Espionage

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Infiltration Espionage is a game mechanic introduced in the Shadows expansion. Heroes may be sent to infiltrate the cities of other empires, allowing them to see information about and sabotage the infiltrated city and empire. Espionage may be countered by increasing a city's Security Security, which can cause a hero to be wounded, or even captured, when spying in that city.

Infiltration

Only visible enemy cities may be infiltrated. Infiltration costs a small amount of Influence Influence determined by the current technological Era and a few other factors. Infiltration will grant vision over a city including its expansions (like Watchtowers), and allow the city to be selected and viewed as if it were owned by the current empire. Notably, infiltrating the Cultists Cultists or Mykara Mykara will also grant vision over all converted villages or fungals blooms.

Finally, the infiltrated hero will begin to build up Infiltration Points Infiltration, which are necessary to perform Infiltration Actions that can sabotage the infiltrated city or empire.

Spying

Each hero has a level of Spying capacity, which gives a hero the ability to infiltrate cities. Higher levels of Spying generate more Infiltration Infiltration points and decrease the Dust Dust upkeep of the hero when infiltrated.

Faction(s) Icon Name Effect
Necrophages AbilitySpying1Small.png Spying 1 Can infiltrate visible Cities of other Empires
+4 Infiltration point Infiltration per turn TurnSmall.png
+4 XP per turn TurnSmall.png when infiltrated
-40% Dust on Hero upkeep when infiltrated
Wild Walkers
Broken Lords
Vaulters
Mezari
Ardent Mages
Drakken
Cultists
Allayi
Kapaku
Mykara
Spying2.png Spying 2 Can infiltrate visible cities of other empires.
+6 Infiltration Point Infiltration per turn TurnSmall.png.
+4 XP per turn TurnSmall.png when infiltrated.
-50% Dust on Hero Upkeep when infiltrated.
Roving Clans
Morgawr
Ziema Adya (First Form)
Specialized Polyp A7
Spying3.png Spying 3 Can infiltrate visible cities of other empires.
+8 Infiltration Point Infiltration per turn TurnSmall.png.
+4 XP per turn TurnSmall.png when infiltrated.
-60% Dust on Hero Upkeep when infiltrated.
Forgotten
Sable Deceiver Bayari Kulaa
Spying4.png Spying 4 Can infiltrate visible cities of other empires.
+12 Infiltration Point Infiltration per turn TurnSmall.png.
+4 XP per turn TurnSmall.png when infiltrated.
-80% Dust on Hero Upkeep when infiltrated.

Infiltration Points

Infiltrated heroes gain Infiltration Infiltration Points every turn, which increase their Infiltration Level. Each Infiltration Level unlocks more powerful Infiltration Actions. There are a total of 5 Infiltration Levels, and a hero starts at Level 1 when first infiltrating a city. The following table displays how many Infiltration Points are necessary to reach each Infiltration Level:

Level Infiltration Points
1 0
2 45.9
3 112.1
4 211.1
5 344.9

Whenever a hero performs an infiltration action - whether successful or not - or is removed from the city, they lose all their accumulated Infiltration Points, resetting them to Infiltration Level 1. Thus it is best to gain Infiltration Points as quickly as possible, so that the more powerful Infiltration Actions can be used more quickly and more frequently. While the Spying capacity provides every hero with a base amount of Infiltration Points per turn, there are a number of other ways to increase a hero's Infiltration Point gain.

Seniority

One of the most straightforward ways to increase a hero's Infiltration Point gain is by developing something called a Seniority Bonus. Whenever a hero performs an Infiltration Action, they will get a Seniority Bonus equal to the amount of Infiltration Levels it required to perform the Action. A hero will then gain a bonus amount of Infiltration Points every turn equal to their Seniority Bonus. The Seniority Bonus can be increased up to 20, and is reset to zero if the hero leaves the city.

Skills

There are two skills that increase Infiltration Point gain, one available to all heroes and one exclusive to Forgotten. ELCP adds another for the Morgawr.

Skill Tree Level Icon Name Effect Assignment
Common 3 LordoftheTrance.png Lord of the Trance Level 1: +5 Infiltration on infiltrated Hero.
Level 2: +5 Infiltration on infiltrated Hero.
Spy
Forgotten 3 DoubleorNothing.png Double or Nothing Level 1: +50% Seniority bonus on Hero.
Level 2: +50% Seniority bonus on Hero.
Spy
Morgawr 4 SpyGlass.png Spy Glass Level 1: With ELCP: +5 Infiltration on infiltrated Hero. Army (Any with ELCP)

Items

There are also a few items that can increase a hero's Infiltration Point gain. They are unlocked with the Uncommon Armor, Marvelous Armor, and Exceptional Armor technologies.

