Stellaris

Stellaris

Chris’ Covert Operations
74 Comments
Terrorxide 17 Jul @ 11:55am 
It's awesome! Makes the whole espionage feature alot more alive. Great work!
BadCat7 16 Jul @ 12:54pm 
love it !:cozybethesda:
Chrisrous  [author] 12 Jul @ 12:53am 
@maxguh
Thanks! I didn’t know Espionage Extended before, but I just checked it out. Definitely a cool mod with its own style.
My approach is a bit more focused, but I get the comparison.
Chrisrous  [author] 12 Jul @ 12:51am 
@Zyptan
Cheers! Feedback like this keeps me going new missions are already planned.
Chrisrous  [author] 12 Jul @ 12:49am 
@Sometimes
That’s the plan more fun, more options, more chaos. Hope you enjoy it in-game!
Chrisrous  [author] 12 Jul @ 12:49am 
@Terrorxide
Exactly! Ethics attraction actually matters again. Glad you noticed the clean changelog too. I try to keep it tight and documented. Let me know how it plays for you!
Chrisrous  [author] 12 Jul @ 12:48am 
@alankraskow
Really appreciate the award thanks for the support!
maxguh 11 Jul @ 11:55am 
This is noice! It reminds me Espionage Extended mod. Some operations there was pretty interesting, just in case you want to implement them in your mod.
Zyptan 10 Jul @ 7:38am 
wow this is impressive af!
Sometimes 9 Jul @ 6:41pm 
Oh, now this. This seems like fun. :selike:
Terrorxide 8 Jul @ 8:58am 
Having other empires, that could shift the ethics in your empire, would make ethic shift chance/governing ethics attraction alot more useful. Also seems well maintained (No empty change notes. Love, i'll give it a shot.♥
alankraskow 6 Jul @ 8:20pm 
I'm awarding this.
Well deserved!
alankraskow 5 Jul @ 8:17pm 
Hey @Chrisrous very excited to her that you working on new stuff and that you will keep in mind the two ideas I suggested! Can't wait to see more content. This is one of my must mods right now, because I love to play espionage missions.

On the side note I didn't see any new pops showing in my empire, similar to what was suggested by someone before. My mod list is pretty lite, so this shouldn't have any conflicts with it. But I will try to test it some more, to see if this was just one time situation.
Chrisrous  [author] 5 Jul @ 9:09am 
@all:
Just a quick reminder for everyone:
If you have ideas for new operations or balance suggestions, please post them in the "Operation Ideas and Balance Suggestions" discussion thread.

It helps keep the comments section focused and gives me a better overview to review and implement your ideas.
Thanks for helping improve the mod!
Chrisrous  [author] 5 Jul @ 9:07am 
@Скуф по РП:
Уже добавлен русский перевод
Если вдруг что-то покажется странным, просто напиши, я поправлю
Chrisrous  [author] 5 Jul @ 8:52am 
@TY:
Thanks! Glad you like the concept. Let me know how it goes once you've tried it. I'm always open to feedback or ideas for new operations.
Chrisrous  [author] 5 Jul @ 8:51am 
@alankraskow:
Glad to hear you're enjoying the mod!

Both of your ideas fit perfectly into the kind of covert influence this mod aims to expand.
“Incite War Between Empires” and “Provoke War Against Player” are definitely on my long-term concept list. They’ll need careful balancing due to how Stellaris handles diplomacy and AI war logic.

They’re ambitious but not impossible. I’ll keep them in mind as potential advanced operations for future updates.
Chrisrous  [author] 5 Jul @ 8:49am 
@ichihime:
A coup operation is definitely something I’d love to explore.
It’s a complex concept in Stellaris, but I’ve already started drafting some ideas on regime change and government destabilization.
Stay tuned, it might become a future addition.
Chrisrous  [author] 5 Jul @ 8:48am 
@barkingnoise:
Thanks a lot! Glad you're enjoying the new operation. More content is already in the works.
Chrisrous  [author] 5 Jul @ 8:46am 
@Everbane
Thanks for reporting this.

I tested the vanilla "Smuggle Population" operation with my mod enabled, no issues occurred. My mod doesn't override any vanilla operations.

To clarify:
My operations use a separate namespace
No vanilla triggers, events, or systems are touched
All scripts and variables are isolated

So this shouldn't affect "Smuggle Population." It's likely caused by another mod, load order conflict, or an old save.

