[Vote] - (6-36) Espionage Overhaul
As the texts of the espionage proposals are quite long, it would be difficult to read them if they were all in one thread. Please use the links below to access them: Proposal (6-36) Espionage System Overhaul by @azum4roll Proposal (6-36a) KISS Espionage System by @Stalker0 Proposal (6-36b)...
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While there are a lot of exciting proposals in our current congress, the espionage proposal is likely the most impactful and important proposal on our docket. This vote is setting the direction of development for a major component of the game (the spy system). Your vote will impact what we focus on spy wise, and how that system will move forward for years to come. So yeah, its an IMPORTANT VOTE!
My goal in this thread is to help you make an informed decision among a lot of systems. I invite the fellow authors of the various espionage proposals to this thread to ensure I am not speaking incorrectly on any of the subjects. @azum4roll, @Recursive, @pineappledan, @rkkn . As for myself, I am the author of the KISS espionage system, and while I will try to stay as impartial as possible in this overview, I will openly state my authorship so you can look for any biases.
Vote Objective: Choose a direction rather than a balance.
This might be odd coming from me, as normally I expect a fair amount of rigor and analysis in complex proposals before I'm willing to vote on them. However, the simple truth is.....the espionage topic is very complex, it involves a lot of moving pieces, and it has its fingers in a lot of areas of the system. While all of the authors have spent a lot of time and effort giving you the best first version they can, expecting a brand new system that is going to be very well balanced out of the gate is not a practical ask. And so....I would expect any of the systems chosen to be rough at first. They will need tweaking and polishing, likely over a few iterations.
And so with this vote, I would not focus on the stringent mechanical balance of any of these proposals, or even the minor subsystem details. Instead, focus on the style and direction of that proposal. Each of these core proposals is fairly different in their own ways....which direction do you like?...that is the focus. If you really like the KISS model but thinking tech steals are too quick....vote KISS and then we can fix the speed in future work. You like the Intelligence system but think the yield steals need to be a bit higher...again vote Intelligence, we can tweak the yields later. etc etc.
Azum Model (OG Proposal, C, and D)
Spoiler :
(6-36) Espionage System Overhaul
Let's get this out of the way. Background I guess everyone should know that we want to change the Espionage System in some way. In the Espionage Direction polls, opinions were diverse and it was mostly inconclusive what people wanted. So I'm here trying to come up with an idea that vaguely...
forums.civfanatics.com
At its core, the Azum model wants to tweak the current "mission based" spy system rather than revolutionize it completely. It focuses on maintaining a lot of options and "levers" for spies, as well as letting spies inflict damage on other civs. As such it is the most complex of the spy systems proposed here. The C and D proposals ultimately are adjustments to a few specific missions in the core model. I would argue that the best way to vote here is to vote for all 3 or none of them. None of the versions are so different from each other they couldn't be tweaked in the later congress, again if the goal is to vote a direction, all 3 of these are moving in the same direction.
Coups: Removed
CS Rigs:
- The big note here is that rigs now get stronger and stronger the more times the spy succeeds. So a spy that is left in a CS for a long time unchallenged will start generating very large amounts of influence. One of the key elements of this system is sending spies to "block" CS rigs periodically to ensure enemy CS aren't getting locked down by very powerful rigs.
- When multiple spies in the same CS are all attempting to rig, the winner chosen by a lottery among a number of "votes" that each spy receives. These votes are based on the level of the spy, and the amount of time the spy spends in the CS. This proposal reduces the extra votes for the level of the spy, and so the race is "closer" between a lvl 1 and a lvl 3 spy both trying to rig than it would be in the other spy offerings.
Security: Similar to how it works today, but every security reduces your point gains by a %, so its a major factor in how strong your spies are. A note here: there is a permanent penalty for every mission in a city, so a city hit with lots of missions will get harder and harder to break into.
Intrigue: One big change, only diplomats now provide intrigues.
Counterspies: Counterspies in this proposal are very powerful. They are capable of hugely reducing enemy point collection, killing spies, or even increasing the attack power of a city.
Diplomats: Other than what they do today, diplomats provide a lot more intelligence about an enemy civ (including their policy and tech trees), a stronger tourism bonus, and even more gold from trade routes. They are also the vehicle by which intrigues are obtained. As such, diplomats are quite a bit stronger than they are in current VP.
XP: all spy units get a set amount of XP each turn they work, with some bonuses for completing a mission or finding an intrigue that creates variation in how fast they level.
Passive Benefits: When a spy goes into a city it starts collecting points, which is heavily impacted by the spy's level, security, counterspies in the city, and cultural influence. As the points accrue, you get more vision of the city (unlike in the current system this vision is more gradual, you don't just see everything in the city once the spy sets up), and you start stealing a portion of that city's science. The % you steal gets higher the the longer the spy stays in the city.
Active Missions: The crux of this system are the active missions. This spends some of your points in order to do various things (this does not reduce the passive benefits you have already gotten, but it does make getting to higher levels of passive benefits more difficult in the future). The missions themselves are similar in type and style to the missions we have in VP today (see proposal for the details). However, one major difference is.... in current VP you must select a mission and then spend X amounts of turns to complete it. So you must commit to a missiion well ahead of time. In this system, while you do have to commit to a city well ahead of time, you do get to decide how you want to spend your points after you have accrued them, which is more flexible.
The Spy Cooldown: There are several cooldowns noted in this system, and its important to understand how they work.
