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::''Note: The [[Sid Meier's Civilization: Beyond Earth: Rising Tide|Rising Tide]] expansion has massive changes to Covert Ops. Read about them [[Covert Operations (CivBE)#Rising Tide|here]].''
''"Success is the result of cornering the market on secrecy."''<br>
 
  +
  +
 
''"Success is the result of cornering the market on secrecy."''<br />
 
- Suzanne Marjorie Fielding, Transplanetary Management, Methods, and Resources
 
- Suzanne Marjorie Fielding, Transplanetary Management, Methods, and Resources
   
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* The Information Warfare Virtue grants 1 Covert Agent.
 
* The Information Warfare Virtue grants 1 Covert Agent.
 
* Reaching 8 Tier 2 Virtues grants 1 Covert Agent.
 
* Reaching 8 Tier 2 Virtues grants 1 Covert Agent.
* The covert operations quest chain grants 1 Covert Agent, as well as [[Culper Lodge (CivBE)|Culper Lodge]] in your capital which turns all agents into the rank of Special Agent.
+
* The covert operations quest chain grants 1 Covert Agent, as well as [[Culper Lodge (CivBE)|Culper Lodge]] in a player's capital which turns all agents into the rank of Special Agent.
 
* The {{LinkBE|Feedsite Hub}}, {{LinkBE|Command Center}}, and {{LinkBE|CEL Cradle}} building quests have options to grant 1 Covert Agent each.
 
* The {{LinkBE|Feedsite Hub}}, {{LinkBE|Command Center}}, and {{LinkBE|CEL Cradle}} building quests have options to grant 1 Covert Agent each.
   
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Each city has an Intrigue value ranging from 0 to 100. Every 20 points represents an Intrigue Level, which determines which operations may be performed in that city. Successful operations in a city increase Intrigue. Intrigue can be decreased by the following:
 
Each city has an Intrigue value ranging from 0 to 100. Every 20 points represents an Intrigue Level, which determines which operations may be performed in that city. Successful operations in a city increase Intrigue. Intrigue can be decreased by the following:
   
* Assigning a Covert Agent to one of your own cities will perform Counterintelligence, reducing Intrigue by 1/2/4 points per turn.
+
* Covert Agents assigned to their own civilization's cities will perform counter-intelligence operations, reducing Intrigue by 1/2/4 points per turn.
* [[Human Hive (CivBE)|Human Hive]] wonder permanently reduces a '''City's''' maximal intrigue level to 1.
+
* The [[Human Hive (CivBE)|Human Hive]] wonder makes the City in which it was built immune to covert operations of any kind.
* The [[Surveillance Web (CivBE)|Surveillance Web]] building reduces a '''City's''' maximal intrigue level by 2 (to a modified max of 3 rather than 5). This effectively renders that city invulnerable to the worst potentialities of enemy espionage operations, those requiring Intrigue levels 4 and 5 to execute.
+
* The [[Surveillance Web (CivBE)|Surveillance Web]] building reduces a City's maximum intrigue level by 2 (to a modified max of 3 rather than 5). This effectively renders that city invulnerable to the worst potentials of enemy covert operations, those requiring Intrigue levels 4 and 5 to execute.
 
* (other)
 
* (other)
As stated in the in-game Civilopedia, a general rule of thumb is that operations requiring 3 Intrigue or less to execute are those which benefit the executor without harming the target (see operation descriptions below; despite wording, "Siphon Energy" and "Steal Science/Technology" operations do not cause the target Civ to actually lose either resource, and "Recruit Defectors" actually creates a new unit rather than reallocating an existing one), while those of Intrigue level 4 and 5 comprise those designed to actively harm the target's cities and infrastructure.
+
As stated in the in-game Civilopedia, a rule of thumb is that operations requiring 3 Intrigue or less to execute are those which benefit the executor without harming the target (see operation descriptions below; despite wording, "Siphon Energy" and "Steal Science/Technology" operations do not cause the target Civ to actually lose either resource, and "Recruit Defectors" actually creates a new unit rather than reallocating an existing one), while those of Intrigue level 4 and 5 comprise those designed to actively harm the target's cities and infrastructure.
   
