'Dev Diary': ESPIONAGE
Espionage was another tried aspect of Civ6 that desperately needed an improvement. Spies were fiddly and irritating, and the AI loved inciting revolts that actively meant you never wanted to build Neighbourhood districts. It was an annoyance you couldn't fully turn off.
I've done away with all that rot, and looked at a game with actually good Espionage mechanics, Master of Orion, and looked what Ideas could be applicable to Civ as well.
This Dev Diary will detail what I found, and how it led to the creation of Alcibiades's leader ability.
Agents
In Timeline, there is a class of Civilian unit called '
Civil Servant'. These are Civilian units strongly tied to a yield and its mechanics.
Prestige, which is the diplomatic yield in the game, is tied to the
Agent Civil Servant. Agents are recruited and rushes with Prestige, rather than
Production or
Coin. The exact mechanics of recruitment will be explained in a future Dev Diary.
Civil Servants, like military units, gain Experience from what they're good at. They gain promotions, and have three Promotion trees to pick from.
For Agents, Experience is gained by conducting Diplomatic and Espionage operations. Their three Promotion trees are DIPLOMAT, SPY and COUNTERINTELLIGENCE
- DIPLOMAT: receive bonuses towards improving Relations with other Players, or gain Influence with Minor Powers. We will elaborate on this in the 'Positive Diplomacy' Dev Diary.
- SPY: receive bonuses towards Espionage operations and building up
Infiltration against other Players.
- COUNTERINTELLIGENCE: receive bonuses towards preventing other Agents from building up Infiltration against you.
Agents can have promotions in all three trees, but it's better to specialize. I haven't finalized the Promotion trees yet, but the intent is for them to be backloaded, rewarding players to stick to one of the three trees.
Agents cost
Prestige in maintenance, starting a 2 and increasing by 1 for every Promotion they've earned. They have 'names' based on their Civilization's Civilian name list.
New: Keywords:
- Agent: a Civil Servant specialized in Diplomacy and Espionage
Infiltration.
Infiltration is the resource you build up by sending Agents to other Player's cities. It is accumulated slowly by stationing Spies and gathering Intelligence. It was called "Intelligence" or "Intrigue" in previous notes. So if you read me refering to those terms - be aware they're the same as Infiltration.
Infiltration is built up separately for every Target (players that you're spying against). If you spy against Rome, you're not gaining Influence against Prussia.
The symbol for
Infiltration is a Cloak and Dagger:
All Espionage operations require a certain level of Infiltration before they can be conducted. Infiltration is lost if your spies are caught. It also gradually reduces over time, and fasted if the owner of the city has stationed one of their own Agents inside the city.
Infiltration is gained by stationing a Spy inside another player's city (a slow passive trickle) or by completing the "Gather Intel" operation (which gives a large boost).
High Infiltration will also give you access to information about the target's Reports, or statistics - how far ahead they are in yields, what technologies they possess, which cities they are influencing, and how they feel about you.
This will be accessible via a Reports Tab in the Espionage menu, sorted by leader. Putting together a Report is an Operation, and the Report ONLY counts for the turn it is assembled. If you want to keep your information up to date, you'll have to regularly assemble new Reports.
Unlike other Operations, Reports are not conducted by Agents (and they cannot be failed), but by clicking a button and selecting a Target. You must have stationed at least one Agent inside the Target's empire for this to work. The more Agents you have Infiltrating the Target, the faster you'll get an updated status Report.
An example of what the Espionage Menu looks like from Master of Orion (Report button highlighted)
(note: AIs are allowed to lie to you about their disposition, and some AI personalities (Ruthless, Philantropic) will do exactly that. The values displayed through diplomacy may be fake, and the only way to reveal the true values is via Infiltration and Reports. You as a player can do the exact same thing, and appear more amiable or hostile towards AIs to further your own agenda and influence their behaviour. Just be aware that the AI may uncover the truth via their own Agents, and then share it with the player you've lied to.)
New Keywords:
- Infiltration: a resource used to determine what spy missions.
- to Station: to put an Agent inside another player's City.
- Target: the player you're conducting Espionage against.
- Reports: the collection of information on the Target that you have.
