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Revision as of 18:27, 7 March 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
| 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 | |||||
Intel level
Intel level is gained either by increasing infiltration or temporarily via intel reports. It is spread across 5 categories and reveals the following information:
If an Intel Level falls its information will no longer be updated but will remain available and marked as Stale.
Intel cap
Intel cap is determined by Base intel, diplomatic pacts, trust and infiltration, whichever is the highest. If Current Intel is below the Intel Cap it will increase by +12 per year. If 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. Intel Cap from Diplomatic Pacts is the following:
| Intel Cap | Source |
|---|---|
| 10 | |
| 20 | |
| 30 | |
| 40 | |
| 45 | Galactic Custodian |
| 50 | |
| 60 | |
| 65 |
Each level of Federation Centralization also adds +10 to the Intel cap provided by the Federation type.
Base intel
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
Spy networks are created by assigning an
empire sprawl. If the envoy is removed or maximum infiltration level drops below current infiltration level, current infiltration level falls by -1 each month.
The current and the maximum
Codebreaking
Codebreaking represents the ability to infiltrate another empire using Spy Networks.
Encryption
Encryption represents the defense against foreign infiltration.
Operations
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.
| Please help improve this article or section by expanding it with: more information on specific operations. |
| Operation | Operation category | Intel category | Phases | Costs | Requirements | Objective Effects | |||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Launch | Upkeep | Finish | Initiator | Target | |||||||
| Gather Information | None | 1 | 4 | 10 | None | None | Gain intel and maximum infiltration level on the targeted empire.
| ||||
| Spark Diplomatic Incident | 3 | 5 | 25 | Communications with 4+ empires | Causes diplomatic embarrassment involving an envoy of the targeted empire.
| ||||||
| Prepare Sleeper Cells | 2 | 6 | None | 30 | None | None | Ceases activity within this spy network, allowing its spymaster to be reassigned whilst also preventing its infiltration level from decaying.
| ||||
| Acquire Asset | 3 | 5 | 30 | None | None | Gain an asset for use within this spy network.
| |||||
| Extort Favors | 3 | 6 | 35 | Gain at least one favor from the targeted empire.
| |||||||
| Smear Campaign | 3 | 7 | 35 | Communications with 4+ empires | Lower relations between the targeted empire and another empire.
| ||||||
| Steal Technology | 3 | 8 | One of: | 40 | None |
|
Gain a random unknown technology, or else an amount of research.
Additional options on success:
| ||||
| Sabotage Starbase | 3 | 9 | One of: | 45 | None | Destroy a random module or building on a particular starbase. Will not affect Shipyard modules.
| |||||
| Arm Privateers | 3 | 10 | 60 | None | Cause a fleet of hostile privateers to appear within targeted empire's space.
| ||||||
| Crisis Beacon | 3 | 12 | 80 | None | Lure a crisis fleet towards the targeted empire's capital.
| ||||||
| Imperium: Weaken Imperial Authority | 3 | 7 | 35 | Lowers imperial authority.
| |||||||
| Imperium: Target Seditionists | 3 | 7 | None | 35 | Weaken attempts by the targeted empire to lower imperial authority.
| ||||||
| Imperium: Spark Rebellion | 5 | 11 | 70 | Form a rebellion and declare war against the Galactic Imperium. This operation will be terminated if imperial authority is at least 80 when a phase concludes. | |||||||
Assets
|
|
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. At the end of an operation you might have the option to sacrifice an asset for a greater reward. Each asset also increases the maximum level your spy network can reach by +5.
If an asset is assigned to a Gather Information operation it gives it a 50% chance that the intel gained matches the asset's intel category.
Internal Organs
|
|
只可用于 Nemesis DLC 已启用。 |
Internal Organs are a unique type of asset that can only be obtained by vivisection during first contact. Unlike other assets it has a bonus to two operation categories, namely
References
- ↑ If you don't know the target has the
天机工程 ascension perk yet, you'll be able to launch the Steal Technology operation but 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 |