 
==Operations==
 
==Operations==
Line 46: Line 49:
 
==== Difficulty ====
 
==== Difficulty ====
   
Difficulty is measured in percent chance to fail and is computed as follows:
+
Difficulty is measured in percent chance for an operation to fail, and is computed as follows:
   
* Each operation type has a base difficulty.
+
* Each operation type has a base difficulty rating.
 
* Each rank of the attacking agent reduces the difficulty by 5%.
 
* Each rank of the attacking agent reduces the difficulty by 5%.
 
* If a defending agent is present, the difficulty is increased by 5%, plus 5% for each rank of the defending agent.
 
* If a defending agent is present, the difficulty is increased by 5%, plus 5% for each rank of the defending agent.
 
* If Operations Reconnaissance is selected as the National Security Project, each agent at HQ reduces difficulty by 1%.
 
* If Operations Reconnaissance is selected as the National Security Project, each agent at HQ reduces difficulty by 1%.
* Difficulty cannot be below 10% nor above 90%.
+
* Difficulty cannot go below 10% nor above 90%.
   
 
==== Risk ====
 
==== Risk ====
   
Risk is measured in percent chance for an agent performing an operation to be discovered and is computed as follows:
+
Risk is measured in percent chance for an agent performing the operation to be discovered, and is computed as follows:
* The base risk is equal to the base difficulty for the operation.
+
* The base risk is equal to the base difficulty rating of the operation.
 
* Each rank of the attacking agent reduces risk by 7%.
 
* Each rank of the attacking agent reduces risk by 7%.
 
* Each rank of a defending agent (if any) increases risk by 10%.
 
* Each rank of a defending agent (if any) increases risk by 10%.
 
* If Operations Support is selected as the National Security Project, each agent at HQ reduces risk by 1%.
 
* If Operations Support is selected as the National Security Project, each agent at HQ reduces risk by 1%.
* Other agents in the city increase risk by ?
+
* Other agents in the city increase risk by ?%.
* Risk cannot be below 10% nor above 90%.
+
* Risk cannot go below 10% nor above 90%.
   
  +
If a player fails one of the following will happen:
If there is a defending agent in the city and the attacking agent is discovered:
 
* 1/3 of the time, the attacking agent will be identified and killed.
+
* The attacking agent will be identified and killed.
* 1/3 of the time, the attacking agent will be identified (but not killed).
+
* The attacking agent will be identified but escape(leaves the city and has to be reassigned there or elsewhere).
* 1/3 of the time, the attacking agent will be detected (but not identified).
+
* The attacking agent will be detected but not identified.
   
If there is no defending agent, the attacking agent can be detected but not identified or killed.
+
Even if an agent succeeds in a mission, they can still be detected.
   
 
=== List of operations ===
 
=== List of operations ===
   
{| class = "wikitable sortable"
+
{| class="civbetable sortable"
 
! Operation
 
! Operation
 
! scope="col" width="60pt" | Minimum Intrigue level (total)
 
! scope="col" width="60pt" | Minimum Intrigue level (total)
! scope = "col" width = "60pt" | Time (turns)
+
! scope="col" width="60pt" | Time (turns)
! scope = "col" width = "60pt" | Difficulty
+
! scope="col" width="60pt" | Difficulty
! scope = "col" width = "60pt" | Intrigue generated
+
! scope="col" width="60pt" | Intrigue generated
 
! Effect
 
! Effect
 
|-
 
|-
 
| Establish Network || 0 (0) || 5 || 10% || 10 || Gain information on city (e.g. yields), shows past operations on city, determine if any counter agents are active there
 
| Establish Network || 0 (0) || 5 || 10% || 10 || Gain information on city (e.g. yields), shows past operations on city, determine if any counter agents are active there
 
|-
 
|-
| Siphon {{EnergyBE}} || 0 (0) || 20 || 35% || 15 || Gain {{EnergyIconBE}}.
+
| Siphon {{EnergyBE}} || 0 (0) || 25 || 35% || 15 || Gain {{EnergyIconBE}}.
 
