amateurgamer88
Emperor
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Hi everyone! This is amateurgamer! This post will be a detailed draft on a espionage rework to be proposed in the next Congress. The goal is to lay out the details of what the rework will look like with some numbers picked as a starting point. The draft is broken into multiple sections that will be easier to digest. The draft will be worked on periodically and refined until the next Congress where sections of it will be their own proposal.
Please note that this is an attempt to steer Espionage in a certain direction. The numbers will need to be adjusted based on player feedback. In addition, the post encourages discussions so some ideas may be changed and/or refined. Feedback and suggestions are welcomed. For those who prefer discussions on Discord, there will also be a thread there to discuss this topic.
The draft is broken into the following sections:
1. Espionage Variables
2. Spy Travel
3. Spy Mission Type and Selection.
4. Siphon Mission Change.
5. Spy Mission Duration.
6. Counterspy Mechanics.
7. Espionage buildings (like Constabulary) and Espionage Policies/Tenets (like Double Agents)
8. Spy Experience.
9. Number of Spies
10. Diplomats
1. Espionage Variables:
The goal of this section is to define two variables used for espionage and the proposal changes.
Security Level:
The Security Level is a value between 5 and 50 (shown as a star rating) that changes during the game. Each city is initialized at level 50 when the first spy is recruited. Each turn, city security is modified based on the Spy Resistance, which in turn is based on city population, trade routes and other factors. Spy Resistance is shown as a percentage value, and it modifies City Security each turn by (Spy Resistance value)/20. So, if the shown value is -20%, City Security will decrease by 1 each turn.
After each completed foreign Spy Mission, City Security is reset to the maximum value of 50.
The Security Level is a value between 5 and 50 (shown as a star rating) that changes during the game.
The Security Level in a City is determined by:
Spy Resistance:
Spy Resistance sign will be changed so positive is bad while negative is good.
Unhappiness no longer a factor due to its opaqueness and how swingy it can be.
Counterspy will remain one of the strongest defenses against foreign spies.
Constabularies and Police Stations, while offering modest gains, won't completely win the defensive battle by themselves.
NIA is a good addition for the capital where more enemy spies are expected.
Public Works are there for happiness. Let's keep it that way without it influencing other things.
2. Spy Travel:
To get to any City on the map, it takes the Spy 1 turn regardless where the City is at. Deployment between foreign Cities also takes 1 turn. Upon arrival at a City, the mission selection screen shows up. The player can pick a mission or choose to redeploy the Spy.
Following capture, a Spy is unavailable for 5 turns before it can be redeployed again.
3. Spy Mission Type and Selection:
The proposed espionage system in foreign Cities will work similarly to espionage system in City-States. There will be two aspects to it: a passive bonus for stationing a Spy in a foreign City and risky missions that act like the current Coup.
Regarding missions, they will no longer "steal" yields from the targeted City due the difficulty to balance these. Yields will be produced and the amount will be shown on the UI.
Surveillance is a Passive mission where a spy stationed in foreign Cities will provide yields. The yield isn't stolen from the targeted City and the amount is dependent on the yields of the City. Therefore, it's never a bad idea to station a Spy in a foreign Capital.
Active missions are selected through the UI. All options are available until the max stack is achieved. When the option is selected, the game does a roll on the capture chance. The capture chance has a base chance shown in the table above and is further modified by things like spy ranking, buildings and policies. If captured, the spy is no longer available to the spy owner and the spy owner cannot send a spy to the targeted City for 5 turns.
4. Active Mission Change:
Siphon Missions will be removed under this proposal. Instead, all missions except for Surveillance will become Active Missions. These require the spy owner to make the call on what mission to perform and when to perform it. The Base Capture Chance has the modifiers below and the final number will be shown to the player on the UI.
The capture chance are modified as follows:
5. Spy Mission Duration:
The following proposal has been passed:
The new proposal will see the adjustment of the durations of Active Missions that scales with the gamespeed. The base durations are shown in 3. The duration can still be modified by Spy Resistance and Policies/Tenets. The duration are shown along with Capture Chance beside each mission giving the player the idea of the risk and rewards of the missions.
Spy Resistance is a %. Positive % increases the duration while negative % decreases the duration.
The % change is limited to +/- 50%. A mission with base duration of 20 turns can vary between 10 turns and 30 turns depending on the modifiers.
6. Counterspy Mechanics:
The following proposal has been passed:
The new proposal states the following:
Spies will go into Retirement as a way to "reset" their level.
Once a spy hits level 3, then it will have a Retirement counter of 5. Once the spy has been captured 5 times, then the spy will be forced to retire and a level 1 spy will be the replacement.
