Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Espiocracy - espionage grand strategy game

Stavrophore

Most trustworthy slavic man
Patron
Vatnik
Joined
Aug 17, 2016
Messages
12,878
Location
don't identify with EU-NPC land
Strap Yourselves In
https://espiocracy.com





Espiocracy is an espionage grand strategy game where you lead the intelligence agency of one of 74 playable countries. Rewrite history from the shadows as you influence ideologies, stage coups, and wage proxy wars. Subterfuge takes center stage as you establish a new world order.

ABOUT THIS GAME​


image_01_loop.gif


Take charge of the intelligence agency of your choice as the Cold War begins. Working from the shadows in this grand strategy game, you will influence the world using a variety of tools including agents, propaganda, proxy wars, assassinations, and coups. As an Iron Curtain descends across Europe, the era of the espiocrat begins.

headline_01.png


As the world recovers from the devastation of World War 2, new alliances are already being drawn. Relations have begun to deteriorate between the two superpowers, and new political ideologies have taken hold. From the division of Germany to the Italian Referendum and Czechoslovak elections, tensions are building, and your agency fights at the front lines of a silent war.

  • Choose one of 74 countries and lead its intelligence agency from the start of the Cold War. Whether your chosen nation loses a war, suffers a coup, or has a change of leadership due to foreign actions, your agency remains resolute, working to further your country’s interests through the twists and turns of the 20th century and beyond.
  • Prepare for nuclear brinkmanship, the Space Race, decolonization, and the instability and proxy wars that follow as you navigate a world balanced on a knife edge.
  • Deploy foreign and domestic agents to manipulate public opinion, support and establish political factions, stoke the flames of independence, ignite proxy wars, and shatter the status quo with coups. Your country’s leader may request your input on major decisions such as invading a neighbor or forming an alliance, and you can use your influence to trigger wars or turn the tide of diplomatic negotiations.

image_02_loop.gif


headline_02.png


Target and manipulate geopolitically active individuals, organizations, and sectors. These “actors” have their own agendas and will seek to spread their ideologies and policies as they move among nations.

  • Actors can include historically accurate individuals like celebrities, inventors, and authors, organizations like political parties, trade unions, and guerilla forces, or even entire sectors, such as a nation's military, law enforcement, or media.
  • Actors differ in influence, competence, goals, and resources. An incompetent executive leading a nuclear power is a threat to domestic and foreign agencies alike.

image_03_loop.gif


headline_03.png


In an era where open conflict is constrained, military conquest is rare, and technological asymmetry is prevalent, the subtle hand of espionage takes center stage. A shift in public opinion can influence an election or create unlikely allies, while a falsified casus belli can be claimed to justify acts of aggression. Whether arming and training guerilla forces or creating disinformation to discredit influential politicians, your agency fights a shadow war.

  • Make use of 34 different types of operations: install operatives in foreign agencies, use propaganda to spread ideologies, and perform assassinations. Hand-pick and develop your own cadre of top-level operatives. Some are more technologically inclined, while others are experts at manipulating people and their emotions.
  • Agents act with relative autonomy based on your orders, influenced by their own traits, histories, and biases. Operatives with certain skills might present you with unique opportunities, while others might fall under the influence of illicit substances to cope with their assignments, or worse — fall under the influence of a foreign power.
  • Operatives within your agency interact with one another and can create subgroups, potentially introducing political motivations into your agency. When these operatives retire from service they can also become influential actors outside your control.

image_04_loop.gif
 
Last edited by a moderator:

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,242
Location
Space Hell
Well, they DO have dev diaries just like paradox.
Dev Diary #29 - Conventional Wars
Unique Approach to Wargaming

What's happening / TLDR: Developer diaries introduce details of Espiocracy - Cold War strategy game in which you play as an intelligence agency. You can catch up with the most important dev diary (The Vision) and find out more on Steam page.

---

Espiocracy is not a wargame
. Conventional conflicts follow the KISS principle and are reducible to one sentence: free-moving NATO counters fighting in simulated battles. Design focus, as always, is closer to the unconventional side of the world - Espiocracy is (partially) a special forces game!

Modern special operation forces (SOF) were forged in the fire of WW2, right before the start date of the game. In a true homage to SOE commandos, OSS paramilitary camps, CIA green berets, and many later units, you will be able to pull off famous special operations from WW2 and beyond - parachute deep behind enemy lines, blow up critical targets, pave the way for routes of invasion, or disable dangerous capabilities of the enemy - during conventional conflicts.

Military Forces
The player controls special branch of local military forces. Other branches usually include land army, air force, and navy. Each of them is characterized by:

  • Number of active duty soldiers
  • Number of reserve soldiers, with ability to mobilize them in case of conflict
  • Condition of an average soldier (includes training, small equipment, readiness, experience etc)
  • Heavy equipment (tanks, helicopters, fighters, carriers etc)
  • Quality of command, control, and logistics
  • Level of corruption
Branches are funded from the state budget, changed by initiatives of significant actors (even to the point of favoring branches, eg. Eisenhower advocating for strong air force), and external context (such as technological paradigms or regional instability). In the event of war, branches are generally combined and fight under highest local denominator - brigade, division, corps, or army.

Before a War
Every country maintains a set of
war plans
. Their existence and details follow national interests, webs of alliances, state of military, temporary opportunities, and sometimes even personal grudges of leading actors. At the very least, there are
defensive war plans
which contain largely standard data (such as C&C, bases and their protection, defense lines, useful retreat and counterattack paths) and their main value lies in protection/stealing.
Offensive war plans
, on the other hand, are highly prized materials, prepared both "just in case" and before real operation, which - when captured by the defending side - can decide about the fate of war.

c9cad18740281bf339d5a4f8ada49e8b3cca8510.png



Players take part in unconventional planning before real wars - on the level of special forces and nuclear targeting (next dev diary). Utilizing player agency slightly larger than real life, other branches generally follow opportunities established by the player. For instance, special forces breaching particular part of border will be followed by conventional forces, sabotage on particular direction will be assisted by air assaults, strategic reconnaissance and its results will guide movement of armies, and so on.

Course of a War
After a war is declared or border skirmishes evolve into larger conflict, the war relies on two strategic halves. Belligerents compete for
strategic targets
on the ground: cities, airports, railway junctions, sea ports, and high value actors such a head of state. They are defended, conquered, denied (by encirclement, strategic bombing... or nukes), and then used to enable
strategic movement
which generally means offensives and counteroffensives (and lack of movement - holding the line), naturally leading to direct simulated battles.

525278c708e30d745c1520419e63887e4079f84a.png



Inspired by highly mobile warfare of Korean War, Operation Desert Storm, and Seven Days to the River Rhine, combined units swiftly cover larger swaths of terrain both when pursuing the enemy and when retreating. Actions are dependent on the state of military branches (which can significantly change during the conflict) and terrain details (to, i.a., approximate strategic role of the Fulda Gap).

After initial (planned) special operations are carried out, the player is able to react on the battlefield near both described halves. You can conduct raids on strategic targets, rescue protected strategic assets (from hostage situations to easing encirclement), harass movement via ambushes and sabotage, enable new opportunities, train local guerrilla forces, and so on.

There's no war score, only a natural competition for targets and means to conquer/defend targets. All sides usually maintain communication channels which are used for small agreements such as temporary ceasefires or exchanges of POWs, which pave the way for deeper negotiations and eventual final peace deal. Third party countries often exert pressure on belligerents and may attempt to resolve situation with tools such as UN peacekeeping forces. Actors inside involved countries not only do not pause activities but sometimes even see conventional wars as an opportunity to climb the ladder - for instance via coup against government which poorly handles unpopular war.

Last but not least, every conventional war is a boon for military intelligence. From interrogations to captured equipment, all participants acquire vast knowledge about the enemy, actors, technology. At the same time, other agencies may infiltrate conflicts to acquire at least part of the treasure trove.

Alternate Approaches
Rich history of military conflicts and their representation in games (also in the professional wargaming context) supplies many possible takes. The topic of military intelligence alone is vast and deserves many espionage-focused games. Espiocracy chose SOF angle - what were the other considered options?

  • False intelligence game, following the likes of WW2 deception (Operation Fortitude!)
  • Donald Nichols simulator, a man who built his private empire of targets, bribes, and spies in every unit during the Korean War - it's impossible to summarize his biography in one paragraph, so here's a taste: when his enemies dispatched an assassin to kill him, he was informed about the plot by his vast network of sources, murdered the perp, and then buried the body near his office as a warning for future plotters
  • Embedded military intelligence units, deciphering precise movements, incoming attacks, working out tactical and operational layer of a war, creating and resolving fog of war
  • Psyops side of the war, heavy-handed war-time propaganda, encouraging surrenders and defection, motivating own soldiers
  • War room with constantly incoming intelligence with various levels of uncertainty that is then used to make decisions on the battlefield
Many of them were a source of precious inspirations and are featured in (very) limited form.
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,242
Location
Space Hell
Dev Diary #27 - Guerrilla Warfare II
Hands and Bullets

What's happening / TLDR: Developer diaries introduce details of Espiocracy - Cold War strategy game in which you play as an intelligence agency. You can catch up with the most important dev diary (The Vision) and find out more on Steam page.

---

Welcome back,

In the second dev diary about guerrilla warfare in Espiocracy, we will focus on player agency - available actions, interactions between players, degrees of freedom. This very central lens of the development receives a lot of attention in prose of many dev diaries (#22 in particular). To spice up the agential focus by a notch, here we'll
skip the prose
altogether and jump straight to bullet points interspaced with screenshots that answer the most important question: what can you actually do in the game?