|-
 
|-
| Steal {{ScienceBE}} || 1 (20) || 20 || 35% || 15 || Gain {{ScienceIconBE}}.
+
| Steal {{ScienceBE}} || 1 (20) || 20 || 35% || 15 || Gain {{ScienceIconBE}}.
 
|-
 
|-
 
| Steal Technology || 2 (40) || 20 || 50% || 20 || Gain a technology.
 
| Steal Technology || 2 (40) || 20 || 50% || 20 || Gain a technology.
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| Hack Satellites || 4 (80) || 15 || 60% || 15 || De-orbit all satellites within 5 tiles of the city
 
| Hack Satellites || 4 (80) || 15 || 60% || 15 || De-orbit all satellites within 5 tiles of the city
 
|-
 
|-
| Coup D'etat || 5 (100) || 20 || 60% || 50 || Gain control of the city
+
| Coup D'état || 5 (100) || 20 || 60% || 50 || Gain control of the city
 
|-
 
|-
 
| Call Worm Strike ({{HarmonyIconBE}} 11) || 4 (80) || 15 || 70% || 100 || Spawn 3 Siege Worms near the city
 
| Call Worm Strike ({{HarmonyIconBE}} 11) || 4 (80) || 15 || 70% || 100 || Spawn 3 Siege Worms near the city
Line 110: Line 113:
 
==== Siphon {{EnergyBE}} ====
 
==== Siphon {{EnergyBE}} ====
   
The amount gained is 5/10/15 {{EnergyIconBE}} plus 1/2/3 {{EnergyIconBE}} per turn since the beginning of the game.
+
The amount gained is 5/10/15 {{EnergyIconBE}} plus 1/2/3 {{EnergyIconBE}} per turn since the beginning of the game.
   
 
Despite the name of the operation, the defender does ''not'' lose any {{EnergyIconBE}}.
 
Despite the name of the operation, the defender does ''not'' lose any {{EnergyIconBE}}.
   
==== Steal {{ScienceIconBE}} ====
+
==== Steal {{ScienceBE}} ====
   
 
The amount gained is 15%/20%/25% of the attacker's current research, or 1/2/2.5 turns of the attacker's {{ScienceIconBE}} if nothing is being researched. <span style="color:red">Unconfirmed: The first case may be buggy causing the second case to always fire.</span>
 
The amount gained is 15%/20%/25% of the attacker's current research, or 1/2/2.5 turns of the attacker's {{ScienceIconBE}} if nothing is being researched. <span style="color:red">Unconfirmed: The first case may be buggy causing the second case to always fire.</span>
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Note that the defending player does not have to have researched the tech for the attacker to gain it (?)
 
Note that the defending player does not have to have researched the tech for the attacker to gain it (?)
  +
  +
Worm Strike
  +
* If the target city is aquatic, krakens are spawned instead of worms
  +
* If the target city is coastal, the spawned worms can spawn in the water. worms spawned in water will appear as an embarked unit with no affinities, and will be unable to move (leashing the worm and using an aquatic city to move it onto land works however)
   
 
== National Security Project ==
 
== National Security Project ==
   
Any Covert Agents not assigned to a city will be at Headquarters. You may choose a single National Security Project which these Covert Agents will contribute to:
+
Any Covert Agents not assigned to a city will be at Headquarters. Players may choose a single National Security Project which these Covert Agents will contribute to:
   
 
*'''Homeland Security''' : +1% city strength and +1% city hit points for each Agent at Headquarters.
 
*'''Homeland Security''' : +1% city strength and +1% city hit points for each Agent at Headquarters.
*'''Research and Development''' : +1% {{ProductionIconBE}} for Wonders for each Agent at Headquarters.
+
*'''Research and Development''' : +1% {{ProductionIconBE}} for Wonders for each Agent at Headquarters.<ref>Does not apply to the Move City function as of the [[Civilization: Beyond Earth: Rising Tide October 2015 update|October 2015 patch]]</ref>
 
*'''Propaganda''' : +2% {{HealthIconBE}} for each Agent at Headquarters.
 
*'''Propaganda''' : +2% {{HealthIconBE}} for each Agent at Headquarters.
 
