smorgasborgas
Chieftain
- Joined
- Oct 7, 2020
- Messages
- 62
In the last 3 games I played I switched to Marathon speed. To my surprise, I found it much much easier than Standard. I was typically 50/50 win/loss on Emperor, but these last 3 games with Aztecs, Egypt, and Korea, I was far and away the point leader throughout the game. I mean like >175% of the next closest competitor.
I bring that up just to establish that I was 'the threat' for all the other civs.
Here's what I believe is an issue. Starting in the Modern era, I was the (successful) target of multiple Advanced Spy Actions almost every single turn. I am not exaggerating when I say only 1 out of every 5 turns had no successful Espionage. Even with counter-spy agents in most of my major cities and a +500 gold per turn income, I am left with a 0 treasury.
Assassinations, riots, and tech stealing was also happening so frequently that:
And to top it off, even AFTER building the protective buildings, I maintained a 0 treasury because the spies were stealing my ENTIRE treasury from my 2 puppeted cities. As if I keep all my money and do all my scientific research in an occupied border town. I ended up having to annex them and build Arsenals and Police Stations in them.
Some establishing information. I had 18 cities >25 population and as I said, I was point leader. The enemy spies came from EVERYONE. Friendly, Neutral, Guarded, Hostile, everyone. I searched the forums and the GitHub and didn't see any complaints. This is why I have the question as to whether this is intended or a bug. Perhaps this is a result of playing on Marathon, I don't know.
There needs to be a larger diplomatic penalty for Spy Actions and land stealing. Its ridiculous that a friendly neighbor steals my King Solomon's Mines and then everyone else gets mad when I take it back by force. And similarly for theft and Assassinations. There should be no warmonger penalties for a civ that retaliates for these things. One medium-sized city worth of warmonger penalty should be excused if I declare war within 10 turns of a land theft or Spy Action.
Anyway, I just wrapped up a game dealing with 300 turns of this so I hope I don't sound disgruntled.
I bring that up just to establish that I was 'the threat' for all the other civs.
Here's what I believe is an issue. Starting in the Modern era, I was the (successful) target of multiple Advanced Spy Actions almost every single turn. I am not exaggerating when I say only 1 out of every 5 turns had no successful Espionage. Even with counter-spy agents in most of my major cities and a +500 gold per turn income, I am left with a 0 treasury.
Assassinations, riots, and tech stealing was also happening so frequently that:
- I don't think I was able to research a technology without 'bonus' science for the entire Modern era until I built Arsenals in all my cities.
- I lost out on 2 wonders because of 3 riots and sabotage in my Capital city in a space of 30 turns. My other major cities also rioted at least once every 10 turns.
- I was only able to get great people through Faith purchases.
- P.S. I had counter-spy agents in ALL of the affected cities. And there were many dead enemy spies, but the attacks kept coming.
And to top it off, even AFTER building the protective buildings, I maintained a 0 treasury because the spies were stealing my ENTIRE treasury from my 2 puppeted cities. As if I keep all my money and do all my scientific research in an occupied border town. I ended up having to annex them and build Arsenals and Police Stations in them.
Some establishing information. I had 18 cities >25 population and as I said, I was point leader. The enemy spies came from EVERYONE. Friendly, Neutral, Guarded, Hostile, everyone. I searched the forums and the GitHub and didn't see any complaints. This is why I have the question as to whether this is intended or a bug. Perhaps this is a result of playing on Marathon, I don't know.
There needs to be a larger diplomatic penalty for Spy Actions and land stealing. Its ridiculous that a friendly neighbor steals my King Solomon's Mines and then everyone else gets mad when I take it back by force. And similarly for theft and Assassinations. There should be no warmonger penalties for a civ that retaliates for these things. One medium-sized city worth of warmonger penalty should be excused if I declare war within 10 turns of a land theft or Spy Action.
Anyway, I just wrapped up a game dealing with 300 turns of this so I hope I don't sound disgruntled.
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