Counterinsurgency
► Gameplay focused on grand strategic interventions and denial of future capabilities


Spread defense between borders, population centers, critical infrastructure, transport networks

► Achieve degree of control over insurgents to push them towards particular actions

92f972a79e0dd0553959fb615265189169cbb8af.png


► Gather intelligence on incoming ambushes to evade and counterambush them

► Strike weapon flow and caches

► Search, destroy, and other SOF approaches

► Many approaches to propaganda, from false materials to radio stations

► Recruit, infiltrate, and other intelligence operations

664f2da82c38e953d6cdf0e07434bd91e2ea3360.png


► Capture and interrogate people

► Negotiate with intercepted saboteurs

► Cooperate with population centers, governors, and actors inside

► Establish resettlement camps

► Force relocation of entire villages

► Bounty and amnesty programs

► Destroy terrain, including the likes of Agent Orange

► Hunt down double agents among own ranks

► Deal with ill-disciplined acts and massacres, from trials to cover-ups

► Detect and intercept covert international support

► Loss of operatives as an opportunity to strike, pursue intelligence, or change sides

0323553ace20237c7ddb03ff20f923c11e6542e7.jpg


Insurgency
► Sub-national gameplay parallel to decolonization


Nudge participants towards objectives: ambushes, attrition, contesting terrain and cities

► Recruit people en masse

89efca6a44d828538524238b7d8f7f74be11e6cf.png


► Smuggle weapons

► Establish training camps and other structures

e95f11d0a7f6bf4d367b0526e546c892e189e54a.jpg


► Fortify conquered territory with tunnels, mines, and asymmetric weaponry

► Infiltrate law enforcement services and military

► Convince and coerce actors to support the cause

7236ef6f549183bc491ca0c1db37d67495fac93d.jpg


► Conquer prisons to free up captured rebels and acquire new members

► Provoke indiscriminate attacks of the other side to exploit anger in the population

► Negotiate ceasefire, concessions, withdrawals

► Procure international support

Other Combinations
► Game over condition: loss of all operatives

► Fall back to partisan underground during occupation

► Infiltrate third-party conflict to gather intelligence and opportunities

► Back insurgency and counterinsurgency in the same conflict

► Send envoys and mediate negotiations

ece4ccad78d094d164ccd4aa92a58c673859e46c.jpg


► Engage United Nations

► Become sanctuary for one of the sides

► Exploit lawless territories

► Beat the drum for third-party military intervention
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,242
Location
Space Hell
Dev Diary #28 - Governments & National Interests ♟️
What, How, Why

What's happening / TLDR: Developer diaries introduce details of Espiocracy - Cold War strategy game in which you play as an intelligence agency. You can catch up with the most important dev diary (The Vision) and find out more on Steam page.

---

John Lewis Gaddis cleverly compared the Cold War to the Peloponnesian War. Grand strategic stalemates, he wrote, dominated statecraft of both conflicts. Individual victories and defeats were irrelevant in the face of larger attempts to break the stalemate, put the enemy in an unfavorable position, and subdue the opponent in the long term.

This observation not only fits the scarcity of hot wars in the Cold War - but it also aptly characterizes a few conventional conflicts that did erupt during the period. Rather than wars of tactical opportunity, they were almost exclusively
total wars of destruction and survival
. There was nothing subtle in Korean War, Arab-Israeli Wars, or Operation Desert Storm. Naturally, this level of gravitas requires special decision process behind these rare but important ends of modern foreign policy.

This dev diary explores some parts of the what, how, and why behind grand strategic decision-making of Espiocracy. Wars, in one sentence, are
declared to pursue or protect national interests
.

Governments
Player persona different than a nation or a nation spirit opens entire fascinating avenues of politics that can expand the grandeur of grand strategy gameplay beyond usual approaches.
Here, a government is not a single-minded entity - it is a group of influential actors, including the player, which jointly makes grand strategic decisions
.

In a rabbit hole of sorts:

  • Actors are appointed to precise governmental bodies (such as two chambers of legislature)
  • Governmental bodies set legal powers of residing actors in the decision-making process
  • Bodies, legal powers, and appointments are defined by the constitution and electoral law
  • Constitution and laws can be crafted, amended, and changed by appropriate bodies
d1d6a95e219071a67f91b46ff5c397e8b635f5e0.jpg



1e443f0be964f99bb79268ccfa774cf670db1941.png



This level of detail gives voice to political leaders, cabinet members, political parties, military leaders, and naturally the player. Legal powers at the moment include the ability to propose an action (such as a declaration of war), and then down the line approve, reject, or veto. Ideally, the game will follow roughly realistic paths where for instance members of a political party sponsor a bill, which is then voted in parliament chambers and has to be signed by the president (whose veto may be rejected by a significant majority in the parliament). Granularity is defined in the context of precise actions - establishment of an embargo may follow a different path than signing a strategic treaty.

Legal back and forth is supplied by an unlimited amount of politicking
. Actors can meet, convince each other, exchange favors, provide evidence, exert pressure, threaten, and so on. In especially important cases, such as joining NATO or declaring wars, a covert meeting takes place, where the most influential members of the government (including the player) jointly decide about the future of the nation.

National Interests
After exploring what and how, we need
the why
to complete the picture.

Populations and all actors profess views - mental stances towards subjects, for instance, "fear of nuclear war". National interest is a special form of a view, narrowed down to a single stance ("focus on"), common for many actors and usually for the entire country.

Examples include:

  • Acquiring nuclear weapons
  • Rebuilding country after war
  • "Supporting free peoples of the world"
  • Opening foreign markets
  • Promoting human rights
  • Preventing the emergence of hostile major powers or failed states
  • Controlling neighboring countries
  • Preserving neutrality
  • Protecting own citizens abroad
  • Survival of the nation (in terminal cases, often near hot wars)
National interests mark n-th evolution of various foci, threats, and mission trees that were tested in Espiocracy. This time, it's
flexible and dynamic guidance for actors, point of conflict between entities in the world, capture the flag for the player, and attempt to decipher very convoluted geopolitical situation of the Cold War and beyond
.

Let's explore details of a seemingly obvious national interest: rebuilding the country after the war. Members of the government may pursue actions that advance this case - sign treaties to acquire materials, enter alliances that will revitalize the economy, and accept investment offers with strings attached. There may be conflicting ways to achieve the goal: some actors may argue for the communist model of industrialization, whereas others may vouch for the capitalist approach. The government may subsidize particular sectors of the economy, increase the influence of industrial actors, allow trade unions to thrive, and be especially sensitive to labor strikes. Player as an intelligence agency may procure strategic materials, industrial blueprints, and technology, monitor the delicate balance between investment and exploitation. Most importantly, since national interests are generally objective (well-known internationally), enemies may outright target them, disrupting the efforts with a plethora of tools - from propaganda degrading the country in the eyes of investors to outright sabotage of industrial facilities - which can be intercepted, counteracted, or prevented from happening.

Even this kind of simple and non-aggressive national interest (literally building tall) can become a bone of contention. Imagine what happens when it comes to nukes, ideologies, populations, territorial disputes, colonies, or terrorism!

National interests are set dynamically by the situation (such as destruction -> rebuilding), military logic (such as the acquisition of nuclear weapons -> prohibiting other countries from acquiring nuclear weapons), and direct political decisions (including covert ones, with the acquisition of nuclear weapons being one of them). Returning to the declaration of war, national interests here usually take the place of the good old casus belli (with CB still possible but less significant), where "protecting all Americans abroad" as national interest becomes one of the arguments for invading Grenada in 1983 (600 U.S. citizens studying medicine on the island).
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,242
Location
Space Hell
Dev Diary #31 - Biological & Chemical Weapons
Forbidden Fruit

What's happening / TLDR: Developer diaries introduce details of Espiocracy - Cold War strategy game in which you play as an intelligence agency. You can catch up with the most important dev diary (The Vision) and find out more on Steam page.

---

Biological and chemical weapons (BCW) are sometimes called
poor man's atom bomb
. According to a comparative analysis, BCW can inflict similar casualties as a nuclear bomb at 1/800 cost per square kilometer. This crude calculus pushed unorthodox nations - Canada, Rhodesia, Iraq - to develop their own programs and devise insane plans, such as Chile poisoning the water supply of Buenos Aires in case of an Argentinian invasion.

BCW integrate surprisingly many walks of geopolitical life - military, diplomacy, treaties, and political opinions. Usually, they are handled also more or less covertly and near intelligence agencies. Espiocracy utilizes the unusual player persona, an intelligence community, to allow direct engagement with BCW in the game world:

cd93ea156cc931eb4e45d9c82163ad3e760babc1.jpg


Their development will be one of the viable strategies for some countries and situations. Their existence, a forgotten threat that was taken seriously during the Cold War. Their cruelty, known but not condemned until treaties of the 70s and 90s arrived. Their proliferation, always problematic for both state and non-state actors up to the modern times.

Postwar Stockpiles and Progress
WW2 has seen the production of BCW in enormous quantities. The game, starting in 1946, will feature these stockpiles as
standard world entities
on the map - they can be found, moved, stolen, used, or destroyed.

Most of these are already protected by the military and, following the history, soon to be
destroyed
(by dumping them in the sea). However, their
proliferation can become an issue right at the start of the game
, with some players even starting the game with active counterintelligence operations. Numerous armed organizations can try to solicit BCW and use them in devastating attacks, with the prime example of Nakam's operation to poison a camp for German prisoners of war in April 1946, which can be intercepted by American intelligence community operating in the occupied zone. (Starting historical positions can be randomized in the initial configuration, allowing the player to avoid the benefit of modern hindsight. Here, gradual randomization can change positions and size of stockpiles, the timing of Nakam operation, target, extent, or even various chances of dropping it and/or replacing it with a different operation.)

In a slight stretch of history, player's intelligence agency is responsible for the further eventual development of new BCW. As suggested by the screenshot, BCW reuse
spy gear
mechanics (in the meantime spy gear evolved into a more general inventory-like system):

  • Modeled weapons include mustard gas, tabun, sarin, novichok, ricin, botulinum, anthrax
  • Availability depends on developed
    capabilities
    (skill-like parameters and specialized staff of player's intelligence community)
  • Development program requires budget, staff, and time - to research, test, create strategic materials such as blueprints, and establish production lines; after the initial phase, stockpile can be produced at much lower costs
  • Engagement with BCW universally constitutes a
    secret
    (breach of policies/ethics/etc by the player that has to be protected, actively solicited by other players/journalists/actors, causing backlash if revealed), more severe late in the game when counterproliferation treaties are signed
  • Blueprints and stockpiles can be used not only on the ground (next section) but also as a currency, following the historical case of British services trading VX chemical weapon for US thermonuclear blueprints

Use of Biological and Chemical Weapons
BCW slightly expand player agency in intelligence operations. Minimal quantities of stockpiled agents can be used during
assassinations
, with the classic example of an almost perfect crime utilizing ricin-tipped umbrella. However, the cost of development is still substantial and these operations on their own would hardly justify it as a viable strategic choice.

The main potential use of BCW lies in military operations - especially in defensive plans. BCW are one more building block of the stalemate in the Cold War, prompting the other side to always take into account possible biological and chemical retaliation. Even before 1946, the UK already developed plans to "use sprayed mustard gas on the beaches" in case of an invasion The following decades have seen similar plans, even among the superpowers, with the primary example of the Soviet Union developing robust chemical and biological programs as an important part of deterrence. Actual use of BCW in the game world follows a no-nonsense approach similar to nuclear weapons, where all living entities - operatives, actors, and population - in the targeted areas are directly affected.

ed40c5d0c207cfc09e563009ed7e35c4893964d8.jpg



BCW can also make it to the hands of terrorists. As the staple of the late-game challenges, terrorism will be described in an extensive dev diary in the future - here, it's worth mentioning that from the diplomatic POV, significant terrorist attack utilizing BCW can push the world to rapid counterproliferation actions.

