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Death To Spies (In BTS)

After thinking about it for a while, I think the current level of spy management is actually reasonable. It's just a very significant addition to the game so we're not used to it yet. Think of it as another set of worker actions. People preach manual worker actions, spies are the same.

Which is why automated spies to some degree would be nice.

Something like we can have some automated spies sitting idle in each city. When we open a spy interface to say "I want to steal Mansa Musa's Gunpowder", then one of the nearest idle automated spy will go on the trek to his capital and do the job.

Or something like "I want to sabotage all Alexander's strategic resources (have enough spies for 4 out of 6 resources)" and the automated idle spies go out and sync themselves to sabotage on the same turn.

Those who want to micro can micro for the most efficient espionage; those who want to play a relaxed game can still factor in espionage without the chore.

Which reminds me. I'd love to have a "automated galley/galleon/transport" option, where we can switch on automation at a city, and that ship will be taken into account when we issue goto orders that will have to cross water for that region. Sort of like the dedicated ferry team. :D
 
I disagree. I find the current level of spy micromanagement unbearable.

Our opinions differ. That's why it needs to be OPTIONAL.
 
I honestly don't even use spies. I never change my slider and I still usually catch their spies. Nothing that serious is ever really done to me to warrant me caring.
 
In a current game with an aggressive Kublai Khan as neighbor, I've had cities poisoned down from size 18 to 12 on several occasions, improvements lost, etc; this with a great spy settled in Khan's capitol, with the slider at 20%, with spies and spy buildings buildings, etc. etc. etc. etc. Spying adds nothing of value to the gameplay. I do not find it any way, shape or form remotely 'fun'. Chalk me up really wishing a patch or even a user mod would disable this blemish on an otherwise enjoyable xpack.
 
the new spy system not useful? you have got to be kidding. they can steal tech fairly easily, they can destroy walls and castles just before an invasion, you can seriously cripple the ai's capital or whatever city with a double hit of poison water and unhappiness. for me as a non-warmonger who sometimes gets behind in the tech race due to fewer cities, bts espionage adds a whole new layer of tactical maneuvers the human can do to gain the upper hand. its complexity means the human is guaranteed to exploit it better than the ai. an early G-spy can steal a horde of techs from the ai tech leader, allowing for more efficient bee-lining, without the need to trade those beelined techs to back fill. i think we as the civ community are only beginning to explore the multitude of fun options that bts espionage brings into the game.
 
Khan's aggressive what do you want him to do? Send spies over with Pie and Chips? Send over a stack of 30 swordsman to help you with those pesky rodents?
 
As I begin, let me emphasize that I think that a revamped espionage system was a good addition to the game and a long time coming. But, thank you MNF for forcing me to grapple with my real complaints about the current espionage system.

Aspects of the current espionage system are tedious. Two quick examples: (1) the mere fact that you have to constantly build the damn things incessantly from start to finish and (2) that you have to redistribute your spies after every attempted mission.

Also, the spy game is too passive so far as defending against other’s spies is concerned. The current strategy involves a combination of buildings, placing spies as sentries in cities, or scattering spies about as you deem best. In this regard, it isn’t much different than defending your territory using regular military units.

I propose that this system could be vastly improved and let me tell you how. Changes should be made that create a counter-spy v. spy war within the game. These are a few changes that would need to be implemented:

1. Espionage units should be divided between Intelligence Agents (“Agents”) and Spies. Agents thwart spies at home while spies wreak havoc in foreign lands.

2. Spies and agents should have unique abilities and roles and should have upgrades supportive of their varying roles.

3. More reflective of the combat system, many upgrades could be given to individual spies and agents. Essentially, each individual spy or agent can be customized to best fit either your need, or your style, or both.
· Possible upgrades to spies: vision upgrades, movement upgrades, upgrades that increase the chances of successful missions, or upgrades that lead to the damage caused by a spy mission to last longer, etc.
· Possible upgrades for agents: visibility, movement, increased chance of detecting spy, increased chance of detaining spy, increased likelihood of obtaining by valuable information through interrogation, increased chance of destroying a spy, better chance of detecting nationality upon detecting a spy, etc.

4. EP’s would continue to be gained by budget spending and buildings.

5. Spies and agents would accrue experience points based on the success of your spies and agents.

6. Just as great general production is boosted by success in battle, points earned from successful espionage missions and successful counter-espionage missions would go toward creating great spies.

7. Great spies could be attached to an individual spy unit and gain 20 experience points. If you were lucky, you might hold on to a spy with many upgrades that in the end game has become extremely powerful.

8. Extremely powerful spies would be so potentially menacing that they could become major concerns of many nations – like little Bin Laden’s if you will. Wars might be declared to stop the host nation from continuing with its espionage spending/efforts. These spies could deal powerful blows against rivals.

9. Great spies could also be attached to individual agents and would gain 20 exp. points, making them bona fide intelligence experts so powerful that it would be competent to stop a '911' from taking place within your borders.

10. Espionage and intelligence buildings would have distinctive purposes. Example: a building to act as barracks for spies or agents to give experience points to new units.

11. Freshly built spies without any upgrades would be invisible new agents. Subsequent upgrades would alter this. As the system goes, a veteran spy will be pretty damn hard to detect, but, on the other hand, a green spy is highly unlikely to get by a veteran agent.

