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#1 |
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Warlord
Join Date: May 2012
Location: U.S.
Posts: 103
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How Espionage could be expanded
I really like the new espionage system. Stealing tech and the intrigue system is awesome. I would say it is the most useful espionage system that has ever been brought into a Civ game. I really like it but i feel it could easily be expanded upon in a number of ways:
1. Causing unhappiness 2. Stealing a lump sum or gold per turn from other nations 3. Destroying nearby improvements. You could station a spy in a city and then use them to destroy the nearby city improvements 4. Destroy buildings Most of these could easily be used in Civilization 5 and it would really open up more options for your spys. Intrigue is the most useful as well as city-state election rigging but it could be expanded upon a lot in my opinion. |
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#2 |
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The Desert Flame
Join Date: Apr 2011
Location: USA
Posts: 1,356
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5. Poison their Aqueduct.
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#3 |
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Kami of Awakened Dreamers
Join Date: Sep 2006
Location: Indiana, USA
Posts: 2,288
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I would rather "gain points" then spend them via menu for different effects. perhaps slightly akin to civ3 espionage?
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#4 |
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Prince
Join Date: Oct 2005
Posts: 552
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Plant misinformation. Attempts to convince one AI Civ that another Civ (which you choose) is plotting against them. Success leads to a large, negative diplomatic modifier between those civs, while failure causes you to take a diplomatic hit with both empires.
Also, when you catch an enemy spy while running counterintelligence, I'd love to see it give you the option of passing bad info instead of simply killing the spy. At which point instead of gaining the chosen technology, the other civ takes a research penalty equal to the boost a GS would give them. |
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#5 |
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A Stranger on a Train
Join Date: May 2012
Posts: 509
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Bisqit, for the most part those are terrible ideas. With all the fuzz about other civs making successful coups constantly and undermining you relationship with CSs, do you really want this? Constant notifications about gold being stolen, production being destroyed, buildings I spent a dozen turns getting blown up, no thank you. Not unless there is some kind of a trade-off for the other civ (like in CIV you had invest money into espionage), otherwise it will quickly get out of hand.
I think Firaxis need to focus on the intrigue side of things, something along the lines of what Harv722b said - lies, deception and misinformation. Water poisoing, sabotage and tile improvement destruction would be interesting, but they would also need some kind of a considerable investment, otherwise it would just be imba. Then again, I think not having to do anything to get a spy is a bad thing. It gives you little satisfaction, and makes Espionage seem like an afterthought. Everyone has it automatically, every civ can do just as much with it as the next one, an extra spy or two aside. One of the things that makes religion so awesome is the race to found one before anyone else does, the investment on your side, whether it's choosing a specific civ over another just for religious bonuses, taking the quarry pantheon and settling cities specifically where you can build many quarries, or constructing buildings that generate faith. That's actually my biggest gripe with the expansion - not really the system itself, but rather how we acquire access to it. Last edited by Andulias; Jun 22, 2012 at 12:40 PM. |
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#6 |
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Chieftain
Join Date: Sep 2010
Posts: 74
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Yeah, I think that less is more here, and am quite happy that espionage is as simple as it is. It's a spreadsheet sideshow and I don't want a bigger spreadsheet.