Speaking of which, game world starts with poorly enforced Geneva Protocol from 1925 - prohibition of chemical and biological warfare. The UN and politicians over decades will tend towards proposing a treaty that prohibits not only warfare but also the production of BCW (IRL 1970s), and then further extension to establishing a new special actor for proper enforcement, possibly extended also to destruction of extensive stockpiles (IRL 2000s). Players can try to evade these prohibitions by more extensive counterintelligence protection, infiltrating the actor (as did Russia a few years ago), limiting the actual use of BCW, and other tools of espionage.
 

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,350
Excellent. Always glad to see GSGs with an actual difference. Would be great if there was a robust pathway for 'bringing espionage home' - i.e. measures developed & justified for foreign interference soon gets deployed on domestic dissidents, which was a recurring historical pattern. And also the possibility for domestic populations to object to our intelligence operations if leaked and the need to manage PR.
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,242
Location
Space Hell
Dev Diary #32 - Intelligence Agencies 2.0 ️
On Playing The Game

What's happening / TLDR: Developer diaries introduce details of Espiocracy - Cold War strategy game in which you play as an intelligence agency. You can catch up with the most important dev diary (The Vision) and find out more on Steam page.

---

(This dev diary is more dev and more diary than usual)

How do you
precisely
achieve progress in a game of Cold War intrigue?

Better yet, to invoke a one-liner decorating walls of my office: in a
full psychological Cold War intrigue maturely exploring espionage, nuclear strategy, ideologies, politics, and conflicts
. How do you measure goals in
that
, what are the main resources, how do you weave feedback loops, and what's the tick-to-tick strategizing in the game?

This should be probably the topic of the first or the second dev diary. Instead, it was described briefly a year ago in the 8th DD, and then mentioned only between the lines. The reason is simple: elemental progression and basic resources are so fundamental to the game that I was in the middle of the endless cycle of implementations, playtests, and course corrections. Reconnaissance-in-force. We could follow Mozilla versioning scheme and discuss Intelligence Agencies 52.0 instead of 2.0.

d9a00265d518079b0c507e2a9aaa7da376edf1b6.png


The answer, on the surface, is surprisingly simple: as the player in Espiocracy, you're the master of people and funds.

6a25068dee42103efcc7f3a7b0a8ad78fd548eb3.png


These are further divided into a set of 6-18+ basic resources used by every player.

Money
Espiocracy leans into the plethora of interesting contexts - from origin to legality - around money. While this aspect is kept mathematically simple (make no mistake, it's far from a money-heavy management game!), the game world, much like our real world, essentially revolves around cash.

The player, as an intelligence community of a single country, has a set of
contributors who monthly subsidize the intelligence enterprise in exchange for access to intelligence reports
. In a typical case, these are Department of Defense, Ministry of Foreign Affairs, and Department of Justice. The extent of funding depends on the departmental budget (stemming from the total state budget which in turn is extrapolated from SPI) multiplied by an unorthodox parameter of "trust and need", separately tracked for every contributor.

SPI (State Power Index) is a purely competitive parameter, increased by overtaking other nations in almost any measurable aspect of the game world, be it quality of the military or shape of the economy. The player has limited indirect influence on SPI (for instance by conducting military or economic espionage) - it's more of an asymmetric landscape between nations than a basic vehicle of progression.

In contrast,
trust and need are directly controlled by the player
. Trust, naturally, is gained through operational successes and lost after failures. Stealing blueprints of strategic weapons increases the trust of military circles, whereas failure to prevent a terrorist attack decreases trust across the board. Here's also where things get interesting - the same parameter tracks also the need for intelligence. Terrorist attacks definitely increase the need, as do regional wars, international tension, or hostile activities. By combining these two aspects into the same coin, Espiocracy explores the uneasy inflection point between real fear and fear-mongering, between failing upwards and making yourself obsolete by being too good. This paradox was the bane of worldwide intelligence funding which peaked around 1989 and was dramatically slashed just a few years later, rendering many intelligence professionals no longer needed...
Find what you love and let it kill you
.

Contributions, counted in millions of dollars (usually with an accuracy of $0.1M), are divided into three pools: operational, restricted, and illicit. An operational account accumulates the main legal resource - money that can be spent on expansion, improvements, agents, bribes, special operations, and so on. Restricted funds are dedicated to particular areas, for instance American player receives restricted funds from the Department of Justice which can be spent only on the expansion of the FBI. Illicit money comes from breaking the law on the ground, shady contributors, and covert governmental programs along the lines of Iran-Contra. The last kind of pool can be spent only on already covert activities (eg. bribes), more overt expenses (such as hiring staff) first require laundering illicit funds into an operational account.

At the heart of spending money in Espiocracy sits a radical solution:
upkeep is abstracted away, all expenses are one-time expenses
. Players don't babysit monthly changes in account balance because there is no maintenance cost. Instead of worrying about salaries, you spend money on a hiring campaign that brings in X new operatives.
Lore-wise
, salaries and other upkeep costs are handled by contributors (you're a part of state apparatus, not a business, after all) but fuzzy explanations aside, it makes for very fluent gameplay with swift feedback loops, skipping straight to the fun, and moving anti-snowballing mechanics into the vicinity of competitive challenges (eg. more operatives means larger attack surface for foreign infiltration).

Speaking of which, contributors form a kind of
contributor economy
which takes the role of (also) a negative feedback loop, traditionally implemented by upkeep costs. Symmetrically to large successes rewarded with an injection of money, large failures may require covering the damages (eg. of a diplomatic incident). Further significant loss of trust and need leads also to discrete "downsizing" events, where the player has to single out scapegoats, cut down the staff and sprawl in general, to regain the trust. If that fails (or the loss of trust is dramatic), it may lead to the reform (large changes in the structure of the intelligence community, along with purges and downsizing in general), or even loss of contributors. Changes in the composition of contributors can also happen along political changes - for instance authoritarian one-party systems may feature The Party as the main contributor, some totalitarian countries love overarching Ministries of Internal Affairs that heavily depend on the intelligence community, and small democratic states may almost completely do not care about intelligence, leaving it to a single governmental body such as President's Office.

Staff
People form the second half of
resources
in the game. Almost all tasks are implemented directly by the staff. You can get by (temporarily) without money but falling to 0 operatives is a game-over condition.

The bulk of staff consists of
regular operatives - working mechanically as a currency with internal dynamics
. Regular operatives are divided into agencies (eg. for British player there are three separate pools of regular operatives: MI6, MI5, GCHQ), hired with funds, and then (somewhat cynically) thrown in numbers at issues, operations, expansion, and other actions. Each pool is characterized by an average tradecraft level which is increased by training, improvements, engagements on the ground, cooperation with more skillful players, and allows classic quantity vs quality decisions. In addition, regular operatives have limited but impactful office life that includes spontaneous factions forming around views and ideologies, even up to said faction potentially refusing actions, pressing demands, going rogue, or defecting.

Beyond regular intelligence officers, players develop
specialized operatives
in cycles similar to classic technology trees of other strategy games, with the addition of irregular mandatory investments. Currently (subject to change) there are 12
capabilities
-
optional
specializations:

  • Social Engineering
  • Politics and Diplomacy
  • Science and Technology
  • Business and Economy
  • Media and Culture
  • Digital Devices
  • Guerrilla Warfare
  • Military
  • Direct Combat
  • Criminal Investigations
  • Philosophy
  • Deep State
They are tied to many contexts in the game world: directly contributing to operations (eg. securing better evidence for espionage trial), unlocking available structures and tools (eg. paramilitary training camps tied to
guerrilla warfare
), influencing events encountered by the player (eg. leaning more into politics or more into military), feeding into asymmetric positions (eg. British player starting with highly developed
direct combat
thanks to commando experiences in WW2), mirroring the population (eg. less literate countries having a hard time expanding more sophisticated capabilities), and so on.

And then we have
top operatives
who already received larger separate dev diary. In this, close to the final, iteration of basic resources, top operatives are slightly more impactful operatives who can be both proficient at tradecraft and specialized in a few capabilities. They are definitely not hero units, their main role still belongs to the storytelling layer, but they are embedded in the progression with rather an unconventional mix of mechanics. Instead of the standard
choose one out of three
random character cards known from many other strategy games involving characters, new operatives are created by the player from a set of positive and negative traits that use a pool of points, not far from character creation in C:DDA. You can increase the number of available points by choosing an alcoholism trait and spending the excess on higher specific skills - or invent a candidate less skilled at the moment but having cheap large potential for the future. As with all other
resources
, these points will be tied to local contexts and the game world, namely by different weights of the traits. Although it is a departure from the usual realism-first approach, this mode of player agency and flavorful strategic decisions that influence the next decades of storytelling is too good to not feature in the game.

Behind The Scenes
► Implemented, tested, and dropped ideas included various mana pools (from political influence to
approvals in blanco
), realistic fiscal years (yearly popup with budget negotiation, yay), worktime of operatives as the primary currency (sort of action points but in real-time), full bookkeeping experience along the lines of Football Manager, and even RPG-like progression in levels from 1 to 100 based on Fallout: New Vegas. Some were bad, some were acceptable, and some contributed features or themes to the current system.

► What about intelligence? Is there an information economy? Yes, it exists but not globally - it has ephemeral, local, discrete value. Experiments on resources included many different approaches to the quantification of intelligence, from counting the number of produced reports to chasing numerical requirements posed by the government, but they all reduced the game to euro-gamish manager of an intelligence mill (and as a bonus, were biased, confusing, and too often broke immersion). In later iterations, I consciously replaced quantity of intelligence with quality. It's a wider question of
what this game is about
and the answer was never about production chains or chasing green numbers. A smaller or larger number of infiltrated actors doesn't matter when you rewrite history by stealing Khruschev's "Secret Speech", procuring uranium for your nuclear program, and pulling off a coup d'etat on your eternal enemy.

► Note on the realism: IRL state funding of intelligence agencies is diverse, murky, and full of contradictions. Aside from the riddle of representing state funding at all in a game (which is somewhat immersively solved by the simple equation of SPI x Trust and Need), there's an entire ordeal of policies, authorizations, approved items, programs, oversight, competition between departments, red tape, and so on. Some of that made to a game in the form of contributors but I cut off most of these to avoid developing a bureaucracy simulator. Yes, in some parts of the modern world spending money without all these points is a big no-no (until you scroll to the "Controversies" section on Wikipedia), but I'm not too subtle about players playing less as 2022 state enterprises and more as the middle of the Cold War,
"we lost accounting books and this sum was spent to weed out traitors who tried to sabotage moon landing"
, espiocracies!