Operations
The activities your spies can undertake in other player's lands are generally called '
operations'. Operations require a certain level of Infiltration built up before they can be conducted. They have a set success rate and time period, depending on the skill level of the Agent carrying out the Operation.
When a spy starts an Espionage Operation, they have the option to increase the success rate of the Operation, or reduce the time needed to carry out the Operation, via a set of sliders.
Increasing the Success rate increases the time needed. Your spy will leave nothing to chance and patiently wait for the right moment to strike.
Reducing the Time needed decreases the Success rate. Poor preparation and rushing tends to do that.
You can influence both Time and Success rate at the same time. Doing so will reduce the time and increase the success rate, but this will cost a large amount of
Prestige and reduce your Infiltration with the target.
A list of Operations will be included at the bottom of the Dev Diary.
If the mission fails, the spy is automatically
Detected. This exposes the Agent's presence to the Target and forces them to flee. Detected Agents can be caught my the Target's Agents via Counterintelligence Operations, even if they do flee. The Agent will remain 'Detected' in that City for a set amount of turns, which will prevent them from engaging in Operations. Other Agents can engage in Operations to reduce the Agent's Detection, and the exposed Agent can 'Hide' in a safe location until Detection goes down again.
The amount of
Detection an Agent gains is affected by the Operation they conducted, whether they succeeded and how much time they took. The longer the Agent has been working inside the Target's empire, the less likely they are to be Detected.
Your Agents can also be
Exposed or
Framed by Agents belonging to third parties if
they detect their presence. (This counts as a Secret)
Important: Counterintelligence Agents can ALSO be Detected, which allows enemy spies to Capture them.
Detection is both city-specific and empire-wide once the Agent is Detected by the Target's Counterintelligence Agents. The empire-wide Detection is always half of the city-specific value.
New Keywords:
- Operation: The in-game name for Espionage actions.
- Time: Determines how many turns it will take for the Agent to complete the chosen Operation against the Target.
- Success Rate: Determines how likely the Agent will successfully complete the chosen Operation
- Counterintelligence: Agents work defensively, countering spies.
- Detection: an Agent-specific rating that exposes their presence to the Target, and allows their Counterintelligence Agents to Capture the spy.
- Expose: the act of uncovering the presence of another player's Agent.
- Capture: the act of catching an enemy Agent before their Detection runs out. This eliminates them for an indefinite amount of time.
- Hide: the act of hiding a Detected Agent, reducing their chance of being Caught by other Agents.
- Frame: the act of successfully blaming a third party for your Operations.
Framing other Civs
Framing is an important mechanic in Espionage. Whenever one of your Agents is Detected, you have a chance to Frame another player for the Operation you were about to conduct. If you succeeded in the Operation, your chance of Framing is higher than if you failed.
Example from Master of Orion 1:
In order to Frame, you need to have a believable scapegoat. Detecting Agents of a third party inside your Target's lands increases it. Third parties that are at War or in a Rivalry with the Target are more likely to be Framed. Some factors are Operation specific. In order to successfully Frame another player for stealing a Tech, the Target must not know whether the third party has that particular Tech.
These are all values and factors you as a player won't need to memorize. The game will do it for you, and give you the information synthesized. (Ideally.)
Framing other players for your Espionage results in a penalty to Relations between the Target and the player you've framed, equivalent to the one you would have gotten for being Detected. It affects player Reputation (more on that in the later Diplomacy Dev Diary), and some personalities, particularly the Honourable and Erratic ones, respond very poorly to being spied against.
Framing another player for your Espionage generates a Secret.
Secrets & Blackmail
Secrets are an additional layer of tracking everything that happens in the game, tying it to espionage. Secrets are optional and can be turned off. They are however, enabled by default.
Secrets are all diplomatic actions you undertake in the game that the other players are unaware of. They are uncovered by completing Reports or by actively discovering Secrets. These include:
- Your true disposition towards other Players (regardless of how you present yourself)
- Your Technological progress and when you discovered what Tech
- Your Cultural Influence over other Civs, and their causes.
- All active deals you have.
- All Operations you've conducted, successful or not.
- All instances where you've framed other Players.
- All instances where you bribed or blackmailed other Players.
- All instances where you've honoured or broken promises. (told the truth or lied)
- All Great Works you currently possess (including those that you haven't Displayed) and how you obtained them.
