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://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2880069248

[ko-fi.com]
82 Comments
Lord 1 Oct @ 11:17am 
Thank you for the update!
Mr.Wolf ♔ 28 Sep @ 3:20pm 
Good to know the mod isn't dead! Don't worry, take your time!
cob  [author] 28 Sep @ 2:29pm 
Sorry for the slow development on this mod recently, I've been very busy working on game development for Harwell so this mod has been on the back burner.

I'll try and get an update out as soon as I can for this!
Mr.Wolf ♔ 26 Sep @ 12:00pm 
When can we expect an update?
UltraHam 16 Sep @ 8:35pm 
the develop nation action is quite broken, instant cancellation of the journal entry it triggers, and gives the event for the pirate funding once it cancels itself
EinZwei 1 Aug @ 3:38pm 
more treaties would also be nice, like a shared intelligence treaty that gives both bonuses in exchange for taking a risk with who you choose or a no-espionage treaty that prevents the nation from conducting espionage on you (Which maybe could be a forced war goal as well?)
EinZwei 1 Aug @ 3:38pm 
because espionage is hostile, it should have consequences. If you're the UK and you support colonial rebels, that's hostile but it's expected due to discrimination and colonial rivalry, so that should incur less infamy. But OCCITAN rebels is partitioning France in half with accepted people, so that should have harsher consequences. And if you try to kill the head of state, that's possibly more outrageous than just conquering their land . should also be proportional based on prestige. If the US meddles in some minor power, the world order isn't going to care, even if it's severe as regime change. but if belgium tries to kill the queen of the UK, a pariah overnight and a rogue state. Plus, exposing hostile foreign actions is GREAT for propaganda, and if found out could give bonus loyalists in primary culture, the targeted culture (they are trying to make us seem like separatists so they kill us and we don't want to be political pawns), or authority to justify decrees.
EinZwei 1 Aug @ 3:31pm 
I really like the depth of this mod, but I really think it needs two things to become the whole package and de facto example for an espionage mod: counterespionage and consequences.

Counterespionage is the other side of the coin and you can't really have accurate espionage without representing efforts to root out spies, prevent information from leaking out, and punishing those who are corrupt or grifters. More investment into the institution should grant you more counter-espionage, prevent bad events from happening, or allow you to reveal what was happening to you and get benefits from it. Plus you could make it so better techs mean it is harder to infiltrate leading to a technological arms race.
Paranoidsr 31 Jul @ 5:03am 
Piracy still seems incredibly profitable, to a gamebreaking point. I would perhaps suggest to remove the profit portion of it entirely, and solely treat it as a tool of hybrid warfare. Or alternatively, I believe there's a way how to transfer wealth from foreign pops to local pops.
cob  [author] 14 Jul @ 10:03am 
ok now it's right :D