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Dev Diary #18 - Decolonization 🌍

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.

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Why are people willing to die for an idea? What makes the idea of a "nation" so powerful? How do nations form?

Espiocracy embarks on a journey to answer these big questions. Starting on January 1, 1946, the game launches you into a world recovering from the Second World War and into the long shadow this war cast on the concept of statehood.

Countries once described as empires, proud conquerors of the world, were themselves conquered or economically crippled. Even after victorious war-time counteroffensives, they were no longer in a position to retain their power over colonies. Some nations even owed part of their hard-won liberty to conscripted colonial subjects, who, for their part, had seen first-hand that Europeans were not as civilized as they had been led to believe.

At the same time, two anti-colonialist powerhouses were emerging from the ashes of WWII. United States and Soviet Union, eager to make a case for their opposing ideologies, armed freedom fighters and promised economic miracles to potential new countries.

And so, the era of decolonization begins - Petri dish of nation forming.

Transcript: 19XX year of independence for majority of decolonized countries in the real world history.

The Cold War precipitated decolonization of dozens of countries. In the game, decolonization powers multiple ways in which events could have come to pass, mixing diverse interactions to create different alternate history every time you play.

[h2]Anatomy of a colony[/h2]

In Espiocracy, colonization shares features with occupation. Colonies and occupation zones fall into the wider category of proto-states: separate ecosystems of actors (influential people, organizations, and sectors) controlled and exploited by another country through a set of external actors (colonial administration, military forces). Subtypes and power of the latter define details of proto-state's dependence, ranging from indirect rule through indigenous leaders (the British model) to de jure incorporation (e.g., French Algeria).

Colonies are populated by groups divided along ethnic, linguistic, and religious lines; for instance a white minority and indigenous majority, Tutsi and Hutu, or major ethnic groups of Indonesia. In this model, there is no inherent anti-colonial conflict (besides the usual anti-settler tensions). Instead, there are conflicts (and cooperation) between groups and actors that can be exacerbated by a colonial/anti-colonial divide but that also extend to tensions around settlement, economic exploitation, indigenous clashes, secession from colonial rule, and many more.

Populations and actors are mutable. They are modified by the wheel of history: migration, urbanization, green revolution in agriculture, new forms of media, lack of environmental resources, and supranational institutions.

This is where establishment dynamics kick in. Seeds of national identity reside in population groups, whereas physical countries are formed by concrete actors, such as political leaders and social movements. Delicate dance between these forces differentiates one colony’s fate from another’s. Two extreme examples of this phenomenon can be seen in trajectories taken by two neighboring countries: Guinea (whose anti-French movement under Ahmed Sékou Touré led to dramatic departure of colonists who literally unscrewed lightbulbs when leaving) and Senegal (where pro-French rule under Leopold Senghor saw Senegalese troops sent to crack down on rebellion in another French colony).

[h2]Playing in a colony[/h2]

Espiocracy leverages its unique approach to the grand strategy genre - playing below the level of nation spirit - in decolonization gameplay. Here, you can start as a part of potentially-nation-forming organization in a colonial proto-state and work from the shadows towards independence.

This part of gameplay is vastly different from the usual international spy intrigue. Instead of heading governmental intelligence agency with numerous employees, you guide a small group of fixers without diplomatic immunity or ability to form robust surveillance groups. This is where the system of contacts can shine. A few properly developed contacts can provide substantial support and result in deals that can mean the difference between successful decolonization and failure of your movement.

In addition to contacts, other ways to play direct role in decolonization include:

  • Undermining colonial government
  • Organizing popular resistance
  • Cooperating with other independence movements
  • Harnessing external support
  • Infiltrating state actors
  • Protecting actors (think: Gandhi)
  • Promoting pan-continental ideas

Essentially, this element of gameplay is a twist on the diagram presented in the first dev diary, moving the center of gravity towards characters:
Transcript: On a spectrum from playing as a nation to playing as a character, middle position of an intelligence agency moves towards characters in the decolonization phase.
It is partially inspired by real-world examples, such as highly active intelligence components of Vietnamese independence organizations or members of Polish anti-communist opposition forming counterintelligence cells.

