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Dev Diary #48 - Actions 🔨

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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One of the earliest diaries used a metaphor of "symphony of history played by an orchestra of ___ where you modify the ensemble in the middle of performance (by assassinating the violinist and blackmailing the pianist)". Back then, the gap was filled by "views". Although they still play important & unique roles, two years later more appropriate word is "actors". These significant individuals and organizations, from political lingo: those who can act, shape history directly via actions. Today we'll look into these actions.



[h2]Basic Example[/h2]

Let's start with the simplest example: an artist creating an art piece. Such action has just a beginning, an end, and a result. In a naive simulation, writers are intrinsically motivated by fame and beliefs to write books. In the game, player agency is injected straight into this motivational vein. As an intelligence agency, you can covertly nudge actors towards actions.



Naturally, it's a battlefield between players who compete over a limited number of actors and limited ability to influence their actions, the latter measured by level of control. This intuitive 0-100 parameter can house surprising complexities (such as a politician simultaneously influenced by multiple players or a satellite intelligence agency - yes, it applies also to players! - infiltrated and manipulated by a superpower player) but at the most basic level, it's just a result of successful espionage combinations.

A domestic artist with low influence in a country destroyed by WW2 can be relatively easily snatched up with one or two operations.



Here, two agents close to the actor are enough to bring the level of control to the desired 40+.



As the actor is a film director, creating an art piece means shooting a movie:



Details of the action also depend on the level of control. Influencing the name requires higher control than ours, and so does nudging the actor to avoid the view held by the author. However, it's enough to drop the pro-communist tone. In addition to the cost of bribes and others (0.2M), we will also covertly enhance the reach of the movie. It's also worth noting that the entire process is carried out in the field by agents who run into the risk of being discovered by the actor (and abroad also by local counterintelligence services) with each intervention.

After the action is finished, its result further lives in the world. With enough luck and quality, it can spread in the region...



...influencing people...



...and intersecting many mechanics, as always in Espiocracy. The movie can be now censored in particular countries, the change in the prevalence of views may influence particular actors and their actions, fame gained by the author may subtract our level of control, and so on. In this playthrough, the story ended in a very human way, an ending which will happen sooner or later to all of us:



[h2]More Complex Actions[/h2]

Espiocracy features nearly 100 actions. Many of them explore the nooks and crannies of the world and various mechanics. They may:

  • remain covert in certain phases (eg. during fleeing from the country) or as a whole (eg. a meeting known only to involved parties)
  • require a minimal level of influence (eg. enough to gather people for a protest)
  • use resources (eg. financial support)
  • depend on external processes (eg. a reaction to ongoing civil war)
  • have very different temporal (eg. immediate public critique) and spatial (eg. diplomatic tour across many countries) features
  • and more...

In particular, actors forming the government can use state apparatus via governmental actions. They are also available to the player who - as an intelligence community - is usually a part of the government. For instance, the Soviet player can see these:



(Note the protest and protest-related decisions.)

Similar actions, depending mostly on the required influence, are available to members of the Soviet government. In further complexity (that's why we started with simple movies), governmental decisions usually have two thresholds of influence. A higher threshold allows an actor to directly order an action to be executed, which - in dance with influence mechanics - organically simulates differences between political systems and the power of people inside. A lower threshold allows an actor to propose an action which is then considered by governmental bodies.

This is the case here, where an actor - probably Beria - proposes a crackdown on protests.



(Crossed lines were not added artificially, they are used in the game to cover hidden information. This action is nominally covert. However, as member of the government we know about the process and can reasonably suspect who's behind it.)

A proposal is subject to a vote in the politburo (in which the Soviet player has one vote) which legitimizes it as a state-level action instead of an actor-level action:



That doesn't mean that an actor is now completely separated from the proposed action. When it backfires and sparks a new guerrilla group...