7. Espionage Buildings and Policies/Tenets:
Constabulary:
+5 Security Level
Police Station:
+5 Security Level
National Intelligence Agency:
+10 Security Level
Bletchley Park:
+10 Security Level in all Cities
Foreign Service:
-15% Capture Chance for friendly Spies.
Friendly Active Mission durations extended by 25%
Shadow Networks:
-15% Capture Chance for friendly Spies.
+15% Capture Chance for foreign Spies.
Empiricism:
+30% Spy Resistance
+15% Capture Chance for foreign Spies.
Covert Action:
-15% Capture Chance for friendly Spies.
Friendly Active Mission durations extended by 25%
Double Agents:
+15% Capture Chance for foreign Spies.
Foreign Active Mission durations reduced by 25%
Police State:
+30% Capture Chance for foreign Spies.
8. Spy Experience:
There are three settings for Spies: Owned Cities, Foreign Major Civilization Cities and City-State Cities.
9. Number of Spies:
Unchanged from the current state. More playtesting will be needed to determine if changes are needed.
10. Diplomats:
In addition to what is already available, Diplomats will also have agendas and the player gets to pick which agenda to go for once the diplomat arrives in the City. Agendas can be changed once every 10 turns (scaling with gamespeed). These agendas are the same for all civilizations (though maybe UA can unlock new ones).
For bonuses and maluses that can stack, they will start decaying after 20 turns.
To be continued...
Please note that this is an attempt to steer Espionage in a certain direction. The numbers will need to be adjusted based on player feedback. In addition, the post encourages discussions so some ideas may be changed and/or refined. Feedback and suggestions are welcomed. For those who prefer discussions on Discord, there will also be a thread there to discuss this topic.
The draft is broken into the following sections:
1. Espionage Variables
2. Spy Travel
3. Spy Mission Type and Selection.
4. Siphon Mission Change.
5. Spy Mission Duration.
6. Counterspy Mechanics.
7. Espionage buildings (like Constabulary) and Espionage Policies/Tenets (like Double Agents)
8. Spy Experience.
9. Number of Spies
10. Diplomats
1. Espionage Variables:
Spoiler :
The goal of this section is to define two variables used for espionage and the proposal changes.
Security Level:
Spoiler Current Mechanics :
The Security Level is a value between 5 and 50 (shown as a star rating) that changes during the game. Each city is initialized at level 50 when the first spy is recruited. Each turn, city security is modified based on the Spy Resistance, which in turn is based on city population, trade routes and other factors. Spy Resistance is shown as a percentage value, and it modifies City Security each turn by (Spy Resistance value)/20. So, if the shown value is -20%, City Security will decrease by 1 each turn.
After each completed foreign Spy Mission, City Security is reset to the maximum value of 50.
Spoiler Proposal Mechanics :
The Security Level is a value between 5 and 50 (shown as a star rating) that changes during the game.
The Security Level in a City is determined by:
- Base: 5
- Capital: +15
- Constabulary and Police Stations: +5 each
- NIA: +10
- Bletchley Park: +10 in all Cities
- Completion of a foreign Spy Mission: +5 for 15 turns (can stack)
Spy Resistance:
Spoiler Current Values :
- -10% per trade route going to or coming from the city
- -2% per population
- a negative value for city unhappiness which is calculated as (City Population - Local Happiness) / (City Population) (*)
- +50% if a counterspy is present in the city
- +50% for Constabularies, Police Stations and Military Bases, +15% from NIA
- +10% for each Public Works
- +34% for the "Empiricism" Policy (Rationalism Branch)
Spy Resistance sign will be changed so positive is bad while negative is good.
Spoiler Proposal Values :
- +5% per trade route going to or coming from the city
- +1% per population
- Unaffected by city unhappiness
- -25% if a counterspy is present in the city
- -10% for Constabularies and Police Stations. -25% from NIA
- Unaffected by Public Works
- -30% for the "Empiricism" Policy (Rationalism Branch)
Unhappiness no longer a factor due to its opaqueness and how swingy it can be.
Counterspy will remain one of the strongest defenses against foreign spies.
Constabularies and Police Stations, while offering modest gains, won't completely win the defensive battle by themselves.
NIA is a good addition for the capital where more enemy spies are expected.
Public Works are there for happiness. Let's keep it that way without it influencing other things.
2. Spy Travel:
Spoiler :
To get to any City on the map, it takes the Spy 1 turn regardless where the City is at. Deployment between foreign Cities also takes 1 turn. Upon arrival at a City, the mission selection screen shows up. The player can pick a mission or choose to redeploy the Spy.
Following capture, a Spy is unavailable for 5 turns before it can be redeployed again.