[h2]Playing in an empire[/h2]

Colonial empires, famously, have taken very different paths in the decolonization process, often on a case-by-case basis. In-game differences between these trajectories depend on economics, use as a political and military outpost in the region, government’s views on colonialism, views on goals and race (e.g., difference between British racism and France’s “civilizing mission”), ability to project the power, schemes such as a second colonial occupation, and direct relationships between actors in the homeland and those in dependent territories. In gameplay, these factors are complemented by external factors such as events (such as Suez crisis accelerating decolonization) or international pressure (like the formation of the UN, signing of the Geneva Accords, and emergence of global superpowers).

As a player, you are asked for advice and can proactively recommend action on a spectrum ranging from all-out military intervention (e.g., the Dutch in Indonesia) to fleeing the scene (e.g., the British in Palestine), all of which have far-reaching consequences. Repression is handled by military and separate secret police, but you can also choose to directly engage in the process as an imperial state actor following, for instance, the Portuguese approach in Mozambique, where PIDE allegedly assassinated Eduardo Mondlane, leader of local independence movement.

In some territories, you can nurture close cooperation with the white minority, which may be profitable not only for the country but also for your organization. Colonies can also influence homelands via actors (e.g., Jacques Soustelle, the French Governor-General of Algeria who planned a coup to overthrow government in Paris) and population (primarily through migration).

Moreover, decolonization gameplay includes the option to interfere in other colonies. The Cold War was very much a conflict between proxies of proxies with France supporting anti-colonial movements in British dominions, the US backing apartheid anti-communist governments, Cuba exporting revolution to Angola, and alleged conflict between Soviet and Chinese intelligence services spilling over into Africa.

[h2]Independence[/h2]

There's more than one way to skin a cat:

  • Unilateral declaration of independence
  • Autonomy granted by the empire
  • Diplomatic negotiations and subsequent transfer of rule
  • Victory of local actors in a civil war
  • Violent overthrow of the colonial administration
  • Flight of the colonial administration followed by a brief stateless period
  • Referendum (fair or... rigged)
  • Policy (e.g., British majority rule, French union)
  • Legal pressure within the empire (e.g., Félix Houphouët-Boigny)
  • Secession of the colonial administration (e.g., Rhodesia)
Borders of newly-formed country are defined by actors in power: practical control (loyal boots on the ground), location of populations, neighboring countries, and natural barriers. In some cases, decolonized countries at first have fluid borders which remain an issue to be resolved through diplomatic means. This very important topic will likely get a separate dev diary in the future.

After independence, the fate of the new country is decided by international recognition, access to the UN, and the establishment of state structures. Often, new countries are overflowing with competing factions, such as population groups that value local patriotism over loyalty to the whole country. They must also deal with neighbors who try to exploit their vulnerabilities and often undeveloped economy. In some cases, civil war is inevitable. Gameplay at this stage transforms from a local faction-related affair to international gameplay involving the acquisition of much-needed technology, knowledge, and alliances, all of which must be achieved while avoiding neo-colonization.

[h2]Final remarks[/h2]

With this dev diary, we finished initial sequence of articles focused on nations in Espiocracy. Next up - science and technology!

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

https://store.steampowered.com/app/1670650/Espiocracy/

There is also a small community around Espiocracy:



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"At the stroke of the midnight hour, when the world sleeps, India will awake to life and freedom" - Jawaharlal Nehru, 1947

Dev Diary #17 - Interaction with Leader 🏛️

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.

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New iteration of this set of mechanics was published under: DD#32 Intelligence Agencies 2.0

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Hello there,

The Cold War was shaped by an extraordinary set of personalities: Truman, Stalin, Churchill, Eisenhower, Khrushchev, Kennedy, Castro... the list goes on and on! How do you incorporate them meaningfully in a strategy game?

Let's face it, historical rulers don't matter in strategy games. With the notable exception of Crusader Kings, leaders are usually reduced to a few bonuses and maluses, akin to +2 wood monthly from a lumber mill. This design choice stems directly from embedding the player as a nation spirit in the game world - after all, how could you limit the god king?

Espiocracy asks the opposite question: how could you override the decisions of Stalin or Mao? What's left of historical immersion if you can shoehorn Franco to the corner? Why French generals would threaten to invade France just for de Gaulle if he's only an appendix to the player? Are games always about playing out a boundless fantasy?