Icon Name Strategic Resources Effects Technology Lore
ItemScopeoftheInitiate.png Scope of the Initiate 12Adamantian -15% Infiltration Action cost on hero
+3 Infiltration on infiltrated hero
Uncommon Armor Enhanced by the Dust magics in this spyglass, even novice spies gain improved abilities to understand and influence other beings they observe.
ItemScopeoftheAdept.png Scope of the Adept 24Adamantian -30% Infiltration Action cost on hero
+5 Infiltration on infiltrated hero
Marvelous Armor As Forgotten infiltrators make the difficult transition from eager novices to cynical experts, the magics in these lenses aid them to more easily remember to sift information on people, groups, and activities.
ItemScopeoftheShadow.png Scope of the Shadow 48Adamantian -50% Infiltration Action cost on hero
+8 Infiltration on infiltrated hero
Exceptional Armor A powerful object intended only for those with vast experience and strong minds, this spyglass brings extensive powers of persuasion, conviction, and intimidation to skilled infiltrators.

Technology

Finally, there is one piece of technology exclusive to the Forgotten which increases the amount of Infiltration Points gained by heroes.

What's Mine is Mine
Faction: Forgotten Forgotten
Obtained: Research Era II
Category: Military Military
Type: FactionIconSmall.png Empire
Focus: Security Security
What's Mine is Mine.png Those who are strong in the ways of espionage must also be ready when their enemies use those skills against them. Additional training in counter-espionage is never wasted time.

Effects:

+15 Security Security on cities
+3 Infiltration on infiltrated hero

Infiltration Actions

As an infiltrated hero reaches higher Infiltration Levels, they will gain access to more powerful Infiltration Actions. There are no Infiltration Actions available at Level 1, and every Action is available at Level 4. However, Infiltration Actions become more powerful as the hero's Infiltration Level increases beyond what is needed to simply unlock the Action. For example, the Damage Fortification action reduces the Fortification of the infiltrated city by 25% at Level 2, but reduces the city's fortification to 0 for 10 turns at Level 5. All Infiltration Actions cost a small amount of Influence to perform, which increases based on your technological Era (exact cost TBD).

When an Infiltration Action is performed, the affected empire will be notified that an Infiltration Action has been performed (with a few exceptions), and there are four possible outcomes for the hero that performed the action depending on the Security rating of the city. First, nothing could happen, and the hero will remain infiltrated in the city unharmed. Second, the hero could be wounded, and will remain infiltrated in the city, but will lose half their health. Third, they could be disabled, losing all their health and being sent back to the academy. And finally, they could be captured - the infiltrated empire will place the captured hero in Jail for 30 turns, but you can negotiate with the empire to have your hero released earlier. The higher the city's security rating, the more likely the later effects are; this will be broken down more thoroughly in the Security section.

Here are all the Infiltration Actions that can be done and their different levels.

Note: If you play with ELCP, there is nerf for several commonly used Infiltration Actions. Details below.