Final Remarks
Next up,
National Assets
on November 25th.
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,242
Location
Space Hell
Dev Diary #34 - Operations 2.0
Making (Not Only) Assassinations Fun

What's happening / TLDR: Developer diaries introduce details of Espiocracy - Cold War strategy game in which you play as an intelligence agency. You can catch up with the most important dev diary (The Vision) and find out more on Steam page.

---

This is probably the most frequently asked question about Espiocracy: is the game more about espionage or more about the Cold War?

Although the
or
is not exclusive, this question often is asked in a less suggestive way, lined with the fear that it's "just a spy game" instead of a sufficiently complex Cold War grand strategy game. My answer - which did evolve over almost two years of development - is usually along the lines of:
it's a game about the Cold War from the perspective of espionage
. This point of view, instead of subverting gameplay, enriches it in many fantastic ways and is in my opinion critical step in actually capturing the essence of the Cold War ([1], [2], [3]...).

However, deep down in my heart, I'm fine with Espiocracy being (viewed as) just a spy game. The very best craftsmanship is dedicated to espionage mechanics - to make them stand out on their own, to provide strategic and immersive gameplay like no other game. In today's dev diary, we'll return to that part of the game, exploring the core mechanic of espionage: intelligence operations.

(As always, a "2.0" dev diary is not a patch note, you don't have to be familiar with the previous one. Enjoy!)

The Big Picture
In the full UX flowchart of the game, operations occupy large and central area:

ce2ce1083284319b48324d290dfbbb96c4dda232.png


There are currently 8 (!) entry points leading into this world - eight distinct ways to launch an operation, from selecting actors to approving recommendations. By design, it follows a hierarchy of attention: the player can designate just a general operation category (eg. "eliminate X, I don't care how"), choose a particular operation type (eg. "murder would cause too much fuss, X should be expelled"), or go into nitty gritty of tactical approaches (eg. "burn agent Y to distance ourselves from the manufactured evidence").

0785e83e1383064974307798e4e8c7534e9162e4.png


In the spirit of Wittgenstein, operations in the game are defined by shared properties, not only inside categories but also in general.
All operations have a target
- influential actors, or any human, organization, or object (which means for instance that you can assassinate a witness, and then silence a witness of the previous witness' assassination). Among other universal properties of operations, all of them use
prospective outcome
which is a 0-10 score summarizing complex factors in one easily understood number. In the previous dev diary, it was tied to probabilities but this is no longer the case (more on that in the next section), as the current prospective outcome is more of a guidance that is both descriptive (takes into account factors that may become important in the simulation) and causal (influences paths taken by the simulation, especially the final attempt at achieving the objective). Here's the combination of targets, scores, categories, and types in the wild:

c9ec7633df58ba32bb7b07ff7c573977b8017d14.jpg


Once an operation is launched, it can be handled autonomously by operatives but it (again, by the same design principle) oozes with optional player agency. Available decisions include:

  • Meaningful temporal dynamics - operational pause means staying low for some time and losing the tail, whereas aborting the operation may require a daring escape
  • Reactions - operatives asking the player to choose one of the few approaches, options, spend resources, or resolve issues
  • Calls (example below, note that they aren't fixed and evolve during operations) - modifying the operation, covers, priorities, or choosing A over B in trade-offs
760db43252476cd65262560c95a006182d7b12ac.png


As Mark Rosewater, a veteran designer of Magic the Gathering said: "Be more afraid of boring your players than challenging them!".

Simulations Upon Simulations
Hairy dev diary about simulations already spilled the beans about the new shape of operations. To recap in a more literate manner,
every operation spawns its own simulation, characteristic for the category and type, which proceeds step-by-step towards the final attempt at achieving the objective, which is usually resolved by at least one other (sub-)simulation
. For instance, a recruitment operation progresses day-by-day through preparation, intelligence gathering, preceding meetings, all the way to the final recruitment pitch which is simulated minute-by-minute (beware, radioactive work-in-progress interface):

e78cfc27d77977d9c479fabe9e6df18f223c624d.jpg


Practically, the availability and quality of the operational culmination depend on parameters such as tactical intelligence or trust, so operatives increase them through continuous (eg. surveillance) and discrete (eg. breaking in) actions.

That's it. This simple idea, however, contains the entire universe of emergent simulations - hundreds of possible steps and events, actions depending on anything from operative's traits to carried gear, conversation simulation flowing into car chase simulation flowing into shootout simulation, operation A launching operation B, involvement and interactions between many types of participants (journalists, police officers, or even third-party actors)...

A Game of Information
Espionage is about information - who's who, what's happening, why it happens. Espiocracy tries to capture this angle in many mechanics (such as secrets or coup plots) but one of the most, I have to use this word, brazen implementations lies at the heart of operations.

Sticking with the word "participant" introduced in the previous section (
unofficial term
, that's just how these variables are called in the code), classic operations have three participants: attacking intelligence agency, target, and defending (counterintelligence) agency. However,
participants may not know about each other, identity, motivations, or even about particular actions!

66b40f302f4497b93dd372047d11733ed748fa14.png


Each participant has the parameter of
situational intelligence
, increased via actions much like other parameters. Zero means no knowledge of the operation - targets and counterintelligence start with 0. First suspicions or rumors slightly increase it, then passive and active probing, acquisition of evidence or even direct contacts raise it further. As with any other parameter, it can be also changed externally in both directions, for instance leaving a false trace may decrease the intelligence of other participants, whereas poor tradecraft or reckless behavior might up it for others.

The strength of the cover and analogous factors determine how much
situational intelligence is required to uncover a particular participant's what, who, and how
:

  • What - knowledge about the existence of a participant of a particular type
  • Who - identification of the participant
  • How - methods, objectives, and progress toward them
Furthermore,
every action has an inherent requirement for situational intelligence
, with half of this number required to see the existence of (blacked out) action at all, and values below that hiding completely the action.

Now, on to much-needed practical examples. Three primary perspectives:

  1. As an attacking agency (eg. you try to recruit the target), you start with minimal but steadily increasing situational intelligence. Logically, you don't need situational intelligence to know the details of your operation but it will be useful in spotting (and reacting to) the actions of the target. Moreover, as the counterintelligence service starts sniffing, the higher the situational intelligence, the faster you'll know they're on to you. Although the "who" level here is irrelevant (usually a country has a single CI agency), it's critical to get to the "how" level and get a look into their progress (race with time on many levels) and objectives (eg. huge difference between interception that may just lead to silent expulsion vs ambush with possible casualties, arrests, long-term loss of operatives, diplomatic scandal, etc). Moreover, the full what-who-how path applies to other participants, for instance, press or police forces getting involved.
  2. As a counterintelligence agency (eg. someone tries to recruit an actor in your country), you start with no knowledge of the operation. Usually, in the course of regular surveillance, you get a wind that something is brewing - an operation category, a target, or an agency, depending on calculated required levels of situational intelligence, which is communicated in appropriate notification. Then, counterintelligence operatives pursuing leads increase the situational intelligence to uncover any of the following: target's what (eg. a political leader), who (eg. actor X), and how (their stance and actions); attacking agency's what (eg. from country Y), who (eg. agency X; may be irrelevant), and how (their objectives, methods, progress, actions); other participants. All of these also directly contribute to available decisions and methods, sometimes like dominoes, for instance discovering the involvement of the press allows the player to pressure them into revealing situational intelligence collected by them which in turn reveals details on other participants.
  3. As a target (eg. someone tries to recruit your operative; the targeted player also controls counterintelligence so you can pull off an operational game with two entities simultaneously), you also start with no knowledge about the operation. Generally, targets remain more or less clueless until the final approach (or until a major slip-up of the attacking agency), during which situational intelligence is immediately boosted above what-who-how levels, with the exception of active covers.
For the sake of readability, I omitted active covers in the examples up to the last sentence.
Active cover is false what-who-how
which overrides required levels of situational intelligence. It's an expensive approach to an operation, where a participant (usually an attacking agency) can hide under the cover of another why, another who, or even another what such as the press, with the entourage of false actions, false objectives, and decisions (eg. change objective for a false-cover-agency while pursuing another real objective).

Behind The Scenes
► At some point in development, operations were also
launchable
against any process in the game world but it was a tad too abstract, especially with the activity and what-who-how of participants. The UX option remains ("fund a coup") but mechanically it's always about entities engaged in the process, in this case, funding coup plotters.

► Among other tested & shelved ideas, I temporarily implemented the use of situational intelligence even for operations launched by the player. Instead of inherently knowing what our operatives did, they would first have to communicate that to the player - with the ability to manipulate the communication (a.k.a. lie). This was mainly tested in the context of conversations, where contents would be generally hidden from the player, except for the parts revealed by the operative during debriefing. It turned out to be too much of a balancing & debugging pain in comparison to gameplay gain, at least for now - and redundant to better mechanics that handle operatives going rogue.

► "Infiltration" is not the best word to describe break-ins or wiretaps but alternatives ("penetration", "intrusion") work even worse as nouns and verbs in the UI...

► Operations, in a way, are at the forefront of Espiocracy's game design. They are prone to difficult bugs, degenerate strategies, poor UX, or beautifully collapsing simulations. In some cases they resemble a Rubik's cube - the entire game has to be slightly shifted to solve operational issues. As an example of such a case, early prototypes evoked strong fear of missing out on opportunities to launch interesting operations. This was mitigated not only by the improvement of UX and introducing new features (such as, literally, "opportunity" mechanic) but also by shifting code architecture to allow efficient & automatic & regular calculations for all possible prospective outcomes, both for the human player and for the AI. This in turn, initially created an obvious degenerate strategy (regularly launch all the ops with top scores), so new features and shifts followed here. Then, this strategic complexity proved to be challenging for a standard approach to AI, so I started working on an unusual AI system that can handle such operations. Then... you get the picture.

Final Remarks
Operations will definitely receive "3.0" DD in the future, not only because I'm constantly working on them but also because I still didn't mention quite a few interesting angles (such as operatives traveling on the map, operations with evolving objectives, or post-operational
fallout
).

The next dev diary will be posted on December 23rd: "Christmas Special".

If you're not already wishlisting Espiocracy, consider doing it:
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,834
Excellent. Always glad to see GSGs with an actual difference. Would be great if there was a robust pathway for 'bringing espionage home' - i.e. measures developed & justified for foreign interference soon gets deployed on domestic dissidents, which was a recurring historical pattern. And also the possibility for domestic populations to object to our intelligence operations if leaked and the need to manage PR.
This struck a little too close to home.
 

