Here are the house rules I am contemplating using for specific sorts of espionage.
Political Espionage: When successful this will reveal the political relationship between two races and it will also reveal when new offers may be made. You can launch more than one Political Espionage effort against the same race in the same turn in order to find out about multiple relationships at once, but if the enemy has successfully used offensive counter-espionage against you the multiple efforts still count as a single spy ring. Multiple efforts will require multiple rolls which could increase your chance of discovery.
Destabilization Espionage: When successful this acts much like the Diplomatic Blunder result, when resolving political offers. If the Destabilization effort is properly timed it will be indistinguishable from a Diplomatic Blunder, otherwise it will be apparent that something unusual must have happened. A successful Destabilization will do the following:
* If an offer is being made this turn it will be rejected.
* Any current treaty is canceled but a counter-offer of one state lower is automatically made. Partnership becomes Trade & Military Alliance, Trade & Military Alliance becomes Trade Intercourse, Trade Intercourse or Military Alliance becomes Non-Aggression, Non-Aggression reverts to a state of Negotiation.
* The NPR who was destabilized will have a +10% RC modifier to the first new offer made but this will diminish with cooling down.
Destabilizion vs. Non-Intercourse: This must be used against an NPR only. If successful it will cause them to make a War Check against the race who they are in Non-Intercourse with.
Any critique or suggestions?