These issues sit at the very heart of the game and are solved by the primary design principle: player persona is an organization. Described already in The Vision in the context of coups and elections, it is also an honest attempt to make leaders matter on a strategic level. Practically speaking, every country has a leader, including the player's country. For the latter, there is a special set of mechanics, which can be summed up in one peculiar sentence - if you start in the USSR, Stalin is your boss.

[h2]Relationship[/h2]

A country leader is an actor (that is: has own views, goals, activity) tied to the player in the contact framework (that is: there is trust, meetings, diplomacy-like interaction).

Transcript: Widget about leader of the country. Features trust, recent interactions, existing commitments, available objectives, available decisions, and counterintelligence config.

This is strongly inspired by real-world relationship. Many rulers are close to their intelligence services. Some of them start the day with an intelligence brief, there's a direct line of communication between the spymaster and the leader, and this is also one of the first places to call in case of crisis. The relationship is even stronger for autocratic leaders.

Critical parameter of trust combines multiple meanings:
  • Base level of public opinion on intelligence agencies in the country
  • Personal stance on intelligence sector
  • Built by successes (eg. acquired war plans of the enemy)
  • Lost after failures (eg. botched and publicized loss of an operative)
  • Additionally expanded by chasing personal ruler's objectives (eg. Kennedy's obsession with assassinating Castro)
  • Most importantly, modified by decisions and other interactions with the leader


Higher trust directly leads to a higher budget and indirectly to the expansion of available decisions - trusting leader will more often take the advice at face value. On the other side of the spectrum, negative relation limits options, and dramatic loss of trust can even lead to soft game over in the form of dissolving intelligence agencies. There were two times in history when even CIA could have been dissolved after particularly large failures!

[h2]Decisions[/h2]

Grand-level decisions - launching wars or joining pacts - are always made by the leader of the country. Player, depending on developed trust, can be embedded in this decision-making process in a few different ways.

Transcript: New recommendation window. Description: Mobilization executed before a military conflict can significantly increase defensive capabilities. However, it is costly, disrupts the economy, and can be maintained only for a month. Recommend mobilization only if you believe that we will face military conflict (success condition). Otherwise, after a month of peace you will significantly lose credibility (failure condition). It will take 7 days to mobilize military to the proposed extent. After the description, in case of success player will gain trust, staff, and black budget; in case of failure player will lose trust, black budget, and SPI. Benes, country leader, comments: I will cautiously accept limited mobilization.

Proactively, you can recommend a decision. If it aligns well enough with the leader, you're good to go - if not, they will need convincing evidence, for instance in the form of casus belli. After this initial (and usually low) barrier is crossed, stakes are defined by the mechanic of "accountability": the leader is here to hold you accountable for your recommendations - a challenge in a challenge. If the war recommended by you ends up miserably for your country, you'll be facing huge repercussions. However, if it greatly enriches your country, you will be richly rewarded. Lower trust or an illogical decision (eg. attacking a larger country) usually means that the stakes will be higher.

[h2]Further Interaction[/h2]

Interaction is also initiated by the other side. The ruler - along with other leaders, government, political parties - may consider significant decisions and you will be:
  • Asked for advice (eg. how to react to a particular crisis)
  • Given the ability to convince the leader with strategic materials (eg. to drive them away from pointless invasion)
  • Participate in war-room-like conferences (in some political systems, eg. number of actors and subactors weighing in with "go" or "no go" before a war)


These opinions, solicited from the player, will be also subject to accountability. Leader (and especially a council of actors) can go against player's advice, but it's more important to be on the right side of the history - for instance, suggesting "no go" before the war that later turns out to be a tremendous success will lead to significant loss of credibility in the eyes of the leader.

Transcript: Popup soliciting advice. Description: Egyptian president Gamal Abdel Nasser nationalised the Suez Canal Company. According to our intel, France, UK, and Israel plan military invasion to retake the canal. At the same time. USA and USSR oppose military intervention. What is your advice? Available decisions: Cease Arms Deal; Increase Shipment of Arms; Seek Mediation with France, UK, Israel; No Reaction.

Furthermore, sometimes the interaction will spill over to the player's area of expertise. The ruler can for instance try to drag the intelligence community into a shady activity, to influence a particular operation, to overstep the chain of command, to open Pandora's box of internal political interference, or even to blame the player for someone else's mistakes. These will follow ruler's traits and goal, creating a separate strategic decision space out of interaction with Eisenhower or Stalin.