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#7 |
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Warlord
Join Date: Jul 2010
Location: Canada
Posts: 111
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I've been thinking about this topic a lot lately and I'd like to add a few more options other then just stealing technology that can add flavour without making espionage a Civ5 minigame. All of these would be passive abilities that would require the agent to "get in position" and all have a chance to be caught every turn they're active - thus adding risk. These aren't meant to be game breaking, just added options for causing minor grievances and gaining mild benefits on top of getting intrigue
1)Steal Map information - This gives a vision bonus around the city up to a 4 tier radius around the city based on the agents skill. 2)Sabatoge Production - Provide a % reduction to production in the city based on agent skill and the buildings present in the city. Every turn, if a spy is preforming counter-espionage, there is a % chance of catching the spies doing this and killing them; additional spy reduction buildings reduce effectiveness of this act. 3)Steal Gold - Every turn spy steals % of gold based on agents skill from the city they're in (not directly from your treasury) which would result in additional GPT for the player. Effectiveness of this would depend on how much gold the city their placed in actually produces. 4)Plant Nuclear Bomb - Turn to complete lowered by agent skill, high chance of capture, high reputation lost if caught, low % chance to succeed with rookie agents, only for the best of the best to complete and have a chance to getting out. Just off the top of my head but i'd really like some new options other then just stealing technology Last edited by mabalogna; Jun 22, 2012 at 03:50 PM. |
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#8 | |
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Warlord
Join Date: Jun 2012
Posts: 182
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Quote:
It would definitely provide another mechanic to war. I think its dumb we can't destroy tile improvements with ranged attacks. It would definitely give a use to guided missiles. Same applied to bombing a city. City bombing should at the very least damage buildings and would need repair especially after heavy siege. Guided missiles should allow you to strike particular buildings so you can shut down production in key cities. Its what we do in real war. |
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#9 | |
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A Stranger on a Train
Join Date: May 2012
Posts: 509
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#10 |
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Warlord
Join Date: Jun 2012
Posts: 182
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Well sure. Some gpt to fund the operation sounds fair and it should take time. Hell coups should take like 3 turns and should cost some money.
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#11 |
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Warlord
Join Date: Jul 2010
Location: Canada
Posts: 111
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#12 |
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Warlord
Join Date: Jun 2012
Posts: 182
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#13 |
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Prince
Join Date: Apr 2012
Posts: 302
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I feel that there should be more high risk/big reward and no risk/small reward situations.
Kind of like with the city states right now. I find that the following should be added: City States Disturb Communications Will make it possible to ensure that a city state will stay your ally on the other hand you can use it to abuse a city state a lot. Civilizations Sabotage Research Useful against civilizations that are ahead of you and you want to slow them down and against civs that are close to you. Sabotage Production Useful when you see a city make a late-game wonder you really need or when your enemy has a high production city spamming military units preventing you from getting through. Just a few useful situations. Spread Misinformation Lasts a lot less longer than sabotaging production but has a bigger effect. Usable to harm a city big time or use it to make taking a city easier. Just a few of many ideas I have that could make it a lot more interesting. Though I'll refrain from posting more because I'm not designing a game here and posting all these ideas will only hurt as I'd start to wish they were in the game even more. Last edited by Ajuga; Jun 22, 2012 at 04:32 PM. |
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#14 |
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Moderator
![]() Join Date: Dec 2008
Location: Sydney
Posts: 17,724
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Moderator Action: Moved to Ideas & Suggestions.
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#15 | |
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Warlord
Join Date: May 2012
Location: U.S.
Posts: 103
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#16 | |
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A Stranger on a Train
Join Date: May 2012
Posts: 509
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#17 |
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Warlord
Join Date: May 2012
Posts: 155
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Stop with the AI focused crap and have your ideas reflect both multiplayer and singleplayer. Intrigue should have been a fog of war eliminator that allowed you to directly see the movements of units instead of just telling you the AI is moving units in your direction or another. Then it would have a purpose in multiplayer.
Anyway defiantly we need more missions for spies to perform other than steal technology. |
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#18 | |
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Prince
Join Date: Oct 2005
Posts: 552
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Quote:
/I mostly like this system, but agree that it could be expanded. //But not by re-adding the same mistakes that were made in the prior system. |
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#19 | ||
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American Leader in Civ VI
Join Date: Mar 2010
Posts: 786
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#20 |
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King
Join Date: Mar 2010
Posts: 957
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I think a nuclear bomb would be too much. Maybe just a normal bomb which would destroy some buildings and kill some of the citizens, that is if it's not found before it's too late.
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Civilization V mods recommended by me: Communitas Expansion Pack by Thalassicus Civilization NIGHTS by markusbeutel PerfectWorld3 by cephalo (map script) |
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