Voting Instructions
Players, please cast your votes in the poll above. Vote "Yea" for every proposal you'd be okay with if it were implemented. Vote "Nay" if you'd be okay if these proposals weren't implemented. You can vote for any number of options.
All votes are public. If you wish, you can discuss your choice(s) in the thread below. You can change your vote as many times as you want until the poll closes.
VP Congress: Session 7, Proposal 14
Discussion Thread: (7-14) Double Spy XP For Completing Missions [Spy Update 2]
Proposer: @Stalker0
Sponsor: @axatin
Proposal Details
This is one of a series of proposed tweaks to the Spy system to polish the new version.
Current: Spies gain XP equal to the Network Point cost of the mission / 50.
Proposal: Make XP = NP Cost / 25 (aka double the current value).
Rationale: Currently spies level up too slowly in the game. Right now a good spy generates ~30 NP per turn, so gains about 1.6 XP per turn (or ~63 turns to level) assuming you spend all of your points on missions. With this change, it will be 2.2 XP per turn (~46 turns to level).
VP Congress: Session 7, Proposal 14a
Discussion Thread: (7-14a) Remove Spy Levels
Proposer: @axatin
Sponsor: @axatin
Proposal Details
Main idea:
Remove the level-up mechanic of spies completely.
Rationale:
The number of spies available scales with era. But also the strength of spies increases over time because they level up. Together, this makes espionage too strong in the late game while it's not strong enough in renaissance/industrial.
Every game mechanic should be tied to making strategic decisions, otherwise it just adds unnecessary complexity. Before the espionage rework and in BNW, there was a risk of spies getting killed when performing missions or attempting a coup. So, there was a trade-off: Perform dangerous missions, get high rewards and a lot of XP at the risk of the spy getting killed, or play it safe, just rig elections without taking any risks and get low rewards. In this version, the risk of spies getting killed is removed almost completely, so there's no point in keeping the level-up mechanic.
Details:
1. Spies in city-states gain influence as in the current version (currently doesn't scale with spy rank). Success chances only depend on how long the spy has been staying in the CS during the current election period.
2. The base NP rate for offensive spies is set to 30. The NP reduction for the counter-espionage mission is set to 20. Both are the values for a current level 2 spy.
3. In the current version, the calculation for the number of votes that can be traded when a diplomat is active is:
- 20% of the starting votes (at least 1) for a rank 1 diplomat
- 25% of the starting votes (at least 1) for a rank 2 diplomat
- 33% of the starting votes (at least 1) for a rank 3 diplomat
It is changed to:
- 20% of the starting votes whenever a diplomat is active
- additional 5% for reaching the thresholds 200NP, 500NP, 800NP
- minimum value of 1 in all cases
4. England's ability "All spies act one level higher" is replaced by "Spies in foreign cities are 25% stronger", which means they generate +25% NP (+25% to the NP generation after taking into account city security), +25% votes to determine rigging success chances and +25% influence when rigging an election successfully.
5. Bletchley park loses "all spies are leveled up". Instead, the bonus to city security in all cities is increased to +20 (currently +10).
6. Without spy levels, there's no need to distinguish between spies being imprisoned and spies being killed. Therefore, imprisoning spies is replaced with killing them. The "chase down foreign spies" counterspy mission (identify all spies, kill all caught spies, gain 50x counterspy level science when killing a spy) is removed. This mission is currently already weak and would become even weaker, and it's misleading because people are led to believe they can stop spy actions with it. Also, the UI shouldn't be lying about identification chances.
Based on an idea by @Stalker0 in this thread
VP Congress: Session 7, Proposal 14b
Discussion Thread: (7-14b) Remove Spy XP
Proposer: @azum4roll
Sponsor: @axatin
Proposal Details
Proposal:
What +1 Spy Rank does:
1. +10 NP per turn when stationed in a foreign city
2. Extra -10 NP per turn on foreign spies when performing the "Establish Network" mission
3. Extra +10%
City Strike Strength to the city when performing the "Strengthen Defense" mission
4. +1 vote per turn when stationed in a City State
Rationale:
Changing it this way wouldn't require a big change to both England and Bletchley Park. Plus the ranks and their effects are already shown on the UI.
Players, please cast your votes in the poll above. Vote "Yea" for every proposal you'd be okay with if it were implemented. Vote "Nay" if you'd be okay if these proposals weren't implemented. You can vote for any number of options.
