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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 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: No none, Intel level low low, Intel level mid medium, Intel level high high, and Intel level full full. Every 10 points of intel increases the intel level in at least one category of intelligence, revealing additional information about the target empire.

Intel Intel level
Government Diplomacy Economy Technology Military
0-9 No No No No No
10-19 Intel level low No No No No
20-29 Intel level low Intel level low No No No
30-39 Intel level low Intel level low Intel level low Intel level low Intel level low
40-49 Intel level mid Intel level low Intel level low Intel level low Intel level low
50-59 Intel level mid Intel level mid Intel level low Intel level low Intel level low
60-69 Intel level mid Intel level mid Intel level mid Intel level mid Intel level mid
70-79 Intel level high Intel level mid Intel level mid Intel level mid Intel level mid
80-89 Intel level high Intel level high Intel level mid Intel level mid Intel level mid
90-99 Intel level high Intel level high Intel level high Intel level high Intel level high
100 Intel level full Intel level full Intel level full Intel level full Intel level full

Besides increasing intel, intel levels can be gained temporarily via intel reports from operations. Each intel level reveals the following information:

Level Category
Policies Government Diplomacy alliance Diplomacy Trade value Economy Op cat technology Technology Fleet Size Military
Intel level low Low
  • Authority
  • Ethics
  • Capital Location
  • Ruler
  • Casus Belli
  • Relative Power
  • Rivalries
  • Federation Names
  • Low Intel on Colonies (name and location in the galaxy)
  • Relative Economic Power
  • Relative Technological Power
  • Number of Researched Technologies
  • Casus Belli
  • Relative Fleet Power
  • Location of Starbases
  • Imminent Invasion Plans
Intel level mid Medium
  • Civics
  • Origin
  • Number of Owned Relics
  • Governors
  • Opinion Breakdown
  • Diplomatic Pacts
  • Galactic Community Vote Rationale
  • Low Intel on Systems (location and number of planets)
  • Medium Intel on Colonies (location within system and planet class)
  • Location of Civilian Ships
Ship Details
Intel level high High Empire Size Specialist Tier
  • Medium Intel on Systems (planet classes, fleets and stations)
  • High Intel on Colonies (reveals all other information)
  • Current Orders of Civilian Ships
  • Subject Resource production
Location of Military Fleets
Intel level full Full Secret Diplomatic Pacts
  • High Intel on Systems (orbital deposits)
  • Full Intel on Colonies (redundant with high intel on colonies)
  • Current Orders of Military Fleets
  • Cloaked Fleets

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:

Relationship Information Gained Minimum Intel Cap
Diplomacy alliance First Contact 10
Per level of Diplomacy federation Federation centralization +10
EmbassyEmbassy Diplomatic Pacts +20
Diplomacy commercial pact Commercial Pact
  • Relative Economic Power
  • Medium Intel on Systems
  • High Intel on Colonies
20
Diplomacy guarantee Guarantee Independence
Diplomacy non aggression pact Non-Aggression Pact
Diplomacy migration pact Migration Treaty Low Intel on Systems 30
Diplomacy research agreement Research Agreement Relative Technological Power
GalacticCommunity mainButton single Galactic Community Member
Diplomacy isvassal Subject (from overlord)
Overlord Overlord (from subjects)
  • Low Intel on Systems
  • Low Intel on Colonies
  • Specialist Subject Tier
  • Resource Production
40
Diplomacy defensive pact Defensive Pact
  • Low Intel on Systems
  • Relative Fleet Power
Diplomatic embassy Federation Associate Low Intel on Systems
Federation hegemony Hegemony federation
Custodian Galactic Custodian (from GalacticCommunity mainButton single Galactic Community members) Relative Fleet Power 45
Federation military Martial Alliance federation
  • Low Intel on Systems
  • Relative Fleet Power
50
Federation research Research Cooperative federation
  • Low Intel on Systems
  • Relative Technological Power
Federation trade Trade League federation
  • Low Intel on Systems
  • Relative Economic Power
Federation default Galactic Union federation Low Intel on Systems 60
Galactic Imperium Galactic emperor (from GalacticCommunity mainButton single Galactic Imperium members)
  • Relative Fleet Power
  • High Intel on Systems
  • High Intel on Colonies
65
Galactic Imperium Galactic emperor with Imperial Institutions Imperial Security Directorate
(from GalacticCommunity mainButton single Galactic Imperium members)
80

