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Espionage Espionage operations are tasks which can be performed either on a known habitable world, either your own, an allied or enemy planet. This covert operations include sabotaging enemy research facilities, mining operations, triggering deadly biological diseases, and other acts designed to confuse and hinder your opponents. A few tasks, such as information gathering, can be performed on an entire race without requiring a specific homeworld. Like research facilities, espionage facilities can only be built on a habitable world. All of the intelligence facilities work together. For example, if you have 1000 intelligence facilities on one home planet and 500 on another, each round there are a total of 1500 facilities available to work on the tasks you have assigned under Espionage. As you build additional espionage facilities, progress will be made faster on the tasks you have selected.
Each operation you have launched is listed on your main Espionage page clearly showing the progress that has been made and the target of the operation - either a race or, when the habitable world icon is present, the home world being targeted by the operation. Covert operations progress in parallel with your available espionage facilities split equally among the active tasks. At any time you can temporarily stop an operation in-progress. You will not immediately lose all of the work your agents have done but over time progress does diminish. If progress reaches zero, the task disappears completely and you'll need to start it again.
Like communication and alliances, you can only launch operations against yourself or other races you have encountered in the universe. Once you have either seen another race's planets or encountered one of their ships, an new option will appear on your Espionage homepage for that race. The length of time it takes for an espionage operation to complete is entirely dependent on 1) the number of espionage facilities you have and 2) the distance between your closest habitable world with espionage facilities to the specific habitable world being targeted, or (if the operation is against a race as a whole) against their nearest habitable world. So, if you're at one end of the galaxy and you launch an operation against a race at the other end of the galaxy, it will take a very long time unless you have thousands and thousands of espionage facilities. On the other hand, if you launched an operation against a neighboring solar system, the operation would take significantly less time. To this end, it is worth your while to acquire habitable worlds near to your enemy and build espionage facilities on them. The Espionage area of Star Command is divided into two sections:
Once you have viewed a report, it is immediately filed under the race's espionage page where you reference it in the future or delete it. With any operation against an enemy race or habitable world, there is a chance that your agents will be detected while they are executing the operation. In the event of detection, the enemy race will be made aware of your actions. If they detect your operation, there is also a possibility that they will be able to stop the operation before it completes. If your operation is detected by the enemy, your agents will typically know they have been spotted. When this occurs, your mission report will indicate that the enemy detected your operation. However, there is chance that enemy forces will be just as stealthy in their detection. Even though your report indicates that your agents were undetected, it is possible that, in reality, your operation was detected by the enemy. In this event, the enemy is notified of your operation but you will not be notified of the detection. In this event, the enemy will also know that you are not aware you were detected on this operation. Regardless of whether or not the operation is detected, it can still be successful. Unless the operation fails, your report will detail the results of the operation. If the operation was for the purpose of gathering information, the knowledge acquired by your agents will be enclosed in the report. If the operation was to protect your own facilities or sabotage an enemy building, you will see the results in your report including the duration of the effect. If and only if the operation is detected, there is a chance that it can fail. When an operation fails, your agents exit enemy territories immediately and you must start the operation again if you want to continue this task. ANTIBIOTICS AWARENESS PROGRAM
Provides general improved awareness of publicly available antibiotics programs to improve the health and wellness of your people. In the event of biological or chemical warfare if an antibiotics program is underway, your people are less-likely to panic and are less susceptible to disease. DETAILED INFORMATION GATHERING
By infiltrating enemy operations your agents will retrieve detailed information about the targeted race. This information includes a report on the planets, ships and technology the race controls. GENERAL INFORMATION GATHERING
Using the latest in communication surveillance technology, your agents attempt to gather basic information about the targeted race. HEIGHTENED COMPUTER SECURITY
Temporarily improves the quality of the security on your computers and networks to protect against data theft, viruses and electronic warfare. HEIGHTENED INFORMATION SECURITY
Temporarily improves the encryption on top secret information stored on scientist computers and networks. This is designed to prevent information from being monitored or stolen through network sniffers and hardware theft. HEIGHTENED PHYSICAL SECURITY
Temporarily increases the number of security forces patroling your secret facilities in an attempt to locate intruders, prevent sabotage and identify undercover operatives of other races. SABOTAGE COMMUNICATIONS
This operation temporarily causes the ship communications facilities on the targeted planet to fail. This can severely disrupt their ability to communicate with their ships causing confusion and chaos for the captains of those ships. SABOTAGE COVERT OPERATIONS
Your covert forces will attempt to invade the espionage facilities on the selected planet and assassinate key operatives required to execute covert operations of their own. For a duration after this operation completes, the facilities on the planet will not be able to participate in the espionage projects launched by the race. SABOTAGE MINING OPERATIONS
This operation will cause significant damage to the drone receiving bays on the targeted planet - preventing the planet from acquiring resources for a specific amount of time while the damage is repaired. SABOTAGE RESEARCH
Your covert forces will invade the research facilities of the targeted planet in an attempt to damage or destroy research projects underway. For a specific amount of time after the operation completes, the planet's research facilities will be unable to contribute to the rest of the race's research projects. SABOTAGE SHIP BUILDING
Your agents will attempt to disable or destroy the shipyards on the targeted planet. For a duration after this operation completes, the shipyards will be unable to produce spacecraft. SABOTAGE TURRETS
This operation temporarily disables the planetary turrets guarding the habitable world. This operation is useful if timed perfectly with the arrival of a deadly missile. STEAL SECRET INFORMATION
Going deep undercover, your agents attempt to steal top secret information from the enemy race.
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