Atwork
Immortal
Unlike C4, I think spies should mostly be valuable units for obtaining v. protecting information, rather than being little pests going around destroying improvements, poisoning people, etc. I found that all to be rather annoying in C4 (although I took full advantage of their capacities)
I would be happy (happier) if I could simply build an 'invisible scout' called a "Spy" that could cross into other nations' borders undetected.
Here's some ideas for basic rules: Spies would advertise no nationality. Spies would be visible only to other spies. Spies could wage combat against only other spies. Spies could battle each other even if the host nations remained at peace. A fully defeated spy would be destroyed and would reveal its nationality.
Spies would have there own upgrade line allowing the player to specialize them for better espionage services or for better counter-espionage services (see C4 Super Spy mod).
Examples of promotions would be: deception (+20% of remaining undetected by enemy spy, etc.), evasion (+20% defensive bonus in combat). Other promotions might add movement or distance to sight. On the other hand, spies could be specialized to become better and better counter-spies by gaining upgrades to 'detection', 'detention' (offensive combat bonus vs. other spies), and interrogation (discovers what nation hosts the enemy spy).
I think that espionage could be handled in a way similar to social policies.....maybe money could be expended to unlock particular spy capabilities on an "espionage tree" upon obtaining corresponding technologies. Certain technologies would unlock 'espionage policies' that could be purchased and/or upgrades that would provide additional spy-abilities.
For example, with industrialism, the player would gain the ability to unlock the 'industrial espionage' policy, which would allow spies to move into a target city and, on the following turn, detect that city's production. Spies would also obtain other abilities like the ability to determine other nations' demographic information or the 'military espionage' ability that would provide a complete break down of the target nations' military (# of units and what types).
Also, I think buildings in cities should affect espionage. For example, the building of city walls would provide a city a +15% chance of detaining (destroying) an enemy spy (without the need of a counter-spy unit). A castle would be an additional 20% and so on. Other buildings would provide global advantages. Example: an intelligence agency might equate to -25% gold costs for additional espionage capacities on the 'espionage tree.'
In this system, espionage really wouldn't be an OP system because it would be mostly about info gathering/protection and not about destroying tile improvements etc. But, just to make sure players aren't spamming spies, and to reflect the high cost of maintaining an effective clandestine operation, spies and espionage-specialty buildings should cost quite a lot to maintain.
Finally, I think that espionage should be incorporated into diplomacy in various ways such as the option to demand that a nation stop spying or the option to declare war upon the destruction of an enemy spy.....
I dunno, what'cha think?
I would be happy (happier) if I could simply build an 'invisible scout' called a "Spy" that could cross into other nations' borders undetected.
Here's some ideas for basic rules: Spies would advertise no nationality. Spies would be visible only to other spies. Spies could wage combat against only other spies. Spies could battle each other even if the host nations remained at peace. A fully defeated spy would be destroyed and would reveal its nationality.
Spies would have there own upgrade line allowing the player to specialize them for better espionage services or for better counter-espionage services (see C4 Super Spy mod).
Examples of promotions would be: deception (+20% of remaining undetected by enemy spy, etc.), evasion (+20% defensive bonus in combat). Other promotions might add movement or distance to sight. On the other hand, spies could be specialized to become better and better counter-spies by gaining upgrades to 'detection', 'detention' (offensive combat bonus vs. other spies), and interrogation (discovers what nation hosts the enemy spy).
I think that espionage could be handled in a way similar to social policies.....maybe money could be expended to unlock particular spy capabilities on an "espionage tree" upon obtaining corresponding technologies. Certain technologies would unlock 'espionage policies' that could be purchased and/or upgrades that would provide additional spy-abilities.
For example, with industrialism, the player would gain the ability to unlock the 'industrial espionage' policy, which would allow spies to move into a target city and, on the following turn, detect that city's production. Spies would also obtain other abilities like the ability to determine other nations' demographic information or the 'military espionage' ability that would provide a complete break down of the target nations' military (# of units and what types).
Also, I think buildings in cities should affect espionage. For example, the building of city walls would provide a city a +15% chance of detaining (destroying) an enemy spy (without the need of a counter-spy unit). A castle would be an additional 20% and so on. Other buildings would provide global advantages. Example: an intelligence agency might equate to -25% gold costs for additional espionage capacities on the 'espionage tree.'
In this system, espionage really wouldn't be an OP system because it would be mostly about info gathering/protection and not about destroying tile improvements etc. But, just to make sure players aren't spamming spies, and to reflect the high cost of maintaining an effective clandestine operation, spies and espionage-specialty buildings should cost quite a lot to maintain.
Finally, I think that espionage should be incorporated into diplomacy in various ways such as the option to demand that a nation stop spying or the option to declare war upon the destruction of an enemy spy.....
I dunno, what'cha think?