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! Effect
 
! Effect
 
|-
 
|-
| Establish Network || 0 (0) || 5 || 10% || 10 || Gain information on city (e.g. yields), shows past operations on city
+
| 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) || 20 || 35% || 15 || Gain {{EnergyIconBE}}.
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| Steal Technology || 2 (40) || 20 || 50% || 20 || Gain a technology.
 
| 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 defender
+
| 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
 
| Hack Satellites || 4 (80) || 15 || 60% || 15 || De-orbit all satellites within 5 tiles of the city

Revision as of 10:13, 3 December 2014

Covert Agents

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

  • Recruit
  • Agent
  • Special Agent

It takes ? operations for a Covert Agent to level up.

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 your 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:

  • Assigning a Covert Agent to one of your own cities will perform Counterintelligence, reducing Intrigue by 1/2/4 points per turn.
  • (other)

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 to fail and is computed as follows:

  • Each operation type has a base difficulty.
  • 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%.
  • The difficulty cannot be below 10% nor above 90%.

Risk

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

  • The base risk is equal to the base difficulty for 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 be below 10% or above 90%.

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.
  • 1/3 of the time, the attacking agent will be identified (but not killed).
  • 1/3 of the time, 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.

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) 20 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'etat 5 (100) 20 60% 50 Gain control of the city
Call Worm Strike (Harmony 11) 5 (100) 15 70% 100 Spawn 3 Siege Worms near the city
Deploy Dirty Bomb (Purity 11) 5 (100) 15 70% 100 Reduce the city's population by half
Sabotage (Supremacy 11) 5 (100) 15 70% 100 Pillage all improvements within 3 tiles of 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

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 (?)

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:

  • 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.
  • 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 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.

Video

File:Sid Meier's Civilization Beyond Earth - Livestream 4 Covert Ops-0

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