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:

Source Base intel level
Utopia Sentry Array (stage IV) +40
Utopia Sentry Array (stage III) +30
Utopia Sentry Array (stage II) +20
Utopia Sentry Array (stage I) +10
Menu icon edicts Bureau of Espionage edict +10
Menu icon edicts Observation Instinct edict +10
Menu icon edicts Covert Analysis Algorithm edict +10
Tech colonial bureaucracy Colonial Bureaucracy technology +10
Tech galactic bureaucracy Galactic Bureaucracy technology +10
Tradition psionics mind readers Mind Readers tradition +10
Agenda Uncover Secrets agenda (launch effect) +20
Agenda Uncover Secrets agenda (initial effect) +5
Leader trait xeno cataloger Blabbermouth trait (Subclass official diplomacy councilor large Ambassador veteran class, Level 3) +20
Leader trait xeno cataloger Blabbermouth trait (Subclass official diplomacy councilor large Ambassador veteran class, Level 2) +10
Leader trait xeno cataloger Blabbermouth trait (Subclass official diplomacy councilor large Ambassador veteran class, Level 1) +5
Civic galactic sovereign Watcher of the Imperium council position +2.5 per leader skill level
Improved Mycelial Network, from Grafting the Spores special project +10

Spy networks[]

Spy network Infiltration Growth Max.
Relative codebreaking and encryption
Maximum 4 point difference
±10% ±10
Civic criminal heritage Criminal Heritage civic +20%
Shadow Recruits Shadow Recruits tradition +50%
Double Agents Double Agents tradition +10
Menu icon edicts Bureau of Espionage edict +10
Per asset +5
Per Disinformation Center holding +5
Per Science Ship on

Active Reconnaissance First Contact

+10%
Prepare for War +33%

Spy networks are created by assigning an Envoy 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 Spy network 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 sprawl empire size in the target empire (i.e +1 per 400 Empire sprawl). Overlords and their Diplomacy isvassal 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 . 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 Spy network infiltration level is visible on the diplomacy screen to the right of the Intel intel level along with an arrow showing the current trend. Hovering over the Spy network infiltration icon displays the maximum as well as the current infiltration growth. The current and maximum Spy network 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.

Source Codebreaking
Menu icon edicts Bureau of Espionage edict +2
Menu icon edicts Observation Instinct edict +2
Menu icon edicts Covert Analysis Algorithm edict +2
Tech decryption 1 Quantum Hacking technology +2
Tech decryption 2 Simulated Social Engineering technology +2
Tech decryption 3 Quasi-Dimensional Reflection technology +2
Tradition psionics shrouded encryption Shrouded Communications tradition +2
Resolution imperial institutions Imperial Security Directorate resolution +2
Agenda Uncover Secrets agenda +2
Unknown Whisperers in the Void covenant (50 favor) +2
Unknown Whisperers in the Void covenant +1
Civic cutthroat politics Cutthroat Politics civic +1
Civic shadow council Shadow Council civic +1
Civic machine predictive analysis Static Research Analysis civic +1
Civic criminal heritage Criminal Heritage civic +1
Civic ruthless competition Ruthless Competition civic +1
Subterfuge tradition tree Subterfuge tradition tree +1
Operational Security Operational Security tradition +1
Unknown Defeated Absurdism empire modifier +1
Civic inwards perfection Inward Perfection civic −1
Source Encryption
Resolution imperial institutions Imperial Security Directorate resolution +4
Gestalt consciousness Gestalt Consciousness ethic +2
Enigmatic Engineering Enigmatic Engineering ascension perk +2
Tradition psionics shrouded encryption Shrouded Communications tradition +2
Tech encryption 1 Quantum Firewalls technology +2
Tech encryption 2 Simultaneous-Collapse Storage technology +2
Tech encryption 3 Negative-Time Keys technology +2
Unknown Closed Society empire modifier +2
Unknown Asteroid Encryption empire modifier +1
Civic inwards perfection Inward Perfection civic +1
Civic pooled knowledge Pooled Knowledge civic +1
Civic machine introspective Introspective civic +1
Menu icon edicts Tracking Implants edict +1
Menu icon edicts Thought Enforcement edict +1
Menu icon edicts Enhanced Surveillance edict +1
Information Security Information Security tradition +1
Leader trait whisperers chosen Chosen of the Whisperers ruler trait +1

