counterproposal to https://forums.civfanatics.com/thre...sion-of-azum4rolls-espionage-overhaul.686239/
which is itself a counterproposal to https://forums.civfanatics.com/threads/6-41-espionage-system-overhaul.685902/
This includes all changes proposed by Recursive, plus one extra:
changed to
Reason:
It's too punishing in some cases and does very little in other cases.
It can be activated just before a wonder is about to be completed, in which case it's far too punishing. You lose thousands of production, and not only that, but also that wonder is likely no longer possible to be built as someone else will take it.
Or if the city isn't building a wonder, and you just want to stop it from pumping out tons of units... sabotaging production doesn't really do anything. It'll lose maybe 2 turns of production on one unit and that's it.
This change fixes these issues, while preserving (or increasing) the mission's utility.
Also you can still stop someone from building a wonder by activating it when they *first* start building it. And this is also less infuriating to be on the receiving end because you can know that you don't have to waste your time building something that you won't get.
Additionally, this is much easier for the AI to use. I don't know how difficult it would be to teach the AI to hold onto its sabotage production until it can delete an enemy's wonder, but this change avoids the issue entirely.
which is itself a counterproposal to https://forums.civfanatics.com/threads/6-41-espionage-system-overhaul.685902/
This includes all changes proposed by Recursive, plus one extra:
Name Prerequisite Effect Network Point cost Identify chance Caught chance 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%
changed to
Name | Prerequisite | Effect | Network Point cost | Identify chance | Caught chance |
---|---|---|---|---|---|
Sabotage city production | none | Reduce city's production output by 50% for 15 turns (multiplicative) | 1000 | 20% | 10% |
Reason:
It's too punishing in some cases and does very little in other cases.
It can be activated just before a wonder is about to be completed, in which case it's far too punishing. You lose thousands of production, and not only that, but also that wonder is likely no longer possible to be built as someone else will take it.
Or if the city isn't building a wonder, and you just want to stop it from pumping out tons of units... sabotaging production doesn't really do anything. It'll lose maybe 2 turns of production on one unit and that's it.
This change fixes these issues, while preserving (or increasing) the mission's utility.
Also you can still stop someone from building a wonder by activating it when they *first* start building it. And this is also less infuriating to be on the receiving end because you can know that you don't have to waste your time building something that you won't get.
Additionally, this is much easier for the AI to use. I don't know how difficult it would be to teach the AI to hold onto its sabotage production until it can delete an enemy's wonder, but this change avoids the issue entirely.
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