Let's get this out of the way.
Election rigging - same as now, but with a new "streak" system: the Xth consecutive successful rig increases your influence by X times the normal value. Now this is strong and players will need to reassign spies to tackle this instead of just sending a couple of diplo units to reflip. Other civs' influence decrease stays the same.
The streak system only starts when everyone has at least one spy. Before that, rig influence is the same as now.
Number of votes per turn is nerfed from (Spy level)^2 to (Spy level), to give other civs a chance against England. (1/4/9/16 -> 1/2/3/4)
Coup quest - removed.
After arriving, the spy starts gaining Network Points (NP) per turn, based on the spy level, city security, cultural influence level, tech/policy difference and counterspy presence (more on that in the Counterspy section).
NP per turn formula (can't be negative):
The number is then reduced by 1.6% per Security, capped at -80% at max Security.
This updates every turn.
Spy passive: gain information about the city (and its surroundings) and some yields when certain amounts of NP are accrued.
500 NP or more: reveal city screen (buildings, worked tiles, governor focus, specialists, great works, yields per turn, production queue, etc.), 3% Science per turn of the city is added to the empire Science per turn.
800 NP or more: reveal 1 tile around the city (owned only), 5% Science per turn of the city is added to the empire Science per turn
1200 NP or more: reveal 2 tiles around the city (owned only), 7% Science per turn of the city is added to the empire Science per turn
1700 NP or more: reveal 3 tiles around the city (owned only), 10% Science per turn of the city is added to the empire Science per turn
2000 NP or more: reveal all tiles owned by the city, 10% Science per turn of the city is added to the empire Science per turn
At 500 NP or more, also receive a notification if the city starts construction on a Spaceship Part, non-repeatable Project or World Wonder. This does not count as an intrigue.
Spy owners also get a notification if a spy mission has been performed in the city, and that no other missions can be performed in the next 15 turns. This does not have an NP requirement.
Diplomat passive: gain information about the player when certain amounts of NP are accrued. Also grants +20% Tourism towards the player, a positive opinion modifier*, and allows buying votes from them. Number of votes available to be traded depends on spy level.
Diplomat NP rate is unaffected by counter-espionage network and city security.
200 NP or more: reveal tech tree and policy/ideology tree, start receiving intrigues
500 NP or more: reveal all military unit types and counts, trade routes with the player generate +20% Gold for both players
800 NP or more: reveal all trade deals and true approaches with all players
New UI is needed for these (design up to sponsor discretion).
Note that AI can't benefit from some of these, so I added extra benefits on each level.
**Shadow AI doesn't have the Deceptive or Planning War approaches, so this is also unavailable if the target is human.
Intrigues ignore NP requirements, e.g. you don't need 800 NP to discover your target is plotting against someone else
If the spy leaves the city, it loses all NP accumulated.
Missions can be selected without the prerequisite or NP amount met. In that case, the mission is shown in a different colour (sponsor's choice) and a notification is sent on the turn when all requirements are met, reminding you that your selected mission is ready. You can then choose to perform the mission or not, through the same menu (ideally clicking the notification also brings you to that menu).
A mission with all requirements met can be immediately performed through the same menu.
Missions ALWAYS succeed, but the performing spy may be identified (triggers diplomatic penalty, and counts as a casus belli if that is ever implemented; spy does not automatically leave the city) or caught (spy returns to hideout after 5 turns), or both.
Spending NP on missions does NOT reduce the reward/intel levels that are already unlocked.
Mission cooldowns:
Target city is blocked from being hit by the same spy mission for 15 turns once it's hit by one. The missions coloured in RED below also block each other.
The same spy is blocked from performing missions for 15 turns after performing one.
Mission list:
*Note: this doesn't count as instant yields for calculating Great Merchant bulb.
Spy on Major X Times Quest
Unchanged. Performing a spy mission against the target counts towards quest completion.
Security formula:
It's intended that this usually stays close to 0 at spy unlock and only increases if you really focus on anti-espionage buildings/policies. As such, security warnings are removed.
Moving counterspies only takes 1 turn.
(QoL) For the first two missions, a notification is shown to the owners of every spy in the city once the mission is chosen.
"{City} has established a counter-espionage network. Spies in the city gain Network Points more slowly."
"{City} has decided to strength its defenses. Its ranged strike is stronger, and spies in the city cannot perform the 'Target city defense' mission."
There should also be notifications when these missions stop being active. I'll let the sponsor decide the wordings (I'm no good at this).
For the "Chase down foreign spies" mission, the counterspy acts in the shadows and other players will not know its presence.
(UI) The mission tooltips need to remind players that the identify chance may rise to 100% if there's a counterspy present.
