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 19
Discussion Thread: (7-19) Constabulary/Police Station Security Updates [Spy Update 7]
Proposer: @Stalker0
Sponsor: @Recursive
Proposal Details
This is one of a series of proposed tweaks to the Spy system to polish the new version.
Proposal:
Current Security Bonuses:
Note that every population gives a -2 to security (not -1, a lot of people were confused about that!).
So imagine a Pop 10 city with a constabulary. It has security:
10 (Base) +15 (constab) - 20 (population) = 5 security (basically nothing).
So what you see in games right now is that vast majority of cities have 0 security for the VAST MAJORITY OF THE GAME!!!
With this change, constabularies will now provide a real bonus:
With change: 10 (Base) + 20 (constab) + 5 (constab pop bonus) - 20 (population) = 15 security.
The police station loses half of its per pop security bonus, but constab + police station will nullify the population penalty to security (which is how the police station works now). So once police stations are online, the effective overall security will only increase by 5 over what we had before.
VP Congress: Session 7, Proposal 20
Discussion Thread: (7-20) Constabulary/Police Station/Counterspy Yield Changes [Spy Update 8]
Proposer: @Stalker0
Sponsor: @axatin
Proposal Details
This is one of a series of proposed tweaks to the Spy system to polish the new version.
This proposal does not overlap with 7-19 but the two both impact the same buildings, so it's wise to consider them together.
Proposal:
Rationale
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 19
Discussion Thread: (7-19) Constabulary/Police Station Security Updates [Spy Update 7]
Proposer: @Stalker0
Sponsor: @Recursive
Proposal Details
This is one of a series of proposed tweaks to the Spy system to polish the new version.
Proposal:
- Constabulary: Base security increased from 15 to 20. Gain +1 security for every 2 population. (Wat would be adjusted the same)
- Police Station: Base security stays at 10 (unchanged). Reduce +1 security per 1 pop to +1 security per 2 population.
Current Security Bonuses:
Base | 10 |
At least one player doesn't have spies | +1000 |
Difficulty | +20 on Settler, +10 on Chieftain (humans only) |
England | +15 |
Empiricism | +12 |
Bletchley Park | +10 global |
Public Works | +5 each |
Piazza San Marco | +10 |
Constabulary | +15 |
Wat | +20 |
Police Station | +10 +1/![]() |
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) |
![]() | -2 each |
![]() | -1 each |
Excess ![]() | -4 each |
Note that every population gives a -2 to security (not -1, a lot of people were confused about that!).
So imagine a Pop 10 city with a constabulary. It has security:
10 (Base) +15 (constab) - 20 (population) = 5 security (basically nothing).
So what you see in games right now is that vast majority of cities have 0 security for the VAST MAJORITY OF THE GAME!!!
With this change, constabularies will now provide a real bonus:
With change: 10 (Base) + 20 (constab) + 5 (constab pop bonus) - 20 (population) = 15 security.
The police station loses half of its per pop security bonus, but constab + police station will nullify the population penalty to security (which is how the police station works now). So once police stations are online, the effective overall security will only increase by 5 over what we had before.
VP Congress: Session 7, Proposal 20
Discussion Thread: (7-20) Constabulary/Police Station/Counterspy Yield Changes [Spy Update 8]
Proposer: @Stalker0
Sponsor: @axatin
Proposal Details
This is one of a series of proposed tweaks to the Spy system to polish the new version.
This proposal does not overlap with 7-19 but the two both impact the same buildings, so it's wise to consider them together.
Proposal:
- Constabulary: REMOVE +25
Science and
Culture in this City when you identify a foreign Spy, scaling with Era
- Police Station: REMOVE +100
Science and
Culture in this City when you capture or kill a foreign Spy, scaling with Era
- Counterspy (any mission): Gain "When you identify a foreign spy, gain 50 science/culture (era scaling). If the spy is captured/killed, the bonus is instead 150."
Rationale
- The point of the constab and police station is security and unhappiness reduction. That is their job, and they should be able to stand on their own without some secondary yields. Further, the expectation is that over time these buildings will be built in most all cities, so you get to the point where every time your spy gets identified your giving the enemy yields.
- The counterspy on the other hand is a conscious choice, a focus on spy defense at the expense of a more offensive spy. We want to reward them well when they do their job, and so we grant them a large yield base when they are successful.