Summary
Implements some tweaks to make espionage less annoying. This first focuses on reducing the success rate of all missions from 100% which was leading to constant annoyances in the late stages of the game where everyone would steal techs and civics from you.
Current Changes
Success rate reductions from 100%:
If you want to adjust some of these numbers, you just need to edit the "SuccessChance" values within the XML files in the Data folder.
Notes
The above percentages are just a first attempt at reducing the espionage spam from the AI. I am open to adjusting these numbers so please provide any feedback you may have.
It seems like you do not get a notification if an AI fails a mission against you, even if their spy is revealed.
Other things that I may look into tweaking: Mission duration, counterspy effect, counterspying against multiple AI, cost of missions.
Installation
Extract to "{user}\AppData\Local\Firaxis Games\Sid Meier's Civilization VII\Mods" folder
Compatibility
Currently this overwrites the "ui/espionage-details/screen-sepionage-details.js" file so other mods that also edit this file will not be compatible. I will look into making this more modular.
Implements some tweaks to make espionage less annoying. This first focuses on reducing the success rate of all missions from 100% which was leading to constant annoyances in the late stages of the game where everyone would steal techs and civics from you.
Current Changes
Success rate reductions from 100%:
- Steal Tech: 70%
- Steal Civic: 70%
- Steal Riches: 70%
- Military Sabotage: 85%
- Military Infiltration: 85%
- Open the Gates: 85%
- Convert Population: 85%
- Sabotage Workers: 85%
- Sabotage Shipping: 85%
- Fake Artifacts: 85%
- Infiltrate Enemy Positions: 85%
- Sabotage Space Program: 85%
If you want to adjust some of these numbers, you just need to edit the "SuccessChance" values within the XML files in the Data folder.
Notes
The above percentages are just a first attempt at reducing the espionage spam from the AI. I am open to adjusting these numbers so please provide any feedback you may have.
It seems like you do not get a notification if an AI fails a mission against you, even if their spy is revealed.
Other things that I may look into tweaking: Mission duration, counterspy effect, counterspying against multiple AI, cost of missions.
Installation
Extract to "{user}\AppData\Local\Firaxis Games\Sid Meier's Civilization VII\Mods" folder
Compatibility
Currently this overwrites the "ui/espionage-details/screen-sepionage-details.js" file so other mods that also edit this file will not be compatible. I will look into making this more modular.