Major city spying: +20 for successful mission (identified or not)
Uncovering intrigue: +25
Rigging election: +15 if successful
Coup: +50 if successful
Killing a foreign spy: +50
Proposed experience amounts:
Major city Spy/Diplomat: +1 every turn
Counterspy: +2 every turn
Spy mission: NP cost / 50 (identified or not)
Uncovering intrigue: +15
Rigging election: +20 if successful
Spies need more experience to level up in slower game speeds, if it's not already working that way.
+15 Security
-1 Unhappiness from Distress
+25 Science and Culture in this City when you identify a foreign Spy, scaling with Era
Wat
All Constabulary stuff
+20 Security Level instead of +15
Otherwise same as current version
Police Station
Requires Constabulary
+10 Security
+1 Security per Population
-1 Unhappiness from Distress, Poverty, Illiteracy and Boredom
+100 Science and Culture in this City when you capture or kill a foreign Spy, scaling with Era
White Tower
+40 Gold and Science in this City when you identify, capture or kill a foreign Spy, or perform a Spy mission, scaling with Era
+25 Gold and Science in this City when successfully rigging an election, scaling with Era
Otherwise same as current version
Bletchley Park
Requires completion of Rationalism
Free Research Lab
All Scientist Specialists gain +1 Science
+200 Spy Points
+1 Level to all new and existing Spies
+10 Security in all Cities
All Diplomatic units gain Invisibility
National Intelligence Agency
Requires Police Station
+100 Spy Points
+10 Security (local)
-1 Unhappiness from Distress in all Cities
+100 Gold and Science in this City when you identify, capture or kill a foreign Spy, or perform a Spy mission, scaling with Era
+50 Gold and Science in this City when successfully rigging an election, scaling with Era
Freedom - Covert Action: Receive 100 Spy Points. +50% Influence gain/loss when successfully rigging an election. +10 Network Points per turn for Spies stationed in a foreign City.
Order - Double Agents: Receive 200 Spy Points. Gain 125 Science when you identify a foreign Spy, scaling with Era.
Autocracy - Police State: +3 Happiness from Courthouses, and +10 Security from Police Stations. +100% Production towards Courthouses and Police Stations.
EDIT 1: Added details about what counts as an intrigue (and thus is accessible with a Diplomat and will grant XP), and details about the Diplomat opinion modifier.
EDIT 2: Removed new CS quest (coup quest is removed without a replacement). Removed bonus NP against policy lead. Lowered some mission NP costs. Added more era-scaling rebels. Tabulated the NP gain numbers.
EDIT 3: Increased base, Constabulary and Wat security values so there's some incentive to build these buildings. Bet people won't bother with them if security still stays at 0 after completion.
EDIT 4: Added a new intrigue type against human players only.
EDIT 5: Added some game speed scaling for missions. Generally the espionage system should be game speed independent, but some rewards are worth more in slower speeds. Also added another new intrigue type against human players only.
EDIT 6: Nerfed vote counts per turn for higher level spies, and stopped England from accumulating rig streaks before everyone has a spy.
EDIT 7: Added a notification to notify spy owners that some mission has been performed in a city.
EDIT 8: Changed how cooldowns work (see section "Mission cooldowns" for details).
EDIT 9: Clarified the counterspy section. Added notifications and tooltip specifications. Spies only need 1 turn to travel to own cities.
Background
I guess everyone should know that we want to change the Espionage System in some way. In the Espionage Direction polls, opinions were diverse and it was mostly inconclusive what people wanted. So I'm here trying to come up with an idea that vaguely satisfies the poll results.Overview
- Back then I proposed to somewhat base coup success rate on how long the spy has stayed in the CS. This proposal expands on that idea and removes the concept of "success rate" as a whole. Missions are guaranteed to succeed once the spy has stayed for a certain time, but cannot be done before then.
- You have to decide to perform "tactical" missions many turns before they're completed. Usually you do those to weaken a city you want to conquer, but in the ~30 turns it takes to complete the mission, you would have already captured it, wasting spy time. This will be changed to be instantly completable once the requirements are met.
- City security is complicated and unintuitive. I'm removing the sliding mechanic and the double-dipping components. With carefully written tooltips, it should be clear what it does, what increases/decreases it, and by how much.
- Spies passively gain benefits just by being stationed in a foreign city.
- (Active) missions are strong and always succeed, but take a while to prepare for, with various requirements. You also risk getting caught, losing all passive benefits and having to start over again.
- Counterspies shouldn't feel bad to use. You can also switch between missions without having to move it back and forth.