Victor1234

Educated
Joined
Dec 17, 2022
Messages
255
This seems like it's going to be amazing if they pull it off. The dev seems motivated enough. Apparently it's a passion project done for personal reasons.

In addition, a more personal and multipolar approach to the Cold War is in small part inspired by the history of my family, influenced by tides of postwar expulsions, migrations, and coincidences. My grandparents were living hundreds of kilometers apart and met only because they were expelled to the same county, my wife's maternal grandparents met in Siberia prison camps and then escaped to the county to which her paternal grandparents migrated thousands kilometers from Kazakhstan, and we met because the collapse of the Soviet Block forced my family to move to a place just a few kilometers from my wife's family. Talk about destiny!
Also, some things common for other strategy games will be avoided here:
  • No doomsday clock
  • No hidden biases or political agendas
  • Not running away from controversial content (eg. the UK imprisoning gay people in the 1950s)
  • Generally, no humor (the game will be on the slightly darker side of storytelling)
  • No fancy graphics or beautiful music (sorry, all the work goes into gameplay)
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,242
Location
Space Hell
I just like waiting for it. Of course, release will ruin everything.
Dev Diary #36 - Worldbuilding ️
Inventing The Universe

What's happening / TLDR: Developer diaries introduce details of Espiocracy - Cold War strategy game in which you play as an intelligence agency. You can catch up with the most important dev diary (The Vision) and find out more on Steam page.

---

Worldbuilding is commonly associated with largely fictional worlds (think: Tolkien, Pratchett, or George Lucas) rather than art rooted in historical accuracy. Even in deeper alternate-history scenarios, the world is more of an extrapolation than an invention. Espiocracy, however, walks the path much closer to worldbuilding due to the subject matter (many "alleged" and "classified"), sheer need for details, and requirements posed by the emergent nature of gameplay.

Today we'll explore the ontology of our game world.

As hinted in DD#24, the entire world is built out of entities

. These are divided into two main categories: physical objects and mental concepts.

f786ac6ee5c334119ef2db064f6c28510b1d097e.png



In an implementation closer to colony builders rather than classic strategy games,
all entities have parameters, belong to hierarchic categories, are dynamic, can be manipulated, and can interact with other things
. Instead of designing strict rulesets with hardcoded units, the game bakes an inherently emergent simulation, where every cog in the machine - every country, player, ideology, city, and so on - can be potentially modified.

All mechanics described in the previous 35 dev diaries utilize this system to some extent. There are even mechanics mostly nailed by sheer relationships between these entities. For instance, an intelligence operation launched by the player exists in the game world as a
mental concept
, which means that it can be even a subject of
a view
(eg. guilt after assassinating X), which in turn is
a thought
that, unless recorded on
a medium of thought
such as documents, resides only in the mind of
a human
or
a group of people
and can perish with death of minds harboring this thought. This is not a special mechanic for generating and then killing guilty operatives, it's natural worldbuilding. The possibilities, also for modding, can be spectacular - technically, it is possible to develop a 1984-ish mod where players can erase entire mental concepts from existence, even countries (as an organization, as a mental concept from the minds of people, and from all the records). Likewise, on the physical side of the entity spectrum, any physical object can be destroyed, up to the hellish mod which can take an advantage of the fact the Moon is also a physical object in the game world.


Traits
To illustrate the power of universal entities building the game world, let's take a look at an innocent feature: traits.

Game designers usually pick a single entity (or a few) to be fleshed out by traits. This is a result of their costly implementation and maintenance - that is, costly if you implement entities separately. In Espiocracy,
all world entities can get traits
and
the same traits may be even applied to more than one type of entity
because they are implemented on the level of hierarchic categories (and because the code doesn't shy away from the OOP beauty of C#). Here's an example of a city with a set of traits:

aaf3b34ab4d6d1e802ec10b3b074b67fcdbbcc03.png


"Sea of Rubble" can be applied to any kind of infrastructure - for instance to the economy of a nuked country. To find another example, "Impulsive" can be a trait of any human - an operative, a president, or a witness. Beyond storytelling and modding possibilities, traits can also form the basis of universal decisions, such as rebuilding critical infrastructure or transport networks to remove its "Sea of Rubble" trait.

Gameplay
The universality of entities is reflected by the user interface.
Any entity can be selected
. A click on a country on the map de facto selects it as an organization, one of the actual entities existing in the world:

88fdec7b145ec3c6de23eea0c0025aa177195b8e.png


After selecting an entity, you get not only details about it (either a standard rundown of details or a designed widget for more important categories such as above), but also hyperlinks to related entities (eg. local events listed above are links to relevant mental concepts), and possible interactions (buttons on the right).

Interactions follow the same principle of emergence. All items can be moved or stolen, all humans can be killed, all thoughts can be disseminated, and so on. Moreover, many of these interactions are enhanced by the rich toolbox of an intelligence agency, meaning that the player can for instance pull off ~20 types of intelligence operations against any human in the game world, from kidnapping all the way to expelling.

New Entities
Entities in the world are initialized historically (more on that in the next section) and
spawned
during the campaign. At the moment, there are three methods of procedural generation:

  1. New entities are derived from existing entities. A population may create a new actor to act on popular views, sprawling economy may lead to the establishment of a new city, and so on. Entities can also undergo internal-external changes, such as organizations creating branch organizations, a new organization created in a merger, or splitting one entity into a few new entities.
  2. For most important categories, such as actors or countries, there are
    sublayers
    - they contain entities nominally belonging to a different category, but with a high potential to be
    promoted
    . For example, the "sublayer of actors" contains people and organizations who are not yet (or no longer) influential enough to be actors influencing the country and the world. Usually, when an existing actor is deposed, the vacuum is filled by promoting one of the leading subactors (which creates nice small gameplay around supporting/subverting them to reap benefits later).
  3. Inventing from zero is either achieved via simulation engines (eg. top intelligence operatives created by a separate full simulation or new witnesses spawned as side products of an operational simulation) or, in simpler cases (eg. spy gear), spawned by various mechanics.
Historicity
It is said that a historical game becomes an alt-history game the second it is unpaused. Espiocracy, to pursue more interesting gameplay, takes it one step further and by default engages the engine of alternate history before the game is unpaused.

This is motivated mainly by the huge benefit of hindsight issues in the world of espionage. Take for instance very popular case of Kim Philby - at the start of the game, in 1946, he was a high-ranking member of MI6 and a Soviet spy. Featuring him precisely in this form creates an obvious degenerate strategy for at least two players, a move so obvious that it's a meaningless chore instead of genuine gameplay (British player should always chase Philby, Soviet player should always recall Philby before he's imprisoned).

The solution? Gradual randomization in the form of
historicity setting
.

8e2e1ca7a9045edc55aadaa5b8c3f9e47b45ece9.png


10/10 corresponds to Philby in MI6 and all the other entities roughly the same as in history. It is still alternate history (some holes in historical records have to be filled) but players interested in historical accuracy will still be covered. While I believe that this type of gameplay has many disadvantages in the context of espionage, I'm a larger believer in giving players full customization of experience.

Every lower level gradually randomizes locations, dates, types, and entities themselves. This is implemented in a two-fold way - by actual randomization of the initial state and running a simulation of the game world before the start date, longer with a lower historicity level.

Default recommended level will be probably set to 8/10. This is where there is a high-ranking Soviet agent in the West but not Philby and not in MI6. It also corresponds to more scrambled plans of actors in the game world, slightly altered incoming political changes, or modified views, facilitated by approximately two months of pre-game simulation.

Lowering it further starts to build the world in a more verbatim sense - for instance, changing the position of fossil fuel deposits (to the point where Arabian oil ceases to be a hindsight). By elongating pre-start simulation and lifting limits on its course, it may even lead to slightly changed borders or different political processes in place, all while ensuring relative historical plausibility (eg. Germany may start as an already unified neutral state).

Final Remarks
Next dev diary will be posted on February 24th.
 

Axioms

Arcane
Developer
Joined
Jul 11, 2019
Messages
1,519
Their "operations" model is very similar to the comparable system in Axioms. Very interested to see how well it works and if players enjoy it. I was once accused by a detractor of writing my design and dicussion posts like an 19th century existentialist philospher so it was also funny to read the design posts for this game and feel they were a bit pretentious terminology wise.

Definitely gonna consider buying this game when it is ready even though I don't care for the setting.
 
Glory to Ukraine
Joined
Nov 22, 2020
Messages
2,205
Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming!
Very intersting. I keep hoping for a good espionage strategy, though so far the only thing I know of that attempted something like this was Sigma Theory...




... and it was merely OKish. 74 playable countries seems nice, though it does make one wonder how detailed is the campaign going to be for some minor state. In any case I will keep taps on this, but I dont expect much tbh fam.
 

Axioms

Arcane
Developer
Joined
Jul 11, 2019
Messages
1,519
Very intersting. I keep hoping for a good espionage strategy, though so far the only thing I know of that attempted something like this was Sigma Theory...




... and it was merely OKish. 74 playable countries seems nice, though it does make one wonder how detailed is the campaign going to be for some minor state. In any case I will keep taps on this, but I dont expect much tbh fam.

There's a lot of other attempts depending on how far you wanna push it, and some mediocre attempts.

Secret Government, Shadows Of Forbidden Gods, Terminal Conflict, Waiting For The Raven, etc. There's some more I've forgotten about as well. Some are half decent and some are trash, nothing incredible I'd say.
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,242
Location
Space Hell
Dev Diary #43 - Events
Pantha Rhei

What's happening / TLDR: Developer diaries introduce details of Espiocracy - Cold War strategy game in which you play as an intelligence agency. You can catch up with the most important dev diary (The Vision) and find out more on Steam page.

---

If you search Wikipedia for the genre of Espiocracy, "grand strategy game" (GSG), you won't find an article with such title. Instead, you will be redirected to "wargames", focused on military strategy, "that include Risk".

In an interesting parallel - perhaps authored by like-minded people - this article unapologetically invents proprietary takes as much as the (actual) genre itself.

GSGs are famous for their unusual gameplay with multi-layered maps, spreadsheet menus, dense tooltips, and a plenitude of popup events. The last feature is where much of history, storytelling,
flavor
, DLCs, and modding happens in the genre.

Initially, Espiocracy implemented events typical for GSGs. However, during two years of development, these turned out to be too detached from mechanics, negatively impacting gameplay flow, lowering replayability, and even subtly encouraging lazy takes on the history. The table has been flipped (for some time, the main build had completely no events) and after many iterations, the game arrived back at a fundamentally different approach to events.

Now, instead of random external triggers that conclude in a popup interrupting gameplay, events in Espiocracy highlight mechanical changes in the world. They
do not disrupt main strategic gameplay, do not uncontrollably descend on the player, and do not feature ad hoc decisions that give arbitrary modifiers
. It's no coincidence that two weeks ago we explored reports - while reports are about objective rundowns of continuous & wider situations, events focus on more immersive representation of punctuated & local changes in the world.