Empire Infiltration Actions

Icon Name Level 2 Level 3 Level 4 Level 5
DecreaseVisionInfiltrationAction.png Decrease Vision Locked Reduces to minimum vision Vision of watchtowers for 6 turns TurnSmall.png Reduces to minimum vision Vision of cities City Improvements and regional buildings Expansions for 10 turns TurnSmall.png (4 turns TurnSmall.png on Normal game speed with ELCP) Reduces to minimum vision Vision armies UnitSmall.png, cities City Improvements and regional buildings Expansions for 10 turns TurnSmall.png (4 turns TurnSmall.png on Normal game speed with ELCP)
RevealSpyInfiltrationAction.png Reveal Spy Locked Locked Reveals and wounds one spy of the infiltrated empire within your empire (-50% Life Life) Reveals and wounds all spies of the infiltrated empire within your empire (-75% Life Life)
DecreaseScienceProductionInfiltrationAction.png Decrease Science Production Reduces the science production Science of the infiltrated empire by 10% for 6 turns TurnSmall.png Reduces the science production Science of the infiltrated empire by 20% for 6 turns TurnSmall.png Reduces the science production Science of the infiltrated empire by 30% for 6 turns TurnSmall.png Reduces the science production Science of the infiltrated empire by 40% for 6 turns TurnSmall.png
DecreaseMoraleInfiltrationAction.png Decrease Morale Locked -1 Morale Morale (-15% Attack Attack and Defense Defense) on all units owned by the infiltrated empire for 6 turns TurnSmall.png (2 turns TurnSmall.png on Normal game speed with ELCP) -2 Morale Morale (-30% Attack Attack and Defense Defense) on all units owned by the infiltrated empire for 6 turns TurnSmall.png (4 turns TurnSmall.png on Normal game speed with ELCP) -3 Morale Morale (-45% Attack Attack and Defense Defense) on all units owned by the infiltrated empire for 10 turns TurnSmall.png (6 turns TurnSmall.png on Normal game speed with ELCP)
StealVisionInfiltrationAction.png Steal Vision Locked Gives vision Vision over armies UnitSmall.png for 4 turns TurnSmall.png Gives vision Vision over armies UnitSmall.png for 10 turns TurnSmall.png (6 turns TurnSmall.png on Normal game speed with ELCP) Gives vision Vision over armies UnitSmall.png, cities City Improvements and regional buildings Expansions for 20 turns TurnSmall.png (8 turns TurnSmall.png on Normal game speed with ELCP)
DecreaseDiplomaticCostInfiltrationAction.png Decrease Diplomatic Cost Locked -20% on diplomatic costs Influence for 10 turns TurnSmall.png -40% on diplomatic costs Influence for 10 turns TurnSmall.png -60% on diplomatic costs Influence for 20 turns TurnSmall.png
StealTechnologyInfiltrationAction.png Steal Technology Steals 1 generic Era I technology (or Era I technology of the same faction), among those the infiltrated empire has researched Steals 1 generic Era I to Era II technology (or Era I to Era II technology of the same faction), among those the infiltrated empire has researched Steals 1 generic Era I to Era III technology (or Era I to Era III technology of the same faction), among those the infiltrated empire has researched Steals 1 generic Era I to Era V technology (or Era I to Era V technology of the same faction), among those the infiltrated empire has researched
DustOpportunistsInfiltrationAction.png Dust Opportunists Steals a flat amount plus a small percentage of the infiltrated Empire's Dust Dust:
  • Vanilla: ?
  • ELCP: Random(0.75, 1.25) * (75 + 30% * Empire's total dust)
Steals a small flat amount plus a percentage of the infiltrated Empire's Dust Dust:
  • Vanilla: ?
  • ELCP: Random(0.75, 1.25) * (100 + 45% * Empire's total dust)
Steals a very small flat amount plus a large percentage of the infiltrated Empire's Dust Dust:
  • Vanilla: ?
  • ELCP: Random(0.75, 1.25) * (125 + 60% * Empire's total dust)
Steals a very small flat amount plus a large percentage of the infiltrated Empire's Dust Dust:
  • Vanilla: ?
  • ELCP: same as level 4?

The actions Steal Vision, Decrease Diplomatic Cost, and Steal Technology will not alert the affected empire that an Infiltration Action has been performed so long as the infiltrated hero is not wounded, disabled, or captured. These actions can be a good way to increase an infiltrated hero's Seniority Bonus in a city without raising the suspicion of the city's owner and prompting a Roundup.

Additionally, the Steal Technology and Dust Opportunists actions are only available to the Forgotten. Steal Technology replaces the Decrease Science Production action, and Dust Opportunists is only available during a Dust Eclipse.

City Infiltration Actions

Icon Name Level 2 Level 3 Level 4 Level 5
DecreasePopulationInfiltrationAction.png Decrease Population -1 Population Population -2 Population Population -3 Population Population -4 Population Population
DamageFortificationInfiltrationAction.png Damage Fortification Reduces the fortification Fortification by 25% of the maximum fortification value Reduces the fortification Fortification by 50% of the maximum fortification value Reduces the fortification Fortification by 100% (75% with ELCP) of the maximum fortification value Reduces the fortification Fortification to 0 for 10 turns TurnSmall.png (1 turn TurnSmall.png with ELCP).
DecreaseIndustryProductionInfiltrationAction.png Decrease Industry Production Reduces the industry production Industry of the infiltrated city by 50% for 2 turns TurnSmall.png Reduces the industry production Industry of the infiltrated city by 50% for 6 turns TurnSmall.png Reduces the industry production Industry of the infiltrated city by 100% for 6 turns TurnSmall.png Reduces the industry production Industry of the infiltrated city by 100% for 12 turns TurnSmall.png
TargetGovernorInfiltrationAction.png Target Governor Locked -30% Life Life per turn on the governor for 10 turns TurnSmall.png Sends back the governor to its academy with the disabled status Captures the governor

Security

Security Security is a property of cities that determines what happens to a hero infiltrated on a city after they perform an Infiltration Action. For any action, there are four possible effects on the hero:

  • Nothing: The hero remains infiltrated in the city unharmed.
  • Wounded: The hero remains infiltrated in the city, but loses half their health.
  • Disabled: The hero loses all their health and is returned to their owner's academy.
  • Captured: The hero is captured by the city's owner, and put in Jail. The hero will be released to their owner after 30 turns, or the hero's owner can negotiate with their captor for an early release.

