Victoria 3

Victoria 3

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Espionage Remastered
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11.150 MB
22 Feb @ 12:26pm
15 Jul @ 12:23pm
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Espionage Remastered

Description





The mod works with versions 1.9+

Description
It adds espionage actions each with their own strengths and weaknesses.
Once you have the right tech you can overthrow governments, fund militias in foreign countries, support nationalists and cause an uprising, and more, but at a price. Each action has ongoing maintenance costs and tech requirements and even then there's only a fraction of a chance each month that something actually happens; it takes time and money to establish a spy network! It costs even more to do it on the greatest powers.

The AI can use these actions also, so be careful!

Quick-Start Guide
  1. Pass the external security law 'Intelligence Agency' through government.
  2. Increase the institution level with bureaucracy to gain more features & actions.
  3. Right click on a target country of your choosing, and select the action.
  4. For certain events, interact with them using the journal entries.

Features

Treaty Articles

Send Advisors
Requires Empiricism.
Must be a Great Power to Use.
Can be requested by lesser powers.
Provides a +50% bonus to industrial technology spread.

Send Military Attache
Requires Empiricism.
Must be a Great Power to Use.
Can be requested by lesser powers.
Provides a +50% bonus to military technology spread.

Cultural Exchange
Requires Empiricism.
Must be a Great Power to Use.
Can be requested by lesser powers.
Provides a +50% bonus to society technology spread.

Diplomatic Actions

Support Nationalists
Requires Nationalism.
Has a small chance for the agents to infiltrate a country's populace and cause separatism.
In exchange of Money and Influence, you can select 1 non-primary cultures from the target country. Then radicals of selected culture will be created in the target country.

Agitate for Liberty
Requires Nationalism.
Has a small chance for the agents to infiltrate a subject and cause agitation.
In exchange of Money and Influence, you can damage relation between target and target's overlord.
Once their relation drops below -50, the target country will start 'Independence' diplomatic play.

Sow Discontent
Requires Labor Movement.
Has a small chance for the agents to infiltrate a country's populace and cause unrest.
For a cost, you can increase radicalism by a random amount in the target country.

Election Interference
Requires Mass Communication.
Has a small chance for you to bolster votes for a chosen party.
For a cost, you can attempt to get in the pockets of politicans and influence party votes.
Once executed, the target country gets an event to either submit and accept it or attempt to prevent it.

Political Assassination
Requires General Staff.
Opens up opportunity to eliminate a character in the target country.
For a cost, you can attempt to gather intelligence and murder a politican of your choosing.
Once executed, the target dies and unrest grows.

Fund Piracy
Requires Admiralty.
Opens up opportunity to privateer the target countries maritime trade.
For a cost, you can attempt to steal loot and destroy some of the overseas strength of the target.
However, maybe they'll come back stronger?

Loot is based on the target's GDP, but is affected by your Naval Power Projection in comparison to the target's.

Support Slaves
Requires Empiricism.
Opens up opportunity to support the freedom of slaves.
For a cost, you can attempt to support slaves' political power in the target country, as well as offer them opportunity upon your shores.
...Maybe the best way of importing labour?

Steal Technology
Requires Rationalism.
Opens up opportunity to steal technology and catch up with those greater.
Maybe it's time for a new world order?



Compatibility
Currently, this mod should be compatible with almost every other mod. If you find a conflict, let me know and I'll look into it but this mod uses it's own files for every function and doesn't rely on many requirements. For Better Politics, see below.
This won't be compatible with any overhaul that removes vanilla technologies, as they are requirements for the actions.
It's best this mod is at the top of the load order, but it most likely doesn't matter.

Better Politics
As Better Politics adds and changes ideologies, it requires a compatibility patch in order to work.
Please download the patch here.
It must be last in the load order, and this mod must be at the top.

Known Issues
  • Election Interference may not auto-end if the country removes voting.
  • AI does not make any specific decision regarding election interference, its choice of party is random.
  • Notification text is incorrect, telling the target they are conducting espionage when they are actually the target.

Localisation
Chinese Localisation | 中文本地化
This mod has been added to the Chinese project which you can download here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2880069248

[ko-fi.com]
73 Comments
cob  [author] 14 Jul @ 10:03am 
ok now it's right :D
cob  [author] 13 Jul @ 2:00pm 
Nvm I've done a shit job of the update and there's some errors, hotfix coming very soon!
cob  [author] 12 Jul @ 11:55am 
Updated! The technology spread bonuses do seem to apply from testing it just isn't very obvious - it doesn't show in the tech tree but does apply and does show the bonus when you add articles to the treaty and hover over them. I've dropped that bonus down to +50% now.

I agree with the Fund Piracy being too much, there was a flat value to reduce loot/cost if the target had more than a certain number of ships but I don't think it even worked tbh. I've removed that now and it multiples the value based on your naval power projection divided by theirs.

I've also adjusted the AI around the articles, so that it's way more clear about how it calculates their decision score. Hopefully that should improve things! Let me know if not though, I haven't had chance to play with the mod enough recently
MasterOfGrey 11 Jul @ 6:36pm 
The Fund Piracy may be a little overtuned?
I managed to get multiple bouts of +125k income boost from funding vs GBR as Tunisia.

I would suggest scaling the current value by your naval power projection/their npp (perhaps including some baseline amount) to represent your ability to actually reach and connect with/support the piracy you're funding.

Right now it was pretty game changing to have my budget tripled by a few successful raiding events.
MasterOfGrey 8 Jul @ 5:23pm 
No worries, thanks :)
cob  [author] 8 Jul @ 8:33am 
Cheers Grey (love your mods btw), I didn't realise but I shall take a look! I was meant to nerf them when I changed them into treaties and I must have forgot
cob  [author] 8 Jul @ 8:31am 
@大黄太阳枪 It should (I don't see why not) but I haven't tested it, I've not played loads on this new update - let me know if there's issues! :)
MasterOfGrey 8 Jul @ 12:04am 
The technology spread bonuses don't work.
Also, if you're stealing technology, it's possible to get 3-4 of them happening at the same time, which *would* be OP if they worked.
大黄太阳枪 6 Jul @ 2:08pm 
does the bpm patch work rn with this mod?
RFK Jr’s Brain Worm 22 Jun @ 12:15am 
was just thinking about this tbh