[h2]Final Remarks[/h2]

Details of this system will certainly return in the future, for instance in the context of military conflicts. As always, screenshots are a work in progress, and mechanics will evolve during playtesting.

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

https://store.steampowered.com/app/1670650/Espiocracy/

There is also a small community around Espiocracy:



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"Do not play on the chessboard, play the opponent" - Garry Kasparov

Dev Diary #16 - State Power Index 📊

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.

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Hi Folks,

We continue our "Once Upon a Time..." ("Il était une fois...") journey through the anatomy of countries in Espiocracy. After exploring political changes, today we will look into unashamedly glorified spreadsheet: State Power Index (SPI)*.

To start with proper Zeitgeist, let's begin by peering behind the scenes of strategy game design.

Transcript: Score screens of Master of Orion 2, Civilization 6, and Stellaris.

Most popular 4X games score players based on:
  • eliminating other players, growing population, achieving fast success (Master of Orion 2)
  • building cities and other assets, researching technologies (Civilization 6)
  • colonized and conquered solar systems, relative monthly income (Stellaris)

One of the earliest prototypes tested the idea of implementing Espiocracy as a 4X game - espionage-themed exploration, expansion, exploration, and extermination. Although it didn't work (that) well, it suggested a few interesting features. This is where SPI was born. Originally, it followed victory points and victory conditions, but quickly evolved from arbitrary points into the direction of simulation.

Transcript: Ledger screens of Europa Universalis 4 and Crusader Kings 2.

EU4 and CK2 sport different kind of scoring system. It takes a back seat but is also more complex, attempting to create composite score of sectors (administrative, diplomatic, military, and so on) and/or resources (prestige, piety). Usually far from gameplay, it serves as a helper, which is perhaps best visualized by famous ledgers.

Transcript: Ranking screens of Victoria Revolutions and Victoria 2.

Victoria series iterated by producing global ranking of countries. This time, it's tied to a prestige parameter, merging two of the best worlds: accessibility and depth. Moreover, it's a positive feedback loop - higher ranked nations have more agency, which places prestige among one of the strongest motivators for players, always keen to expand their decision toolbox.

With this analysis in mind, we can move to the scoring system of Espiocracy. Here, we take one step further towards simulation and integration with gameplay.

[h2]Simulation[/h2]

State Power Index compares all nations in the world purely based on real indicators, such as GDP or number of modern tanks. SPI is built from weighted comparisons between ~50 indicators in ~4 layers, giving comprehensive yet approachable summary of global position in the form of a single number from 0 to 100.

SPI is inspired by modern economic indicators. Instead of naive ranking (first, second, third...), it uses distance to frontier calculation.

Transcript: The worst performing country is assigned to number 0, the best performing country to number 100, and all countries in-between are proportionally normalized to 0-100 value.

This calculation is performed separately for every indicator, which are then averaged by subsectors, sectors, and build composite SPI for the whole country.

SPI has a few desirable effects on the gameplay. It is pretty immune to two worst offenders near scoring systems: failure trap and snowballing. The best performing country can always improve - even if their score remains at 100, boosting the indicator pushes competition farther away. On the opposite end of spectrum, globally worst countries can catch up with the rest and influence other rankings by, for instance, changing particular indicator from nice-to-have to must-have over decades.

[h2]Depth[/h2]

These are current sectors, subsectors, and indicators of State Power Index.

(Sector) Economy (25% weight)
  • (Subsector) Size: (Indicator) GDP
  • International Leverage: Companies, Reserves
  • Technology: R&D Spending, Nobel Prizes, Top-Tech Non-Military Projects
  • Connectivity: Exports, Imports, Investors
  • Economic Diplomacy: Treaties
Military (25%)
  • Defense: Spending
  • Armed forces: Personnel, Readiness, Experience, Command and Control
  • Weapons: Tanks, Infantry Vehicles, Ships, Submarines, Airplanes, Top-Tech Military Projects
  • Signature Capabilities: Missiles, Long-Range Projection Ships, Area Denial etc
  • Intelligence Capabilities: Know-how, International Reach, Personnel, Top-Tech Intelligence Projects
  • Military Posture: Deployed Forces
  • Nuclear Deterrence: Bombs, Range, Ground-Based Launchers, Second-Strike Submarine Launchers
Diplomatic Networks (15%)
  • Regional Allies: Number times strength
  • Diplomatic network: Embassies, Consulates
  • Global partnerships: NATO or Warsaw Pact or Non-Aligned Countries or others times strength
Resilience (15%)
  • Internal Stability: Risk of Coup, Risk of Civil War, Risk of Terrorist Attacks
  • Resource Security: Access to Coal, Oil etc
  • Geopolitical security: Risk of Military Invasion
Cultural Influence (15%)
  • Cultural projection: Global Cultural Actors
  • Migration: Diasporas
Future (5%)
  • Economic: GDP Trend
  • Defense: Military Spending Trend
  • Resilience: Stability Trend, Security Trend
  • Demography: Working-Age Population Trend

