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Espionage in StarDrive involves spending earned Credits by sending your agents on missions. These missions can range from training mission to inciting rebels to up-heave enemy planets. Training an agent will cost your empire 250 Credits, this is done instantly upon clicking (Train New).

Espionage is accessed via the diplomacy screen.

Agents



Espionage Missions[]

All Agents not assigned to a mission will automatically engage in counter-espionage, reducing the effectiveness of enemy agent activities within your empire.


Agent Training:[]

Your agent is sent on a training mission, If successful he will gain one level. The selected agent will be unavailable for 25 turns and cost your empire 50 credits.

  • Notes:
  1. It is possible after a successful mission to gain 2 levels.
  2. Agents have a maximum level of 10.
  3. It is possible that the agent "learns nothing useful" during training and doesn't gain any levels.
  4. The agent can "have an accident" during training and be killed.

Infiltrate:[]

Your agent is sent to an enemy colony for an infiltration mission, If successful your Agent will go undercover to provide sensor data from that colony and you will be able to view that colony's details as if it were your own colony. The selected agent will be unavailable for 30 turns and cost your empire 75 credits.

  • Notes:
  1. After successful completion of the mission the Agent will be available for other missions. If Agent is reassigned the access to the colony's sensor data will be lost.


Assassinate:[]

Your agent will leave on a mission to assassinate an enemy Agent from selected enemy empire, If successful the enemy agent will be killed and removed from play. The selected agent will be unavailable for 50 turns and cost your empire 75 credits.


Sabotage:[]

Your agent will leave on a mission to wreak havoc on an enemy colony. If successful, resource harvesting will be halted for a number of turns depending on your agents level. The selected agent will be unavailable for 30 turns and cost your empire 75 credits.


Steal Tech:[]

Your agent will leave on a mission to steal an enemy's technology. If successful the agent will steal a random enemy technology. The selected agent will be unavailable for 50 turns and cost your empire 250 credits.


Robbery:[]

Your agent will leave on a mission to steal funds from targeted enemy empire. If successful the agent will liberate an amount of funds dependent on the agents level. The selected agent will be unavailable for 30 turns and cost your empire 50 credits.


Incite Rebels:[]

Your agent will leave on a mission to incite rebels on one of target empire's planets. If successful, hostile rebels troops will spawn on one of the enemy's planets. The selected agent will be unavailable for 100 turns and cost your empire 250 credits.

Notes:[]

Assigning
  • Select agent in agent list
  • select Empire you wish to send the enemy against
  • choose the desired mission
Success and failure
  • Critical success results in +2 level for the agent
  • Success results in +1 level for the agent
  • Failure damages your reputation with the target Empire
  • Critical failures result in the agent's death
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