Operations[]

Operation difficulty modifiers Difficulty
Relative codebreaking and encryption
Maximum 4 point difference
±4
Operational Security Operational Security tradition −2
Target has Nda Non-Disclosure Agreement tradition +1
Per matching category of assigned asset −4
Subject or overlord of target −2
Successful Prepare Sleeper Cells operation −1

Operations are targeted events that can be triggered within a specific empire. To run an operation, an empire must have an Envoy envoy assigned to build a spy network in the target empire. All operations have an Spy network infiltration level requirement and Influence influence cost as well as an an ongoing Energy Credits energy upkeep until they are completed. The Nda 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 Subterfuge tradition tree is completed, successful operations refund half of the spent Spy network 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 Tech gene tailoring Gene Tailoring technology hasn't been researched and are not available if the Pre-FTL Interference policy is set to Non-Interference.

Operation Intel category Phases Base difficulty Costs Requirements Effects
Launch Upkeep Finish Spy network Others
Plant Advanced Knowledge Op cat technology Technology 4 6 Energy Credits −7 Spy network −20 20
  • NoPolicies Aggressive Interference Pre-FTL Interference policy
  • NoPolicies Prohibited Pre-FTL Enlightenment policy
Time Increases progress towards the next age
Infiltrate Government Policies Government 3 7 Energy Credits −8 Spy network −40 40
  • Yes Civilization is annexed
  • Yes Civilization's homeworld buildings are upgraded to tier 1
  • Happiness Civilization's homeworld gains +30% Happiness for 20 years
Infiltrate Hive Policies Government 3 7 Energy Credits −8 Spy network −40 40
  • Yes Civilization is annexed
  • Yes Civilization's homeworld buildings are upgraded to tier 1
Indoctrinate Society Policies Government 4 5 Energy Credits −7 Spy network −30 30 Yes Civilization shifts ethics towards the empire's
Increase Awareness Diplomacy alliance Diplomacy 4 5 Energy Credits −6 Spy network −15 15
  • First Contact First Contact DLC
  • NoDiplomacy awareness Fully Aware
  • NoPolicies Aggressive Interference Pre-FTL Interference policy
  • Diplomacy awareness +15-20 Awareness
  • No Awareness cannot decay for 5 years
Spread Disinformation Diplomacy alliance Diplomacy 4 7 Energy Credits −6 Spy network −15 15 Diplomacy awareness -20 Awareness

Operations targeting empires[]

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

The following operations can only be undertaken towards spacefaring empires.

