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Dev Diary #46 - Coup d'etat ⚔️

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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Coup d'état - planned, rapid, often violent take over of a government - has everything to inspire entire fascinating video games. A modern coup with our lethal weapons, mass media, and means of transport is almost caricaturally perfect set-up, to the point of nailing classical Greek unity of place, action, and time. However, there are no such games. At best, a few games have tangential single-button-mechanics representing a coup. Even in the realm of board games there are no contenders, as the only few serious takes went out of print decades ago. One can wonder, what is so unappealing here to authors, and does it extend to the audience? Is it related to the lack of video games about the Cold War?

Similarly to many other avenues explored by this game, such as interesting espionage mechanics or strong AI players, coups seem to be locked behind an initial leap which for many may be too unintuitive and experimental.

This particular leap has to happen on day zero and dictates the shape of entire game. You are not a government or a country leader or a spirit of the nation to i.a. enable meaningful coups. You are dealing with dynamic sets of political actors to i.a. arrest or assassinate anyone. You are an intelligence community to i.a. be fully immersed in covert plots. You constantly stab boundaries of treason and patriotism - to be close to actual stakes behind coups.

In a way, Espiocracy is that coup d'état game we were trying to find in the first paragraph. To be more precise, a game of almost 200 coups during the Cold War and 200 significant failed attempts. Let's jump into a few initial examples and associated gameplay.

[h2]France, 1947[/h2]



Tense political situation, militant actors, and neutrality or support of military leadership are the main ingredients of most coups. France begins the game in such position with local communist (Stalinist!) party as a natural potential coup plotter.

(It's not a secret or benefit of hindsight. In real life, CIA informed Truman month after month in 1946 about suspected coup plots in France. Local contemporaries also suspected the party of more violent plans which partially materialized in 1947, for instance in morbid episode where 21 people were killed in train sabotage.)

Any political or military actor is capable of launching a coup plot after attaining enough influence (depending on the local strength of the political system). As with any action of an actor, it can be discovered via operational gameplay. Here, we detect communist plot in France from the perspective of Spanish intelligence services.



Once discovered, a third-party player may dedicate additional resources and influence the coup. For now, we'll leave it for itself, simply gathering intelligence along the way.

On surface, a coup is political process in the game sharing some characteristics with all the other processes, such as elections or succession. However, its actual progress and success hinges on unusual factors, such as securing weapons and loyal people, finding opportunity to strike, or securing legitimacy in the eyes of local population. As with the beginning of a civil war, single events can become the final straw. For a really successful coup it has to be a chain of such events (intervention of Indochina, removal from the cabinet, communist victory in Italy, strikes followed by violent crackdown) which, as is the leitmotiv for entire games, depends on orchestra of many actors, players, and covert machinations. Could communists nudge France into colonial war to reap the wind of discontent?

After everything is in place, the coup is executed with the use of simulation engine. From the perspective of a third country, coup execution can be observed tick-by-tick or simply summarized in a report.



A coup, obviously, has significant personal consequences both for deposed and deposing actors. Beyond that, new actors can steer country into new direction - France rejecting Marshall plan and approaching Cominform - while also changing local intelligence community by purging anti-communist operatives. Internationally, nations may reject legitimacy of the new government (including casus belli) or, on the opposite end of spectrum, provide substantial aid to new provisional government.

[h2]Turkey, 1950[/h2]

Coups, naturally, do not happen exclusively "naturally". Sometimes, they are staged directly by intelligence agencies. From the perspective of the American player, we look for a useful candidate in Europe.



In this timeline, entire southeastern Europe was not able to resist the wave of communism. Turkey, a country with popular anti-communist views is a good country to try gaining a foothold in the region. After building our local empire of influence...



...we can choose one of the partially controlled actors for potential plot. Although it's ultimately decision and responsibility of an actor (who/which can start doubting along the way... or be pressed by another players), we are capable of nudging anyone into any action given enough leverage.



By further providing support in the form of smuggled material, suppressing communist political police, staging opportunities to strike, we're able to push the plot enough to have it succeed.



The rewards are very palpable: new significant country in our bloc, increase of our State Power Index, high penetration of its government, safe frontier to stage further operations in the region, and so on.

[h2]USA, 1950[/h2]

What happens when the coup is happening against your government? We'll jump straight into one of the most convoluted cases, an alternate USA with Republican Dewey in conflict with MacArthur over nuclear posture.