*'''Operations Support''' : Lowers the risk to Covert Agents doing Operations for each Agent at Headquarters.
 
*'''Operations Support''' : Lowers the risk to Covert Agents doing Operations for each Agent at Headquarters.
Line 141: Line 148:
   
 
==Diplomacy==
 
==Diplomacy==
After catching and killing an enemy agent in one of your cities (requires an active Counter-Intelligence operation with agent present in one of your cities), you can contact that faction, and ask them not to do covert operations in your city again. Sometimes they will agree.
+
After catching and killing an enemy agent in a cities (requires an active Counter-Intelligence operation with agent present in that cities), players can contact that faction, and ask them not to do covert operations in their cities again. Sometimes they will agree.
   
Conversely, should one of your agents be identified during an operation in a foreign city, whether killed or not, that faction (if AI) will always initiate a dialogue addressing the incident during their next turn. Depending on the relationship between your civilization and that faction, the result can be as benign as you promising not to dispatch agents there again and them accepting (Friendly or Neutral at the time of discovery), to an angry demand that you stop followed shortly by a formal global Condemnation of your Civ (Neutral or Guarded), to an outright declaration of war (Guarded or Hostile).
+
Conversely, should an agent be identified during an operation in a foreign city, whether killed or not, that faction (if AI) will always initiate a dialogue addressing the incident during their next turn. Depending on the relationship between the player's civilization and that faction, the result can be as benign as the offending player promising not to dispatch agents there again and them accepting (Friendly or Neutral at the time of discovery), to an angry demand to stop followed shortly by a formal global Condemnation of the offending player's Civ (Neutral or Guarded), to an outright declaration of war (Guarded or Hostile).
  +
  +
In Rising Tide, things are done totally different, nothing listed above in this section happening. A player's respect level will drop if a covert agent is caught. Surprisingly depending on the personality traits an AI opponent chooses, an AI player's respect levels may increase if the human player performs more covert operations
   
 
==Video==
 
==Video==
[[File:Sid Meier's Civilization Beyond Earth - Livestream 4 Covert Ops-0|thumb|left|335 px|Pete Murray and Beyond Earth co-lead designer Will Miller explore the new Covert Ops system.]]
+
[[File:Sid Meier's Civilization Beyond Earth - Livestream 4 Covert Ops|thumb|left|335 px|[[Pete Murray]] and ''Beyond Earth'' co-lead designer [[Will Miller]] explore the new Covert Ops system.]]
   