- All votes you've cast in the World Congress (which are ANONYMOUS by default, with the exception of Vetos and the Diplomatic Victory vote)
- The Minor Powers you're currently Influencing.
- The current whereabouts of your Civil Servants.
- The Personality and Strategies of AI leaders.
All of these actions are Secrets. Secrets can pertain to your own actions, or those of other players. There are always two people invovled in the secret: the player that made the action (the Culprit), and the player they made the action against (The Target). The Target is ALWAYS either unaware of the Secret or the Culprit's true identity, or both.
The Secrets you uncover will almost always be
true. High ranking spies however can fabricate Secrets, turning them into
lies.
Secrets can be uncovered via Reports, but also by discovering
Inconsistences. These occur when you get a Report that doesn't match something you already know to (not) be true. For instance, you can have discovered that a Civ stole a Tech, only to discover via a Report that that Civ already possessed the Tech at the time it was stolen. This indicates that a third party is the true Culprit and framed the other Civ. Your Counterintelligence Agents are able to research Inconsistences, uncovering the truth, which often generates a Positive Secret.
Secrets can be used two ways: by either Blackmailing the Client to force them to do what you want as an alternative to Bribery, or by sharing the Secret with the Target, causing a rift between the two players while increasing the Target's disposition towards you. Both of these actions generate Secrets with you as the Culprit.
Secrets are usually Negative, but some of them can be beneficial ('Positive): you can use them to clear yourself of accusations and submit them as evidence. Negative Secrets can even be submitted to Ruthless AIs to increase their disposition (they approve of double-dealing). The effect of sharing the secret will be displayed in a tooltip.
Negative Secrets usually result in Exposure for the Culprit and their Agents. Positive secrets tend to result in Exoneration (the reversal of negative Reputation and Relation effects due to perceived Backstabber Reputation).
High level spies have the ability to fabricate Secrets (lie), at the cost of a HIGH amount of Infiltration and Prestige.
Because of how important it is to keep your Secrets to yourself, Counterintelligence Agents are given the ability to cover up your Secrets of choice, making them inaccessible via Reports.
New Keywords:
- Secret: a covert action conducted against another player that the Target is either unaware of, or is aware of but doesn't know who conducted it. They can be Positive or Negative, depending on the nature of the Secret.
- Culprit: the Player responsible for the Secret.
- Inconsistency: These are found when you get conflicting information. This is often an indicator that you've been Infiltrated.
- Negative Secrets & Espionage: the umbrella term for Operations and Diplomatic Actions that can damage Relations between Culprit and Target. They lead to Exposure.
- Positive Secrets & Espionage: the umbrella term for Operations and Diplomatic Actions that can improve Relations between Culrpit and Target. They lead to Exoneration.
- Blackmail: the act of using a Negative Secret to persuade a Culprit to do something. This doesn't expose the Secret to the Target. This creates a Negative Secret with you as the Culprit, and the original Target as the Target.
- Exoneration: the act of reversing reputation and relationship loss due to perceived Backstabber behaviour.
- Backstabber: the type of Reputation you build up with other players if you engage in Negative Espionage
- Reputation: What other players think of you, based on the information they have available. Reputations can be positive, neutral or negative based on the AI's personality. Reputations affect Relations.
Note: Difficulty and AI personality determines how often your opponents will engage with the secrets system. On lower difficulties only Ruthless players will active parttake in it. On higher difficulties, everyone will.
Alcibiades's kit
Alcibiades is specifically designed to take advantage of the intricacies of Espionage, and his leader abilities were designed alongside it. He gets the following bonuses:
- Improved chances to Frame other players when his Agents fail
- Increased Infiltration speed for his Agents, scaling with Relations
- Faster uncovering and fabrication of Secrets
- Higher combat Strength of troops, scaling with Infiltration.
In addition to his inherent Relations bonus, he's a leader that is able to schmooze his way into your circle of trust and wreck quite a bit of damage if you let him in too far. He's the only leader with a direct Espionage bonus. (Maurya initially also had an Espionage ability but I dropped it to make them a newbie-friendly Civ, and added some aspects of their original ability to Alcibiades' kit).
One of the unrevealed Civs has a unique version of the Agent which specializes in Counterintelligence (particularly capturing enemy Agents).