...it can also haunt the actor originally responsible for the mishap:



[h2]International Chess[/h2]

In a slightly more complex world of international relations (IR), the game runs into a classic conundrum of many methods multiplying many targets. A standard set of four simple international actions (subject to change)...



...expands into at least 4 actions x 200 countries = 800 possible actions for every actor participating in IR, de facto much more because established relations allow more specific actions. Imagine meaningful UI and efficient AI for that! This conundrum has been solved by giving IR meaningful frameworks.

An example of such a framework is an international issue, here represented by the "Iran Crisis" from the perspective of the Soviet player who can - as do other actors in the government - propose escalating or settling the matter:



Issues can touch territorial disputes, military presence, peace negotiations, unification, and many other facets of diplomacy (including multiple facets within the same issue). Multiple rounds of negotiations still function as actor actions, which means that they can be voted on by the government, their details can be adjusted, and they operate within the entire espionage gameplay, including... manipulating foreign decision-makers into precise international decisions.



This dev diary hints at IR in the context of actions. In the future, the topic will receive separate deep DD.

[h2]Reactions[/h2]

Returning to Iran, we can also observe meta-complexity of actions:



After Pahlavi began liberalization, other influential actors in the country reacted with critique. This is possible because an action itself also exists in the game world (as "a thought") and therefore can be the subject of other actions. Reaction can also spark further reactions - such as Pahlavi imprisoning critics - and in that way building reactive world from natural chains of actions.

(What's happening in the north-western Iran? USSR still occupies the area in early 1946 and shields the civil war waged by the Azerbaijani guerrilla. Black ink represents a region controlled by separatists with a granularity of the game's ~5x5km grid. Arrows show recent battles and gains for either side, depending on the direction of the arrow. Obviously work in progress.)

[h2]Moddability[/h2]

The system of actions in its all complexity is also fully moddable. Actions can be modified, replaced, added, and actors are robust enough to make use of any of them. The level of code flexibility is set with a few interesting total conversion mods in mind - one of them is a potential UFO / X-Files / conspiracy theory mod. For such a mod, we can add a new action using XML:



And then either use hooks to existing actions (perhaps ambush actions could suffice here) or write new ones in C# Harmony patches. Et voilĂ !



[h2]Final Remarks[/h2]

As always, screenshots show work in progress and contain countless incorrect details (yes, Russians shouldn't really "meets members of Kyrgyzs" on the 9th screenshot but they did in this playthrough...).

See you on December 1st!

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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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"Every cause produces more than one effect" - Herbert Spencer

Dev Diary #47 - Espionage Gameplay 🕵️

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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Best ideas can be conveyed in one sentence. For Espiocracy, it's roughly: play as an intelligence agency in the golden era of espionage. Such ideas, however, can pave the road to hell. There are usually multiple reasons why an exciting approach has not been implemented yet - and why it stays that way until someone stubborn (and stupid) enough executes it.

Anticipating these issues, development was preceded by a critical analysis of espionage systems in other games. Conclusions not only pointed to the long list of avoidable sins but also suggested a few significant chicken-or-egg conundrums that need direct solutions:

  • Player persona undermines political leaders or political processes or both (DD#1)
  • Intelligence missions are either inconsequential or cause disruptions too frustrating for a strategy game
  • Combination of many possible targets and methods creates decision space difficult to logically use or even represent in the interface
  • Espionage happens in small rooms, dark alleys, bugged devices - places distant by principle - and featuring that in a strategy game leads to abstractions of abstractions of distant abstractions

Core gameplay has been designed from zero to solve these fundamental problems. However, it still took countless iterations over two years to arrive at a solid implementation. It is mature enough to finally receive the big-picture view in the 47th (!) developer diary. Buckle up!

Following the formula of recent diaries, we'll explore the topic from the perspective of two different countries and times (although this time it will be much more static and text-based, as always due to construction site of a game).

[h2]West Germany and East Germany, 1960s[/h2]

There's no better place to start than a conflict between East German Stasi and West German BND. Both players come from opposite ideologies and blocs, competing over the highest stakes possible - statehood, cold war going hot, even a risk of becoming a nuclear wasteland.