The USA is one of the best coup-proofed nations in the world. In the game, the country achieves it through:

  • Large politically active population
  • Strength of legal institutions
  • Strict civil oversight of military
  • Conscription
  • Significant media actors, subactors, and sector

A scenario where an actor would be capable of launching coup plot in the USA requires deterioration of above factors. It can happen even through external influences, for instance many KGB operations or a string of global crises. Once these start to coincide with controversial decisions and internal conflicts, local player may not only detect coup but also be burdened with full weight of difficult decisions: from directly supporting or sabotaging the plot, all the way to influencing cogs in the machine. Going along with the coup, on the one hand, can be a large plus for the new government. On the other hand, in the case of failure, it may lead to discovery of our past operations, trial, and finally game over condition: grand treason.



[h2]Behind The Scenes[/h2]

► Initial prototypes of the game featured coup d'etat as an intelligence operation. Over the last two years, it evolved into a actor-based mechanic focused on one-day palace coup. However, the game still retains blurry approach to such definitions and the player can pull off coup d'etat without developing explicit coup plot, for instance by killing or arresting governmental leader while the intended successor already waits next in line.

► Brian Train described all (!) games about coups in a short article which inspired him to create "Palace Coup" board game. Espiocracy is not exactly alone.

► Historical coups have immense depth and detail. Many of these interesting stories will trickle into the game over time of development, from French government hiring a mercenary to coup a small island nation who then escaped his funders to Gulenist coup plotters in supposedly using an online mobile game for covert communications.

[h2]Final Remarks[/h2]

It goes without saying that screenshots of a game in development contain many placeholders and are subject to change. Precise build of simulation engine for coups is not in satisfying enough state at the moment - we'll probably return to the topic in the future, along with exploration of more modern coups and more convoluted situations.

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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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"Chilean military’s amour propre would have been offended by the notion that they needed the U.S. to run the coup for them" - Kristian Gustafson

Dev Diary #45 - Yugoslavian AAR 🏴

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.

What's happening today: After 44 diaries, it's time to invigorate the formula. Instead of many more entries describing mechanics (some of which belong to the game wiki, slated to go public in the future), we're switching to more gameplay- and screenshot-oriented diaries, posted once monthly, with topic chosen by folks voting on the discord server. This is the first stab at a new formula and a return after a break so, traditionally, we'll start with relatively light dev diary.

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The game begins on March 6th, 1946.




We play in Yugoslavia. Our federation is dominated by Tito, with significant influence of communist organizations and former partizans. Years of complex guerrilla war left people who are still willing to fight, such as Croatian Crusaders. Securing internal situation will be one of the first tasks. Then, we can look beyond our borders.




In the first weeks, we spend our timid resources on critical investments: expansion of domestic infrastructure, beginnings of smuggling network near Italy and Greece, and an intelligence station in Moscow. The last establishment will both solicit communist cooperation and spy on the inner workings of the Soviet behemoth.

Once the operatives in new structures begin work, we embark on a small operational spree inside Yugoslavia. We recruit a member of Crusaders, break into the premises of Kardelj...




...(which gave us nice cooperation opportunity, subsequently fumbled by poorly skilled operatives), we start to entangle Crusaders in the web of spies...




...break into more houses (made easier by postwar chaos and slowly developing modus operandi - useful tactical knowhow inside the agency) to gain more secrets and opportunities for future use...




...and bribe some journalists on the way.




However, the word of our activity - perhaps compromised agents or these journalists - spreads wide enough to provoke Crusaders into starting desperate domestic struggle.




The civil war of less than 2000 partizans is quickly put to rest. Instead of worrying about the future of Yugoslavia, we can exploit the situation for own purposes. The need for intelligence services already increased with the eruption of the war, and now we can gain much needed trust of Tito by eliminating the main actor behind the war. Low initial prospects are increased by burning our agents near Crusaders, using high guerrilla capabilities, and losing a few structures in the region.




Resulting budget increase propels first deeper moves abroad. While Moscow is focused on Trieste (soon to become a UN trust territory), we expand towards Greece, cooperate with local communists, sabotage democratic forces, and embolden partisans enough to launch civil war.




The war, heavily assisted by our operatives and resources, ends as quickly as it began. Major cities collapse alongside Greek anti-communist forces. One more country joins the eastern bloc before Stalin meaningfully reacts.




The western bloc, however, is accusing us and Albania of invasion, with the UK directly threatening to retake Greece. Stalin is also ambivalent, distrusting our bold moves while he still doesn't have the atom bomb. This is just the beginning...

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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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"Brotherhood and Unity" - popular slogan of the League of Communists of Yugoslavia which evolved into a guiding principle of local post-war policy

Dev Diary #44 - Intelligence Stations 🏢

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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This dev diary is partially outdated. The game now features slightly different expansion/building mechanics, relying on sections of operatives.

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After ~10 developer diaries exploring the game world and its descriptions, it's time to close the cycle - before the summer break - with pure intelligence gameplay loop* in which you can tamper with this world.