3. Spy Mission Type and Selection:
Spoiler :
The proposed espionage system in foreign Cities will work similarly to espionage system in City-States. There will be two aspects to it: a passive bonus for stationing a Spy in a foreign City and risky missions that act like the current Coup.
Regarding missions, they will no longer "steal" yields from the targeted City due the difficulty to balance these. Yields will be produced and the amount will be shown on the UI.
Mission | Type | Base Capture Chance | Base Duration | Description |
Surveillance | Passive | N/A | 1 | Any foreign city. Mission will keep looping while the spy is stationed in the City. While stationed, the spy will yield 1/3/5% (for Rank 1/2/3 Spies) of the City's Science before modifiers. In addition, the spy's owner will learn what the City is producing. |
Reduce Gold | Active | 15% | 15 | Any foreign city. Reduces the City's Gold by 5% for 15 turns (can stack up to 25%). (See Active Mission Change for more details) |
Reduce GPP | Active | 15% | 15 | Any foreign city. Reduces the City's GPP by 5% for 15 turns (can stack up to 25%). (See Active Mission Change for more details) |
Reduce Culture | Active | 15% | 15 | Any foreign city. Reduces the City's Culture by 5% for 15 turns (can stack up to 25%). (See Active Mission Change for more details) |
Reduce Science | Active | 15% | 15 | Any foreign city. Reduces the City's Science by 5% for 15 turns (can stack up to 25%). (See Active Mission Change for more details) |
Reduce Tourism | Active | 15% | 20 | Foreign Capital Only. Applies a -20% modifier to the Capital Owner's Tourism for 20 turns. Mission unavailable once the modifier is above -100%. |
Reduce Delegate | Active | 15% | 20 | Foreign Capital Only. Reduces the Capital Owner's number of delegates by 1 for 20 turns. Mission unavailable once the Capital Owner loses 5 delegates. |
Surveillance is a Passive mission where a spy stationed in foreign Cities will provide yields. The yield isn't stolen from the targeted City and the amount is dependent on the yields of the City. Therefore, it's never a bad idea to station a Spy in a foreign Capital.
Active missions are selected through the UI. All options are available until the max stack is achieved. When the option is selected, the game does a roll on the capture chance. The capture chance has a base chance shown in the table above and is further modified by things like spy ranking, buildings and policies. If captured, the spy is no longer available to the spy owner and the spy owner cannot send a spy to the targeted City for 5 turns.
4. Active Mission Change:
Spoiler :
Siphon Missions will be removed under this proposal. Instead, all missions except for Surveillance will become Active Missions. These require the spy owner to make the call on what mission to perform and when to perform it. The Base Capture Chance has the modifiers below and the final number will be shown to the player on the UI.
The capture chance are modified as follows:
Modifier Type | Capture Chance Modifier | Notes |
No Defensive Spy | -200% | Capture chance always capped at 0%. |
Rank 1 Defensive Spy | +5% | |
Rank 2 Defensive Spy | +10% | |
Rank 3 Defensive Spy | +20% | |
Rank 1 Offensive Spy | -5% | |
Rank 2 Offensive Spy | -10% | |
Rank 3 Offensive Spy | -20% | |
Espionage Buildings | +% | See Espionage Buildings for more information |
Policies/Tenets | +/- % | See Espionage Policies/Tenets for more information |
Security Level | +1% for every 2 Security Level | |
Presence | -2% per turn (stacks up to -20%) | Stack resets after performing an Active Mission or moving to a different city |
5. Spy Mission Duration:
Spoiler :
The following proposal has been passed:
Code:
-The base duration, once modified by game speed, will be the Standard duration.
-Mission duration can be shortened by Spy Power. Spy Power is affected by the rank of the spy and UA. Rank 1 gives nothing. Rank 2 gives -10% of the Standard duration while Rank 3 gives -25% of the Standard duration. England gets an additional -10% of the Standard duration.
-Buildings increase the Standard duration for Foreign Spies.
-Policies and Tenets can increase/decrease the Standard duration for Foreign/Friendly Spies.
-Duration is capped at +/-33% of the Standard duration.
The new proposal will see the adjustment of the durations of Active Missions that scales with the gamespeed. The base durations are shown in 3. The duration can still be modified by Spy Resistance and Policies/Tenets. The duration are shown along with Capture Chance beside each mission giving the player the idea of the risk and rewards of the missions.
Spy Resistance is a %. Positive % increases the duration while negative % decreases the duration.
The % change is limited to +/- 50%. A mission with base duration of 20 turns can vary between 10 turns and 30 turns depending on the modifiers.
6. Counterspy Mechanics:
Spoiler :
The following proposal has been passed:
Code:
-When a counterspy kills an enemy spy, the mission does not come into effect (no gold/tourism/tech is stolen etc.)
