#Make Covert Operations Cost Energy#
I just had an inspired thought. Make covert operations cost energy, and remove the siphon energy operation (or have it siphon production instead). This change would create an important money sink that would both buff external trade routes as well as the production virtue tree. Also, based on how easy a fix it would be, you should probably only start with 1 or 2 spies.
Pros:
1) Fixes Covert Operations and AI passivity and inability to cope with satellites is a major issue.
2) Creates an end game money sink and limits the spamming of operations.
3) Innately increases the power of the production virtue tree energy choices.
4) Links Spy Agency to energy production as a less-war oriented victory condition.
5) External Trade Routes are also made more powerful by this change.
6) ARC becomes a true corporation.
Cons:
1) AI, may need re-balancing, since it likely can't handle energy costs.
2) AI will not put more emphasis on energy production through trade, so it may need energy production innate buffs across all levels.
3) The power of the production virtue is currently unknown, it may unbalance this tree.
4) This change may crimp early covert ops, since energy is a limited resource until mid-game.
5) This innately increases the power of poly-asia to conduct covert operations.
That said, thanks for your work on this mod. I understand that there are a number of issues that need fixing, and I would be more than willing to contribute time to help implement and test any changes that were made.
Once I have more experience with the game, I will start working on the AI personality differentiation. Yang and Miriam were so memorable, because they had a style of unit spamming and were ruthless. I need to think critically about what each AI needs to prioritize and how to give them signature techniques. My only ideas so far would fix each faction to a specific affinities (e.g. have china focus on purity improvements), so I need to think more about how to fix them. At the very least all AI(s) need to spam many more units, and declare war immediately when it's ahead or offended.
Aliens need work. The 'raging horde' option should probably be the default level of alien activity. The real fix is to link their activity to some form of pollution as was the case in Alpha Centauri and give them powerups late game, but that would require a DLC. I'm going to look into ways to buff alien raptors and wasps, and to increase wurm frequency in mid-late game.
Lastly here is a list of known issues, that I might add to, as I read forums.
Known Exploits:
Miasmic Condensers (needs to be removed or replaced, or perhaps should cost energy)
Covert Operations Steal Tech (needs to be removed or replaced, or perhaps should cost energy)
Alien Farming (Raptors and Flyers power should be increased, or science gain should be halved until Firaxis fixes)
Farming Alien Nests for Science (science should be halved, or replaced until Firaxis fixes)
Internal Trade Routes give bonuses (should only provide resource movement until AI is improved)
Spy Agency Operations (certain operations should be removed, operations should cost energy)
Spy Agency Agent Count (start with 1 spy or 2 if energy nerf is applied)
Negative Health needs to be worse (No new colonies at -10)
Huge Issues that aren't fixed:
Purity Nerf (Purity provides too many bonuses and is too easy to access)
Faction Bonuses
Wonders (most are useless)
Secret Building Bonuses (Should be listed, and balanced)
Balancing Start Options (Aristocrats, Reactor, etc.)
Buffing Gunboats (they get instantly killed by native life)
Affinity Lvl 15 needed for end-game
Major AI Issues:
All Leaders should attack more (decrease alien like factor, increase offense factor)
All Leaders should backstab more (easier to declare war)
All Leaders should spam units (decrease unit cost, maintance priority)
All Leaders should get extra colony pods at later start times (1 for each 20 turns)
All Leaders should conduct ruthless operations against you (nukes, wurms)
All Leaders should prioritize internal trade routes until they are changed
AI Differentiation:
Certain leaders should be less trust-worthy and always attack you
Certain Leaders should prioritize certain unit spams
Certain Leaders should build tall or wide
Certain Leaders should pursue certain tech options
Certain Leaders may need to prefer certain affinities
Aliens and Scripting:
Aliens should not spawn in choke points
Aliens should not block AI attack pathing
Aliens mid-game power unit adjustment
Alien scale-up factor (hate, pollution?)
Alien nests should not respawn as quickly
Aliens need to target sea trade units
Aliens should target naval ships less or be weaker when attacking them
Wide vs Tall:
Bonuses for Tall needs to be established (extra energy used for?)
Energy should be required for covert ops
Energy should be used satellite launches?