- Experience is somewhat balanced between CS Spy, Major Spy, Diplomat and Counterspy. Spy level is also useful in all 4 aspects, so there's no incentive to avoid using low/high level spies for certain functions.
Proposal
CS spying
Coups - removed.Election rigging - same as now, but with a new "streak" system: the Xth consecutive successful rig increases your influence by X times the normal value. Now this is strong and players will need to reassign spies to tackle this instead of just sending a couple of diplo units to reflip. Other civs' influence decrease stays the same.
The streak system only starts when everyone has at least one spy. Before that, rig influence is the same as now.
Number of votes per turn is nerfed from (Spy level)^2 to (Spy level), to give other civs a chance against England. (1/4/9/16 -> 1/2/3/4)
Coup quest - removed.
City spying/Diplomat (Capital only)
Establishment time is removed.After arriving, the spy starts gaining Network Points (NP) per turn, based on the spy level, city security, cultural influence level, tech/policy difference and counterspy presence (more on that in the Counterspy section).
NP per turn formula (can't be negative):
Source | Value |
---|---|
Base | 20 |
Spy level (Recruit = level 0, Agent = level 1, Special Agent = level 2, England has +1) | +10 each |
Cultural influence | +10 if Familiar, +20 if Popular, +30 if Influential |
Technologies they have but you don't | +2 each, capped at 10 Technologies |
Covert Action | +10 |
Counter-espionage network | -10 |
Counterspy level (with Counter-espionage network) (Recruit = level 0, Agent = level 1, Special Agent = level 2, England has +1) | -10 each |
The number is then reduced by 1.6% per Security, capped at -80% at max Security.
This updates every turn.
Spy passive: gain information about the city (and its surroundings) and some yields when certain amounts of NP are accrued.
500 NP or more: reveal city screen (buildings, worked tiles, governor focus, specialists, great works, yields per turn, production queue, etc.), 3% Science per turn of the city is added to the empire Science per turn.
800 NP or more: reveal 1 tile around the city (owned only), 5% Science per turn of the city is added to the empire Science per turn
1200 NP or more: reveal 2 tiles around the city (owned only), 7% Science per turn of the city is added to the empire Science per turn
1700 NP or more: reveal 3 tiles around the city (owned only), 10% Science per turn of the city is added to the empire Science per turn
2000 NP or more: reveal all tiles owned by the city, 10% Science per turn of the city is added to the empire Science per turn
At 500 NP or more, also receive a notification if the city starts construction on a Spaceship Part, non-repeatable Project or World Wonder. This does not count as an intrigue.
Spy owners also get a notification if a spy mission has been performed in the city, and that no other missions can be performed in the next 15 turns. This does not have an NP requirement.
Diplomat passive: gain information about the player when certain amounts of NP are accrued. Also grants +20% Tourism towards the player, a positive opinion modifier*, and allows buying votes from them. Number of votes available to be traded depends on spy level.
Diplomat NP rate is unaffected by counter-espionage network and city security.
200 NP or more: reveal tech tree and policy/ideology tree, start receiving intrigues
500 NP or more: reveal all military unit types and counts, trade routes with the player generate +20% Gold for both players
800 NP or more: reveal all trade deals and true approaches with all players
New UI is needed for these (design up to sponsor discretion).
Note that AI can't benefit from some of these, so I added extra benefits on each level.
Spoiler *Details about the positive opinion modifier for having a Diplomat in a player's Capital :
- If the player is a vassal, not resurrected, and vassal treatment level is worse than DISAGREE (voluntary) or CONTENT (capitulated), zero bonus.
- If the player currently has a penalty for getting caught spying, or breaking/ignoring a spy promise, zero bonus.
- Otherwise give +20 modifier.
- Add +10 if primary DEFAULT victory pursuit is Science Victory, or if the civ has a UA with science bonuses. (Diplomat means no Spy in Capital stealing Science/tech)
Spoiler List of intrigues :
- *Target is planning a sneak attack against another player (unchanged)
- *Target is building up an army (unchanged)
- **Target is plotting against another player (unchanged)
- Target has bribed someone else to war
- Target has agreed to a co-op war request with someone else (not the spy owner), against another player (new, against humans only). This is the "Planning War" equivalent for humans.
- Target's military might has risen by 20% of the average military might of all players over the last 10 turns (new, against humans only). This is the "building up an army" equivalent for humans.
- Target has started construction on a Spaceship Part, non-repeatable Project or World Wonder in any of their cities (new, used to be in target city only). City name is not given.
- Target bought/sold votes from/to another player (new). Details are not given (need 800 NP to check).