Operation Operation category Intel category Phases Base difficulty Costs Requirements Effects
Launch Upkeep Finish Spy network Others
Gather Information Op cat subterfuge Subterfuge None 1 4 Influence 20 Energy Credits −4 Spy network −5 10 None
  • +5 Maximum infiltration Level for 10 years. Stacks to a maximum of +20, after which further operations only reset the duration.
Randomly receive one of:0
    • 4.5% per intel category to gain an intel report one level above current (19.2% with an asset of that category).
    • 45.5% to gain Intel +5 intel.
    • 22.7% to gain Intel +10 intel (12.8% if already have Intel 40 intel or more).
    • 9.1% to gain Intel +15 intel (2.4% if already have Intel 50 intel or more).
Spark Diplomatic Incident Op cat manipulation Manipulation Diplomacy alliance Diplomacy 3 5 Influence 30 Energy Credits −5 Spy network −10 25
Prepare Sleeper Cells Op cat subterfuge Subterfuge Policies Government 2 6 Influence 45 Energy Credits −6 None 30 None
  • +1 Operation Skill and no Spy Network Decay for 15 years
  • Can sacrifice an asset to double the duration
Acquire Asset Op cat subterfuge Subterfuge Policies Government 3 5 Influence 45 Energy Credits −6 Spy network −15 30 None
  • Acquires a random asset against the target empire
Extort Favors Op cat manipulation Manipulation Diplomacy alliance Diplomacy 3 6 Influence 60 Energy Credits −7 Spy network −20 35
  • NoCivic fanatic purifiersCivic devouring swarmCivic machine terminator Genocidal
  • NoCivic fanatic purifiersCivic devouring swarmCivic machine terminator Genocidal target
  • 80% chance to gain Trade cat favor +1 favor from the target
  • 20% chance to gain Trade cat favor +2 favors from the target
Smear Campaign Op cat manipulation Manipulation Diplomacy alliance Diplomacy 3 7 Influence 60 Energy Credits −7 Spy network −20 35 Communications with 4+ empires
  • Target's Federation loses Federation cohesion −20 cohesion
  • If target is not part of a Federation, it loses Diplomacy opinion −100 opinion with a random empire
Steal Technology Op cat subterfuge Subterfuge Op cat technology Technology 3 8 Influence 80 Energy Credits −8 One of:
  • Spy network −20
  • Spy network −30
40
  • +30% Research progress in a random technology
  • If target has no technology you don't have, gain Research +1000 research in each category instead
  • With a Hacker or Memory Cache asset, can give the target Mod country all tech research speed −10% research speed for one year at the cost of Spy network 10 infiltration and Influence 25 influence
Additional options on superior codebreaking:0
    • Research backdoor
      • Requirements: Relative codebreaking/encryption > 1.4, Op cat subterfuge Subterfuge asset or Op cat technology Technology asset
      • Cost: Op cat technology −1 Technology asset, or −1 Op cat subterfuge Subterfuge asset if you don't have a Technology asset
      • Effect: Mod country all tech research speed +10% Research Speed for two years.
    • Steal extra technology
      • Requirements: Smooth exit, Op cat subterfuge Subterfuge asset and[2] Op cat technology Technology asset, 16.7% chance (or 37.5% with relative codebreaking/encryption > 1.6)
      • Cost: Op cat technology −1 Technology[2] asset, Spy network −10 infiltration
      • Effect: Gain 10% progress in a random technology the target has and you don't.
Sabotage Starbase Op cat sabotage Sabotage Fleet Size Military 3 9 Influence 100 Energy Credits −9 One of:
  • Spy network −30
  • Spy network −45
45 Target Spaceport 1 Starbase with a non-Shipyard module or building If any non-shipyard modules are present, destroys a random non-shipyard module, otherwise destroys a random building.
Additional options on success:0
    • Collateral Damage (Module)
      • Requirements: Op cat sabotage Sabotage asset and starbase has at least 2 non-shipyard modules, base 16.7% chance (50% with a Op cat technology technology asset, no Fleet Size military asset, and relative codebreaking/encryption > 0.6)
      • Cost: Op cat technology −1 Technology asset
      • Effect: Target starbase loses random non-shipyard module.
    • Collateral Damage (Platform)
      • Requirements: Op cat sabotage Sabotage asset, at least Volatile motes 2 volatile motes and starbase has a defense platform, base 16.7% chance (50% with a Fleet Size military asset, no Op cat technology technology asset, and relative codebreaking/encryption > 0.6)
      • Cost: Volatile motes −2 volatile motes
      • Effect: Target starbase loses a random defense platform
  • Arm Privateers Op cat provocation Provocation Trade value Economy 3 10 Influence 180 Energy Credits −12 Spy network −60 60 Time At least 3 years since any empire successfully armed privateers in this empire A scaling pirate fleet attacks one of the target's systems
    Target's fleet power Ships
    0-299 1
    300-599 2
    600-999 6
    1000-1999 7
    2000-3999 11
    4000-7999 14
    8000-11999 20
    12000-19999 26
    20000-29999 34
    30000+ 38
    Crisis Beacon Op cat provocation Provocation Op cat technology Technology 3 12 Influence 320 Energy Credits −16 Spy network −80 80
    • The nearest crisis fleet attacks the target's closest system
    Imperium: Weaken Imperial Authority Op cat subterfuge Subterfuge Op cat technology Technology 3 7 Influence 60 Energy Credits −7 Spy network −15 35
    • Galactic Imperium loses Diplomacy imperial crusade −20 Imperial Authority
    Imperium: Target Seditionists Op cat subterfuge Subterfuge Op cat technology Technology 3 7 Influence 60 Energy Credits −7 None 35
    • Galactic Imperium Galactic Emperor
    • Galactic Imperium Galactic Imperium member target
    • Target is a rival or undermining Imperial Authority
    • Target empire cannot undermine Imperial Authority for 5 years
    Imperium: Spark Rebellion Op cat subterfuge Subterfuge Op cat technology Technology 5 11 Influence 250 Energy Credits −14 Spy network −50 70
    • Declares war against the Galactic Emperor with the Diplomacy status casus belli holder Restore Community casus belli
    • Every member of the Galactic Imperium will be asked to join either side
    • This operation will be terminated if imperial authority is 80 or higher when a phase concludes
    Consume Star Op cat sabotage Sabotage Fleet Size Military 3 11 Influence 250 Energy Credits −9 None 60 Pm stellar devourer trophyPm frame 1 Devourer's Egg Sac modifier
    • All colonies in the target's capital system are destroyed unless the target completes a special project in time
    Lure the Kaleidoscope Op cat sabotage Sabotage Trade value Economy 3 4 Influence 20 Energy Credits −5 None 10
    • Navbar icons situation The Kaleidoscope situation
    • Target's empire capital does not have a Planetary Shield Generator
    The Kaleidoscope situation is moved to the targeted empire's capital

