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 (EDIT: clarification: +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
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 (EDIT: clarification: +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
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