**Shadow AI doesn't have the Deceptive or Planning War approaches, so this is also unavailable if the target is human.
Intrigues ignore NP requirements, e.g. you don't need 800 NP to discover your target is plotting against someone else
If the spy leaves the city, it loses all NP accumulated.
Spy missions
Spies can also perform missions. There is a button on the Espionage Overview that brings up the mission selection menu, available once the spy arrives at the destination. Each mission costs a different (but constant) amount of NP.Missions can be selected without the prerequisite or NP amount met. In that case, the mission is shown in a different colour (sponsor's choice) and a notification is sent on the turn when all requirements are met, reminding you that your selected mission is ready. You can then choose to perform the mission or not, through the same menu (ideally clicking the notification also brings you to that menu).
A mission with all requirements met can be immediately performed through the same menu.
Missions ALWAYS succeed, but the performing spy may be identified (triggers diplomatic penalty, and counts as a casus belli if that is ever implemented; spy does not automatically leave the city) or caught (spy returns to hideout after 5 turns), or both.
Spending NP on missions does NOT reduce the reward/intel levels that are already unlocked.
Mission cooldowns:
Target city is blocked from being hit by the same spy mission for 15 turns once it's hit by one. The missions coloured in RED below also block each other.
The same spy is blocked from performing missions for 15 turns after performing one.
Mission list:
Name | Prerequisite | Effect | Network Point cost | Identify chance | Caught chance |
---|---|---|---|---|---|
Steal a Technology | Target must have at least one technology you haven't researched Capital only | Gain one technology the target has researched that you haven't. | 1500 (Scaling with game speed - need more on slower speed) | 50% | 20% |
Steal a Great Work | Target must have at least one Great Work in the city | Steal a random Great Work in the target city. | 1000 | 100% | 40% |
Arm the local populace | Target city must be unhappy | Target city enters resistance for 2 turns. (3 + Era number) Rebel units spawn around the city. No Tourism is generated in the city for 10 turns. | 1500 | 30% | 30% |
Sabotage rural infrastructure | Target city must have at least one pillageable improvement on a resource tile that's not a Fortification | All improved resource tiles owned by this city are pillaged. Each road/railroad also has a 50% chance to be pillaged. Does not affect Fortifications. | 1500 | 50% | 70% |
Target city defense | "Strengthen local defenses" mission not active | All Fortifications owned by this city are pillaged. City is blockaded, cannot perform ranged strike or benefit from extra strength from buildings for 3 turns. | 1500 | 80% | 70% |
Sabotage city production | Target city must be producing something (not Process). | Completely remove all progress towards the current production. Reduced production is capped at 10 turns of current city Production. Does not undo investments. | 1000 | 20% | 10% |
Spread heresy | Target city must be producing Faith | -50% Faith per turn in the target city, and the lost amount is added to your global Faith pool. -50% Pressure emitted by the target city. Lasts 15 turns. | 1000 | 20% | 10% |
Kidnap specialists | Capital only | Specialists produce -1 GPP in the target city. Specialists produce +1 GPP in your Capital. Lasts 15 turns. | 1000 | 30% | 10% |
Steal from national treasury | Capital only | Steal 20% of Gold* (scaling with game speed - lower percentage on slower speed) from the target empire. | 1000 | 30% | 20% |
*Note: this doesn't count as instant yields for calculating Great Merchant bulb.
Spy on Major X Times Quest
Unchanged. Performing a spy mission against the target counts towards quest completion.
Security
Security is a per-city value that affects the NP rate of foreign spies acting in the city. It's capped between 0 and 50. Max Security cities can give a massive -80% NP rate. This number is updated constantly.Security formula:
Source | Value |
---|---|
Base | 10 |
At least one player doesn't have spies | +1000 |
England | +15 |
Empiricism | +12 |
Bletchley Park | +10 global |
Public Works | +5 each |
Piazza San Marco | +10 |
Constabulary | +15 |
Wat | +20 |
Police Station | +10 +1/ Population (+10 more with Police State) |
National Intelligence Agency | +10 |
Great Firewall | +50 |
Every time the city is hit by a spy mission | +2 (scaling with game speed, less on slower speed) |
Population | -2 each |
Trade Routes from/to this city | -1 each |
Excess Unhappiness | -4 each |
It's intended that this usually stays close to 0 at spy unlock and only increases if you really focus on anti-espionage buildings/policies. As such, security warnings are removed.
Counterspying
You can send spies to your own cities as counterspies. Counterspies have their own set of missions. You can switch missions at any time, but it triggers a 5-turn cooldown before you can move your counterspy/switch missions again.Moving counterspies only takes 1 turn.
