Espionage
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, 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 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 or
Mykara will also grant vision over all converted villages or fungals blooms.
Finally, the infiltrated hero will begin to build up Infiltration Points
, 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 points and decrease the
Dust upkeep of the hero when infiltrated.
| Faction(s) | Icon | Name | Effect |
|---|---|---|---|
| Necrophages | Spying 1 | Can infiltrate visible Cities of other Empires +4 Infiltration point +4 XP per turn -40% | |
| Wild Walkers Broken Lords Vaulters Mezari Ardent Mages Drakken Cultists Allayi Kapaku Mykara |
Spying 2 | Can infiltrate visible cities of other empires. +6 Infiltration Point +4 XP per turn -50% | |
| Roving Clans Morgawr Ziema Adya (First Form) Specialized Polyp A7 |
Spying 3 | Can infiltrate visible cities of other empires. +8 Infiltration Point +4 XP per turn -60% | |
| Forgotten Sable Deceiver Bayari Kulaa |
Spying 4 | Can infiltrate visible cities of other empires. +12 Infiltration Point +4 XP per turn -80% |
Infiltration Points
Infiltrated heroes gain
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 | |
|---|---|
| 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 | Lord of the Trance | Level 1: +5 Level 2: +5 |
Spy | |
| Forgotten | 3 | Double or Nothing | Level 1: +50% Seniority bonus on Hero. Level 2: +50% Seniority bonus on Hero. |
Spy | |
| Morgawr | 4 | Spy Glass | Level 1: With ELCP: +5 |
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 | Effects | Technology | Lore | |
|---|---|---|---|---|---|
| Scope of the Initiate | 12 |
-15% Infiltration Action cost on hero +3 |
Uncommon Armor | Enhanced by the Dust magics in this spyglass, even novice spies gain improved abilities to understand and influence other beings they observe. | |
| Scope of the Adept | 24 |
-30% Infiltration Action cost on hero +5 |
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. | |
| Scope of the Shadow | 48 |
-50% Infiltration Action cost on hero +8 |
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
|
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. | |||||||||||
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Effects:
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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 |
|---|---|---|---|---|---|
| Decrease Vision | Locked | Reduces to minimum vision |
Reduces to minimum vision |
Reduces to minimum vision | |
| Reveal Spy | Locked | Locked | Reveals and wounds one spy of the infiltrated empire within your empire (-50% Life |
Reveals and wounds all spies of the infiltrated empire within your empire (-75% Life | |
| Decrease Science Production | Reduces the science production |
Reduces the science production |
Reduces the science production |
Reduces the science production | |
| Decrease Morale | Locked | -1 Morale |
-2 Morale |
-3 Morale | |
| Steal Vision | Locked | Gives vision |
Gives vision |
Gives vision | |
| Decrease Diplomatic Cost | Locked | -20% on diplomatic costs |
-40% on diplomatic costs |
-60% on diplomatic costs | |
| 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 | |
| Dust Opportunists | Steals a flat amount plus a small percentage of the infiltrated Empire's Dust
|
Steals a small flat amount plus a percentage of the infiltrated Empire's Dust
|
Steals a very small flat amount plus a large percentage of the infiltrated Empire's Dust
|
Steals a very small flat amount plus a large percentage of the infiltrated Empire's Dust
|
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 |
|---|---|---|---|---|---|
| Decrease Population | -1 Population |
-2 Population |
-3 Population |
-4 Population | |
| Damage Fortification | Reduces the fortification |
Reduces the fortification |
Reduces the fortification |
Reduces the fortification | |
| Decrease Industry Production | Reduces the industry production |
Reduces the industry production |
Reduces the industry production |
Reduces the industry production | |
| Target Governor | Locked | -30% Life |
Sends back the governor to its academy with the disabled status | Captures the governor |
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
.
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
" output by half for the duration of the roundup. Second, the city's security rating will increase by 10
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 |
-40 |
| Unhappy (11-39 |
-20 |
| Content (40-60 |
+20 |
| Happy (61-89 |
+30 |
| Fervent (90-100 |
+40 |
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 | Face Reader | Level 1: +15 Level 2: +15 |
City | |
| Morgawr | 4 | Spy Glass | Level 1: With ELCP: +15 |
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 | Effects | Technology | Lore | |
|---|---|---|---|---|---|
| Register of the Taiga Hawk | 12 |
+10 Security |
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 | |
| Register of the Snow Leopard | 24 |
+20 Security |
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. | |
| Register of the Great Owl | 48 |
+30 Security |
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
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Costs:
|
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. | |||||||||
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Effects:
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Traitor's Lottery
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Costs:
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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. | |||||||||
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Effects:
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What's Mine is Mine
|
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:
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