As everything in the game exists and happens on the world map, interactions usually have geographical dimension, whether it's traveling to meet coup plotters, smuggling weapons into a war zone, or stealing nuclear blueprints from a protected location. These actions, carried out by operatives crossing the map, usually originate from intelligence stations built around the globe by the player.

[h2]Stations[/h2]

Real-life intelligence agencies usually develop foreign offices, called stations (or rezidenturas in Soviet and satellite agencies), near places of interest to avoid risky and slow travel back and forth between headquarters and target locations. Operatives living overseas can handle local agents, conduct operations, and nurture covers not available to people who just visited a heavily surveilled airport or border checkpoint. As a testament to the importance of stations, the CIA inherited just a few of them in 1947, only to expand their number beyond 50 in the 1950s. Even at the peak of Cold War surveillance paranoia, CIA and KGB maintained heavily staffed stations respectively in Moscow and Washington, preferring operating from them over other modes of infiltration.

As such, a station is the most important kind of establishment in Espiocracy, analogous to cities or colonies in other strategy games. To avoid babysitting 50+ stations, their status in the game is elevated in comparison to real life: they are larger and much more costly, with a minimal staff of 5 operatives (smaller crews, typical for many embassies, are reduced to passive modifiers), and usually located in capital cities.



The definition of a station is stretched to include also headquarters - the first and the largest base for all players. Beyond managing counterintelligence and domestic operations, it is also used as the default point of origin for operatives in the absence of closer stations. Clicking on the button above means that the initial party of operatives embark on travel (which is naturally associated with counterintelligence risks) from HQ to Paris:



Once established, the rest of the crew joins the initial group and begins the work.

[h2]Spy Networks[/h2]

When operatives at a station are not busy with the primary task of conducting operations against influential actors, by default they develop local spy networks and directly collect tactical intelligence on the country and its actors.



Spy networks can support operations at critical steps such as developing deep cover, gaining access to a place, hiding after a botched operation, and so on. In a process not far from real-life espionage, networks are established by continuous:

  1. Spotting many suitable candidates in the local population
  2. Developing (observing, contacting, building rapport) ~10% of best candidates
  3. Recruiting ~10% best-developed relations either to be a source (supplying only intelligence) or a low-value agent (supplying intelligence and participating in operations near an actor)
  4. Developing ~10% best-situated sources into agents
  5. Very rarely, assisting a low-value agent in improving their position to become a high-value agent, capable of not only providing intelligence and assisting operations but also of influencing actor's actions (outside of such rare organic strikes, high-value agents are recruited in costly full-fledged intelligence operations)


[h2]Hint at Wider Expansion[/h2]

Stations, beyond environmental factors and universal configuration, can be specialized by establishing additional sections inside:



Beyond stations, the player currently can establish 19 other structures, ranging from embassies all the way to paramilitary training camps. Details are still subject to large changes, as every structure is constantly iterated upon to nail the most interesting gameplay possible.



However, stations remain the main building bloc in the intelligence empires carved out in Espiocracy.



[h2]Behind The Scenes[/h2]

► (*) On gameplay loops: although this term became a staple of advanced discussions around games in the last few years (and even made it to a few dev diaries), in my opinion it's a very unfortunate way of looking at mechanics in complex games. Music is a pretty telling metaphor here. It is indeed full of repeatable parts with fancy names, but most genres delegate such loops to the background and focus instead on more important parts - not objectively more important, just in terms of creative passion and popular reception - such as lyrics, solos, expanding themes, and progression spanning entire album. Not to mention intentionally sophisticated genres, such as operas. When naked loops arrive at the front, we get Maurice Ravel's Bolero, a piece famous for making performers and the audience terminally exhausted after 15 minutes (and for its dark origin story).

► Stations have, unrealized at the moment, the potential for more autonomous activity for operatives. I'm regularly experimenting with the ability to give orders to stations - focus on X, exploit Y, prefer Z. Some of these are already in the game in the nth iteration, eg. aggression slider, and sections that focus on local tenets (eg. military or propaganda). You can expect more of them in the future.

► Naturally, all of these entities are involved in a counterintelligence game (surveilling stations, detecting structures, dismantling spy networks, doubling agents, and so on) that waits for a Bible-sized diary.

► In the screenshot near spy networks you can see the typical use of nested tooltips in the game:



[h2]Final Remarks[/h2]

See you on the other side of the summer! Next dev diary will be posted on August 4th.

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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"As of 1975, the KGB’s Hanoi station had a total of 25 fully recruited agents and 60 confidential informants" - Mitrokhin Archive

TactiCon: Espiocracy Streaming on the Store Page

Hi everyone! In celebration of the TactiCon steam event, Espiocracy will begin streaming in-development gameplay footage on the store page Sunday night.

