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Spy Network

A spy network system for RimWorld. Recruit captured enemies as spies and assign them tasks to influence faction behaviour, gain intel, and manipulate diplomacy. [b]** This is very new, while it shouldn't break the game its likely to have some issues. There will be some mods this doesn't work with. If you have issues please add a comment or discussion. **[/b] Features:[list] [*] Recruit prisoners as spies [*] Assign spies to different tasks:[list] [*] Warning before raids [*] Helping your family members escape raids and join your colony [*] Looking for your kidnapped pawns [*] Helping steal tech from your enemies [/list] [/list] [hr]This mod was inspired by [b]AdamVsEverything[/b] and his discussion of things he would like to see in the base game. Please watch him on [url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fwww.twitch.tv%2Fadamvseverything]Twitch[/url][www.twitch.tv] and [url=https://www.youtube.com/@AdamVsEverything]YouTube[/url], awesome Rimworld and other content. [hr] This mod is in active development and there are many improvments planned Getting Started [list] [*] Research [b]Basic Spy Network[/b] [*] Recruit prisoners as spies using the "Recruit Spy" interaction mode [*] Access the Spy Network window via the Factions menu → "Spies" button [/list] Recruitment [list] [*] Set prisoner interaction mode to [b]"Recruit Spy"[/b] [*] Wardens automatically visit to reduce "spy resistance" (similar to normal recruitment) [*] Costs [b]5 silver per visit[/b] (4 silver with Advanced Recruitment research) [*] Resistance reduction scales with warden's Social skill [*] Once resistance reaches 0, the spy returns to their faction and begins operations [/list] Spy Tasks [list] [*] [b]Warn of Raids[/b] - Early warnings of incoming raids [*] [b]Recruit Family[/b] - Family members may defect and join your colony if they are part of a hostile raid [*] [b]Find Kidnapped[/b] - Locate kidnapped colonists and offer ransom [*] [b]Make Friends[/b] - Improve faction relations over time [*] [b]Steal Tech[/b] - Generate research points and breakthrough chances [*] [b]Passive Operations[/b] - Minimal benefits but lower risk [/list] Spy Skills and Experience [list] [*] Spies have their own skill level that improves over time [*] Gain more experience with on active tasks [*] Most spy tasks also take into account standard Rimworld skills as well as the Spy Skill, the skill number on the Spy Network page shows you how skilled your spy is that the task you have assigned them. [/list] Risk System [list] [*] Risk increases while the spy is on active tasks, decreases while on passive [*] When risk exceeds 50%, spies have a chance to be caught each day [*] If caught, choose: [b]Bring Home[/b] (becomes colonist) or [b]Pay 500 Silver[/b] to keep safe [*] If caught a second time (after paying once), the spy is executed [/list] Spy Desk [list] [*] Unlocked by [b]Advanced Spy Network[/b] research [*] Stores silver to pay your spies (auto-calculates 3 days capacity) [*] Costs: [b]1 silver/level/day[/b] for passive, [b]2 silver/level/day[/b] for active tasks [*] Pawns automatically haul silver to refill the desk [*] If the spies aren't paid then there is a high risk of them getting caught [/list] Research Tree [list] [*] [b]Basic Spy Network[/b] - Core system, Warn of Raids task [*] [b]Family Recruitment[/b] - Recruit Family task [*] [b]Find Kidnapped Prisoner[/b] - Find Kidnapped task [*] [b]Advanced Spy Network[/b] - Prerequisite for advanced tasks, unlocks Spy Desk [*] [b]Diplomatic Infiltration[/b] - Make Friends task [*] [b]Technical Espionage[/b] - Steal Tech task [*] [b]Advanced Recruitment[/b] - +20% recruitment speed, -20% silver cost [*] [b]Secure Communication[/b] - +2% passive, +5% active, +15% XP (requires powered comms console) [*] [b]Multi-Agent Operations[/b] - Multiple spies can work same task in same faction [/list] Tips [list] [*] Recruit spies with high Social skill for better effectiveness [*] Keep spies on active tasks to level faster (18 XP/day vs 12 XP/day) [*] Monitor risk levels - set high-risk spies to Passive Operations [*] Build a powered comms console for Secure Communication bonuses [*] Place spies in high-tech factions (Spacer) for maximum research gains [*] Keep your Spy Desk well-funded to avoid operational disruptions [/list] Known Issues [list] [*] Some mods will try to remove the spies as they are classed as world pawns, if you are using any performance mods or mods known to be agressive with cleanup you should turn on "Protect Spies from clean-up mods" in the mod settings. [/list] Future Ideas [list] [*] Rescue quests for kidnapped pawns and discovered spies *Added* [*] Spies discover hidden research (Tech Prints), unique weapons, genes with quests to get them *Added* [*] Ideology integration with Memes, precepts and Rituals [*] Extra options for high level spies, maybe option to bring them home to give more training [*] Making you pawns into Special Agents [*] Assassin's maybe [/list] There is a Chinese translation add-on mod called [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3611983265]"Spy Network_zh"[/url], this add-on was not made by me. My other mods [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3604853395][b]Better Random Storyteller: Agent Lamarr[/b][/url] - All the random of Randy and more but none of the sleeping [list] [*] Random chance of raids and events but with a configurable increasing probability. [*] Adaptive pacing based on the colony's adaptation. [*] Chance of Echo raids after a main raid. [*] Chance of Tandem raids happening in the middle of a main raid. [/list] AI used for assistance with graphics and coding. Looking for an artist to help replace AI graphics. [hr] Support Discord server: [url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fdiscord.gg%2FKweG2BnrAH][img]https://cdn.prod.website-files.com/6257adef93867e50d84d30e2/66e3d74e9607e61eeec9c91b_Logo.svg[/img][/url][discord.gg]