To achieve this, the notion of global random events has been dropped entirely. Instead, events work in three precise frameworks.

Contextual Events
As the history unfolds around the player,
contextual events communicate significant developments in the world
. They are purely descriptive and celebratory, intending to slightly enrich spreadsheets and maps with (alt-)historical texts and graphics.

The very first contextual event welcomes the player on March 5th, 1946:


1sinews.jpg


Similar newspaper template is also used for changes in the world that are critically important for the player (= usually involve player's country) such as new wars, unifications, divisions, or... pulling off landing on the Moon.

2brits.jpg


Text of contextual events is prepared in multiple versions: one universal variant with replaceable nouns/adjectives, and other variants written for historical or very probable alt-historical variants. In the case of landing on the Moon, the event has special texts for American and Soviet landings, while all the other variants (including the above screenshot) are more generic.

Changes less important than landing on the Moon but still judged as important enough to surface to the player, the game uses a teletype layout that has been previously featured in a few dev diaries. Examples of such events include the beginnings or ends of regional conflicts, paradigm shifts, deaths of important actors such as Stalin, important political changes in relevant countries, and so on.

3castro.jpg


Narrative Events
In a natural next step after reactive and mostly generic events described above,
narrative events
are active (they can cause small changes in the world) and precise (always tied to a specific local entity). They contribute to
flavor
of a particular country, an actor, or other entities (e.g. a paradigm)
, sitting firmly in the realm of (plausible) history, and bridging the gap between mechanics - which are never deep enough - and fascinating details that made us all fall in love with history.

In a process not far from classic GSG events, narrative events have a chance of happening at specific points defined by time and/or arising conditions. They can (but do not have to) modify their subject in a clear & limited manner: only by adding or removing traits.

As a long-standing example of such an event, take a look at an interesting detail about uranium mines in Czechoslovakian Jachymov that made it to the game:

4jachymov.jpg


This event is exclusive to "Jachymov Mine" actor, can happen with a total chance of 40% (20% check in 1946, 20% check in 1947), it subtly modifies the situation by adding a "recently disrupted" trait (which may for instance influence ongoing operations around this important target) and is sourced from real events around the mine (and will be further iterated upon n times).

Random Encounters
The next step, after working with history, leans more into the intersection of espionage, history, and the map. Unlike previous categories,
random encounters directly interact with the player
. They constitute meaningful discoveries, procedurally and regularly planted on the map, that can be unearthed by nearby operatives and stations of any player. In a way, these are an incentive to explore the map as passing through a particular city may be enough to pick up an interesting encounter there.

The details of
planting
are a bit convoluted and still in the process of working out but players can roughly expect encounters tied to regions, political systems, or local environment. Examples include discovery of WW2 documents, meeting a stranger in bar that leads to an opportunity, or even ability to pull off classic RPG-ish robbery on the road.

Final Remarks
Currently, player attention is managed directly by a set of interaction and importance scores (eg. you'll get Jachymov events after interacting with the mine) compared to the measure of how busy is the player (eg. active x operations in parallel means fewer events). This solution will definitely evolve further to include notifications and other elements competing for player's attention and hence was not explored yet in a dev diary.

This was brief overview of general approach to events. We will definitely return to them, perhaps even individual categories, in the future.

The next dev diary will be posted on May 26th.
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,242
Location
Space Hell
Dev Diary #44 - Intelligence Stations
Expand & Exploit

What's happening / TLDR: Developer diaries introduce details of Espiocracy - Cold War strategy game in which you play as an intelligence agency. You can catch up with the most important dev diary (The Vision) and find out more on Steam page.

---

After ~10 developer diaries exploring the game world and its descriptions, it's time to close the cycle - before the summer break - with pure intelligence
gameplay loop
* in which you can tamper with this world.

As
everything in the game exists and happens on the world map
, interactions usually have geographical dimension, whether it's traveling to meet coup plotters, smuggling weapons into a war zone, or stealing nuclear blueprints from a protected location. These actions, carried out by operatives crossing the map, usually originate from intelligence stations built around the globe by the player.

Stations
Real-life intelligence agencies usually develop foreign offices, called stations (or rezidenturas in Soviet and satellite agencies), near places of interest to avoid risky and slow travel back and forth between headquarters and target locations. Operatives living overseas can handle local agents, conduct operations, and nurture covers not available to people who just visited a heavily surveilled airport or border checkpoint. As a testament to the importance of stations, the CIA inherited just a few of them in 1947, only to expand their number beyond 50 in the 1950s. Even at the peak of Cold War surveillance paranoia, CIA and KGB maintained heavily staffed stations respectively in Moscow and Washington, preferring operating from them over other modes of infiltration.

As such, a station is
the most important
kind of establishment in Espiocracy, analogous to cities or colonies in other strategy games. To avoid babysitting 50+ stations, their status in the game is elevated in comparison to real life: they are larger and much more costly, with a minimal staff of 5 operatives (smaller crews, typical for many embassies, are reduced to passive modifiers), and usually located in capital cities.

e7a1783489af26a91212df4af1153a0ec84972f9.png


The definition of a station is stretched to include also
headquarters
- the first and the largest
base
for all players. Beyond managing counterintelligence and domestic operations, it is also used as the default point of origin for operatives in the absence of closer stations. Clicking on the button above means that the initial party of operatives embark on travel (which is naturally associated with counterintelligence risks) from HQ to Paris:

77da36eb476e3372b1c8816553279f218e14a92a.png


Once established, the rest of the crew joins the initial group and begins the work.

Spy Networks
When operatives at a station are not busy with the primary task of conducting operations against influential actors, by default they
develop local spy networks
and directly
collect tactical intelligence
on the country and its actors.

4a40ba559ab3d93f8e349cbf7b057047fdfc9847.png


Spy networks can support operations at critical steps such as developing deep cover, gaining access to a place, hiding after a botched operation, and so on. In a process not far from real-life espionage, networks are established by continuous:

  1. Spotting many suitable candidates in the local population
  2. Developing (observing, contacting, building rapport) ~10% of best candidates
  3. Recruiting ~10% best-developed relations either to be a
    source
    (supplying only intelligence) or a
    low-value agent
    (supplying intelligence and participating in operations near an actor)
  4. Developing ~10% best-situated sources into agents
  5. Very rarely, assisting a low-value agent in improving their position to become a
    high-value agent
    , capable of not only providing intelligence and assisting operations but also of influencing actor's actions (outside of such rare
    organic
    strikes, high-value agents are recruited in costly full-fledged intelligence operations)

Hint at Wider Expansion
Stations, beyond environmental factors and universal configuration, can be specialized by establishing additional sections inside:

c5a3be5d707f4637d17308ed4632970c22f46148.png


Beyond stations, the player currently can establish 19 other structures, ranging from embassies all the way to paramilitary training camps. Details are still subject to large changes, as every structure is constantly iterated upon to nail the most interesting gameplay possible.

0382f6f758a8e0c9dfd02db5d22a0a5e4c6acaad.png


However, stations remain the main building bloc in the intelligence empires carved out in Espiocracy.

0dc16494e543875887fa371ca6b5e0e0717cd159.png


Behind The Scenes
► (*) On gameplay loops: although this term became a staple of
advanced discussions
around games in the last few years (and even made it to a few dev diaries), in my opinion it's a very unfortunate way of looking at mechanics in complex games. Music is a pretty telling metaphor here. It is indeed full of repeatable parts with fancy names, but most genres delegate such loops to the background and focus instead on more important parts - not objectively more important, just in terms of creative passion and popular reception - such as lyrics, solos, expanding themes, and progression spanning entire album. Not to mention intentionally sophisticated genres, such as operas. When naked loops arrive at the front, we get Maurice Ravel's Bolero, a piece famous for making performers and the audience terminally exhausted after 15 minutes (and for its dark origin story).

► Stations have, unrealized at the moment, the potential for more autonomous activity for operatives. I'm regularly experimenting with the ability to give orders to stations - focus on X, exploit Y, prefer Z. Some of these are already in the game in the nth iteration, eg. aggression slider, and sections that focus on local tenets (eg. military or propaganda). You can expect more of them in the future.

► Naturally, all of these entities are involved in a counterintelligence game (surveilling stations, detecting structures, dismantling spy networks, doubling agents, and so on) that waits for a Bible-sized diary.

► In the screenshot near spy networks you can see the typical use of nested tooltips in the game:

32ff7fac6c141b0dcc0e84b89304dae961946aea.png


Final Remarks
See you on the other side of the summer! Next dev diary will be posted on August 4th.
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,242
Location
Space Hell
Dev Diary #47 - Espionage Gameplay ️
Continuing The Journey

What's happening / TLDR: Developer diaries introduce details of Espiocracy - Cold War strategy game in which you play as an intelligence agency. You can catch up with the most important dev diary (The Vision) and find out more on Steam page.

---

Best ideas can be conveyed in one sentence. For Espiocracy, it's roughly:
play as an intelligence agency in the golden era of espionage
. Such ideas, however, can pave the road to hell. There are usually multiple reasons why an exciting approach has not been implemented yet - and why it stays that way until someone stubborn

enough executes it.

Anticipating these issues, development was preceded by a critical analysis of espionage systems in other games. Conclusions not only pointed to the long list of avoidable sins but also suggested a few significant chicken-or-egg conundrums that need direct solutions:

  • Player persona undermines political leaders or political processes or both (DD#1)
  • Intelligence missions are either inconsequential or cause disruptions too frustrating for a strategy game
  • Combination of many possible targets and methods creates decision space difficult to logically use or even represent in the interface
  • Espionage happens in small rooms, dark alleys, bugged devices - places distant by principle - and featuring that in a strategy game leads to abstractions of abstractions of distant abstractions
Core gameplay has been designed from zero to solve these fundamental problems. However, it still took countless iterations over two years to arrive at a solid implementation. It is mature enough to finally receive the big-picture view in the 47th (!) developer diary. Buckle up!

Following the formula of recent diaries, we'll explore the topic from the perspective of two different countries and times (although this time it will be much more static and text-based, as always due to construction site of a game).

West Germany and East Germany, 1960s
There's no better place to start than a conflict between East German Stasi and West German BND. Both players come from opposite ideologies and blocs, competing over the highest stakes possible - statehood, cold war going hot, even a risk of becoming a nuclear wasteland.

This is right where the espionage angle shines. Playing as the BND, there's no single "Damage East Germany" button.
There are dozens of them
in the form of usable
materials
(intelligence assets, essentially).