Needless to say, it will change during playtests, balancing, and - most importantly! - during the gameplay itself, where new indicators will attempt to capture some of the historical changes.

[h2]Integration[/h2]

State Power Index, naturally, defines superpowers and regional powers in the game, suggests alliances and rivalries, gives a set of clear goals for many AI agents in the world. However, the most important feedback loop extends directly to the player: SPI partially defines budget available to player's intelligence community (set of intelligence services, eg. MI5, MI6, and GCHQ in the UK). It gives clear motivation to improve position of own country - and clear consequences of losing international race.

Since this is a tight motivation loop, it also defines decision scope for the game in general. Every indicator can be influenced by the player, for instance GDP improved by industrial espionage, access to resources secured in covert operations, global cultural actors supported from the shadows - and the other side of the coin, lowering position of competing countries by ruining their indicators.

[h2]Final Remarks[/h2]

We will probably return to the topic of SPI (with screenshots!) in a future dev diary about in-game economy.

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

https://store.steampowered.com/app/1670650/Espiocracy/

There is also a small community around Espiocracy:



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* - "State power" as in international relations, used in this context for instance in "Back to Basics: State Power in a Contemporary World" (2013)
Photo Credit: D Sharon Pruitt

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"It is possible to commit no mistakes and still lose. That is not a weakness. That is life" - Picard

Dev Diary #15 - Political Changes 🔁

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.

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Welcome back!

Usually, we finish dev diaries with a quote. Today, we will begin with a striking paragraph from Britannica:

"Great empires disintegrated; nation-states emerged, flourished briefly, and then vanished; world wars twice transformed the international system; new ideologies swept the world and shook established groups from power; all but a few countries experienced at least one revolution and many countries two or more; domestic politics in every system were contorted by social strife and economic crisis; and everywhere the nature of political life was changed by novel forms of political activity, new means of mass communication, the enlargement of popular participation in politics, the rise of new political issues, the extension of the scope of governmental activity, the threat of nuclear war, and innumerable other social, economic, and technical developments" Source: https://www.britannica.com/topic/political-system/Development-and-change-in-political-systems

This abominably long sentence perfectly captures the gist of political change in Espiocracy. Countries and governments are simulated with the emphasis on change rather than static stability. Constant political panta rhei sits at the heart of the game - it combines points of divergence in the Cold War, grandness in the grand strategy genre, and the activity of intelligence agencies. In fact, for some (larger) countries this is the core gameplay, the main way to win.

[h2]States of states[/h2]

Political changes are modeled with Markov chains. Use of this tool in political modelling goes back as far as the 70s:

Source: https://www.jstor.org/stable/2600315

More recent works use them even to model the future:

Source: https://www.semanticscholar.org/paper/A-Logistic-Regression-and-Markov-Chain-Model-for-of-Shallcross/

And this is the current shape of political Markov chain in Espiocracy:



Hopefully, "show, don't tell" explains the model on its own. If you need a few nerdy details:

  • Circles and connections represent, respectively, all possible states and transitions
  • Transitions have assigned accumulation factors spiced with RNG and integrated with other systems such as actors (in standard Markov chains this is just probability)
  • All factors of transitions coming out of a single state must sum up to 100%
  • The state is memoryless - previous states theoretically don't matter
  • In practice though, factors are shaped by other systems which do react to a sequence of states
  • Steps are discrete, but will be seamlessly integrated with the in-game flow of time
  • Some (factors of) transitions are controlled by schedulers, for instance elections

[h2]Struggle for power[/h2]

Fundamentally, political fate of countries and governments is controlled by possible political changes. Players compete to affect them via direct activities (e.g. plotting a coup) or indirect means (e.g. funneling money to social movement). The latter also extends to population, actors, and larger external circumstances. This is where a crisis can lead to government resignation, death of a fierce dictator can open up the pathway to liberalization, or where a nuclear bomb collapses a country into anarchy.