Visit TactiCon here: https://store.steampowered.com/sale/tacticon2023

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

Dev Diary #43 - Events 📰

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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If you search Wikipedia for the genre of Espiocracy, "grand strategy game" (GSG), you won't find an article with such title. Instead, you will be redirected to "wargames", focused on military strategy, "that include Risk". It is probably the only description of Risk as a grand strategy wargame on the entire internet. In an interesting parallel - perhaps authored by like-minded people - this article unapologetically invents proprietary takes as much as the (actual) genre itself.

GSGs are famous for their unusual gameplay with multi-layered maps, spreadsheet menus, dense tooltips, and a plenitude of popup events. The last feature is where much of history, storytelling, flavor, DLCs, and modding happens in the genre.

Initially, Espiocracy implemented events typical for GSGs. However, during two years of development, these turned out to be too detached from mechanics, negatively impacting gameplay flow, lowering replayability, and even subtly encouraging lazy takes on the history. The table has been flipped (for some time, the main build had completely no events) and after many iterations, the game arrived back at a fundamentally different approach to events.

Now, instead of random external triggers that conclude in a popup interrupting gameplay, events in Espiocracy highlight mechanical changes in the world. They do not disrupt main strategic gameplay, do not uncontrollably descend on the player, and do not feature ad hoc decisions that give arbitrary modifiers. It's no coincidence that two weeks ago we explored reports - while reports are about objective rundowns of continuous & wider situations, events focus on more immersive representation of punctuated & local changes in the world.

To achieve this, the notion of global random events has been dropped entirely. Instead, events work in three precise frameworks.

[h2]Contextual Events[/h2]

As the history unfolds around the player, contextual events communicate significant developments in the world. They are purely descriptive and celebratory, intending to slightly enrich spreadsheets and maps with (alt-)historical texts and graphics.

The very first contextual event welcomes the player on March 5th, 1946:



Similar newspaper template is also used for changes in the world that are critically important for the player (= usually involve player's country) such as new wars, unifications, divisions, or... pulling off landing on the Moon.



Text of contextual events is prepared in multiple versions: one universal variant with replaceable nouns/adjectives, and other variants written for historical or very probable alt-historical variants. In the case of landing on the Moon, the event has special texts for American and Soviet landings, while all the other variants (including the above screenshot) are more generic.

Changes less important than landing on the Moon but still judged as important enough to surface to the player, the game uses a teletype layout that has been previously featured in a few dev diaries. Examples of such events include the beginnings or ends of regional conflicts, paradigm shifts, deaths of important actors such as Stalin, important political changes in relevant countries, and so on.



[h2]Narrative Events[/h2]

In a natural next step after reactive and mostly generic events described above, narrative events are active (they can cause small changes in the world) and precise (always tied to a specific local entity). They contribute to flavor of a particular country, an actor, or other entities (e.g. a paradigm), sitting firmly in the realm of (plausible) history, and bridging the gap between mechanics - which are never deep enough - and fascinating details that made us all fall in love with history.

In a process not far from classic GSG events, narrative events have a chance of happening at specific points defined by time and/or arising conditions. They can (but do not have to) modify their subject in a clear & limited manner: only by adding or removing traits.

As a long-standing example of such an event, take a look at an interesting detail about uranium mines in Czechoslovakian Jachymov that made it to the game:



This event is exclusive to "Jachymov Mine" actor, can happen with a total chance of 40% (20% check in 1946, 20% check in 1947), it subtly modifies the situation by adding a "recently disrupted" trait (which may for instance influence ongoing operations around this important target) and is sourced from real events around the mine (and will be further iterated upon n times).

[h2]Random Encounters[/h2]

The next step, after working with history, leans more into the intersection of espionage, history, and the map. Unlike previous categories, random encounters directly interact with the player. They constitute meaningful discoveries, procedurally and regularly planted on the map, that can be unearthed by nearby operatives and stations of any player. In a way, these are an incentive to explore the map as passing through a particular city may be enough to pick up an interesting encounter there.

The details of planting are a bit convoluted and still in the process of working out but players can roughly expect encounters tied to regions, political systems, or local environment. Examples include discovery of WW2 documents, meeting a stranger in bar that leads to an opportunity, or even ability to pull off classic RPG-ish robbery on the road.

[h2]Final Remarks[/h2]

Currently, player attention is managed directly by a set of interaction and importance scores (eg. you'll get Jachymov events after interacting with the mine) compared to the measure of how busy is the player (eg. active x operations in parallel means fewer events). This solution will definitely evolve further to include notifications and other elements competing for player's attention and hence was not explored yet in a dev diary.

This was brief overview of general approach to events. We will definitely return to them, perhaps even individual categories, in the future.

The next dev diary will be posted on May 26th.

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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"That's too coincidental to be coincidence" - Yogi Berra