Security
Security level indicates the chance of discovering enemies spies. The higher the level, the higher the chances.
Contents
Overview[edit | edit source]
Each security level corresponds to a 10% chance of detecting spies, so for example a 20% chance of catching spies results in security level 2. Your empire's global security level is the average of your colonies' security levels.
A higher security level makes it more difficult for opponents to achieve missions at the empire.
Increasing security[edit | edit source]
You can increase the security level by assigning spies for counter-espionage and increasing the security level of colonies.
Buildings[edit | edit source]
Name | Icon | Cost | Upkeep | Requirement | Effect | Restriction |
---|---|---|---|---|---|---|
Capitol | 120 ![]() |
3 ![]() |
+1 ![]() ![]() ![]() +20% ![]() +25% ![]() |
One per empire | ||
Espionage training facility | 260 ![]() |
5 ![]() |
Teaching methods (TL 6) | Spy training time -50% Spy starting level 2 |
One per empire | |
Global DNA scanner | 90 ![]() |
4 ![]() |
Military tactics (TL 3) | +15% ![]() |
||
Interplanetary security network | 320 ![]() |
7 ![]() |
Advanced government (TL 7) | +10% ![]() |
One per system | |
Spy center | 90 ![]() |
2 ![]() |
Xeno relations (TL 2) | +20% ![]() |
One per empire |
Tech achievement[edit | edit source]
Name | Icon | Requirement | Effect | |
---|---|---|---|---|
Neural scanner | Artificial intelligence (TL 9) | +15% ![]() |
Note: two other tech achievements are referenced by the game code, "psionics" and "omnitron", however neither of them were ever fully implemented in the game. Their effects would have been similar to the neural scanner achievement as the values for all three are added together. The psionics tech achievement also has a unique icon in the game resources, while the omnitron one uses the megafluxers icon as a placeholder.
Leaders[edit | edit source]
Name | Portrait | Post | Race | Effect | Disposition |
---|---|---|---|---|---|
Ariaa | Colony | Alkari | Colony combat rating +10% per rank +8% ![]() ![]() |
Rebel | |
Ateek | Ship | Alkari | +8% ![]() ![]() |
Loyal | |
Edita | Colony | Bulrathi | +8% ![]() ![]() |
Loyal | |
Mara | Colony | Psilon | System +10% ![]() +8% ![]() ![]() |
Loyal | |
Olu Agneta Ekholm | Colony | Gnolam | +8% ![]() ![]() |
Rebel | |
Remi | Colony | Trilarian | Colony combat rating +10% per rank +8% ![]() ![]() |
Rebel | |
Renwar | Colony | Silicoids | System +10% population growth per rank +8% ![]() ![]() |
Loyal | |
Titus | Colony | Terran | +8% ![]() ![]() |
Loyal | |
Tovar | Colony | Silicoids | System +10% ![]() +8% ![]() ![]() |
Loyal | |
Yare | Colony | Klackon | +8% ![]() ![]() |
Rebel |
Counter espionage[edit | edit source]
Spies assigned to counter espionage add their levels to the security percentage of the empire and each of its colonies. This total is multiplied by the civilization's security factor (1.1 for Darloks and Elerians who have a +10% bonus; 0.8 for Humans and Psilons who have a -20% penalty; 1.0 for all other races). They neural scanner tech achievement also adds 15 percentage points to this total, unaffected by civilization modifiers.
For example, with four level 5 spies assigned to counter espionage and the neural scanner tech achievement, most civilizations would get 35% score, Humans and Psilons would get only 31%
, while Darloks and Elerians would get 37%
.