- Mission Lockdown: When you perform a mission in a city, that mission becomes locked for all players for 15 turns. This means no spy can spend points on that mission in that city for the next 15 turns. The cooldown ends AFTER the player who instituted the mission finishes their turn. So for example, if player A and B have a spy in a city, and player A performs a mission. 15 turns later the mission is unlocked after player A goes, and so player B could start up that mission on their turn if they want to. If player B refuses and then player A does that mission again on their next turn, the mission is once again locked down.
- Multi-Mission Lockdown: 3 missions (noted in red in the proposal), not only lock out themselves, but they also lock out all red missions. This prevents a city from getting "beat up" all the time.
- Spy Cooldown: When a spy finishes a mission, that spy cannot do another mission (regardless of type) for 15 turns. However, it can continue to accurate points to pay for future missions.
What the Detractors are Saying:
- The system is still too complicated and many of the missions just aren't good enough.
- The cooldowns are onerous and will lead to frustration for players getting "locked out" of missions they want to do.
- The system penalizes Tall players because its too easy to "hit" the big capitals and screw them out of yields.
Kiss Model (Proposal A)
Spoiler :
(6-36a) KISS Espionage System
Counterproposal to: https://forums.civfanatics.com/threads/6-43-espionage-system-overhaul.685902 Rationale: The initial Espionage proposal is focused on making adjustments to the current system, but keeping the concept similar. This is a very different take, this version returns spying more...
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This model returns spying to a "vanilla-esque" approach. The main focus of spying is as a tech steal vehicle. This system is notably simpler than the Azum model, but also has a lot less options and features. The direction here is that you want spying to remain a strong yield gainer but simple and straightforward.
Coups: Unchanged. An important note is that KISS is the only new system that is keeping Coups.
CS Rigs: Unchanged.
Travel/Setup Time: Now standardized, there is no variance here. When you send your spy you will always know when its ready to spy.
Security:
- Notably, KISS' security uses a civilization wide model. All cities in a civ have the same security score, and any security booster in a city impacts the entire civ. This means all security boosters are always working. But it does mean that a very wide empire can have security scores higher than a Tall one.
- Security only impacts the threshold needed to get a tech steal, not the progress along the way. This means that security changes are only important when you get close to a steal threshold, and then at that point those changes become very important.
Intrigue: No changes
Counterspies: There are no missions for counterspies, you drop them in your civ (in any city) to increase security and kill spies that succeed at tech steals. So they are notably weaker than the Azum model. However, they also gain XP at 3x the rate of a normal spy, making this a good training ground operation for them.
Diplomats: Unchanged in function. They also receive 3x the Xp of a normal spy, so again Diplomats are good places to train spies.
XP: A set amount each turn they work, so gauging when a spy will level is very straightforward in KISS, with no variation.
Passive Benefits: A stationed spy gets the normal "city view" it does today, and starts collecting points to trigger a tech steal. Whenever a spy gets to the needed threshold, it triggers a tech steal automatically. It should be noted that in this system, spies are agonistic to what city they are put in, as all spies in a civ work together to get to the threshold. This means that you choose what city you place your spy into based on the city vision you want, and not based on what yields you want to grab. KISS is the most "city agnostic" system of the 3.
Active Benefits: Other than selecting what tech you want to steal, no active components to spying.
What are the Detractors Saying:
- System has too few options and is boring.
- Security might get too high for a very wide civ.
- Counterspying may be too weak.
Intelligence Model (Proposal B)
Spoiler :
(6-36b) The "Intelligence" Spy System
Preamble: The current state of the espionage system gives nothing that players want, because players are already getting too much stuff for free. The only thing that is left for spies to do is contribute to yield inflation by stealing X and giving it to you, or rigging elections in city-states...
forums.civfanatics.com
This model focuses spying on the acquisition of intrigue, enemy info, and vision. The yield acquisition is kept to a bare minimum. This model is for people that want spying to be more about the info gained not the yields acquired.
Coups: Removed
CS Rigs: Unchanged
Travel/Setup Time: Unchanged
Security: The system is very simple with minimal granularity. There are 5 levels of security that reduce how fast spies gain XP, and reduces the passive yields they acquire. Ultimately security is the weakest of the 3 systems, going with the notion that as spy yield steals are weak, the security counters are also weak.
Intrigue: Unchanged
Counterspies: Removed.
Diplomats: Mostly unchanged, but does provide more tourism and some extra features when they hit level 3. They gain XP faster than spies in cities with high security.
XP: A set amount each turn of work, with this reduce directly by the Security level of the city they work on. Unlike the other systems, spies reset to 0 xp when they switch cities, the level of the spy directly activates what abilities and info it has access to.
Passive Benefits: The spy provides the city vision you get now, as well as specific info about the civ itself (such as world wonders, score, number of techs, etc). This info increases with spy level. At level 3, the spy also does some passive copying (not stealing) of yields. The amounts are intentionally low and not meant to be a major yield source.
Active Benefit: None. This is meant to be a "fire and forget" system.
Core Info -> Spy Info: One important note of this system is that it takes some of the core intelligence you get "for free" in current VP and moves it into the espionage system. For example, you will need to place a spy in an enemy civ's city to know their exact score. You must be active with your spies to get the full picture of enemy civ capabilities rather than having that automatically. Further, to broker war and peace deals requires a level 2 diplomat with that civ rather than being an automatic option.
What the Detractors are Saying:
- System doesn't do enough to warrant spies (should just remove spying at this point).
- Losing the info a player gets for free right now is a "feels bad".
- Security is so weak its not worth investing in.
I hope this summary was helpful to you, and you are welcome to use this thread for follow-up questions. We hope all of our voters give this particular topic serious thought and consideration. We eagerly await for your decision!
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