11:12
 Сorporate espionage
 
 
The article is intended for those who manage a corporation/alliance or hold leadership positions in them. 
There is a lot of corporate espionage in our game, and this is most likely due to the fact that it is quite easy to make a new twin within 24 hours, bring him to the right corporation, scout out useful information, and just as safely delete the character from the account or leave him forever.
Therefore, many teams, especially in nullsec, which have a large number of structures and property, often ask potential candidates for almost passport data. And they also conduct a number of different checks in voice chat, by API, killboard history, require nicknames of all your twins, etc. 
What is the damage of espionage?
Basically, these are two or three factors:
1. Removal of information, technologies, developments in farming
Let's say you learned from a corporation how to farm omega in an hour, or AFK there is a lot of ISK to do and where. The spy reads all this in the discord or chat or bulletins, takes it to his corp. And in a few days, you see a bunch of Harry Potters on the same farm or in the same system.
2. Know in advance about the fleet's departures
For example, when they were breaking our citadel in the highsec, the enemy corporation had previously brought in twins to read in the chat and discord whether we would forming a fleet for defense or not. In theory, of course.
3. Recruit corp members to yourself, destroy the team
For example, a spy can start talking nonsense in the voice chat and because of this, people will start leaving you, and the pest will not stop until you kick him from the corp. Shout at other participants, insult, prove something to them. Here, too, you need to kick. 
How do spies act?
Spies, as you understand, are also people, and they are driven mainly by two factors: laziness and potential benefit. Accordingly:
1) Lazy spy - a person entering the corp, will immediately try to talk to someone in a voice, where it is moving, for what purpose, what it has, etc. Pretending to be a newbie or returning after a break. Having learned that you are nothing special, he will leave the corp or forget about this twin until better times, until you have something interesting. Such people, as a rule, talk a lot and smile, try to get as much as possible in a short time. Like on the first date, to get the heart of a girl.
2) AFK spy - a person will simply bring a twin into the corporation, and will not go to it, a year or six months. Until you have lawsuits or you start to be active, or fight with someone. Will look at what's new in your discord.
3) Farming spy - a person will play as a twin for you, farm something, sometimes ask in the chat, noob questions, mostly be silent or talk a lot, like a lazy spy.
4) Spy-Troll - swearing, squabbles, talking about some trash that repels people. Anything that makes people quarrel, gets on their nerves or divides them. 
How to counter espionage?
1) Little interest. If you don't have large ISKs, don't have captured systems, and aren't at war with anyone. Then your corp isn't of much interest to spies. And if there are 5 people in it, then there's no one to recruit to the nulles for the slavery. It's impossible to rob someone who has nothing. It's with the increase in capital that spy games begin, more and more.
2) The threshold of 2kk SP for joining. Make the minimum requirement for SP for joining in the recruiting list 1,000,000 or better 2,000,000 if the spies have really pissed you off. So, a person won't be able to instantly bring a one-day twin into your corporation. He will have to pump up SP to 1-2 million, and this is time, or fill up with banks 1-2kk ISK, and this is expenses. Of course, there is such a topic as 1 million free SP on a referral link, but if you put 2kk to join, then the referral does not work, and most spies, probably 80-90%, have long used the referral, on the account from which they create one-day spy twins. That is, to get into your corporation, a person will have to register a new account in the game, activate the referral link, then pump up skills to 2kk or fill up with banks. 
How to get 1kk sp on main / Как получить на основу 1кк сп?
On any account, even an old one, follow the link, and at the bottom under the fields, click "
Log in to become a recruit". You don't need to fill out the form: 
1млн навыков бесплатно сп / 1mln free skills.
Sometimes they make such a topic at least 30-60 days should be a character who wants to join your corp. Which option is better, see for yourself.
3) Creating access levels. Works well for corporations with mass recruitment, without checks. Participants in the corp are divided into several groups with different levels of receiving information and farming zones:
a) General group - this is usually the corp chat, corp bulletins, public info in discord, on the corporation website, etc. That is, all the info that a person can find out while being in the corporation for 30 minutes. A lot of spies do this, they found out everything they need in half an hour, looked online, found out where to read the discord and left, deleting the twin, or left them in the corp forever AFK.
b) Verified - these are those who are allowed to the fleet chat channels, if you have them, or to closed chat channels in discord, with more important info, announcements of fleet flights, etc. The threshold for spies to enter here is 10-20%. The information is transferred to the main spy corp during the day, as a rule, and in about 6 months everyone in the game will know about it. Therefore, if you have any closed branches in dis, important features or imbalances, it is better to publish there with a delay of six months for prevention. 
c) Mutual interest - a private chat channel is created, where people with common interests or depending on their behavior are dragged, choose the criteria yourself. This can be lowsec farming, pochven, camps on gates, moon mining, etc. Accordingly, there can be several groups that should not be known in the general group, where the general chat of the corp and where those verified in DIS, for example. Ideally, the groups themselves should not know about each other's existence, i.e. the pochven group and the miner group. And ideally, even the main management team of the corporation should not know about them, make them self-governing and self-sufficient. But this is, of course, in the long term, if you have points of interest around which you can do this and time to sweat.
Thus, a spy, having entered the corporation, will stew for some time in the general group, will understand that there is nothing interesting, and will leave. And if he still leaks into the verified, or a group of lowsec, pochven, mining. Then the damage will be done only partially, and not to the entire corporation. For example, a mining group, on the instructions of a spy, breaks the athanor, you take the participants of the pochven chat channel and throw them to help the miners, and vice versa. Then, you can relatively quickly close the group and neutralize the spy in it. In general, here, a lot of functionality opens up for you, as the head of the corporation, or deputy. 
4) Do not collect dead souls. A good preventive measure against espionage is a banal kick of players from the corporation for inactivity, for example, if they have not logged into the game for more than a month. This will immediately kill AFK spies and farming spies. Since the former will have to re-join the corp, but during a war or PvP sorties, transportation of important cargo, for example, your recruitment may be temporarily closed. And the second spy-farmers will have to load the twin every month and play on it, so as not to be kicked for inactivity. 
The same thing happens in interest groups, if a person disappears, he is gone for a long time, access to chats or Discord branches is taken away, and in case of return, you again decide according to your criteria, to give him access or not, and after how much time. It often happens that you gave a person access, he played for a week and disappeared forever. Perhaps, he just got tired of Eva, or real work, or maybe it was a spy twin and now he is farming your beds on the basis? It does not matter, the person is gone for a long time, you take away access, he is gone even longer, you kick. Whoever comes back, he will write to be accepted again. 
5) Not a bug, but a feature? Should you delete in Discord strangers, or those who left you long ago? Not really, because a spy is not only damager, but also an advertisement for your corporation in other teams. Therefore, you can create good conditions under which people will come to you, on the contrary, after information from a spy, to play. This also happens often. 
Conclusion
As with other activities in the game, such as PvP, the enemy spy must spend efforts as on the location of the "Titan", but receive information on "How to pass discovery" from his activities. After all, the most valuable thing after people in EVE is time. How you will do this, think up yourself.
The second analogy is when a guy really wants to make love to a girl, and she starts telling him about herself, taking him to cafes, movies, talking about what writers she likes, what friends she has and favorite soft toys, introducing him to her parents, preferences in colors, hair dye, etc. The same should happen, with espionage in your corp. In an ideal world.
Openness vs. Radio Silence
 