Every one of them can be weaponized. This is where espionage becomes instantly palpable instead of abstract: we can mobilize East German dissidents for a propaganda campaign, publicize secrets to break promising careers of East German generals, or exploit risky opportunities to get critical insight into nuclear posture across the border. More than just dropping abstraction, this system prefers
unique discrete resources
over continuous numbers (such as tactical intelligence; previously seen in some dev diaries, now completely phased out from the game), helping both with intuitive immersion and with establishing more manageable decision space for players.

Over time, these assets matured like wine into five categories:

  • Controlled Actors
    (nationally significant individuals and organizations). As always in Espiocracy, a lot revolves around actors. They are by design an ideal target for intelligence operations and perhaps the most critical backbone of an interesting espionage system. Here, the battle is more precisely fought over control, a limited 0-100 parameter that can be chopped off by any number of entities (including non-player ones, eg. a political leader controlling a political party).
  • Agents
    . Disposable people who can be used in operations and other actions, usually associated with professions, backgrounds, or indirectly with some actors.
  • Strategic Materials
    . Documents and other materials that can influence entire populations and nations.
  • Secrets
    . Accounts of controversial actions or traits of an actor, which can be used to blackmail, control, or eliminate.
  • Opportunities
    . Ability to pursue an operation, use any other asset, exploit vulnerability, and so on.
Naturally, players never acquire an abstract agent or an unknown opportunity. Assets in these categories are extensively derived from the high stakes of the Cold War. Here are sample tools that you can use as an intelligence agency to wage a war of ideologies:

  • Controlled Actors: political leaders, political parties, authors, celebrities, top media
  • Agents: journalists, dissidents, defectors, undercover funders
  • Strategic Materials: books, movies, speeches, conspiracy theories
  • Secrets: actions or traits in conflict with professed ideology
  • Opportunities: breaking stories potentially promoting an ideology (such as the Moon landing) or subverting an ideology (such as launching an invasion)
Every tool has specific modes of maintenance and use, and many of them can interact with each other, some even to the point of operational combinations where through an opportunity you acquire a secret which is then used to control an actor who then provides a steady supply of agents who later...

Returning to the BND, we can try striking the heart of the East German apparatus by revealing that the party has many members with Nazi past. Potentially, it may lead to tensions inside the Warsaw Pact, political purges, and temporary paralysis in the government. On the espionage level, it will likely open many opportunities amid the chaos and disgruntlement.

From the perspective of Stasi, this would not come like a bolt from the blue. Intelligence agencies usually know secrets of domestic actors (especially Stasi) and in the scope of counterintelligence, players are also usually aware whether the knowledge about such secrets is wider or more narrow. Stasi likely knows or suspects that BND can use this secret. East German players therefore can engage BND in operational games to rob them of the secret - for instance, destroy the evidence or defuse it through diplomatic backchannels. And when the time of use comes, it can be still met with countermeasures (eg. censorship) and even counterattacks (obviously, accusing West German parties of the same sin).

Moreover, these assets are also a
battleground between intelligence agencies
. The secret from the East German communist party may be falsely manufactured by the Stasi, served to precisely surveilled assets, and an attempt to use it may burn West German opportunities, agents, or even controlled actors.

United Kingdom, 1950s
Tense situation between the two Germanies resembles Carl Sagan's quote about the nuclear arms race ("two sworn enemies standing waist deep in gasoline, one with three matches, the other with five") but it's not the case for many other playable countries. When there's no mortal enemy at the gates, espionage gameplay can become more expansive and geographical.

Fading empire of the United Kingdom is a good example of such an angle. Instead of collecting secrets and exploits, British player in Espiocracy is usually more concerned with another set of core espionage mechanics:
networks
. Players build networks as a foundation for all the other activities. Their nodes (and connections in some cases) are primarily used to handle assets and conduct operations.

There are three main types of networks:

  1. Espionage
    . Usually intelligence stations (DD#44 although already slightly different; in one sentence, these are foreign outposts, often located in embassies, which safely host operatives on the foreign ground).
  2. Smuggling
    . Routes to covertly infiltrate and exfiltrate people or move objects (usually strategic materials, from weapons to uranium ore), usually with the use of geography such as mountains or green borders.
  3. Propaganda
    . Entities influencing particular countries (not necessarily the host, for instance a Russian language radio in allied Portugal).
Once the financial market becomes globalized (usually in the 70s-80s), players can weave a fourth -
financial
- network to move and launder money. Potentially, later a fifth network may appear (internet/hacking, currently in early tests).

British player can, inter alia, pursue more aggressive domestic nuclear program by establishing smuggling routes from Congo and then acquiring and moving uranium ore (a strategic material). Geographically, this also may coincide with reinforcing propaganda network in Africa to limit decolonization. More intelligence stations may not be needed at the moment but some fundamental presence - larger than IRL history where MI5 staff in Kenya counted just a few officers - will be important to limit the influence of French SDECE and some of the anti-colonial players.

Networks, in principle, are one more step at making espionage more palpable. As the previous example of East vs West Germany shows, they aren't necessarily very important for medium-sized players (although there's some limited role in two Germanies, especially of smuggling routes, that was omitted for clarity). Instead, interestingly, this part of core gameplay serves both the largest global players (like the UK) and the smallest ones - like Andorra, which becomes an important node for some networks and therefore its minuscule intelligence section of local police can still tap into fascinating opportunities and other intelligence assets (not to mention later gameplay and becoming tax heaven!).

Behind The Scenes
► If you're following this dev diaries for a long time (or worse: if you're reading them all in one shot), all the espionage mechanics in this dev diary compared to bits and bites in previous dev diaries may be rather confusing. Sorry for that! It's a low price for transparent development in the open. We made a long way from initial naive ideas such as "contacts and targets" to current comprehensive combinations of dissidents and smugglers.
► Many core improvements were driven by an unusual approach to AI, as described in 39th dev diary. Most notably, chess-like implementations, terminology, and lessons helped to shape intelligence tools by looking at some parts of player agency as pieces, movements, threats, captures, sacrifices, and so on.
► The list of sins in espionage mechanics, mentioned in the introduction, is quite long. Among the most important ones that this game attempts to avoid are: focusing on the most boring parts of the intelligence world (eg. bureaucracy, knowledge tax, corruption), prioritizing non-interactive background sections of espionage (such as signals intelligence), lack of meta-espionage balance (severely too much or not enough spy-vs-spy), lack of differences between countries and intelligence agencies (despite vast IRL gap between, say, KGB and intelligence section of Canadian police forces).
► In a few more significant core changes that didn't make it yet into this dev diary: awkward and outdated "top operatives" evolved into mechanically aligned "top sections"; abstract-ish parameters such as local intelligence evolved into meaningfully composed parameters of parameters (local intelligence now consists of familiarity with language, topography, and so on); control over actors slowly solidifies as a rich mechanic that even influences players directly, eg. Soviet player partially controls actors of satellite intelligence communities.
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,242
Location
Space Hell
What's happening / TLDR: Developer diaries introduce details of Espiocracy - Cold War strategy game in which you play as an intelligence agency. You can catch up with the most important dev diary (The Vision) and find out more on Steam page.

---

Today we return to the tradition of Christmas Eve with micro-AAR (after action reports) from casual Espiocracy gameplay. Welcome to the second installment!

We play as Argentinian SIDE, starting on March 6th 1946.


7b98809e9033b2653e246e793834096159bd25b9.jpg



Unlike many countries at the start of the game, Argentina was not directly affected by WW2. Instead, the nation underwent an essentially bloodless coup which ended the reign of Ramon Castillo and paved the way to presidency of Juan Peron. (In this run, pre-game simulation already resolved the election which historically happened in June 1946).

Our starting position, however, suffers from other disadvantages. For instance, Argentina has only a few scientific and technological paradigms mastered. Out of useful new paradigms, SIDE suggests government subsidizing development of penicillin and rocket engines. For now, electronic dreams, not to mention participation in the nuclear race, are far beyond our reach.


6ee84dbe6adacb6d1587c81fe790b9b8ac84721b.jpg



We will tackle the problem head-on: by prioritizing electrification and industrialization in the state budget.


0df5fce80e31311690fcbffe8b030664c19c1fe7.jpg



Intelligence-wise, we are in relatively remote place but thankfully we our operatives speak Spanish which makes expansion into many countries much easier.


3d2110ff2d7ec78b0a826e1d33bbf7e3d4672d4c.jpg



Chile is our first direction of expansion, an almost obvious choice, given rocky history of relations between Chile and Argentina, active diplomatic disputes, and very long border which gives plenty of opportunities to covertly infiltrate the second country. In addition to expanding in Chile, we will slowly get a hold over domestic power centers, starting with local catholic church.


c73467ef37e1a5ccef47b8296eab9247f9a561c2.jpg



Let's check for a moment what happens on the other side of the world...


289da84fd5cf034699f925cc01dc5d66070d7855.jpg



Civil wars spreading in Iran, China, and Indonesia!

On the home front, we conduct more operations against domestic actors. Here, we will recruit a family member of an Argentinian writer in exchange for employing said person at an influential organization.


275fb36c0f45980599c9c9e1082e9ad8704c837a.jpg



In the meanwhile, civil wars spread to Mongolia.


31058f3bf06ba16959e7ff7622713b99a0577a05.jpg



And mainland China is overrun by communist forces in 1947, rather early.


442c1905dc9afe29e869440c01b9e3d7e33bb5e7.jpg



A few months (and domestic operations) later, we may be ready for more offensive operations on Chilean ground. The first, pretty tame venture is discovered by local DINA just three days after the launch:


5245284c56fe6aa686794663e451bf6cffb4cc24.jpg



A series of other failed operations and increased external pressure on our counterintelligence apparatus lowered trust of local government in our capabilities - which is directly translated into available funds - from initial 47% to 40%.

However, Peron consolidates his power and establishes de facto dictatorship which cynically increases the need, bringing funding almost to the starting level.

db8f2d14731708b05ee1a337fac09c31232a1ec6.jpg


While we carry out further operations and Spanish-themed expansion (such as a station in Lima), our neighbor undergoes a coup.


9a6bf32d812a24138936dea90dd24c2f9a139052.jpg



This event contributes to tensions in the region and Chile becomes our diplomatic adversary. New tools, "border build-up" and "invasion", become available.


1789b689832b9678085ae1053fcbf385811aa356.jpg



In Peru, Belaunde becomes the president. The name rings some bells... as it turns out, in earlier days of Lima station, we acquired an opportunity to subvert him!


