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Espionage

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Espionage

Espionage lets a country send spies into enemy districts to sabotage them or steal intelligence. It is run from the Spy HQ in the capital: if the capital is occupied, the HQ is unavailable.

Recruiting spies

  • Spies come in four rarities: Normal, Rare, Legendary and Mythic.
  • Rolling fills a candidate pool for a fixed cost; each rarity has its own roll chance. Engaging a candidate costs an engage cost and puts the spy on the payroll.
  • Every spy has field stats that depend on rarity: a reveal radius in km, a wage per day, a cost of living and a cover value that recovers per hour.

Missions

  • Sabotage fortification: halts fortification construction in the district.
  • Sabotage production: stops the district's resource production.
  • Steal intel: steals intelligence from the target country.

Each mission has a duration, a success chance and a detection chance, all depending on the spy's rarity. Every attempt costs cover; a spy whose cover runs out is burned.

Running an operation

  • Send a spy to a district: it travels there (status Traveling), then is Active in the district.
  • Assign a mission from the map; it resolves after its duration.
  • Recall the spy to the HQ to bring it home.
  • Caught spies and landed sabotages are both ranking metrics (Intel group).

See also