 
{{Clear}}
 
{{Clear}}
  +
==Rising Tide==
{{BeyondEarthContentsNav}}
 
  +
Players receive one extra agent from completion of the REACTIVE quest, when they get the Culper Lodge. Despite what it says, players can complete a covert operation one level less than it says they need, and players will complete the quest. This may only be for the ARC.
  +
  +
Players get new agents the same as before, with the maximum of nine. [[Chungsu (CivBE)|Chungsu]] who starts with one extra so it can get a maximum of 10.
  +
  +
*Mixing [[Artifacts (Rising Tide)#Artifact rewards|artifacts]] can give the Soul Discerner Training reward (+25% Covert Operation Speed).
  +
*Various agreements and traits give players bonuses as well.
  +
  +
===Personality Traits and Tradeable Agreements===
  +
{{See|Personality traits (Rising Tide)}}
  +
'''Personality Traits'''
  +
*Corporate Espionage ([[American Reclamation Corporation (CivBE)|ARC]]'s unique trait) - Covert Operations complete (30%/40%/50%) faster and require 1 less intrigue level to attempt
  +
*Jeog-ui Naebu ([[Chungsu (CivBE)|Chungsu]]'s unique trait) - Start with (1/1/2) free Covert Agent. Each successful Covert Operation in a foreign City rewards (10/15/30) {{ScienceBE}} per Agent rank
  +
* Vigilant (Domestic) - Intrigue rises (10%/20%/30%) more slowly in all Cities
  +
* Subtle (Political) - {{SpyIconBE}} Covert Agents finish operations (15%/20%/25%) more quickly and (20%/25%/30%) less likely to die in an operation
  +
*Suspicious (Military) - {{SpyIconBE}} Covert Agents require (1/1/1)* fewer successful operations to rank up
  +
AI players with these traits will respect they player more if they engage in more covert operations.
  +
  +
'''Tradeable Agreements'''
  +
*Surveillance State - Less Intrigue in the player's {{CapitalIconBE}} Capital
  +
*Agency Cooperation - Longer sight range for {{SpyIconBE}} Covert Agents in foreign Cities
  +
*Field Recruitment - {{SpyIconBE}} Covert Agents are recruited at a higher rank than normal
  +
*Wet Teams - {{SpyIconBE}} Covert Agents are less likely to die in operations
  +
  +
===Black Market===
  +
In Rising Tide, players can assign an agent to trade {{DiplomaticCapitalBE}} for Strategic Resources. An agent's rank increases the number of resources one can gain and decreases the cost they pay for these resources.
  +
*Recruits can buy 1 {{FiraxiteBE}}/{{XenomassBE}}/{{FloatstoneBE}} for 50 {{DiplomaticCapitalBE}} per turn.
  +
  +
*Agents can buy 3 {{FiraxiteBE}}/{{XenomassBE}}/{{FloatstoneBE}} for 45 {{DiplomaticCapitalBE}} per turn.
  +
  +
*Special Agents can buy 5 {{FiraxiteBE}}/{{XenomassBE}}/{{FloatstoneBE}} for 40 {{DiplomaticCapitalBE}} per turn.{{Clear}}
  +
==Notes==
  +
<references />
  +
  +
{{CivBE}}
 
[[Category:Civilization: Beyond Earth]]
 
[[Category:Civilization: Beyond Earth]]
 
[[Category:Game concepts (CivBE)]]
 
[[Category:Game concepts (CivBE)]]

Revision as of 01:19, 19 March 2020

Note: The Rising Tide expansion has massive changes to Covert Ops. Read about them here.


"Success is the result of cornering the market on secrecy."
- Suzanne Marjorie Fielding, Transplanetary Management, Methods, and Resources

Covert Agents

Covert Agents are necessary to perform covert operations. Agents have three levels:

  • Recruit
  • Agent
  • Special Agent

On difficulties up to Mercury, only a single successful operation is required for a Covert Agent to reach the next level (even one as simple and risk-free as Establish Network). It takes ? operations for a Covert Agent to level up on higher difficulties.

Some quantities depend on agent level and are denoted by Recruit/Agent/Secret Agent.

Covert Agents can be gained by the following:

  • The Spy Agency enables Covert Operation and starts with 3 Covert Agents.
  • The Information Warfare Virtue grants 1 Covert Agent.
  • Reaching 8 Tier 2 Virtues grants 1 Covert Agent.
  • The covert operations quest chain grants 1 Covert Agent, as well as Culper Lodge in a player's capital which turns all agents into the rank of Special Agent.
  • The Feedsite Hub, Command Center, and CEL Cradle building quests have options to grant 1 Covert Agent each.

To perform operations in a city, a Covert Agent must first travel there.

If a Covert Agent is killed during an operation, they will be replaced by a recruit after 5 turns.

Intrigue

Each city has an Intrigue value ranging from 0 to 100. Every 20 points represents an Intrigue Level, which determines which operations may be performed in that city. Successful operations in a city increase Intrigue. Intrigue can be decreased by the following:

  • Covert Agents assigned to their own civilization's cities will perform counter-intelligence operations, reducing Intrigue by 1/2/4 points per turn.
  • The Human Hive wonder makes the City in which it was built immune to covert operations of any kind.
  • The Surveillance Web building reduces a City's maximum intrigue level by 2 (to a modified max of 3 rather than 5). This effectively renders that city invulnerable to the worst potentials of enemy covert operations, those requiring Intrigue levels 4 and 5 to execute.
  • (other)

As stated in the in-game Civilopedia, a rule of thumb is that operations requiring 3 Intrigue or less to execute are those which benefit the executor without harming the target (see operation descriptions below; despite wording, "Siphon Energy" and "Steal Science/Technology" operations do not cause the target Civ to actually lose either resource, and "Recruit Defectors" actually creates a new unit rather than reallocating an existing one), while those of Intrigue level 4 and 5 comprise those designed to actively harm the target's cities and infrastructure.

