Espionage Technology
Espionage Technology improves the effectiveness of your spy probes and counter-intelligence. For dedicated defensive counter-intelligence, see Counter Intel.
Overview
| Property | Value |
|---|---|
| Type | Intelligence Technology |
| Lab Notes | Research Lab level affects speed only |
| Effect | Better spy reports, counter-espionage |
Description
Advances in espionage technology improve both your ability to gather intelligence on enemies and your defenses against enemy spying. Higher levels reveal more information and make your own reports harder to detect.
Effects
Spy Report Detail
Spy report detail is determined by your Espionage Technology, the target's effective defensive espionage level, and the number of probes you send.
Detail Formula
The target's effective defensive espionage level is:
Defender effective level = Espionage Technology + Counter Intel + Moon Base Research
Counter Intel and Moon Base Research each contribute +1 defensive espionage per level to that formula.
If the target's effective level is higher than yours, you lose probe strength:
Extra probes required = max(0, Defender effective level - Your espionage level)^2
Remaining probes = Sent probes - Extra probes required
Each layer of information is then revealed if either of these is true:
- you meet the probe threshold with your remaining probes, or
- your tech advantage alone is high enough
Reveal layer if:
Remaining probes >= Probe threshold
OR
Your espionage level - Level threshold >= Defender effective level
Report Contents
| Information | Probe Threshold | Level Threshold |
|---|---|---|
| Resources | Always shown | Always shown |
| Ships | 2 | 1 |
| Defense | 3 | 2 |
| Buildings | 5 | 3 |
| Research | 7 | 4 |
Practical Examples
- If your espionage level equals the defender's effective level, send at least:
2probes for ships3probes for defense5probes for buildings7probes for research
- If the defender's effective level is 2 higher than yours, you lose
2^2 = 4probes before thresholds are checked. - If your espionage level is high enough on its own, you can still reveal deeper layers with fewer probes.
Activity Indicator
Spy reports include an activity value that reflects the target's activity at the time of the scan:
- <15: Active within the last 15 minutes
- 15-59: Minutes since last activity
- Off: No activity for 60+ minutes
Counter-Espionage
Higher tech also means:
- Harder for enemies to spy on you
- More probes are needed for enemies to see deeper report layers
- Less information revealed to spies
Detection
Standard espionage missions do not currently use a probability formula for detection. When a probe arrives, the target always receives an espionage activity message.
There is also no current probe-destruction roll tied to standard espionage missions. Counter Intel and Moon Base Research only increase your effective defensive espionage level for report-detail calculations.
Recon Missions
- Each Espionage Technology level increases Recon mission information success chance by 5 percentage points.
- This bonus is opposed by the target's effective espionage defense level, where Counter Intel and Moon Base Research each contribute +1 level per level.
Espionage Report Formula
Direct espionage reports use your effective espionage against the defender's effective espionage defense:
Attacker Effective Espionage = Espionage Technology + Recon bonuses
Defender Effective Espionage Defense = Espionage Technology + Counter Intel + Moon Base Research
Extra Probes Required = max(0, Defender Defense - Attacker Effective Espionage)^2
Remaining Probes = Sent Probes - Extra Probes Required
Detail thresholds:
- Resources: always shown
- Ships:
Remaining Probes >= 2orAttacker Effective Espionage >= Defender Defense + 1 - Defenses:
Remaining Probes >= 3orAttacker Effective Espionage >= Defender Defense + 2 - Buildings:
Remaining Probes >= 5orAttacker Effective Espionage >= Defender Defense + 3 - Research:
Remaining Probes >= 7orAttacker Effective Espionage >= Defender Defense + 4
Research Costs
Formula
Metal = 200 * 2^Level
Crystal = 1,000 * 2^Level
Deuterium = 200 * 2^Level
Cost Table
| Level | Metal | Crystal | Deuterium |
|---|---|---|---|
| 1 | 200 | 1,000 | 200 |
| 2 | 400 | 2,000 | 400 |
| 4 | 1,600 | 8,000 | 1,600 |
| 8 | 25,600 | 128,000 | 25,600 |
Probe Mechanics
What More Probes Actually Do
More probes improve report detail because they raise your remaining probes after the defensive tech penalty is applied.
That means more probes help you reveal ships, defense, buildings, and research, but they do not currently increase a separate detection chance roll in the live implementation.
Strategy
Early Priority
Espionage Technology 4+ is crucial:
- See enemy defenses before attacking
- Avoid traps and failed raids
- Essential for safe gameplay
Counter-Intelligence
High espionage protects you:
- Enemies see less of your forces
- Element of surprise maintained
- Harder to target you accurately
Probe Numbers
Adjust probes based on tech difference:
- Equal effective tech:
2/3/5/7probes for ships/defense/buildings/research - Higher tech: often 1-2 probes is enough for a quick resource check
- Lower tech: add probes fast, because the penalty scales with the square of the level gap
Related Topics
- Ships - Espionage Probe - The spy ship
- Missions - Espionage mission type