finish | Others | |||||||||||||||||||||||||||||
| Gather Information | None | 1 | 4 | 10 | None |
| ||||||||||||||||||||||||||
| Spark Diplomatic Incident | 3 | 5 | 25 |
| ||||||||||||||||||||||||||||
| Prepare Sleeper Cells | 2 | 6 | None | 30 | None |
| ||||||||||||||||||||||||||
| Acquire Asset | 3 | 5 | 30 | None |
| |||||||||||||||||||||||||||
| Extort Favors | 3 | 6 | 35 | |||||||||||||||||||||||||||||
| Smear Campaign | 3 | 7 | 35 | Communications with 4+ empires | ||||||||||||||||||||||||||||
| Steal Technology | 3 | 8 | One of: | 40 |
|
Additional options on superior codebreaking:
| ||||||||||||||||||||||||||
| Sabotage Starbase | 3 | 9 | One of: | 45 | Target |
If any non-shipyard modules are present, destroys a random non-shipyard module, otherwise destroys a random building.
Additional options on success:
| ||||||||||||||||||||||||||
| Arm Privateers | 3 | 10 | 60 | A scaling pirate fleet attacks one of the target's systems
| ||||||||||||||||||||||||||||
| Crisis Beacon | 3 | 12 | 80 |
| ||||||||||||||||||||||||||||
| Imperium: Weaken Imperial Authority | 3 | 7 | 35 | |||||||||||||||||||||||||||||
| Imperium: Target Seditionists | 3 | 7 | None | 35 |
| |||||||||||||||||||||||||||
| Imperium: Spark Rebellion | 5 | 11 | 70 |
| ||||||||||||||||||||||||||||
Assets[edit | edit source]
|
|
只可用于 Nemesis DLC 已启用。 |
Assets are characters gained from the Acquire Asset operation that can be assigned to improve the skill of any operation. Each asset will grant +4 skill bonus per category that matches with the operation. Some operations allow for sacrificing an asset to obtain a greater reward. Each asset also increases the maximum level your spy network can reach by +5.
An asset that is assigned to a Gather Information operation gives a 50% chance that the intel gained matches the asset's intel category.
Internal Organs[edit | edit source]
Internal Organs are a unique asset that can only be obtained by vivisection during an aggressive first contact. Unlike other assets, it provides a bonus to two operation categories:
参考资料[edit | edit source]
- ↑ The first time you launch the operation it will fail in phase 1.
- ↑ 2.0 2.1 Bug (3.2.2): Requires both assets instead of at least one of them. This causes the if statement that chooses which one to sacrifice to always destroy the Technology asset.
- ↑ The
Gray Tempest and
Great Khan midgame crises also qualify.
| 治理 | 帝国 • 思潮 • 政府 • 国民理念 • 政策 • 法令 • 领袖 • 派系 • 人口 • 物种权利 • 经济 • 科技 • 传统 • 犯罪率 |
| 探索 | 探索 • 地图 • 物种 • 异常现象 • 事件 • FTL • 失落帝国 • 前超光速物种 • 先驱者 • 太空生命体 |
| 殖民 | 殖民 • 天体 • 行星特征 • 行星管理 • 区划 • 建筑 • 舰船 • 恒星基地 • 巨型结构 |
| 外交 | 外交 • 贸易 • 附属国 • 联邦 • 星海共同体 • AI 性格 • 情报 |
| 战争 | 战争 • 太空战 • 地面战 • 舰船设计器 |
| 其它 | 特质 • 环境改造 • 种群修饰 • 奴役 • 危机 • 预设帝国 • AI 玩家 • 彩蛋 |