This is right where the espionage angle shines. Playing as the BND, there's no single "Damage East Germany" button. There are dozens of them in the form of usable materials (intelligence assets, essentially).

Every one of them can be weaponized. This is where espionage becomes instantly palpable instead of abstract: we can mobilize East German dissidents for a propaganda campaign, publicize secrets to break promising careers of East German generals, or exploit risky opportunities to get critical insight into nuclear posture across the border. More than just dropping abstraction, this system prefers unique discrete resources over continuous numbers (such as tactical intelligence; previously seen in some dev diaries, now completely phased out from the game), helping both with intuitive immersion and with establishing more manageable decision space for players.

Over time, these assets matured like wine into five categories:

  • Controlled Actors (nationally significant individuals and organizations). As always in Espiocracy, a lot revolves around actors. They are by design an ideal target for intelligence operations and perhaps the most critical backbone of an interesting espionage system. Here, the battle is more precisely fought over control, a limited 0-100 parameter that can be chopped off by any number of entities (including non-player ones, eg. a political leader controlling a political party).
  • Agents. Disposable people who can be used in operations and other actions, usually associated with professions, backgrounds, or indirectly with some actors.
  • Strategic Materials. Documents and other materials that can influence entire populations and nations.
  • Secrets. Accounts of controversial actions or traits of an actor, which can be used to blackmail, control, or eliminate.
  • Opportunities. Ability to pursue an operation, use any other asset, exploit vulnerability, and so on.

Naturally, players never acquire an abstract agent or an unknown opportunity. Assets in these categories are extensively derived from the high stakes of the Cold War. Here are sample tools that you can use as an intelligence agency to wage a war of ideologies:

  • Controlled Actors: political leaders, political parties, authors, celebrities, top media
  • Agents: journalists, dissidents, defectors, undercover funders
  • Strategic Materials: books, movies, speeches, conspiracy theories
  • Secrets: actions or traits in conflict with professed ideology
  • Opportunities: breaking stories potentially promoting an ideology (such as the Moon landing) or subverting an ideology (such as launching an invasion)

Every tool has specific modes of maintenance and use, and many of them can interact with each other, some even to the point of operational combinations where through an opportunity you acquire a secret which is then used to control an actor who then provides a steady supply of agents who later...

Returning to the BND, we can try striking the heart of the East German apparatus by revealing that the party has many members with Nazi past. Potentially, it may lead to tensions inside the Warsaw Pact, political purges, and temporary paralysis in the government. On the espionage level, it will likely open many opportunities amid the chaos and disgruntlement.

From the perspective of Stasi, this would not come like a bolt from the blue. Intelligence agencies usually know secrets of domestic actors (especially Stasi) and in the scope of counterintelligence, players are also usually aware whether the knowledge about such secrets is wider or more narrow. Stasi likely knows or suspects that BND can use this secret. East German players therefore can engage BND in operational games to rob them of the secret - for instance, destroy the evidence or defuse it through diplomatic backchannels. And when the time of use comes, it can be still met with countermeasures (eg. censorship) and even counterattacks (obviously, accusing West German parties of the same sin).

Moreover, these assets are also a battleground between intelligence agencies. The secret from the East German communist party may be falsely manufactured by the Stasi, served to precisely surveilled assets, and an attempt to use it may burn West German opportunities, agents, or even controlled actors.

[h2]United Kingdom, 1950s[/h2]

Tense situation between the two Germanies resembles Carl Sagan's quote about the nuclear arms race ("two sworn enemies standing waist deep in gasoline, one with three matches, the other with five") but it's not the case for many other playable countries. When there's no mortal enemy at the gates, espionage gameplay can become more expansive and geographical.