There's one more critical factor which governs possible changes: axis from democracy to autocracy.



In a simple yet meaningful approximation of very complex phenomenon, the game attempts to capture multi-decade trajectories of political systems. Every political change - and some events - has capability to slightly move country's position on the axis. On the one hand, it means that strong democracy (usually) cannot change to dictatorship overnight, and instead needs years of undermining (active measures vibes!). On the other hand, it conveys the fact that you (usually) cannot just slap democratic structures on a country and call it a day (Afghanistan vibes) or follows the history of some post-autocratic countries which, after brief democratic period, returned to various shades of dictatorship.

Mind you, democratic-autocratic axis is political supradomain, further fleshed out to many subtypes, from crowned parliamentary democracies to dynastic communist autocracies.

[h2]Regnum Defende (defend the realm, motto of MI5)[/h2]

Interaction with political changes will greatly differ between the countries. There are:

  • Possible specializations in capabilities, types of contacts, and operations
  • Strategic materials which, when revealed, can topple whole governments
  • Legal constraints, such as anti-assassination policy in the USA after JFK death
  • Inter-agency agreements, for instance CIA and KGB did not directly interfere in internal politics of the opposite superpower
  • Number of allies to strengthen and enemies to weaken
  • Costs of actions, operations, infrastructure

The last point effectively limits interference capabilities for most countries in the world. Czechoslovakia (generally) won't be able to affect political changes in the USA, but may interfere in politics of neighbors if it dedicates enough resources. That doesn't mean lack of agency though - instead, minor countries usually focus on rare but still significant internal political changes. The design here reflects strategic approach to espionage (counterintelligence), in which frustrating blows out of the blue are replaced with consciously fought battles.

Importantly, the game doesn't choose optimal political changes for you. Quite the opposite, it introduces economic (and by extension, moral) ambiguities, which follow historical examples from many corners of the world - intelligence agencies fiercely fighting to strengthen weak government (e.g. Israeli Mossad), siding with external actors who take over the country but will increase their influence (e.g. Czechoslovak StB), supporting autocratic capitalist over democratic communist (e.g. CIA in Congo), and so on.

[h2]Example simulation[/h2]

After starting with a quote, let's finish with an old prototype simulation. Below, every country walks political Markov chain in one-year steps, with colors (confusingly, sorry for that!) corresponding to democracies (blue) / autocracies (red), and pins signalling transitions:



[h2]Final remarks[/h2]

The next dev diary will explore one of the crucial historical processes of Espiocracy which intersects with the framework of political changes: decolonization.

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

https://store.steampowered.com/app/1670650/Espiocracy/

There is also a small community around Espiocracy:



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Photo credit: Santeri Viinamäki

Dev Diary #14 - Counterintelligence 🛡️

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.

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In the world of intelligence, nations usually bet on turtling strategy. Local defensive activity - counterintelligence (CI) - receives more resources and more staff over foreign espionage operations. British defensive MI5 numbered 4,053 people in 2016, whereas overseas-focused MI6/SIS had 2,594 employees. The discrepancy was even wider in the past. The Cold War has seen one of the most impressive counterintelligence organizations in history, with the top position occupied by ~200 thousand (!) CI officers in KGB.

This is mirrored by the design of Espiocracy. Many systems are built with counterintelligence in mind from day one. In fact, I could argue that the whole concept of the game is rooted in the observation that CI is the critical ingredient of fun, interaction, and competition in espionage systems. In the 14th dev diary, it becomes clear that counterintelligence naturally emerges from all the other systems explained previously.

[h2]Surveillance State[/h2]


Following the Russian proverb "trust, but check" (доверяй, но проверяй), surveillance is the foundation of CI in the game. It is developed as a kind of domestic infrastructure: mobile surveillance groups, embassy monitoring, observation points, mail interception, and other approaches (e.g. face detection in late gameplay). Denser CI network directly translates to a higher detection rate of foreign activities. The possible extent of surveillance and consequences are tied to the local political system and views, and can even lead to the reaction of politicians and population, akin to the case of CIA's MKCHAOS.

