Stellaris

Stellaris

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Espionage Rebalance
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18 Apr, 2021 @ 11:16pm
26 Nov, 2021 @ 10:08pm
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Espionage Rebalance

In 1 collection by Butts McGee
Babby's First Hosting
5 items
Description
Espionage is good, but ungodly slow to the point it can be near-irrelevant. This mod makes the following major changes:

Intel updates from its current value to max value much faster.
Max infiltration level upped from 100 to 150.
Infiltration required to increase level decreased by 60% (from 5 + 5*level -> 2 + 2*level)
Bonus infiltration speed from target's sprawl doubled.
Assets now improve their network's infiltration speed by 0.1 each.
Assets active operation bonus increased by 1 point.
Sabotage starbase cooldown lowered from 4 years to 1 year.
Steal tech no longer has a cooldown (it still massively lowers your infiltration, so now the cooldown comes from your infiltration speed)
Steal tech improved. (Operation success grants 60% progress instead of 30%)
Relative encryption impact on max infiltration upped to -50 - +50 (from -40 - +40)
Relative encryption impact on infiltration speed upped to -60% - +60% (from -40% - +40%)
Relative encryption impact on operation difficulty upped to +10 difficulty - -10 difficulty (from +4 - -4)
Added repeatable tech granting +1 encryption per level.
Added repeatable tech granting +1 codebreaking per level.
Most opinion effects from espionage (being caught, smear campaign, etc.) can now stack.
Extort Favors extorts 2 favors instead of 1.
Extort Favors has a higher chance to extort an additional favor.

Feedback and testing would be much appreciated! Now go forth, and be sneaki breeki!
49 Comments
Watchman 12 Dec, 2023 @ 9:21am 
Is the mod still working?
powerwordspirit 8 Apr, 2023 @ 2:21am 
I don't want a cap on espionage techs.
Darthsawyer 24 Apr, 2022 @ 9:11am 
Better yet, make it possible to automatically repeat missions once you get to the selected infiltration level. Being able to tell all my envoys to steal technology every time they hit 100 infiltration would be a huge quality of life improvement
Col. Hathi 11 Jan, 2022 @ 3:25am 
So I did a bit of playing around with a lot of hacking, and constantly spamming something like the asset or tech hacks gets old real fast. Any chance you could make them more impactful instead of fast?
Col. Hathi 8 Jan, 2022 @ 8:45pm 
I think Alastair makes a good point
ThatsSoWitty 24 Nov, 2021 @ 10:03am 
Will this mod be updated to 3.2?
Alastair 27 Oct, 2021 @ 12:29am 
As I and Dr. Nolegs asked. Can a cap on the repeatable techs that increase encryption and codebreaking be added?
Dr. Nolegs 27 Sep, 2021 @ 9:47am 
Could you add a cap to Espionage techs?
Alastair 21 Sep, 2021 @ 6:39am 
From looking at it I feel like the repeatable techs should be capped or something. Since it could then make the bonuses you get from some Ascension Perks or from traditions feel less impactful/useful.

Like if I can just infinitely get +1 to those then the +2 Codebreaking and +1 Encryption from Subterfuge is kinda pointless. Same for say the +2 to both from taking Transcendence. Maybe offer it as a addon/separate mod?

Though the other changes look really cool.
V3N0M 20 Sep, 2021 @ 1:16am 
been playing with this mod, steal tech is awesome right now but what if diplo incident reduced the target's diplomatic weight, smear campaign damage the target's relationships with multiple allies/neighbors and sabotage starbase applied a harsh but temporary debuff to starbase weapons instead of just breaking a random module?