Stellaris

Stellaris

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Counter Intel
   
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30 Dec, 2022 @ 8:18am
28 May @ 11:52pm
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Counter Intel

Description
Preserve the mystery of the galaxy map a bit longer.
Or if you want to be an isolationist preserve your privacy.

This mod tries to move most map revealing information from the lower intel levels and move them up to level 50/60.

Adds 2 edicts: one reduces envoys by 1 for +1 encryption and the other reduces diplomatic weigh by 10 percent for +1 encryption. These become available as soon as you make contact with an alien so you have an early game option to hide.

First contact no longer reveals your capital,
It seems crazy to me that at first contact you would immediately reveal the location of your home planet.
There are so many stories where a huge plot point is preventing the alien menace from knowing the location of earth.
This also keeps the map dark, So at first you can only see what your sensor range can tell you beyond their borders.

Removed colony intel from the first stage of economy intel.
Now you need to wait for intel level 60 to have system and colony information revealed.

Moved starbase location intel from level 30 to 60, You can still eventually see into an empires insides, but it will take a dedicated effort now.

Reduced the intel gain from purge refugees from 10 each to 2.
Hopefully this will help prevent purging primitives from suddenly revealing your fleet movements, without removing the feature completely. If you pace your purges you should be able to keep information leak from getting too high.

Keep in mind certain diplomatic pacts still reveal information like commercial pacts and defensive pacts revealing your systems.

A Custodian, Emperor, or your Overlord can also see a lot of intel on you. A Galactic Emperor with Imperial Security Directorate can see almost everything about members of the Empire.
So to stay as hidden as possible you need to be strong enough to stand alone and avoid diplomacy.

So now you can't be sure how many planets or starbases they have unless you get high infiltration, or work out a deal that shares information.
35 Comments
C.E.L.L. 3 Jun @ 5:02am 
thx:steamthumbsup:
GhostWraith  [author] 29 May @ 12:09am 
Updated to v4.0.14
I haven't had much time play or mod recently, At a glance it doesn't seem like much changed in the files. I don't expect anything to break but I won't have time to really play test it for a while.
HiddenPrior 10 May @ 5:52pm 
Love the mod! Seems like some adjustments will be necessary for 4.0 compatibility.
卡尔文迪斯梅特 2 Aug, 2024 @ 9:31am 
I made a new Chinese localization translation is here.Could you please add a link?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3108330591
GhostWraith  [author] 31 Jul, 2024 @ 11:16am 
As far as I know intel level doesn't affect first contact. Did you have contact with any other ai at that point in the game? They can trade communications with each other and that will bypass first contact. I believe the intel level from federations only applies to members. I know there is at least one anomaly event that initiates communications.
This mod doesn't really touch first contact, it just changes around which information is revealed at each intel level to stop it from being so easy to see into another empire without espionage or other bonuses.
Azure 30 Jul, 2024 @ 3:35pm 
Could you change the minimum intel federations get? I was discovered just because a federation was formed in the other side of the galaxy. I didn't even had a first contact, but it seems some federations have a pretty high base intel which is enough to reveal anyone.
GhostWraith  [author] 5 Jul, 2024 @ 11:40pm 
There are also a few events, and defines, but those are less important.
GhostWraith  [author] 5 Jul, 2024 @ 11:38pm 
This is a very small mod, the only thing it needs to overwrite is intel categories. So it should work fine as long as another mod doesn't touch them.
Gabriel Cooper 5 Jul, 2024 @ 4:26am 
how compatible it is with other mods?
GhostWraith  [author] 7 May, 2024 @ 8:50pm 
I don't think there is any way to directly reduce intel through an edict, my attempt was to just remove sources of base intel, it affects the whole game and not just your enemy, but different diplomatic pacts automatically increase minimum intel cap already. This way at least your encryption can offer some defense.