In Master of Orion, you can finance both espionage and sabotage
operations. The resources you allocate build spy networks, but your
opponent is also spending resources on internal security to uncover
and eliminate your spies. Spies ordered to perform Espionage steal
technology from the laboratories of other races. Sabotage undermines
a specific colony by destroying missile bases and factories, or
inciting rebellion among the populace.
As long as you have any spy networks in an empire, your Report
on their current technology (see the Races screen) will be current.
Costs: The first spy network placed in an empire
costs 25 BC, plus 2 BC per level of Computer Technology. Additional
spies in each empire cost twice as much as the previous spy network,
so a second spy costs twice the base amount, a third costs four
times, a fourth costs eight times the base, etc. Darlok spies cost
only half as much as other races.
Internal Security: Internal Security is used
to uncover, thwart, and eliminate spy activity in your empire. Your
empire’s base security level is equal to its Computer Tech
level. You can also increase the Security Bonus by 2% for every
1% of your empire’s production you allocate to security.
Capturing Spies: Each year, your vigilant counter-intelligence
forces are attempting to eliminate any spy activity in your empire.
For EVERY spy network in your empire, your security forces get a
roll of 1–100, plus your Internal Security Bonus (see the
Races Screen). Darloks get an additional +20 as part of their Security
Bonus. If your Computer Tech level is higher than your opponent’s,
the difference is also added to that roll. If the enemy spies are
hiding, though, the roll is reduced by 30.
mistaken identity, another race may be framed
spy not discovered
spy identified, infiltration attempts not stopped
spy infiltration attempt stopped, but spy escapes
spy infiltration stopped, and spy eliminated.
spy confesses, stops all other spies that year.