Technologies:
//
Fixed:
Trade Routes count
Extra Trade Routes through buildings
Faction bonus Slavic
Faction weakness Africa
Affinity Gains
Planet Carver
I just had an inspired thought. Make covert operations cost energy, and remove the siphon energy operation (or have it siphon production instead). This change would create an important money sink that would both buff external trade routes as well as the production virtue tree. Also, based on how easy a fix it would be, you should probably only start with 1 or 2 spies.
Pros:
1) Fixes Covert Operations and AI passivity and inability to cope with satellites is a major issue.
2) Creates an end game money sink and limits the spamming of operations.
3) Innately increases the power of the production virtue tree energy choices.
4) Links Spy Agency to energy production as a less-war oriented victory condition.
5) External Trade Routes are also made more powerful by this change.
6) ARC becomes a true corporation.
Cons:
1) AI, may need re-balancing, since it likely can't handle energy costs.
2) AI will not put more emphasis on energy production through trade, so it may need energy production innate buffs across all levels.
3) The power of the production virtue is currently unknown, it may unbalance this tree.
4) This change may crimp early covert ops, since energy is a limited resource until mid-game.
5) This innately increases the power of poly-asia to conduct covert operations.
That said, thanks for your work on this mod. I understand that there are a number of issues that need fixing, and I would be more than willing to contribute time to help implement and test any changes that were made.
Once I have more experience with the game, I will start working on the AI personality differentiation. Yang and Miriam were so memorable, because they had a style of unit spamming and were ruthless. I need to think critically about what each AI needs to prioritize and how to give them signature techniques. My only ideas so far would fix each faction to a specific affinities (e.g. have china focus on purity improvements), so I need to think more about how to fix them. At the very least all AI(s) need to spam many more units, and declare war immediately when it's ahead or offended.
Aliens need work. The 'raging horde' option should probably be the default level of alien activity. The real fix is to link their activity to some form of pollution as was the case in Alpha Centauri and give them powerups late game, but that would require a DLC. I'm going to look into ways to buff alien raptors and wasps, and to increase wurm frequency in mid-late game.
Lastly here is a list of known issues, that I might add to, as I read forums.
Known Exploits:
Miasmic Condensers (needs to be removed or replaced, or perhaps should cost energy)
Covert Operations Steal Tech (needs to be removed or replaced, or perhaps should cost energy)
Alien Farming (Raptors and Flyers power should be increased, or science gain should be halved until Firaxis fixes)
Farming Alien Nests for Science (science should be halved, or replaced until Firaxis fixes)
Internal Trade Routes give bonuses (should only provide resource movement until AI is improved)
Spy Agency Operations (certain operations should be removed, operations should cost energy)
Spy Agency Agent Count (start with 1 spy or 2 if energy nerf is applied)
Negative Health needs to be worse (No new colonies at -10)
Huge Issues that aren't fixed:
Purity Nerf (Purity provides too many bonuses and is too easy to access)
Faction Bonuses
Wonders (most are useless)
Secret Building Bonuses (Should be listed, and balanced)
Balancing Start Options (Aristocrats, Reactor, etc.)
Buffing Gunboats (they get instantly killed by native life)
Affinity Lvl 15 needed for end-game
Major AI Issues:
All Leaders should attack more (decrease alien like factor, increase offense factor)
All Leaders should backstab more (easier to declare war)
All Leaders should spam units (decrease unit cost, maintance priority)
All Leaders should get extra colony pods at later start times (1 for each 20 turns)
All Leaders should conduct ruthless operations against you (nukes, wurms)
All Leaders should prioritize internal trade routes until they are changed
AI Differentiation:
Certain leaders should be less trust-worthy and always attack you
Certain Leaders should prioritize certain unit spams
Certain Leaders should build tall or wide
Certain Leaders should pursue certain tech options
Certain Leaders may need to prefer certain affinities
Aliens and Scripting:
Aliens should not spawn in choke points
Aliens should not block AI attack pathing
Aliens mid-game power unit adjustment
Alien scale-up factor (hate, pollution?)
Alien nests should not respawn as quickly
Aliens need to target sea trade units
Aliens should target naval ships less or be weaker when attacking them
Wide vs Tall:
Bonuses for Tall needs to be established (extra energy used for?)
Energy should be required for covert ops
Energy should be used satellite launches?
Technologies:
//
Fixed:
Trade Routes count
Extra Trade Routes through buildings
Faction bonus Slavic
Faction weakness Africa
Affinity Gains
Planet Carver