Please try:
Testing with only my mod active
Starting a new game to rule out script leftovers

If it still happens, feel free to post in the "Bug Reports and Technical Problems" thread with details, this helps keep comments clean and makes debugging easier. Thanks again!
Скуф по РП 5 Jul @ 2:57am 
А перевод на великий и могучий русский язык будет? А то мой мозг слишком мал чтобы сделать это самому.
TY 5 Jul @ 1:53am 
This is very clever. Would love to try this.
Everbane 3 Jul @ 10:11am 
added this mod to my load order and noticed that the smuggle population operation now just ends without smuggling any population or any popups. has anyone else had this issue?
alankraskow 2 Jul @ 1:27pm 
Hey, @Chrisrous having ton of fun with your mod!
I have a question though.
I always wanted two operation types for Role Playing in Stellaris

1. Incite War Between Empires
2. Provoke Empire to start a war with your empire

Any chance, you would be willing and able to add these to your mod?
ichihime 1 Jul @ 5:37pm 
i hope coup operation can happen
barkingnoise 1 Jul @ 2:20pm 
Man, this mod just keeps getting better. Very cool new operation
Perambulante in tenebr 1 Jul @ 10:41am 
ops
Kepos 1 Jul @ 3:27am 
@Perambulante in tenebr
Just if you didn't see it, there is an open discussion 'Operation Ideas and Balance Suggestions' for your posts. All those ppl that subscribed the comments here get a pop-up for every single post of yours.
Chrisrous  [author] 30 Jun @ 11:35pm 
@Perambulante in tenebr:
Interesting idea. I'll add it to my concept list for future operations.
Chrisrous  [author] 30 Jun @ 11:33pm 
@The Dreamer:
Yes, the mod works in multiplayer. Just make sure all players have it installed and enabled with the same version.
Chrisrous  [author] 30 Jun @ 11:32pm 
@Vlad_1492:
Thank you. Glad you enjoyed the new mission, more operations are in the works.
The Dreamer 29 Jun @ 5:05pm 
Does this work on multiplayer?
Perambulante in tenebr 26 Jun @ 1:15pm 
+idea Infiltrate Population Puts your popes in the right empire.
Vlad_1492 24 Jun @ 9:51am 
Nice new mission, thanks for the detailed change note,
Chrisrous  [author] 24 Jun @ 7:28am 
@FrazierFr: You're welcome! Glad the French translation is useful, let me know if anything feels off or unnatural.
Chrisrous  [author] 24 Jun @ 7:28am 
@missionmistral1: No, the mod requires the Nemesis DLC to function. It uses the vanilla espionage system introduced in Nemesis.
missionmistral1 22 Jun @ 12:08pm 
does this work without the nemesis dlc?
Stern 19 Jun @ 12:18pm 
Thank you for French translation.
Perambulante in tenebr 18 Jun @ 10:04am 
+ idea what if we give the opportunity to send their settlers to other empires (for example Necrophage)
TheStorySmith 17 Jun @ 4:49pm 
Does this mod offer options for use against a pre-ftl civ? I would love some options for manipulating their civics to align with my own civs without more direct intervention during their early ages.
Chrisrous  [author] 17 Jun @ 11:37am 
@all: Thanks for all the great ideas - Coup, Bio-Weapons, Defections, Rebellions and more are now on my radar, and I’ll definitely turn some of them into future operations.
Feel free to keep sharing - it really helps shape the next update!
Chrisrous  [author] 17 Jun @ 11:32am 
@barkingnoise: Good point - and you're not alone in thinking that.
The 5-year lockout was set to match most standard intel cooldowns, but I'm actively considering bumping it to 10 years for more strategic impact.
Appreciate the feedback - it really helps with tuning.
Chrisrous  [author] 17 Jun @ 11:29am 
@Zionus5: Thanks! Yes – since the last update, you can now target Gestalt empires too.
They’re harder to crack, but your agents can still spread unrest.
The Infiltrate Fleet Command operation should also work.
The Wrench 17 Jun @ 8:14am 
I would love a covert operation to incite a rebellion on a planet, maybe in conjunction with the other secessionist idea.
Perambulante in tenebr 17 Jun @ 7:52am 
Operation idea:coup
Gre.il.vec 16 Jun @ 8:50pm 
Bio-weapon release
This can end in many ways depending on players choices and A.I actions.
Worst case is a lethal virus capable of killing all life on the planet, by all means to turn the planet into a tomb world as a result.
Some cases can decimate more than half of the population in the planet, perhaps it can spread to other planets if the trade of the planets is high enough(as trade involve merchants and merchants as a form of spreading the virus).
Other case can make the entire population acquire negative traits.
Worst case for the player is that the AI make countermeasures fast enough and few pops die.
Uthur 16 Jun @ 6:01am 
Operation idea: personally I would like to see an operation to promote an ethic of your choice (or of your fanatical ethic) which is separate from the Incite Secessionists as then you could help maintain an ethic in an empire if they are close to loosing it or you could try to make that ethic become one of theirs.
Perambulante in tenebr 16 Jun @ 4:47am 
I was thinking I could add an option
Destroy an outpost (no colony in the system)
Bomb a planet
Nuke a planet
Free slaves
barkingnoise 15 Jun @ 10:36am 
I like the new operation but I feel like "5 years too expensive" is too short of a timespan. I would go at least 10
Valtiel_The_First 15 Jun @ 9:22am 
could you add assassination of leaders?