The Idea
So, after a bit of thought, I came upon the idea that we should be able to corrupt enemy spies, causing them to provide false information for their employers.
How would it work?
In game, spies can already be caught, and are executed with a short article in the DE. Varying levels of information regarding the spy are obtained: for whom they worked, their target, et cetera. However, if upon finding a spy, the player was given the choice of either killing the spy or attempting to recruit them as double agents. This could manifest in the 'Espionage' tab, with a notification appearing to alert the player.
Of course, there would always be the possibility that the spy would reject the offer and alert his own nation that he had been compromised. This would result in the spy becoming 'without mission', and the player could then redeploy him.
However, if the agent is successfully turned and recruited as a double agent, the original employer would receive no notification; the spy would continue to send seemingly normal reports. These reports, however, would be falsified.
For example, a spy on an intelligence mission would report troops in areas where there were none, or more when there were less. One on economic sabotage would report tax or resource thefts when nothing had in fact been stolen. Military sabotage spies would report damaged factories, harbours or railroads which, in reality, were fully operational.
Balances
There would have to be ways or discerning whether information was real or false. A double agent could be uncovered when a loyal intelligence spy reports evidence to the contrary of what has been provided, and so on.
Double agents would be more costly to maintain than regular spies, requiring double their base fee. (which would still be paid for by the original 'owner' of the spy.)
Comments?
So, after a bit of thought, I came upon the idea that we should be able to corrupt enemy spies, causing them to provide false information for their employers.
How would it work?
In game, spies can already be caught, and are executed with a short article in the DE. Varying levels of information regarding the spy are obtained: for whom they worked, their target, et cetera. However, if upon finding a spy, the player was given the choice of either killing the spy or attempting to recruit them as double agents. This could manifest in the 'Espionage' tab, with a notification appearing to alert the player.
Of course, there would always be the possibility that the spy would reject the offer and alert his own nation that he had been compromised. This would result in the spy becoming 'without mission', and the player could then redeploy him.
However, if the agent is successfully turned and recruited as a double agent, the original employer would receive no notification; the spy would continue to send seemingly normal reports. These reports, however, would be falsified.
For example, a spy on an intelligence mission would report troops in areas where there were none, or more when there were less. One on economic sabotage would report tax or resource thefts when nothing had in fact been stolen. Military sabotage spies would report damaged factories, harbours or railroads which, in reality, were fully operational.
Balances
There would have to be ways or discerning whether information was real or false. A double agent could be uncovered when a loyal intelligence spy reports evidence to the contrary of what has been provided, and so on.
Double agents would be more costly to maintain than regular spies, requiring double their base fee. (which would still be paid for by the original 'owner' of the spy.)
Comments?