-To make up for this, kill chance is slightly decreased with an additional modifier: -10% kill chance for every level the attacking spy is above the first level (the level of the attacking spy is currently not considered in the kill chance calculation)
-The level restrictions for counterspy missions are removed, giving more options to use also low-level spies defensively
Four Counterspy Missions:
1. +50% chance to Identify and/or Kill foreign Spies.
2. +10% chance to Identify and/or Kill foreign Spies. City Ranged Attacks are 50% stronger while Spy is active in this City.
3. +25% chance to Identify and/or Kill foreign Spies. +2 Happiness and -25% Unhappiness from Needs in the City.
4. +15% chance to Identify and/or Kill foreign Spies. Merchants, Engineers, Scientists, Artists, Writers, and Musicians all produce +1 of their basic Yield
The new proposal states the following:
- Spies can no longer be killed. Instead, they are captured if there is a counterspy in the City. If there isn't a counterspy in the City, then Release Spy occurs.
- Once you capture a Spy, you get options to pick from. More options are unlocked behind buildings and Policies. (More details below)
- The four counterspy missions above will be removed. Instead, they will be replaced by the missions below.
Mission Type | Prerequisite | Description |
Release Spy | None | Captured spy returns to owner after 5 turns and can be redeployed afterwards. |
Imprison Spy | None | Captured spy is unavailable to the owner for [5 * X] Turns where X is the Spy Rank of captured Spy and there's a diplomatic malus with the spy owner |
Release Spy after Ransom Paid | Constabulary in City | City owner gains GPT for 10 turns. GPT is { [1 ![]() |
Release Spy after Intel Gathered | Police Station in City | City owner gains [50 * X] ![]() |
Make Spy into a Double Agent | Double Agent Tenet | Gain 1 ![]() |
Make effective propaganda with Spy | Police State Tenet | +10% ![]() |
Spoiler Spy Retirement :
Spies will go into Retirement as a way to "reset" their level.
Once a spy hits level 3, then it will have a Retirement counter of 5. Once the spy has been captured 5 times, then the spy will be forced to retire and a level 1 spy will be the replacement.
7. Espionage Buildings and Policies/Tenets:
Spoiler :
Constabulary:
+5 Security Level
Police Station:
+5 Security Level
National Intelligence Agency:
+10 Security Level
Bletchley Park:
+10 Security Level in all Cities
Foreign Service:
-15% Capture Chance for friendly Spies.
Friendly Active Mission durations extended by 25%
Shadow Networks:
-15% Capture Chance for friendly Spies.
+15% Capture Chance for foreign Spies.
Empiricism:
+30% Spy Resistance
+15% Capture Chance for foreign Spies.
Covert Action:
-15% Capture Chance for friendly Spies.
Friendly Active Mission durations extended by 25%
Double Agents:
+15% Capture Chance for foreign Spies.
Foreign Active Mission durations reduced by 25%
Police State:
+30% Capture Chance for foreign Spies.
8. Spy Experience:
Spoiler :
There are three settings for Spies: Owned Cities, Foreign Major Civilization Cities and City-State Cities.
Setting | Gain XP from and amount | No XP from |
Owned Cities | Capturing Foreign Spies (Gain [30 * Y] XP where Y is the rank of capture Spy) | Stationing the Spy. |
Foreign Civilization Cities | Successful Active Mission (Gain [20 * {4 - Y}] XP where Y is the rank of the friendly Spy. | Surveillance Mission. |
City-State Cities | Rigging an election (Gain 10 XP) Successful Coup (Gain 20 XP) | Stationing the Spy. |
9. Number of Spies:
Spoiler :
Unchanged from the current state. More playtesting will be needed to determine if changes are needed.
10. Diplomats:
Spoiler :
In addition to what is already available, Diplomats will also have agendas and the player gets to pick which agenda to go for once the diplomat arrives in the City. Agendas can be changed once every 10 turns (scaling with gamespeed). These agendas are the same for all civilizations (though maybe UA can unlock new ones).
For bonuses and maluses that can stack, they will start decaying after 20 turns.
Agenda | Bonuses | Notes |
Improve Relations | 10% of the average ![]() ![]() +10 Opinion per turn (up to +200) | |
Share Intelligence | 25% of the average ![]() ![]() +10 Opinion per turn (up to +200) | |
Spread Disinformation | Increases the Empire Needs Modifier by 2.5% in all Cities of the Capital Owner (up to 50%) -10 Opinion per turn (up to -200) | |
Trade Deals | Increases yields from Trade Routes between the two civilizations by 25%. +10 Opinion per turn (up to +200) | |
Acquire Military Secrets | All newly built Friendly Units gain +2 XP (up to 40 XP) -10 Opinion per turn (up to -200) |
To be continued...
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