Special attention is given to national borders. Borders are the main risk point of foreign operations. The lack of green borders and rigorous border control are the first lines of defense. It's no coincidence that KGB, in addition to espionage activities, was also responsible for guarding the borders. Here, the player can decide between a hands-on KGB model (directly spending resources) and a separate governmental institution (lobbying for a certain standard of security). The latter action, lobbying, can be extended to laws, which could limit migration from specific countries, introduce visas, or even shut down borders to 99% of the world (North Korea simulator, ultimate turtling experience).

Two actor types play important role in counterintelligence. Every country has law enforcement forces - their size, strength, influence, infiltration can assist or harm CI activities. Some countries also have secret police, separated from the intelligence sector even if it was historically the same organization. This is purposeful change, carefully designed to avoid forcing the player into playing as a brutal repressive organization that is still fresh in our memories. I think that it holds some (limited) historical merit, as operatives running foreign spy rings were usually completely separated from truncheon-equipped officers. At the same time, it also creates an interesting strategic situation: the player can decide between supporting a repressive organization (which assists CI to some extent but is detrimental to the population) and limiting its influence (which harms CI but liberates fellow citizens).

[h2]Foreign Assets[/h2]


Methods used offensively by other players can also be exploited for defensive purposes.

Starting with contacts, the list of actors cooperating with foreign intelligence agencies is one of the most prized strategic materials in the game (the list of traitors!). With that evidence in hand, you can arrest, expel, dissolve - or turn actors into double agents, literally doubling the fun by providing false intel and seizing money funneled to the agent. However, you don't have to acquire this list physically. The conflict, as it should be in the espionage-focused world, already plays out in the mind: you can anticipate which actors are contacted, observe who became vulnerable to recruitment, who unnaturally gained larger influence, and prepare an ambush or a sting operation. Needless to say, it cuts both ways and an agile player will employ counter-counterintelligence tactics of deception.

Likewise, approximation of foreign targets can be used to prioritize protective operations or spy on foreign assets spying on the target (spy-ception). Speaking of which, other players will certainly have multiple physical assets in your country: infrastructure and operatives. This is one of the most important differences between standard grand strategy games and Espiocracy - player is under the state of constant invasion. There's no definite remedy, as even North Korea has espionage scandals every now and then. Foreign infrastructure can be only partially detected and destroyed, but usually, it's wiser to leave it under observation and catch agents red-handed. Some foreign operatives are noted and followed, your surveillance groups will work them out and gradually increase interception efficiency, but - again - simply eliminating them can cause more harm than good, as the known enemy is usually better than an unknown...

[h2]Intercepting Operations[/h2]


All of the mentioned mechanics culminate with protection against foreign operations.

Some of the CI activities establish risk points. Stricter border control or denser surveillance network is a risk known to the opposite player before launching an operation. This is deterrence in itself since the failure at a risk point can have huge consequences. Other CI measures provide intercepting capabilities. These differ from operation to operation, but, generally, better CI leads to earlier and more frequent interception of foreign operations. This allows the defending side to deploy direct countermeasures during the duration of an operation, such as the use of top operatives for CI purposes or special defensive approaches.

With proper counterintelligence in place, some foreign operations should end in the capture of operatives. In addition to the wealth of knowledge gathered from documents, spy gear, and uncovered conspiracy, player can decide about the fate of people in custody. Available decisions depend on details of the operation (e.g. whether diplomatic immunity was used) and local law (e.g. postwar Japan had no anti-espionage law). These are also applicable to foreign spies, moles, detected inside own intelligence agency (more on that probably in the future). Some of the options include:
  • Various levels of interrogation
  • Expulsion and persona non grata status
  • Trial, conviction, years of prison or execution
  • Covert murder
  • Silent release
  • Exchange of spies
  • Reverting/doubling


[h2]Final Remarks[/h2]

This is the last dev diary about the basics of espionage in the near future. After connecting espiocratic dots, we'll return to the mechanics behind the world simulated by Espiocracy.

The next dev diary - "Decolonization" - will be posted on January 21st.

If you're not already wishlisting Espiocracy, consider doing it:
https://store.steampowered.com/app/1670650/Espiocracy/

There is also a small community around Espiocracy:


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"It's the oldest question of all. Who can spy on the spies?" - John le Carré