Operations

Duration

Each operation takes a base number of turns depending on the type. Agents take one turn less to complete operations, and Secret Agents two turns less.

Outcomes

An operation can be either successful or unsuccessful (difficulty), and the agent may be unidentified, identified, or killed (risk) during the operation.

Difficulty

Difficulty is measured in percent chance for an operation to fail, and is computed as follows:

  • Each operation type has a base difficulty rating.
  • Each rank of the attacking agent reduces the difficulty by 5%.
  • If a defending agent is present, the difficulty is increased by 5%, plus 5% for each rank of the defending agent.
  • If Operations Reconnaissance is selected as the National Security Project, each agent at HQ reduces difficulty by 1%.
  • Difficulty cannot go below 10% nor above 90%.

Risk

Risk is measured in percent chance for an agent performing the operation to be discovered, and is computed as follows:

  • The base risk is equal to the base difficulty rating of the operation.
  • Each rank of the attacking agent reduces risk by 7%.
  • Each rank of a defending agent (if any) increases risk by 10%.
  • If Operations Support is selected as the National Security Project, each agent at HQ reduces risk by 1%.
  • Other agents in the city increase risk by ?%.
  • Risk cannot go below 10% nor above 90%.

If a player fails one of the following will happen:

  • The attacking agent will be identified and killed.
  • The attacking agent will be identified but escape(leaves the city and has to be reassigned there or elsewhere).
  • The attacking agent will be detected but not identified.

Even if an agent succeeds in a mission, they can still be detected.

List of operations

Operation Minimum Intrigue level (total) Time (turns) Difficulty Intrigue generated Effect
Establish Network 0 (0) 5 10% 10 Gain information on city (e.g. yields), shows past operations on city, determine if any counter agents are active there
Siphon Energy Energy 0 (0) 25 35% 15 Gain Energy.
Steal Science Science 1 (20) 20 35% 15 Gain Science.
Steal Technology 2 (40) 20 50% 20 Gain a technology.
Recruit Defectors 3 (60) 20 50% 20 Gain 1/2/3 military units buildable by the faction sending the spy
Hack Satellites 4 (80) 15 60% 15 De-orbit all satellites within 5 tiles of the city
Coup D'état 5 (100) 20 60% 50 Gain control of the city
Call Worm Strike (Harmony 11) 4 (80) 15 70% 100 Spawn 3 Siege Worms near the city
Deploy Dirty Bomb (Purity 11) 4 (80) 15 70% 100 Reduce the city's population by half
Sabotage (Supremacy 11) 4 (80) 15 70% 100 Pillage all improvements within 3 tiles from the city
Deliver Dossier (quest) 0 (0) 5 0% 10 Quest objective
Extract Operative (quest) 0 (0) 5 0% 10 Quest objective

Details

Siphon Energy Energy

The amount gained is 5/10/15 Energy plus 1/2/3 Energy per turn since the beginning of the game.

Despite the name of the operation, the defender does not lose any Energy.

Steal Science Science

The amount gained is 15%/20%/25% of the attacker's current research, or 1/2/2.5 turns of the attacker's Science if nothing is being researched. Unconfirmed: The first case may be buggy causing the second case to always fire.

Despite the name of the operation, the defender does not lose any Science.

Steal Technology

The chance for a technology to be selected is weighted as follows:

  • The base weight is equal to the technology's cost.
  • If the technology would take more turns to research than the operation, then the weight is halved. Otherwise it is doubled.
  • If the defending player has a dominant Affinity and the tech has the same Affinity, the weight is multiplied by 1.5.

Note that the defending player does not have to have researched the tech for the attacker to gain it (?)