Fading empire of the United Kingdom is a good example of such an angle. Instead of collecting secrets and exploits, British player in Espiocracy is usually more concerned with another set of core espionage mechanics: networks. Players build networks as a foundation for all the other activities. Their nodes (and connections in some cases) are primarily used to handle assets and conduct operations.

There are three main types of networks:

  1. Espionage. Usually intelligence stations (DD#44 although already slightly different; in one sentence, these are foreign outposts, often located in embassies, which safely host operatives on the foreign ground).
  2. Smuggling. Routes to covertly infiltrate and exfiltrate people or move objects (usually strategic materials, from weapons to uranium ore), usually with the use of geography such as mountains or green borders.
  3. Propaganda. Entities influencing particular countries (not necessarily the host, for instance a Russian language radio in allied Portugal).

Once the financial market becomes globalized (usually in the 70s-80s), players can weave a fourth - financial - network to move and launder money. Potentially, later a fifth network may appear (internet/hacking, currently in early tests).

British player can, inter alia, pursue more aggressive domestic nuclear program by establishing smuggling routes from Congo and then acquiring and moving uranium ore (a strategic material). Geographically, this also may coincide with reinforcing propaganda network in Africa to limit decolonization. More intelligence stations may not be needed at the moment but some fundamental presence - larger than IRL history where MI5 staff in Kenya counted just a few officers - will be important to limit the influence of French SDECE and some of the anti-colonial players.

Networks, in principle, are one more step at making espionage more palpable. As the previous example of East vs West Germany shows, they aren't necessarily very important for medium-sized players (although there's some limited role in two Germanies, especially of smuggling routes, that was omitted for clarity). Instead, interestingly, this part of core gameplay serves both the largest global players (like the UK) and the smallest ones - like Andorra, which becomes an important node for some networks and therefore its minuscule intelligence section of local police can still tap into fascinating opportunities and other intelligence assets (not to mention later gameplay and becoming tax heaven!).

[h2]Behind The Scenes[/h2]

â–ş If you're following this dev diaries for a long time (or worse: if you're reading them all in one shot), all the espionage mechanics in this dev diary compared to bits and bites in previous dev diaries may be rather confusing. Sorry for that! It's a low price for transparent development in the open. We made a long way from initial naive ideas such as "contacts and targets" to current comprehensive combinations of dissidents and smugglers.
â–ş Many core improvements were driven by an unusual approach to AI, as described in 39th dev diary. Most notably, chess-like implementations, terminology, and lessons helped to shape intelligence tools by looking at some parts of player agency as pieces, movements, threats, captures, sacrifices, and so on.
â–ş The list of sins in espionage mechanics, mentioned in the introduction, is quite long. Among the most important ones that this game attempts to avoid are: focusing on the most boring parts of the intelligence world (eg. bureaucracy, knowledge tax, corruption), prioritizing non-interactive background sections of espionage (such as signals intelligence), lack of meta-espionage balance (severely too much or not enough spy-vs-spy), lack of differences between countries and intelligence agencies (despite vast IRL gap between, say, KGB and intelligence section of Canadian police forces).
â–ş In a few more significant core changes that didn't make it yet into this dev diary: awkward and outdated "top operatives" evolved into mechanically aligned "top sections"; abstract-ish parameters such as local intelligence evolved into meaningfully composed parameters of parameters (local intelligence now consists of familiarity with language, topography, and so on); control over actors slowly solidifies as a rich mechanic that even influences players directly, eg. Soviet player partially controls actors of satellite intelligence communities.

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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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"The Intelligence Services of East and West have given Europe over fifty years of peace - the longest the Continent has ever known. They did so by keeping their leaders from being surprised" - Markus Wolf, chief of East German HVA

Hooded Horse Strategy Publisher Sale

Hi everyone! Espiocracy and other games published by Hooded Horse are all featured at the Hooded Horse Publisher Sale. Come check it out!

Hooded Horse Strategy Publisher Sale

[previewyoutube][/previewyoutube]

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]

â–ş 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.

â–ş 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.

â–ş 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