Counterspy mission | Effect |
---|---|
Establish a counter-espionage network | -10 to foreign spy NP rate in the city, and an additional -10 per counterspy level. Makes your presence known (since it's shown on the UI anyway). |
Strengthen local defenses | Blocks the "Target city defense" mission. City Ranged Attacks are 30% stronger, and an additional 10% per counterspy level. Makes your presence known (since it's shown on the UI anyway). |
Chase down foreign spies | Identify chance of foreign spy missions raised to 100%. Kills all caught foreign spies. Gain 50x counterspy level Science when you kill a foreign spy, scaling with era. |
(QoL) For the first two missions, a notification is shown to the owners of every spy in the city once the mission is chosen.
"{City} has established a counter-espionage network. Spies in the city gain Network Points more slowly."
"{City} has decided to strength its defenses. Its ranged strike is stronger, and spies in the city cannot perform the 'Target city defense' mission."
There should also be notifications when these missions stop being active. I'll let the sponsor decide the wordings (I'm no good at this).
For the "Chase down foreign spies" mission, the counterspy acts in the shadows and other players will not know its presence.
(UI) The mission tooltips need to remind players that the identify chance may rise to 100% if there's a counterspy present.
Spy Experience
Current experience amounts:Major city spying: +20 for successful mission (identified or not)
Uncovering intrigue: +25
Rigging election: +15 if successful
Coup: +50 if successful
Killing a foreign spy: +50
Proposed experience amounts:
Major city Spy/Diplomat: +1 every turn
Counterspy: +2 every turn
Spy mission: NP cost / 50 (identified or not)
Uncovering intrigue: +15
Rigging election: +20 if successful
Spies need more experience to level up in slower game speeds, if it's not already working that way.
Buildings
Constabulary+15 Security
-1 Unhappiness from Distress
+25 Science and Culture in this City when you identify a foreign Spy, scaling with Era
Wat
All Constabulary stuff
+20 Security Level instead of +15
Otherwise same as current version
Police Station
Requires Constabulary
+10 Security
+1 Security per Population
-1 Unhappiness from Distress, Poverty, Illiteracy and Boredom
+100 Science and Culture in this City when you capture or kill a foreign Spy, scaling with Era
White Tower
+40 Gold and Science in this City when you identify, capture or kill a foreign Spy, or perform a Spy mission, scaling with Era
+25 Gold and Science in this City when successfully rigging an election, scaling with Era
Otherwise same as current version
Bletchley Park
Requires completion of Rationalism
Free Research Lab
All Scientist Specialists gain +1 Science
+200 Spy Points
+1 Level to all new and existing Spies
+10 Security in all Cities
All Diplomatic units gain Invisibility
National Intelligence Agency
Requires Police Station
+100 Spy Points
+10 Security (local)
-1 Unhappiness from Distress in all Cities
+100 Gold and Science in this City when you identify, capture or kill a foreign Spy, or perform a Spy mission, scaling with Era
+50 Gold and Science in this City when successfully rigging an election, scaling with Era
Tenets
Each ideology has a tenet that buffs espionage in some way.Freedom - Covert Action: Receive 100 Spy Points. +50% Influence gain/loss when successfully rigging an election. +10 Network Points per turn for Spies stationed in a foreign City.
Order - Double Agents: Receive 200 Spy Points. Gain 125 Science when you identify a foreign Spy, scaling with Era.
Autocracy - Police State: +3 Happiness from Courthouses, and +10 Security from Police Stations. +100% Production towards Courthouses and Police Stations.
EDIT 1: Added details about what counts as an intrigue (and thus is accessible with a Diplomat and will grant XP), and details about the Diplomat opinion modifier.
EDIT 2: Removed new CS quest (coup quest is removed without a replacement). Removed bonus NP against policy lead. Lowered some mission NP costs. Added more era-scaling rebels. Tabulated the NP gain numbers.
EDIT 3: Increased base, Constabulary and Wat security values so there's some incentive to build these buildings. Bet people won't bother with them if security still stays at 0 after completion.
EDIT 4: Added a new intrigue type against human players only.
EDIT 5: Added some game speed scaling for missions. Generally the espionage system should be game speed independent, but some rewards are worth more in slower speeds. Also added another new intrigue type against human players only.
EDIT 6: Nerfed vote counts per turn for higher level spies, and stopped England from accumulating rig streaks before everyone has a spy.
EDIT 7: Added a notification to notify spy owners that some mission has been performed in a city.
EDIT 8: Changed how cooldowns work (see section "Mission cooldowns" for details).
EDIT 9: Clarified the counterspy section. Added notifications and tooltip specifications. Spies only need 1 turn to travel to own cities.
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