Intelligence

Version

This article has been verified for the current PC version (3.10) of the game.

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* 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).

### Intel level

There are 5 categories of intelligence, and 5 intel levels for each category:  none,  low,  medium, File:Intel level high.png high, and File:Intel level full.png full. Every 10 points of intel increases the intel level in at least one category of intelligence, revealing additional information about the target empire.

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

Intel cap is determined by base intel level, diplomatic pacts, trust, or infiltration, whichever is the highest. If current intel is below the intel cap, it increases by **+12** per year. If current intel is above the intel cap, it decreases 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:

#### Base intel level

Base intel level grants a minimum on intel cap towards every empire. Base intel starts at 10 and can be increased by the following:

## Spy networks

Spy networks are created by assigning an  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  infiltration level. Infiltration level grows over time as long as an envoy is assigned to the spy network and the current level is below the maximum level. Each day the spy network gains **+1** point, plus an additional **+0.0025** for each point of  empire size in the target empire (i.e **+1** per 400 ). Overlords and their  subjects gain an additional **+1** points daily when building a network on each other. Each infiltration level requires 5 points plus 5 points times the current level. For example, to increase from level 49 to level 50 requires

5
(
5
⋅
49
# )
250
 points

{\displaystyle 5 + (5 \cdot 49) = 250 \text{ points}}

. Spy network growth is multiplied by various factors, as shown in the table on the right. If the envoy is removed or the maximum infiltration level drops below the current infiltration level, the current infiltration level falls by **−1** each month unless a Prepare Sleeper Cells operation was completed.

The current  infiltration level is visible on the diplomacy screen to the right of the  intel level along with an arrow showing the current trend. Hovering over the  infiltration icon displays the maximum as well as the current infiltration growth. The current and maximum  infiltration can also be seen in the espionage screen. The base maximum infiltration level is **50**. Maximum infiltration can also be increased by various factors, as shown in the table on the right, as well as the *Gather Information* operation, which temporarily raises the maximum infiltration level by **+5** (stackable to a maximum of **+20**).

### Codebreaking and Encryption

**Codebreaking** represents the ability to effectively infiltrate another empire, while **Encryption** represents an empire's defense against foreign infiltration. When an operation takes place, the infiltrating empire's codebreaking is pitted against the infiltrated empire's encryption to determine the modified difficulty of the operation. Each can be increased by various factors listed below. Only the relative value of codebreaking and encryption matters, and the various benefits (or penalties) are capped at 4 points above (or below) the other empire.

### Operations

Operations are targeted events that can be triggered within a specific empire. To run an operation, an empire must have an  envoy assigned to build a spy network in the target empire. All operations have an  infiltration level requirement and  influence cost as well as an an ongoing  energy upkeep until they are completed. The  Non-Disclosure Agreement tradition increases the required infiltration level for hostile operations by **+20%**.

Operations progress similarly to the archeology mechanic, with each preparation phase advancing by rolling a die every 30 days and eventually overcoming the required difficulty check. Each operation has a base difficulty which is modified by the factors in the table on the right. Operation events may occur during the preparation of an operation, possibly modifying the difficulty, influencing the outcome, or requiring the sacrifice of an asset to avoid a negative effect. Most operations reduce the spy network's current infiltration level upon completion. If the  Subterfuge tradition tree is completed, successful operations refund half of the spent  infiltration on completion.

#### Operations targeting primitive civilizations

The following operations can only be undertaken towards primitive civilizations. They are riskier and more expensive if the  Gene Tailoring technology hasn't been researched and are not available if the Pre-FTL Interference policy is set to Non-Interference.

#### Operations targeting empires

*All operations against empires except for Gather Information require the  Nemesis DLC.*

The following operations can only be undertaken towards spacefaring empires.

### Assets

Assets are characters gained from the *Acquire Asset* operation and can be assigned to improve the skill of any operation. Each asset grants **+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 infiltration the 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

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: File:Op cat subterfuge.png Subterfuge and File:Op cat manipulation.png Manipulation.

## References

1. ↑ The first time you launch the operation it will fail in phase 1.
2. ↑ 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.

**Game concepts**