Espionage and Diplomacy.
I will be working some additional gameplay with Espionage and Diplomacy.
These are proposals.
Espionage
Espionage is lightly built into Aurora, but since I have SM control, and I know both teams want to do espionage, I will have a simple proposal for some added fun to the espionage gameplay.
In addition to the Aurora Espionage, the following is proposed.
Espionage team that is formed and is not targeted is working "Counter espionage"
*Note, in the first two years I will roll this assuming a team of 75 points exists for counter Espionage (unless a higher one exists) as by the luck you might not even have 5 officers with the training at the start.
At the end of each year, I will make the following rolls.
(Targeted Espionage Rating +Intel Staff officer + 1d100) - (Counter Espionage rating + (Intel Staff officer x 1.25) + 1d100) = Espionage Score
I will only use the rating of the highest un-targeted team score to generate the Counter Espionage rating.
If more then one team is targeting a empire, each gets a roll to see if they collect information. After the first check the defensive roll will be 1.5, instead of 1.25 for the intel officer.
If the Score is less then 0, nothing happens. (Spying failed)
Wins by 1-10 is equal to 1 point.
Wins by 20-30 is equal to 2 points
wins by 30-70 is worth 3 points
Wins by 70-120 is worth 4 points
wins by 120+ is worth 5 points of espionage.
Even if the spy roll fails, a roll of 90-100 generates 1 point. (for both d100 rolls)
if points are not spent in the year, 1/2 (rounding down) carry over to the next year.
Examples
Team A has a Intel officer rating of 50, and a Espionage team targeting team B with a score of 75.
Team B has a Intel officer rating of 50, and a counter team score of 100.
Example 1
Team A
50+75 + Rolls a 3 = 128
Team B
62.5 + 100 +Roll a 70 = 232.5
Needless to say, team A fails.
Example 2
Team A
50 + 75 + rolls a 89 = 214
Team B
62.5 + 100 + Rolls a 10 = 172.5
Team A gets 3 spy points for that 41.5 point win.
Example 3
Team A
50 + 75 + Rolls a 100 = 225
Team B
62.5 + 100 + rolls a 85 = 247.5
Team A fails, but gets one point for rolling above 90.
How points can be spent.
These are examples. If you want to do something ask the admin and I will make a ruling if it not on the list. I do not want "to blow up a ship" or massive sabotage unless the cold war gets really hot. But in that case, we have bigger issues to worry about.
1 point
- Reveal one jump point's general location, or one bodies minerals
- Reveal a snippet of general design information about a design of choice (e.g. "Beam/Missile armed", "Long/short range", "Has ECM", "weak armor" etc.)
- List of the staff officers for the side
- Generalized industrial of last year ("had mostly constructed mines, then some PDC")
- Current area focus (Logistics, Power, etc.)
- 10 regular mines are knocked offline for the rest of the year (I will SM them out and then back in Jan 1)
2 point
- Reveal direction of survey (which systems survey ships are in or heading to)
- Reveal an archeology site or science bonus site (of course, if they don't know a extra site, these points are wasted except you know they don't know)
- Reveal specifics about one part of a ship (Sensor specs, Tube sizes and numbers, magazine size, Powerplant, Number of engines OR power, number and type of beam weapons.)
- Printout of current amounts of mines and factories on a colony
- Exact reading of current research projects
- Inquire about existence of a certain tech ("have they jump gate const. module?")
- reassign a NPC officer
3 point
- Counter Espionage, remove one point on your empire by spending 3.
- The current status of the shipyards orbiting one planet.
4 points
- Gain a chosen technology (Must only be one step, for example, if you are at 10cm laser, and try to steal 15 cm laser, you would get the 12 cm laser.)
- Listing of the summary, Mining, Industry, and research of one colony/home-world
5 points
- Learn the design specs for a class of your choice
All empires start with 2 points vs each empire that cannot be used to knock out mines.
Diplomacy
Diplomacy between the empires will be role-played. However, the diplomatic teams will focus on the unaligned powers.
at the end of the year I will roll a 1d100. if I roll under the rating score, the empire will obtain a single win roll on a table to obtain population or conventional industry. This shows that the diplomatic team convinced people and or industries to join the empire.
If a diplomatic team has a score over 100, it is a automatic success, 100 points is removed from the rating, and I roll again. This continues till a roll fails or the rating is below zero.
A tie is viewed as a success.
Examples.
Team A has a diplomatic team score of 80.
Team B has a diplomatic team score of 150.
Example 1
Team A rolls a 40.
They get one win roll.
Example 2
Team A rolls a 95
Team A gets zero win rolls
Example 3
Team B gets 1 win roll automatically for being over 100.
100 points is deducted and they roll again.
if Team B rolls under 50 they will get 2 win rolls
if they roll over 50 on the 2nd roll they get 1 win.
Only one diplomatic team to the unaligned powers can be active.
For the first two years it will be assumed that each empire has a diplomatic score of 100 unless they produce a team with a higher score.
Win Table
1 - 1 million population
2 - 2 million population
3 - 4 million population
4 - 6 million populaiton
5 - 10 Conventional Industry
6 - 20 conventional Industry
7 - 40 conventional Industry
8 - 60 conventional Industry
9 - 4 million population, 40 Conventional Industry
10 - 6 million population, 60 conventional industry