Worm Strike

  • If the target city is aquatic, krakens are spawned instead of worms
  • If the target city is coastal, the spawned worms can spawn in the water. worms spawned in water will appear as an embarked unit with no affinities, and will be unable to move (leashing the worm and using an aquatic city to move it onto land works however)

National Security Project

Any Covert Agents not assigned to a city will be at Headquarters. Players may choose a single National Security Project which these Covert Agents will contribute to:

  • Homeland Security : +1% city strength and +1% city hit points for each Agent at Headquarters.
  • Research and Development : +1% Production for Wonders for each Agent at Headquarters.[1]
  • Propaganda : +2% Health for each Agent at Headquarters.
  • Operations Support : Lowers the risk to Covert Agents doing Operations for each Agent at Headquarters.
  • Operations Reconnaissance: Increases the chances of Operation success for each Agent at Headquarters.

Diplomacy

After catching and killing an enemy agent in a cities (requires an active Counter-Intelligence operation with agent present in that cities), players can contact that faction, and ask them not to do covert operations in their cities again. Sometimes they will agree.

Conversely, should an agent be identified during an operation in a foreign city, whether killed or not, that faction (if AI) will always initiate a dialogue addressing the incident during their next turn. Depending on the relationship between the player's civilization and that faction, the result can be as benign as the offending player promising not to dispatch agents there again and them accepting (Friendly or Neutral at the time of discovery), to an angry demand to stop followed shortly by a formal global Condemnation of the offending player's Civ (Neutral or Guarded), to an outright declaration of war (Guarded or Hostile).

In Rising Tide, things are done totally different, nothing listed above in this section happening. A player's respect level will drop if a covert agent is caught. Surprisingly depending on the personality traits an AI opponent chooses, an AI player's respect levels may increase if the human player performs more covert operations

Video

Sid_Meier's_Civilization_Beyond_Earth_-_Livestream_4_Covert_Ops

Sid Meier's Civilization Beyond Earth - Livestream 4 Covert Ops

Pete Murray and Beyond Earth co-lead designer Will Miller explore the new Covert Ops system.

Rising Tide

Players receive one extra agent from completion of the REACTIVE quest, when they get the Culper Lodge. Despite what it says, players can complete a covert operation one level less than it says they need, and players will complete the quest. This may only be for the ARC.

Players get new agents the same as before, with the maximum of nine. Chungsu who starts with one extra so it can get a maximum of 10.

  • Mixing artifacts can give the Soul Discerner Training reward (+25% Covert Operation Speed).
  • Various agreements and traits give players bonuses as well.

Personality Traits and Tradeable Agreements

See Personality traits (Rising Tide)

Personality Traits

  • Corporate Espionage (ARC's unique trait) - Covert Operations complete (30%/40%/50%) faster and require 1 less intrigue level to attempt
  • Jeog-ui Naebu (Chungsu's unique trait) - Start with (1/1/2) free Covert Agent. Each successful Covert Operation in a foreign City rewards (10/15/30) Science Science per Agent rank
  • Vigilant (Domestic) - Intrigue rises (10%/20%/30%) more slowly in all Cities
  • Subtle (Political) - Spy Covert Agents finish operations (15%/20%/25%) more quickly and (20%/25%/30%) less likely to die in an operation
  • Suspicious (Military) - Spy Covert Agents require (1/1/1)* fewer successful operations to rank up

AI players with these traits will respect they player more if they engage in more covert operations.

Tradeable Agreements

  • Surveillance State - Less Intrigue in the player's Capital Capital
  • Agency Cooperation - Longer sight range for Spy Covert Agents in foreign Cities
  • Field Recruitment - Spy Covert Agents are recruited at a higher rank than normal
  • Wet Teams - Spy Covert Agents are less likely to die in operations

Black Market

In Rising Tide, players can assign an agent to trade Diplomatic Capital Diplomatic Capital for Strategic Resources. An agent's rank increases the number of resources one can gain and decreases the cost they pay for these resources.

Notes

  1. Does not apply to the Move City function as of the October 2015 patch
Civilization: Beyond Earth [Edit]
Games: Base Beyond EarthRising TideStarships
Lists
Affinities
Concepts
Yields
Misc.
RT only Introduced in the Rising Tide expansion pack.
  • † Spin off game based in the same fictional universe