9c45cfd5cdaf20fb7e8949b363ba7ca2d60f1d7a.jpg



Although we don't have practical ability (or motivation) to execute such operation, we can sell it for pretty high price on the black market:

7c2bc9e3bb9b1bea76e7d7fadb128127b6d88a54.jpg




We could launder illicit funds but it's more efficient to just steer them into another wallet, here through establishing cooperation with a Peruvian political leader.


b481e2bcd8d062edf0992df0bf07e70a3226980e.jpg



Slow and reasonable expansion in our part of the world brings first results: solid increase of State Power Index.

5d72f89705bd5263886bb8c1b54c46f881a6b953.jpg


Electronic and nuclear future is a tad closer.
 
Glory to Ukraine
Joined
Nov 22, 2020
Messages
2,205
Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming!
Daaaaamn nigguhz, this sure is looking good. Perhaps a bit too good, I am almost getting slight That Which Sleeps vibes from this. The level of promised complexity is p. high... I want to believe the devs will manage to deliver.
 

PsihoKekec

Novice
Joined
Nov 15, 2023
Messages
63
It would be interesting to play as UDBA chief, ordering assassinations of opponents around the world.
 

Malakal

Arcane
Glory to Ukraine
Joined
Nov 14, 2009
Messages
10,288
Location
Poland
Kinda feels like they got the setting all over the place, on one hand you play an intelligence agency that has to fight for budget and shit but on the other you can start wars and act completely rogue? Weird power dynamics.
 

Hace El Oso

Arcane
Patron
Joined
Jan 5, 2020
Messages
3,192
Location
Bogotá
Any espionage/intelligence game is going to catch my notice, and this looks better than any others that I've seen outside the tactical/operational genres. But what makes me most optimistic is the very mature and worldly attitude of the developer. One dares to hope.
 
Last edited:

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,242
Location
Space Hell
Dev Diary #51 - Diplomacy
'Sagacity and Manoeuvre'

What's happening / TLDR: Developer diaries introduce details of Espiocracy - Cold War strategy game in which you play as an intelligence agency. You can catch up with the most important dev diary (The Vision) and find out more on Steam page.

---

Welcome back!

Today we will explore diplomacy, an absolute master of the Cold War, and a supremely important subject for Espiocracy.

(It's probably the last large mechanical topic in the diaries before we dive back into minutiae and AARs, which means that this diary is in the older heavier style. Also, linguistic disclaimer: "diplomacy" here includes many elements of wider international relations, following standard vocabulary of political games, and to avoid confusing references to "IR".)

Diplomacy in strategy games is usually implemented by personifying countries: giving them attitudes/opinions on one another, the ability to insult, offer gifts, trade favors, or enter almost-marriage-like alliances. This model is rooted in board games where every faction is indeed a human player who has real opinions on other players. However, as we travel further away from the roots, it makes less and less sense. In the case of Espiocracy, with 150+ countries in the Cold War (and beyond), complex frequently changing governments, and the player playing as an intelligence community - this model simply would not work.


Many iterations of research / prototypes / playtests later, we are finally pretty close to really solid diplomatic gameplay in Espiocracy.

bb6842e77d2a1edf782ec1b095421ca7f2f2ed49.png


Keeping the unusual player persona at the center of mechanics, this model allows the player to interact at every stage with all the existing elements of diplomacy, not only in their own country but also in many other countries around the world!

Cooperations and Conflicts
The game completely drops abstract opinions/attitudes between nations. In many - most interesting - cases of the Cold War, it was not possible to reduce relations between two countries into a single opinion value. Take for instance stormy relations between France and the UK in the early Cold War, where both countries worked towards NATO and the EU, while at the same time they were sabotaging each other in Africa, the Middle East, and Asia.

Following this and many other historical examples, countries in Espiocracy have multiple ongoing mutual
cooperations and conflicts
over defined subjects.

cc62efbdbda62ed297bc0b73299ddfb63dcf5471.png


Cooperation or a conflict is the middle matrioshka doll of diplomacy.

Inside, it contains individual international actions. They are both defined by and dictate the depth of a relation. Two countries in new economic cooperation do not trust themselves enough to establish free trade - first, they have to pave the way with investments, loans, imports, and other less significant actions. Conversely, a diplomatic conflict does not (usually) begin with severed diplomatic ties, and instead crawls through overtures such as canceling diplomatic events or expelling diplomats.

While a plethora of actions can be managed through more general relations, a plethora of relations can be managed through more general...

Diplomatic Structures
Real-world diplomacy loves structures, protocols, frameworks, and everything in between. This fact is subtly represented in a few strategy games but, as if bound by murky "opinion" parameters and people universally rolling their eyes at the word "policy", this aspect seems like a missed opportunity. In my humble opinion, similarly to nuclear brinkmanship, diplomatic structures make a fantastic game-building clay!

Espiocracy implements main tools of diplomacy as a way to start / define / end multiple cooperations or conflicts in one sweep, with possible extension to details such as emphasis on particular actions or exchanging actions belonging to two different subjects.

Non-exhaustive ordered (from the least important to most important) list includes:

  • Implicit Alignment
    , eg. anti-communist countries cooperated to quell communism by default
  • Informal Deals
    , eg. East Germany sent weapons to Arab states during the Six-Day War, and in exchange, they recognized the sovereignty of the GDR
  • Retaliations
    , eg. a set of countries ended military cooperation with Russia after the annexation of Crimea
  • Bilateral Treaties
    , including
    Alliances
    but usually more ambiguous, eg. the Finno-Soviet treaty of 1948 with its complexity (Finland partially traded independence, mainly by being obligated to reject the military cooperation with the West, in exchange for neutrality that would stop the USSR from coercing Finland into future Warsaw Pact... kind of)
  • Collective Treaties
    , eg. post-WW2 peace treaties, NATO, Warsaw Pact
  • Special Relationship
    , eg. USA and UK
  • Coalitions
    , usually a temporary structure to jointly wage a conflict, eg. a coalition of 42 states for the Gulf War
  • Policies
    , meta-decisions about cooperations or conflicts which do not have to target specific countries, eg. Hallstein Doctrine (in game mechanics it's closer to a policy than a doctrine) in which West Germany refused to engage in diplomatic relations with any country that recognized East Germany
  • Doctrines
    , powerful sets of global meta-decisions available only to significant figures from significant countries, eg. Truman doctrine pledging support for democracies against authoritarian threats

In addition, diplomatic structures have meta-dynamics: they can evolve into waves (eg. a wave of retaliations where even smaller countries can retaliate in the shade of international crowd), their proclamation or modification can become a significant event on its own that is met with a diplomatic reaction (classic case of Warsaw Pact forming 5 days after West Germany joined NATO), their implementation may be ceased, a policy may expire due to impracticality of enforcement, and so on.

Staccato of Interactions
Diplomacy in the game advances, similarly to the real world,
one contact at a time
. Rich tools of inter-governmental communication - intermediaries, contact groups, summits, visits, letters, phone calls - define the pace, basic availability, and evolution of relations (eg. Czechoslovak attempts to form a local security pact contributed to the formation of Warsaw Pact), and most importantly: a large layer of diplomats who are influenced by intelligence agencies.

The ability to pursue these interactions (and all other diplomatic actions) is primarily tied to
diplomatic weight
- a parameter rooted in the general position of the country (State Power Index), modified further by independence, legitimacy of the government, recent diplomatic successes, international credibility, and actors directly responsible for diplomacy. By partially decoupling material and diplomatic position, it allows nations to diplomatically punch much above their weight... or become unreliable unwanted partner even despite superpower status.

This is where a casus belli, the good old staple of strategy games, comes in. Grave actions (such as an invasion) have a high weight threshold, often higher than achievable diplomatic weight. However, it can be lowered by an expanded Cold War variant of casus belli: a "diplomatic justification". Weaker nations can prepare sophisticated justifications against a targeted nation, often in secret coalition with other nations. For instance, the "unification" claim was not enough for North Korea to invade the south, both historically and in the game, and instead, the invasion was preceded by two years of uprisings, complicated negotiations in Moscow and Beijing, and finally a month of calls for elections, conferences, and peace talks. On the other hand, heavy-weight nations or leaders may follow "might makes right". Justification can be presented post-factum, much like Brezhnev vaguely explaining the invasion of Czechoslovakia a month after it was executed, or hand-waved, similarly to Lyndon B. Johnson's communication around the invasion of the Dominican Republic.

Following deeper the rabbit hole of Cold War diplomacy, the game also features
international incidents
. These constitute an inherent cost of many actions, for instance, deployment of a naval group (which can run into mines or a shoot-out with vessels from another country), a nuclear test (fallout risks), a space launch (falling rockets and satellites), and many espionage activities. An incident at best may be settled through deconflictive actions and at worst may escalate into an international crisis.

International Crisis
A
crisis
in the game is a rare named event, with a limited lifetime and participants, punctuated by a string of confrontations. In a way, it's a
diplomatic war
.

Crises can originate not only from incidents but also from significant enough actions (across many mechanics) that involve significant enough nations. Berlin Blockade and Cuban Missile Crisis are classic historical events represented primarily as international crises in the game. For more examples, you can consult the fantastic International Crisis Behavior database which has been an indispensable help in the development.

When a crisis begins, belligerents enter a cycle of (usually fast) turn-by-turn escalations and deescalations, with high risk and high gain, which sooner or later have to end in a resolution.

ad79b483f6ceead81ef1f07bdd1e558c8ec16940.png


The chart above hints at the current implementation but details are subject to larger changes. If you are familiar with game theory (as a mathematical field, eg. the famous prisoner's dilemma), you may suspect that this kind of mechanic can be surprisingly difficult to implement in a satisfying way. That is true, this two-player game inside a game can collapse into spectacular opposites of what was intended (eg. a countdown to war instead of a diplomatic stand-off). Hence, this section is limited to communicating mainly the intent, without burdening you with methods of achieving the intent, as they will certainly evolve.

Behind The Scenes
► Gifts and insults can rarely happen in the game, on the fringes of diplomacy. The former relies on local traits of a country giving it special types of gifs available (eg. panda diplomacy), and the latter can be executed by actors trying to gain domestic clout (eg. Reagan calling the USSR an "evil empire").

► There's not a single "national interest" mentioned in the dev diary because this mechanic was retired due to its very repetitive redundant nature. As it turned out, views (especially combined with the tools described above) are more than enough to motivate actors.

► How does this system fit into schools of thought in international relations? If we can argue that classic (opinion-based) implementation of diplomacy is closest to the constructivist school, then diplomacy in Espiocracy is in a very small fraction constructivist (when individual actors overwhelm foreign policy) and mostly stays in a superposition between liberal (eg. states often mutually dependent, international frameworks, internal interest groups) and realist (eg. power politics, interest-driven rational decisions, states acting as coherent units) approaches.

Final Remarks
The next dev diary will be posted on
April 5th
!
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom