[DISCUSSION]Sociocultural Evolution

Quijote

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With the Secret Technology MODcomponent, by moctezuma, the concept of sociocultural evolution becomes available: It is important to respect that civilizations have - at the same time - been on very different stages of technological development – and the reason why some civilizations progressed is because of influence from foreign civilizations. What I would desire to achieve with this post is a discussion on how to approach this feature. Now different historical theorists have had very different complex ideas on sociocultural tendencies, however to make this work in Sid Meiers Civilization IV we must simplify the concept and make two crude assumptions:

* Technological Progress is linear and universal for all civilizations
* Some wonders are the catalyst for technological revolutions

With these two assumptions one could divide the sociocultural progress into 6 groups:

Savage Civilization:.
Technology Required: None
Note: This type of civilization functions as barbarians in the game. Barbarians can only build Warriors and Spearmen

Primitive Civilization:
Technology Required: None
Note: This is the civilization type that players play from the beginning of the game.

Developed Civilization:
Technology Required: Writing

Medieval Civilization:
Technology Required: Feudalism

Early Industrial Civilization:
Technology Required: Steam Power and Scientific Method

Post-Modern Civilization:
Technology Required: Ecology

Now we must also change some wonders that create the effect of a free secret technology and thus causing sociocultural evolution.

The Pyramid
The civilization that builds this wonder discovers Writing

The Oracle:
The civilization that builds this wonder discovers Writing

Versailles:
The civilization that builds this wonder discovers Feudalism

The Statue of Liberty
The civilization that builds this wonder discovers Scientific Method and Steam Power.

The Three Gorges Dam
The civilization that builds this wonder discovers Environmentalism
Civilization to build discovers Environmentalism

There are balance issues associated with this MODsuggestion. One civilization could simply not trade the technology acquired from the wonder and thus become overpowered. There needs to be other methods than just the means of trade to become in possession of the technology connected with the sociocultural progress.
These are my current suggestions to how to design the sociocultural evolution in the game - still at a rough stage. Feedback would be appreciated

Thank you for your time.

 
If understand it correctly you want to introduce two kinds of technologies:
  • "key" techs: representing “major breakthrough” that are not researchable in normal way but only via wonder. These techs open various parts of tech tree.
  • "standard" techs that are researchable in normal way. These techs represent various applications of "key" techs or combinations of several “key" techs or other “standard” techs.

This idea is really good :). It could be great way how to represent "tech stagnation" until next major tech breakthrough happens. Good examples from history are Roman Empire or China's problems. They were very good in given tech "level" but they cannot proceed further because "next breakthrough" didn’t happen.

Remark: Some "standard" technologies must be "repeatable" like “Future tech” in vanilla game because civs must research something even if all "key" techs are currently locked for them. These techs will provide only small benefit e.g. reduce build time for existing units/buildings.

You are right: "key” technology must be obtainable also by other ways, than tech trading. Tech "leaking" comes in mind: each civ with open borders will get small amount of key tech research each turn. Vassalage/Alliance will increase this "tech leak".
 
Here is very quick idea how to balance tech leak in normal game speed:
  • no contact between civs: very small leak: 2% of tech cost per turn (50 turns to research "key" tech after wonder is built by other civ)
  • contact between civs: small leak: 4% of tech cost per turn (25 turns)
  • open borders between civs: 8% (13 turns)
  • vassalage/alliance between civs: 12% (9 turns)
Tech leak must not be cumulative: if "key tech" is already known by several civs, only one with "best" contacts with receiver will be used for calculation.

Note:
Very small "tech leak" must occur even in case that there no contact between civs, otherwise we can have gameplay problems in the case of two (or more) continents. The continent where the wonder is built is "lucky", because all civs in another continent(s) will stagnate until the first contact is made.
 
One idea is to have revolution happen in different fields rather than one standard leap forward. (Agricultural Revoultion, Communications Revoultion, e.t.c) These fields could include Subsistance, Communications, and Social. Each of these is idividually advanced. And there should be a threat of going backwards on a step. The thing with feudalism being a tech, by the way, is that it was more a reversion back to cheifdoms after Rome fell.
 
Goldenerasuburb said:
One idea is to have revolution happen in different fields rather than one standard leap forward. (Agricultural Revoultion, Communications Revoultion, e.t.c) These fields could include Subsistance, Communications, and Social. Each of these is idividually advanced. And there should be a threat of going backwards on a step. The thing with feudalism being a tech, by the way, is that it was more a reversion back to cheifdoms after Rome fell.
Naturally, more "key" techs is always better than less key techs: one civ cannot then so easily "monopolize" all research. It will also lead to very interesting configurations in multi-continent games: one continent with very high level of agriculture, second will be ahead in commerce techs, third will be dominant in military techs and so on.
 
Thank you very much for your response moctezuma. I am glad that you are as interested is this project as I am, and your feedback is indeed very useful.

Some "standard" technologies must be "repeatable" like “Future tech” in vanilla game because civs must research something even if all "key" techs are currently locked for them. These techs will provide only small benefit e.g. reduce build time for existing units/buildings.

You are right. It is however important to note that researching these technologies must not be a better decision than researching anything else. It is also essential that the computer opponents see the repeatable technologies as the absolute lowest priority.
So what I suggest is creating 4 brand new technologies that have the repetitive trait:

Repeatable Primitive Technology:
Berserker Warfare:
Cost: 300 :science:
Requires: Iron Working
Special abilities: When discovered it generates [certain number] promotions to random military units.

Repeatable Developed Technology:
Rationibus:
Requires: Currency
Cost: 600 :science:
Special abilities: When discovered it generates [certain number] gold

Repeatable Medieval Technology:
Baroque:
Requires: Divine Right
Cost: 2400 :science:
Special abilities: When discovered it generates [certain number] culture points in all cities

Repeatable Early Industrial Technology:
Wirtschaftswunder
Cost: 8500 :science:
Requires: Industrialism
Special abilities: Villages & towns produce +1 hammer

Repeatable Post-Modern Technology:
Future Tech
Cost: 10000 :science:
Requires: Composites & Genetics
Special abilities: +1 health & +1 happy face in all cities

I am not sure if some of these special abilities are possible to add without too tedious coding, if not then I will have to change them.
So what is needed for these technologies - except future tech - is a wikipedia entry, icon image, quote and a narrative voice. The narrative voice is rather tricky, though I am not sure if it will be a problem not to do it since most people have probably switched it off by now. But before I start working on the icons I would like some feedback regarding if these technologies work in the game.

Very small "tech leak" must occur even in case that there no contact between civs, otherwise we can have gameplay problems in the case of two (or more) continents. The continent where the wonder is built is "lucky", because all civs in another continent(s) will stagnate until the first contact is made.

Even though this is a good suggestion to balancing game play I think it will make the game a bit more unrealistic. For example if there are two isolated continents - both filled with civilizations - where one continent has researched the next key technology then the civilizations of the other continent will all at the exact same time be given the key technology. Also we have seen many isolated societies been at a more "primitive" stage even though a lot of time had passed.
I also think the current system makes way for a more realistic colonization.
You are right about the balance thing though: What if 3 wonders worked as a catalyst for the developed civilization key-technology and 2 wonders worked as a catalyst for the medieval key technology? Then it would be very unlikely that you will not have early contact with anyone who possesses the key-technologies.

So based on your model I suggest:

* Civilizations are not in contact with one another: 0% of tech cost per turn
* Civilizations are at war: 0% of tech cost per turn
* Civilizations share the same continent: 1% of tech cost per turn
* Contact between civilizations: 2% of tech cost per turn
* Civilizations have open borders: 8% of tech cost per turn
* Civilizations have the same state religion: 12% of tech cost per turn
* Vassalage/Alliance between civilizations: 20% of tech cost per turn
 
One idea is to have revolution happen in different fields rather than one standard leap forward. (Agricultural Revoultion, Communications Revoultion, e.t.c) These fields could include Subsistance, Communications, and Social. Each of these is idividually advanced.

True there has been episodes in history where one civilization was, for example, advanced in agriculture, but lacked the communicative skill of reading. And on some level it would be nice to achieve this, but it may be too complex to add. This is not only a problem because of the ramification of the game play – which is very streamlined - but also because the of the increased workload. A project is worth less if never finished.
Now I will try to see if there is a way to simplify the feature and I invite you to do the same.

And there should be a threat of going backwards on a step. The thing with feudalism being a tech, by the way, is that it was more a reversion back to cheifdoms after Rome fell.

You are right that after the fall of the Roman Empire some technologies were lost that were firstly discovered at a later point of time, but by the late middle ages most of their technologies had been discovered and improved. I agree that feudalism is not the best catalyst for a technological revolution. The project is still at a draft-like state and there is a need for tweaking the concepts. Good observation.

Also if there are no objections to the repeatable technologies I will start working on the image icons tomorrow afternoon.
 
Please check idea of Goldenerasuburb. I would much more like if key techs don't open broad tech areas like "Primitive", "Medieval", "Industrial"' but specialized tech areas for "Agriculture" "Social/Culture" "Production". This way you can have "specialized" civs (and not only "specialized" cities like in Vanilla).

Quijote said:
Moctezuma said:
Very small "tech leak" must occur even in case that there no contact between civs, otherwise we can have gameplay problems in the case of two (or more) continents. The continent where the wonder is built is "lucky", because all civs in another continent(s) will stagnate until the first contact is made.
Even though this is a good suggestion to balancing game play I think it will make the game a bit more unrealistic. For example if there are two isolated continents - both filled with civilizations - where one continent has researched the next key technology then the civilizations of the other continent will all at the exact same time be given the key technology. Also we have seen many isolated societies been at a more "primitive" stage even though a lot of time had passed.
You are right, it is unrealistic. However the gameplay is for me ALWAYS more important than realism. Here is second possibility how to prevent stagnation. Provide alternative ways how to obtain "key" tech. Straightforward way would be to have two (or more?) different wonders giving same "key" tech: one will be cheaper for "lucky" civ, second one will be more costly (and also later in tech tree) for “not-so-lucky” civ. This second one may be also national wonder so eventually all civs can obtain “key tech”. I simple don't like not to be able to make use of "spices" or "wine" next to my cities because techs for "plantation" or "winery" is locked for me (because I was 1 turn late to finish the wonder).
* Civilizations are not in contact with one another: 0% of tech cost per turn
* Civilizations are at war: 0% of tech cost per turn
* Civilizations share the same continent: 1% of tech cost per turn
* Contact between civilizations: 2% of tech cost per turn
* Civilizations have open borders: 8% of tech cost per turn
* Civilizations have the same state religion: 12% of tech cost per turn
* Vassalage/Alliance between civilizations: 20% of tech cost per turn
I like it :). Problematic could be rule: "Civilizations share the same continent: 1% of tech cost per turn". I'm not sure whether this can be easily implemented in SDK.

During this weekend I will be "offline", so I please wait for any my response until next week.
 
Okay I have made a new more profound system to illustrate socialculutral evolution:

New Rules:
* There are 6 new specialized fields, where a civilization can experience sociocultural revolutions: Culture, Production, Commerce, Religion, Science and Military
* There are 4 different levels of each specialized field.
* Each player starts at the first level of all specialized fields.
* The catalyst of each 2nd level is a certain Wonder or birth of a Great Person depending on the field.
* The catalyst of the 3rd and 4th level is the birth of a certain type of Great Person depending on the field.
* Sociocultural revolutions may require certain technologies to be discovered.
* The new repeatable technology Eureka gives a civilization a random Great Person upon discovery - this is a civilization's method to avoid eternal stagnation in science.

Changes of Rules:
* Mathematics now requires Masonry instead of Writing - Fix I had to make so that Commence I did not require Science I or Culture I.
* Gunpowder Requires Iron Working and Guilds or Education - Fix I had to make so that Military II requires Military I

Culture: - New Methods of Communication:

(Culture 0):- Name of the specialized field
Key Technology: None - Technology rewarded to civilization that reaches the specialized field
Required Technology: None - The technology/technologies that are required to reach the specialized field
Catalyst: None - Which Wonder or Great Person works as the catalyst to reaching the specialized field.
Relationship with Other Fields: None - Some technologies may be required from other fields may be required.

(Culture I):
Key Technology: Writing
Required Technology: Priesthood or Animal Husbandry or Pottery
Catalyst: The Parthenon or Birth of a Great Artist
Relationship with Other Fields: Tech: None

(Culture II):
Key Technology: Printing Press
Required Technology: Machinery & Paper
Catalyst: Great Artist
Relationship with Other Fields: [ Culture I/Science I, Production I, Religion II ] or [ Culture I/Science I, Production I and Commerce I ]

(Culture III):
Key Technology: Radio
Required Technology: Electricity
Catalyst: Great Artist
Relationship with Other Fields: [ Culture II & Science III ]

Production: New Methods of Production:

(Production 0):
Key Technology: None
Required Technology: None
Catalyst: None
Other Key Tech: None

(Production I):
Key Technology: Metal Casting
Required Technology: Pottery & Bronze Working
Catalyst: The Pyramid or Birth of a Great Engineer
Relationship with Other Fields: None

(Production II):
Key Technology: Steam Power
Required Technology: Chemistry & Replaceable Parts
Catalyst: Great Engineer
Relationship with Other Fields: [ Production I, Military II, Commerce II & Culture II ]

(Production III):
Key Technology: Fission
Required Technology: Electricity
Catalyst: Great Engineer
Relationship with Other Fields: [ Production II & Science III ]

Commerce: New Methods of Trade

(Commerce 0):
Key Technology: None
Required Technology: None
Catalyst: None
Relationship with Other Fields: None

(Commerce I):
Key Technology: Mathematics
Required Technology: Masonry
Catalyst: The Great Lighthouse or Birth of a Great Merchant
Relationship with Other Fields: None

(Commerce II):
Key Technology: Banking
Required Technology: Currency & Guilds
Catalyst: Great Merchant
Relationship with Other Fields: [Commerce I, Production I & Culture I/Science I ]

(Commerce III):
Key Technology: Corporation
Required Technology: Constitution & Economics
Catalyst: Great Merchant
Relationship with Other Fields: [ Commerce II & Science II ]

Religion: Religious Viewpoints Become Stronger

(Religion 0):
Key Technology: None
Required Technology: None
Catalyst: None
Relationship with Other Fields: None

Simple Religion (Religion I):
Key Technology: Priesthood
Technology Required: Meditation or Polytheism
Catalyst: The Stonehenge or Birth of a Great Prophet
Relationship with Other Fields: None

(Religion II):
Key Technology: Theology
Required Technology: Writing & Monotheism
Catalyst: Great Prophet
Relationship with Other Fields: [ Religion I & Culture I/Science I ]

(Religion III):
Key Technology: Divine Right
Required Technology: Theology & Monarchy
Catalyst: Great Prophet
Relationship with Other Fields: [ Religion II & Culture II ]

Science: Scientific Viewpoints Become Stronger

(Science 0):
Key Technology: None
Required Technology: None
Catalyst: None
Relationship with Other Fields: None

(Science I) :
Key Technology: Writing
Required Technology: Priesthood or Animal Husbandry or Pottery
Catalyst: Temple of Artemis or Birth of a Great Scientist
Relationship with Other Fields: None

(Science II):
Key Technology: Education
Required Technology: Paper
Catalyst: Great Scientist
Relationship with Other Fields: [ Science I/Culture I & Religion II ] or [ Science I/Culture I & Commerce I ]

(Science III):
Key Technology: Scientific Method
Required Technology: Printing Press & (Chemistry or Astronomy)
Catalyst: Great Scientist
Relationship with Other Fields: [ Science II, Culture II, Military II and Production I ]

Military: New Methods of Warfare

(Military 0):
Key Technology: None
Technology Required: None
Catalyst: None
Relationship with Other Fields: None

(Military I):
Key Technology: Iron Working
Required Technology: Bronze Working
Catalyst: The Great Wall or Birth of a Great General
Relationship with Other Fields: None

Developed Military (Military II):
Key Technology: Gunpowder
Required Technology: Guilds or Education
Catalyst: Great General
Relationship with Other Fields: [ Military I & Science II ] or [ Military I, Science I/Culture I & Production I ]

(Military III):
Key Technology: Flight
Required Technology: Physics & Combustion
Catalyst: Great General
Relationship with Other Fields: [ Military II, Science III & Production II ]

New Technology:
Name: Eureka
Cost: 3000
Requires: None
Leads To: None
Units Enabled: None
Buildings Enabled: None
Special Abilities: Civilization to discover receives random Great Person

Simple Technologies:
The following technologies do not require any sociocultural revolutions.

Fishing
The Wheel
Agriculture
Hunting
Mysticism – The Stonehenge - Religion
Mining
Sailing
Pottery
Animal Husbandry
Archery
Meditation
Polytheism – Temple of Artemis – Science, The Parthenon - Culture
Masonry – The Great Lighthouse – Commerce - The Pyramid – Production - and The Great Wall - Military
Horseback Riding
Monotheism
Bronze Working
Horseback Riding
Monarchy

I hope this model works.
 
This looks very promising ;) With 6 fields no civ can easily monopolize research. I especially like dependency between fields so you cannot “over-specialize” in single field only.

I have an alternative idea how to prevent stagnation:
  • Key tech is unresearchable ONLY UNTIL a given wonder is built: i.e. wonder "unlocks" key tech.
  • Civ which built a wonder will get given technology for free.
  • Other civs must research a given key tech a normal way.
  • Key tech will be very costly so research will take very long time (tech leak rule will help to shorten it for friendly civs)
In this case a "repeatable tech" may not be needed.

I think that AI will understand it, because it is not too different from standard tech model.
 
I have an alternative idea how to prevent stagnation:

* Key tech is unresearchable ONLY UNTIL a given wonder is built: i.e. wonder "unlocks" key tech.
* Civ which built a wonder will get given technology for free.
* Other civs must research a given key tech a normal way.
* Key tech will be very costly so research will take very long time (tech leak rule will help to shorten it for friendly civs)


The good thing about the model you proposed is that it simplifies the concept of sociocultural evolution and thus works very well together with Sid Meier's Civilization IV's philosophy – macromanagement. There is a logical problem associated with your suggestion though: If one civilization builds a wonder, and thus unlocking a key-technology, then all other civilizations will be able to research the technology regardless of the fact that they may not be in contact with the civilization that unlocked the key-technology. Interdependence should only be applied if civilizations are in contact with one another. So, based on that, I suggest:

* Key technologies can always be researched, but at a very high cost.
* Certain wonders grant certain key technologies
* Technology leak helps civilizations gain key technologies

Even though this model is very simple it is also problematic. If a civilization builds a wonder to unlock a certain key-technology, but does not have the required technologies to discover the key-technology then the wonder will not grant the key-technology.
To avoid this you need to make a slight reform of the tech-tree and possibly add additional technologies.

I will have to sit down and study sociocultural evolutions some more and possibly be inspired to solve some of the issues.
 
The good thing about the model you proposed is that it simplifies the concept of sociocultural evolution and thus works very well together with Sid Meier's Civilization IV's philosophy – macromanagement.

Exactly, the idea is to make model which so simple that even AI can understand it.

Even though this model is very simple it is also problematic. If a civilization builds a wonder to unlock a certain key-technology, but does not have the required technologies to discover the key-technology then the wonder will not grant the key-technology.

In the current implementation of "Secret Tech" mod, there is no check for required technologies when wonder is built so any technology in tree can be granted to builder. Check for prerequisites is done only during trading of secret tech. The wonder provides "shortcut" to given key tech.
 
Sociocultural Evolution - First Build Plan:
So there appears to be consensus to how the model should function right now. At a later point of time additional features can be added to create a better emulation of sociocultural evolution.

Key-Technologies:

moctezuma said:
  • Key tech is unresearchable ONLY UNTIL a given wonder is built: i.e. wonder "unlocks" key tech.
  • Civ which built a wonder will get given technology for free.
  • Other civs must research a given key tech a normal way.
  • Key tech will be very costly so research will take very long time (tech leak rule will help to shorten it for friendly civs)

What to do:

* Review the tech-tree and figure out 18 wonders that work as catalyst to certain key-technologies.
* Alter tech-tree - and possibly add a couple of new technologies - to avoid over specializing and odd technology patterns.

Technology Leak:

* Civilizations are not in contact with one another: 0% of tech cost per turn
* Civilizations are at war: 0% of tech cost per turn
* Contact between civilizations: 2% of tech cost per turn
* Civilizations have open borders: 4% of tech cost per turn
* Civilizations are neighbors: 8% of tech cost per turn
* Civilization is a vassal: 8% of tech cost per turn
* Civilizations are trading resources: 16% of tech cost per turn
* Civilizations have a defensive pact: 32% of tech cost per turn
* Civilizations have the same state religion: 32% of tech cost per turn
* Civilization has permanent alliance: 100% of tech cost per turn

What to do:

* Review possibilities of slightly changing AI behavior so that it understands the new value of trading and open borders.
 
What you think is better:
  • un-lockable key tech with very high cost or
  • researchable key tech with very high cost ?
Big advantage of "un-lockable" tech is that it makes much easier to program AI because there is no problem that AI builds a wonder that grants him a tech, which will be researched anyway in several turns.

I have some remarks to your tech leak rules:

* Civilizations are not in contact with one another: 0% of tech cost per turn
* Civilizations are at war: 0% of tech cost per turn
* Contact between civilizations: 2% of tech cost per turn
* Civilizations have open borders: 4% of tech cost per turn
I agree with these modifiers.

* Civilizations are neighbors: 8% of tech cost per turn
This cannot be easily implemented in SDK.

* Civilization is a vassal: 8% of tech cost per turn
Why so low value?
I suggest:

* Civilization is a master or vassal: 16% of tech cost per turn

* Civilizations are trading resources: 16% of tech cost per turn
I think a better rule would be:

* Civilizations have open borders and trade network is connected: 8% per turn

I don’t think that resource trading should affect "tech leak" more than standard trading between cities.

* Civilizations have a defensive pact: 32% of tech cost per turn
I think this is too high. After unlocking a tech will be researchable and "research" + "leak" will help to get it faster.

I suggest:

* Civilization have a defensive pact: 16% of tech cost per turn

This is similar to master/vasal relationship but between equal civs, therefore a value is the same.

* Civilizations have the same state religion: 32% of tech cost per turn
This is very high. Why religion is so important? This would lead to situation that best tactics for all AIs is to have a same state religion. Religion already affects relationship so trading and open borders are less likely between civs with different state religions.

If you insist on this idea a suggest slight religion bonus:

* Civilizations have the same state religion: +2% bonus of tech leak, this is cumulative with one of other rules

* Civilization has permanent alliance: 100% of tech cost per turn
This is not needed. In permanent alliance two civs form single team: all technology is shared.

Review possibilities of slightly changing AI behavior so that it understands the new value of trading and open borders.
You are right. I will check what I can do.
 
Just to make sure that we agree: The chance of a technology leak is based on two factors:

* Cultural interdependence
* Communication between civilizations

Regarding Neighbors:
We will have to ignore this for now then.

Regarding Trading:
Your proposal seems fair.

Regarding Religion:
Religion is tied with culture and thus I believe it should be very high. How about +4%? This will also create distinctness between different groups of civilization that share the same landmass, just like medieval Europe and Asia.

Regarding Vassals:
There are so many different cases of vassal and puppet states so it is hard to give a general impression of how isolated their relationship is towards one another. How about this:

* Civilization is a vassal: 12% of tech cost per turn
* Civilization is a master: 24% of tech cost per turn

Regarding Defensive Pact:
16% of tech cost per turn seems very low. When two civilizations form a defensive pact it is a sign of more than mutual protection, but we can use it for now and see how it works.

Regarding Globalization:
If civilization with key-technology has free market or environmentalism, then there will be a tech-leak towards all civilization that has one of those civics.

Playing with these numbers is fun ;)
 
Your latest numbers are accepted ;)

What do you think about complete disabling tech trading ? Only way how to share a technology would be then a tech leaking.

I really hate tech trading in CIV because in this case a more micromanagement is always better (you should check what’s new each turn) and instant transfer of knowledge/technology is unrealistic.

BTW: Tech leak should be applied to all potentially researchable techs in a given time and not only to currently researched tech.
 
Just be very careful with the numbers. I'm not sure exactly how you're doing your calculations, but I know from previous versions of Tech Leak (in SevoMod and ViSa), they deal in fractions of a percent.

If you put the percentage too high, it'll drastically throw off game balance.

I do like the idea on how a few techs can be considered "critical", in which only one Civ can discover them, and the rest of the civs would have to either trade for this tech, or it gets leaked out of the founding civ. I don't know if building wonders is always the way to do it... maybe allowing one civ to discover a tech, and somehow tagging that Tech so that nobody else can research it after the first civ discovers it?

But I think this would have to be planned very carefully, so it doesn't upset the balance of the game. It could put too much power into the hands of the original founder of the "critical" tech, in which he wouldn't have to trade it at all, and therefore dominate the rest of the game. If this is the case, then espionage should be greatly beefed up in game.
 
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