A city's security rating is given on a percentile scale in increments of 5%, each increment having a different set of chances for the four outcomes listed above. Here is a table listing the odds of each outcome based on the security rating:

Security Nothing Wounded Disabled Captured
0 85 15 0 0
5 82 18 0 0
10 80 20 0 0
15 77 23 0 0
20 74 26 0 0
25 67 27 6 0
30 62 31 8 0
35 57 34 10 0
40 52 37 11 0
45 47 40 13 0
50 41 44 15 0
55 35 47 17 0
60 26 45 17 12
65 22 47 18 13
70 19 48 19 13
75 16 48 21 15
80 13 49 23 16
85 10 49 25 17
90 6 49 26 18
95 3 50 28 19
100 0 50 30 20

There are a number of factors that affect a city's security rating, and while most of them are a means to increase city security, the biggest factor on security early on is Approval Approval.

Roundups

A roundup is an action you can use on a city to temporarily increase its security rating, as well as possibly root out any spies in the city. While looking at a selected city's City Screen, there is a button labeled "Roundup" located in the top center of the screen, below the area that shows population growth and the city's security rating. Upon pressing this button, a roundup will begin, which lasts 4 turns and has a few effects. First, it will reduce the city's "Per Population" output by half for the duration of the roundup. Second, the city's security rating will increase by 10 Security each turn. Finally, once the roundup is completed, each spy in the city will effectively be forced to take a 'null action'; the spies won't actually perform an action, but they will face the consequences as if they had, and this will be done with the security rating of the city at the height of the roundup. This is one of the most effective ways to root out spies from a city.

Approval

A city's approval rating is the biggest factor on security for most of the game, and is the only thing affecting city security at the start. While a city that is Content or better will get a boost to security, a city that is Unhappy or in Rebellion will experience a negative modifier to security, making it very easy to perform infiltration actions in unhappy cities. The security modifier for different approval ratings are as follows:

Approval Security
Rebellion (0-10 Approval) -40 Security
Unhappy (11-39 Approval) -20 Security
Content (40-60 Approval) +20 Security
Happy (61-89 Approval) +30 Security
Fervent (90-100 Approval) +40 Security

Skills

There is one skill in the Common skill tree that gives a city governed by a hero with that skill a boost to security. And another one if you play with ELCP. The skills is:

Skill Tree Level Icon Name Effect Assignment
Common 4 FaceReader.png Face Reader Level 1: +15 Security on city.
Level 2: +15 Security on city.
City
Morgawr 4 SpyGlass.png Spy Glass Level 1: With ELCP: +15 Security on city. Army (Any with ELCP)

Items

There are also a few items that can increase a city's security when equipped to the hero governing it. They are unlocked with the Uncommon Armor, Marvelous Armor, and Exceptional Armor technologies.

Icon Name Strategic Resources Effects Technology Lore
ItemRegisteroftheTaigaHawk.png Register of the Taiga Hawk 12Palladian +10 Security Security on city Uncommon Armor This notebook records events that are seen through special spyglasses issued to the city guards. While the spyglasses are simple things, they can see through obvious disguises and identify those who bear the city ill will
ItemRegisteroftheSnowLeaopard.png Register of the Snow Leopard 24Palladian +20 Security Security on city Marvelous Armor An improved version of the registry records information gathered from upgraded spyglasses. City guards or citizens that use these spyglass can see through many disguises, and more easily identify furtive and suspicious behavior.
ItemRegisteroftheGreatOwl.png Register of the Great Owl 48Palladian +30 Security Security on city Exceptional Armor The Dust-enhanced spyglasses linked to this register can even read hostile intent in the minds of passers-by. This formidable ability greatly increases City security from all but the most highly trained operatives

City Improvement and Technology

There are two City Improvements that are able to increase the Security of a city, as well as one piece of technology exclusive to the Forgotten. They are the following:


Inquisitors' Divinity
Faction: FactionIconSmall.png All
Obtained: Research Era III
Type: City Improvements City Improvement
Focus: Security Security
Costs:

600 Industry
5 Adamantian
-6 Dust per TurnSmall.png

Inquisitors' Divinity.png By founding a new Divinity expressly dedicated to unmasking the worms in the pulp of Forgotten society, the ability to find enemy spies is greatly improved.

Effects:

+20 security Security on city

Traitor's Lottery
Faction: FactionIconSmall.png All
Obtained: Research Era V
Type: City Improvements City Improvement
Focus: Security Security
Costs:

2000 Industry
10 Glassteel
5 Hyperium
-8 Dust per TurnSmall.png

Traitor's Lottery.png By inaugurating a lottery system that covertly rewards those who achieve the most denouncements of suspicious friends and kin, the chances of uncovering enemy operatives is better than ever.

Effects:

+30 security Security on city

What's Mine is Mine
Faction: Forgotten Forgotten
Obtained: Research Era II
Category: Military Military
Type: FactionIconSmall.png Empire
Focus: Security Security
What's Mine is Mine.png Those who are strong in the ways of espionage must also be ready when their enemies use those skills against them. Additional training in counter-espionage is never wasted time.

Effects:

+15 Security Security on cities
+3 Infiltration on infiltrated hero