Espionage
Appearance
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).