Basically, the eternal dilemma in EVE, and in real life too, is whether, as a species or as a corporation, we should spread the word, "We're doing so well here, come join us!" You don't know who will hear your message. In the planetary example, it might be some evil aliens like in the book "The Three-Body Problem," who only want to destroy everything. 
You might expect something completely different, though: that you'll find a race with whom you can exchange experiences and grow together. 
In my experience, in EVE, it's better to maintain radio silence 80% of the time and talk about something the other 20%. Because once unfriendly people learn about you, there's very little time left before they can get their hands on your resources (people, technology, farming, etc.). 
The concept of a semi-abandoned space mining station (Alien: Isolation), where anarchy reigns, gangs operate, and aliens crawl through the ventilation, is always relevant. Even if it seems the opposite. 
Victory at any cost 
Basically, I have several characters in Planetside:
 - the Foundation is Conglomerates or NC,
 
 - then Sovereignty. Vanu played for 5 minutes at level 1,
 
 - and another character is level 8 with the Terrans.
 
You can see the stats on the killboard: 
https://ps2.fisu.pw/player/?name=borisovichev&show=statistics
It was played for three hours as the Tyrants, and the Terran Republic had the most kills. Why is that? Because, right – it's a backstabbing spy! 
I don't remember exactly, but two things prompted me to create it back then:
 - I learned that a Tyrann squad leader leads squads for the Terran Republic in the evenings and for the Conglomerates during the day. Some friends I knew who had played NC their whole lives told me about this over the command comms. And not only does he lead, he attacks with Conglomerates only those not of his own faction, and in places where the Conglomerates are certain to lose. And then he'd say over the voice channel, "Oh, we didn't succeed, the Tyrants are too strong."
 
 - Often, when I was building my temporary base in Planetside 2, a one-day character would log in to it, then disappear. And five minutes later, the Tyrants or Vanu would start dismantling that base. So, the guy would figure out where the Conglomerate bases were based on spawn points, then relogin and fly back in with a base and destroy it. I countered this by not spawning on the base so it wouldn't show up on our faction's map, but that's not the point...
 
Based on the experience above, I decided to give this a try too, and spent three hours happily shooting at the backs of the Therans who were fighting against my faction's Conglomerates, while shooting into the air at my own, letting them kill me. What happened to the Therans during those three hours: 
 - Shooting from behind.
 
 - Grenades into the Reds.
 
 - Armored vehicles blown up by explosives.
 
 - Blocking vehicle access or armored vehicle spawn points.
 
 - Shooting fighters with turrets.
 
In short, it was fun, and we won that match easily, of course. But... on the next continent, the online Teran players completely dropped to zero, and after that experience of being shot at by their own, none of them wanted to play. The Conglomerates had no one to shoot at. 
Then I realized two important things: 
 - I don't need to do that to win; I can beat them fairly.
 
 - I'd rather lose with my faction, my friends, and comrades, and have a fun shootout than play in a faction I don't understand, with strangers, wasting my time and energy on them.
 
There's a lot of espionage in EVE, and it's best to take it seriously. Maybe someone will find this useful. 
There was also a funny moment when a teran put me on a turret and drove around looking for targets on the conglomerates, but I kept missing and couldn't hit them. When you've been playing one faction for a long time, it's an innate problem that you can't shoot at anything blue.