Design Philosophy - Espionage
My personal goal for the Espionage system I've laid out before you is make it an integral part of playing the game. in Civ6, Espionage felt like an optional exercise in patience. In Timeline, it's almost mandatory to infiltrate everyone just to ensure you get valid informaton on what everyone else is doing - info that is a key knowledge in helping you make the best strategic decisions possible.
Agents I believe are a more interesting unit than your regular Spy because have more functions - they can serve as your Diplomats improving relations, or as Counterintelligence operatives that delay the effects of enemy spies inside your lands, all in one unit. All Civil Servant units are packed that way. Logistically, Agents move similarly to how Merchants do in Civ7 - you can move them manually across the map, or task them to a city directly, which makes them travel there over time.
Additionally, I wanted to ensure that Spies are more of a necessity than a nuissance, and the game's natural complexity helps with that. The Tech tree is massive, and stealing Technologies will help you bridge that gap. Tourism is heavily tied to Culture output, so stealing Great Works will be key in preventing other players from winning it before you do.
Espionage should also be heavily tied with Diplomacy. Action should have consequences and sabotaging a rival, or even worse, a FRIEND should have an immediate impact on your international reputation. Conversely, helping your friends thwart enemy spies by exposing them builds up relations.
List of Spy Operations:
- Arson: Set fire to a World Wonder or Natural Wonder, disabling its effects for a set amount of turns.
- Assassination: Disable a specialist slot or Great Person in the target city for a set amount of turns
- Breach Vault: Steal Knowledge, Prestige, Culture, Production, Food or Faith from the targeted Civ's stockpile.
- Cover-up: Reduce the odds of other Agents to be Detected, or reduce the Detection value of a nearby Agent.
- Crime Wave: Increase the Crime rating of the target city by +2 for every Population living there for a set amount of turns.
- Cut off Supply Lines: Reduce a target stack's supply limit and prevent them from healing.
- Digging up Dirt: discover a Negative Secret (Truth)
- Fabricate Claim: Create a core on the targeted tile.
- Feign Conspiracy: Reduce the target Civ's relations with a third party for a set amount of turns.
- Fly Tipping: Reduce the appeal of all tiles of the targeted city by -2 for a set amount of turns.
- Forest Fire: Set fire to a National Park, pillaging its tiles.
- Gas Explosion: reduce the city's Housing limit by 1 for every building in the targeted district for a set amount of Turns.
- Ghosts of the Past: Make the targeted Structure lose World Heritage points for a set amount of Turns.
- Great Work Heist: Steal a Great Work (It will be disguised as a Great Work of your Civilization).
- Gunpower Plot: Disable all buildings inside the City Centre for a set amount of turns.
- Harmful Gossip: Reduce the target's World Congress votes by a set percentage.
- Hire Partisans: Create barbarian units near the target city, scaling with Civil Unrest and War Weariness
- Imposed Settlement: flip the targeted tile and all adjacent non-cores to your Civ (must have a border). The tiles cannot flip back for a set amount of Turns.
- Industrial Accident: Destroy a Workshop, and prevent Workshops of the same Industry from working for a set amount of turns.
- Money Laundering: Reduces the targeted city's Coin income for a set amount of turns, and add the same amount to your global Coin income.
- Mutiny: Damage all units in a target Army, Navy or Squadron, and remove their actions for a set amount of turns.
- Pogrom: Organize a riot in the target city, reducing Population and pillaging buildings by a set amount.
- Plant Fake Evidence: Create an Inconsistency leading to a Secret (Lie)
- Poison Water Supply: Add +2 Pollution to the City for every Population living there for a set amount of turns
- Propaganda Campaign: Quadruple the War Weariness suffered in the Target City for a set amount of turns.
- Revolt: Add +2 Civil Unrest to the city for every Population living there for a set amount of turns.
- Roadblock: Prevent all Trade Routes from stopping at the target city for a set amount of turns.
- Steal Technology: Steal a Tech Reward from the target (the more skillful your spy, the likelier you are to choose the Tech)
- Treachery: Persuade another player's unit to switch sides. It will spawn in your Capital.
- Undermine: Reduce the base Fortification strength of the targeted city by a set amount for a set amount of turns.