All votes are public. If you wish, you can discuss your choice(s) in the thread below. You can change your vote as many times as you want until the poll closes.
VP Congress: Session 7, Proposal 14
Discussion Thread: (7-14) Double Spy XP For Completing Missions [Spy Update 2]
Proposer: @Stalker0
Sponsor: @axatin
Proposal Details
This is one of a series of proposed tweaks to the Spy system to polish the new version.
Current: Spies gain XP equal to the Network Point cost of the mission / 50.
Proposal: Make XP = NP Cost / 25 (aka double the current value).
Rationale: Currently spies level up too slowly in the game. Right now a good spy generates ~30 NP per turn, so gains about 1.6 XP per turn (or ~63 turns to level) assuming you spend all of your points on missions. With this change, it will be 2.2 XP per turn (~46 turns to level).
VP Congress: Session 7, Proposal 14a
Discussion Thread: (7-14a) Remove Spy Levels
Proposer: @axatin
Sponsor: @axatin
Proposal Details
Main idea:
Remove the level-up mechanic of spies completely.
Rationale:
The number of spies available scales with era. But also the strength of spies increases over time because they level up. Together, this makes espionage too strong in the late game while it's not strong enough in renaissance/industrial.
Every game mechanic should be tied to making strategic decisions, otherwise it just adds unnecessary complexity. Before the espionage rework and in BNW, there was a risk of spies getting killed when performing missions or attempting a coup. So, there was a trade-off: Perform dangerous missions, get high rewards and a lot of XP at the risk of the spy getting killed, or play it safe, just rig elections without taking any risks and get low rewards. In this version, the risk of spies getting killed is removed almost completely, so there's no point in keeping the level-up mechanic.
Details:
1. Spies in city-states gain influence as in the current version (currently doesn't scale with spy rank). Success chances only depend on how long the spy has been staying in the CS during the current election period.
2. The base NP rate for offensive spies is set to 30. The NP reduction for the counter-espionage mission is set to 20. Both are the values for a current level 2 spy.
3. In the current version, the calculation for the number of votes that can be traded when a diplomat is active is:
- 20% of the starting votes (at least 1) for a rank 1 diplomat
- 25% of the starting votes (at least 1) for a rank 2 diplomat
- 33% of the starting votes (at least 1) for a rank 3 diplomat
It is changed to:
- 20% of the starting votes whenever a diplomat is active
- additional 5% for reaching the thresholds 200NP, 500NP, 800NP
- minimum value of 1 in all cases
4. England's ability "All spies act one level higher" is replaced by "Spies in foreign cities are 25% stronger", which means they generate +25% NP (+25% to the NP generation after taking into account city security), +25% votes to determine rigging success chances and +25% influence when rigging an election successfully.
5. Bletchley park loses "all spies are leveled up". Instead, the bonus to city security in all cities is increased to +20 (currently +10).
6. Without spy levels, there's no need to distinguish between spies being imprisoned and spies being killed. Therefore, imprisoning spies is replaced with killing them. The "chase down foreign spies" counterspy mission (identify all spies, kill all caught spies, gain 50x counterspy level science when killing a spy) is removed. This mission is currently already weak and would become even weaker, and it's misleading because people are led to believe they can stop spy actions with it. Also, the UI shouldn't be lying about identification chances.
Based on an idea by @Stalker0 in this thread
VP Congress: Session 7, Proposal 14b
Discussion Thread: (7-14b) Remove Spy XP
Proposer: @azum4roll
Sponsor: @axatin
Proposal Details
Proposal:
- Spy XP is disabled. The only way of leveling up spies is by being England or building Bletchley Park.
- I don't know what happens currently when Bletchley Park is lost, but either way, change the behaviour to instantly downgrade all spies by 1 rank.
- Base NP rate for spies/diplomats is set to 30 (same as original proposal)
- Number of tradeable votes is changed to be the same as the original proposal
- England's UA stays the same
- Bletchley Park stays the same
- The "Chase Spies" mission is still removed as there's no point killing spies
- As a result, all counterspies are always visible to other players
What +1 Spy Rank does:
1. +10 NP per turn when stationed in a foreign city
2. Extra -10 NP per turn on foreign spies when performing the "Establish Network" mission
3. Extra +10%

4. +1 vote per turn when stationed in a City State
Rationale:
Changing it this way wouldn't require a big change to both England and Bletchley Park. Plus the ranks and their effects are already shown on the UI.
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