    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.

    Operation category Intel category Non-Gestalt asset Auth hive mind Hive Mind asset Auth machine intelligence Machine Intelligence asset
    Op cat subterfuge Subterfuge Diplomacy alliance Diplomacy Clerk Ephapse Relay Engagement Protocol
    Op cat subterfuge Subterfuge Trade value Economy Economist Labor Drone Logistics System
    Op cat subterfuge Subterfuge Policies Government Bureaucrat Synapse Drone Coordination System
    Op cat subterfuge Subterfuge Fleet Size Military Junior Officer Warrior Drone War Algorithm
    Op cat subterfuge Subterfuge Op cat technology Technology Scientist Research Drone Research Database
    Op cat manipulation Manipulation Diplomacy alliance Diplomacy Newscaster Pheromone Emitter No
    Op cat manipulation Manipulation Trade value Economy Pop Icon Resource Distribution Node No
    Op cat manipulation Manipulation Policies Government Agitator Behavioral Regulator No
    Op cat manipulation Manipulation Fleet Size Military Veteran Subspace Tendril No
    Op cat manipulation Manipulation Op cat technology Technology Academic Cortex Node No
    Op cat sabotage Sabotage Diplomacy alliance Diplomacy Attache No Dispatch Uplink
    Op cat sabotage Sabotage Trade value Economy Laborer No Resource Pylon
    Op cat sabotage Sabotage Policies Government Criminal Underling No Command Relay
    Op cat sabotage Sabotage Fleet Size Military Arms Smuggler No Weapons Platform
    Op cat sabotage Sabotage Op cat technology Technology Hacker No Memory Cache

    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: Op cat subterfuge Subterfuge and Op cat manipulation 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.
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