Espionage Revamped

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Author: el eel

Last revision: 6 May at 02:09 UTC

File size: 197.51 KB

On Steam Workshop

Description:
Revamped Espionage — 9 Covert Diplomatic Actions

AI CAN NO LONGER USE THE ACTIONS UNTIL I MAKE A FIX FOR THEIR SPAM
Adds 9 new covert actions to the diplomacy menu, giving espionage ideas and spy networks a real purpose beyond fabricating claims.

Features
  • 9 new covert diplomatic actions accessible from the target nation’s diplomacy screen
  • Authorization popup — confirm or cancel before paying costs
  • 1-15 day random delay before the target receives the event
  • 4 unique event descriptions per action that rotate each attempt
  • Detection system — if the target has 20+ spy network on you, they get a second option granting Discovered Spy CB
  • Espionage Ideas doubling — completing the Espionage idea group doubles the effects of assassination actions
  • Infiltrate Treasury scales dynamically with target’s monthly income (2 years of income, 50 brackets from 2 to 10,000 ducats/month)

Covert Actions

Action
Spy Network
Cost
Other Requirements
Success %
Success Effect
Fail Effect
Assassinate Ruler
85
3,000 Ducats
Target not in regency, no Tightened Security
~40%
Ruler killed, target loses 2 stability (4 with Espionage Ideas)
Target gains 10 prestige
Assassinate Heir
70
2,250 Ducats
Target has heir, no Tightened Security
~60%
Heir killed, target loses 1 stability (2 with Espionage Ideas)
Target gains 10 prestige
Assassinate General
50
350 Ducats
Target has at least 1 general
~75%
General killed (2 with Espionage Ideas)
Target gains 5 prestige
Assassinate Admiral
40
300 Ducats
Dip Tech 6, target has at least 1 admiral
~80%
Admiral killed (2 with Espionage Ideas)
Target gains 5 prestige
Assassinate Advisor
40
500 Ducats
Target has at least 1 advisor
~60%
Random advisor killed, -50 monarch points (doubled with Espionage Ideas)
Target gains 5 prestige
Plant Religious Rebel Cell
100
3,500 Ducats
Adm Tech 10, no Religious Rebellion Crackdown
~35% (50% with Espionage Ideas)
State converted to actor’s faith, zealot rebels spawn (~20% of target FL), -1 stability (2 states and 2x rebel stacks with Espionage Ideas)
Target gains 10 prestige
Infiltrate Treasury
45
100 Dip Power
Dip Tech 5 & No Lockdown of National Treasury
~50% (70% with Espionage Ideas)
Target loses 2 years of income, actor gains the same amount
Target gains 5 prestige
Destroy Fortifications
25
400 Ducats
Mil Tech 6, target has at least 1 fort
~65%
Highest-tier fort destroyed (2 with Espionage Ideas)
Target gains 5 prestige
NEW Stage Alliance Incident
50
1500 Ducats, 150 Dip Power
Dip Tech 6, target has at least 1 ally, no Alerted National Security
~75% (95% with Espionage Ideas)
Random ally gets -150 relations for 5 years
Target gets nothing

Detection System

If the target nation has 20+ spy network built up on the actor when the action is launched, the target’s resolution event gains a second option: "We know who’s behind this!" — this grants the Discovered Spy CB against the actor and doubles prestige gained on failure.

Defensive Modifiers

Dependent on the action outcome, you will receive modifiers that will block further attempts until these modifiers expire. They also provide bonuses to help prevent getting ganged up on with other covert actions.

Modifier
Duration
Effects
Blocks
Tightened Security
5 years
+50% Spy Defense
Assassinate Ruler, Assassinate Heir
Lockdown of National Treasury
4 years
+25% Spy Defense
Infiltrate Treasury
Religious Rebellion Crackdown
25 years
+25% Spy Defense, -1 Tolerance of True Faith
Plant Religious Rebel Cell
Alerted National Security
2 years
+30% Spy Defense, -1 Dip Rep
Stage Alliance Incident

SIDE NOTE: AI gets a seperate cooldown by introducing flags that only come from AI targeting player or other AI, 90 day cooldown for all actions but Destroy Fortifications (210 days) and Infiltrate Treasury (8 years). These flags are given whenever they use the actions.

Compatibility
  • Compatible with most other mods

File Structure (compatibility)
  • common/diplomatic_actions/01_revamped_espionage_actions.txt
  • common/event_modifiers/revamped_espionage_modifiers.txt
  • common/province_triggered_modifiers/revamped_espionage_triggered_modifiers.txt
  • customizable_localization/revamped_espionage_custom_loc.txt
  • decisions/revamped_espionage_decisions.txt
  • events/revamped_espionage_events.txt
  • localisation/revamped_espionage_l_english.yml

KNOWN ISSUES/PLANNED ADDITIONS:
– when you use these actions on AI, the [get.name] of the tooltip doesn’t account for how fast the AI clicks through the event so if you kill a country’s ruler, it might put the heir (recently crowned) in the tooltip. it is just visual so no biggie
AI can use these actions at the moment (but it might be too often so i will work on it later)
– there was a rebalancing of all vanilla covert actions to be available sooner but it conflicted with "trade goods expanded" buildings so i removed it for the time being
sometimes on a failed/successful outcome it random picks a nation thats different from the one you were actually targeting
planning on adding a covert action and reduced opinion to a random ally (so you can break hug boxes)
in multiplayer, in rare cases, after authorizing the action it might take resources but do nothing

Inspired by this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1381377193