12. Agents would attack spies just as any other unit attacks, but the consequence would depend on chance, the upgrades of each unit, and possible other factors including buildings, etc.

13. A successful attack from an agent against a spy could result in detaining the spy at which various options would become available to the player. Maybe the player lets the spy go to gain the good graces of your rival, maybe he interrogates to learn something about their rival, maybe he holds the spy hostage for monetary gain, or maybe he just destroys the spy and incur a diplomatic penalty to try to provoke a war. Choices!

14. Spies couldn’t attack agents, but they could evade, give false information, or simply disappear. Whether a spy gets detained would depend on chance, the agent’s abilities, the spy’s abilities, buildings, and EP’s.

15. Spies could manage to take out the security buildings that make up their rival’s security apparatus, and this would matter!

16. Espionage and intelligence gathering would be much more closely related to diplomacy and foreign policy.

17. The numbers of spies and agents would be capped. 18 useful spies for 18 civs on the board should be sufficient, hell, you could use all 18 on one civ if you wanted. 1 good agent per 3 cities should be sufficient.

18. Emphasis would be on fewer overall spy units, but more options, control, power, and strategy in utilizing the available units.

19. Just as a player feels proud of his cavalry unit that has been with him since the days of chariots, which is lead by a great general with 10 upgrades, so to would the player come to feel proud of his elite spies and agents.

20. One of the best changes in this system is that a player would potentially SEE spies in his territory. A good agent not only has a chance at detecting a spy, but also of recognizing its nationality. Ultimately, what the player could gather by detecting a spy would depend on the agent's upgrades v. the spy's upgrades in addition to buildings and budget. Having agents running around taking notes of exactly what nation is most active in his land and adjusting his foreign policy accordingly would be huge!

21. Whether a spy was detected would be a matter chance, upgrades, buildings, and EP’s for the spy’s owner. Whether an agent detected that spy would be a matter of the same factors. If an agent did detect a spy, the amount of info available would again be a matter of those same factors. If the agent moved to detain the spy, again those factors would be relevant. Upon a successful detention, the choices available to the player would again take these factors into account. It might be that a player simply has a very rudimentary espionage apparatus and can gain nothing from detaining the spy, in which case, the spy is simply destroyed or returned.

22. In this system, successful spies stay embedded. None of this returning to capital nonsense. Also, agents can't leave their own borders.

I started playing CIV in grade school, on the board game, and I have remained a CIV’er all these years. I have a circle of friends who started playing at the same time I did and we agree that a system like the one I outlined above would be a vast improvement over the current system, although the current system is clearly a step in the right direction. So, if anyone out there is likeminded and mod-savvy, then what are the chances of getting something like this off of the ground? I have heard that mods for Warlords existed that implemented some of these ideas, so if there is already mods being used that are at all similar to what I am suggesting, then please let me know. I unfortunately am not mod-savvy and school really prevents me from taking the time to learn right now. Maybe over Christmas break. I of course welcome much feedback and ideas.
 
I agree with the original poster:

The Espionage game demands way too much attention.

I appreciate Firaxis wanting to make spies meaningful, but in BtS it's just ridiculous!

What's the meaning of having to waste 10% on the Espionage slider, when every civ just does the same? Or even worse, if the AI sets it even higher.

I far prefer how things were before, when this stupid moneydraining arms race didn't exist. Give me an option to force the slider to 0% permanently for all civs, and I would be happy.

Then, being swamped by Spy units. Yes, it's annoying as hell to suddenly in BtS to be forced into micromanaging these buggers. Why can't settlers come auto-equipped with an automatic stationary free spy unit? If the advice is "have a spy in each of your cities" why do I have to manually place them there?

Or at least implement an auto-move function of spies, so whenever I have built one, it decides for itself where it's best needed, and moves there all by itself?!

So, the new espionage missions are cool and all, but you went overboard with this one, Firaxis, adding a lot of stupid micromanagement chores that, worst of all, can't be turned off as an option!

Make it AN OPTION in the custom game menu and I wouldn't complain, okay?

:crazyeye:
any option to turn off the new spying system in BtS or allow spies to see spies would be appreciated.

as it is the new spying system is ruining BtS for me.
 
I LOVE when AI does stupid missions against me, the more the beter, it makes my missions (like steal teck or a very well timed unhappiness or civic swapping) cheap cheap cheap and makes my passive knowledge much much beter. Its very hard to get a hugely favorable EP ratio if they never spend any points.
 
When I first started BtS, I really tried to use the espionage system. I think I used it pretty effectively and enjoyed it, but have since returned to more "core" gameplay to polish up my skills.

In my last few games I have only run counter espionage missions a handful of times and built a few spies in my key cities and left the espionage slider at 0%. In my last game I built a total of one spy somewhere around engineering and he never left my capital. Even with the slider at 0% I was still catching spies fairly regularly and all that ever happened was a farm got destroyed.
 
Aspects of the current espionage system are tedious. Two quick examples: (1) the mere fact that you have to constantly build the damn things incessantly from start to finish and (2) that you have to redistribute your spies after every attempted mission.
Allow me to add:

3) it doesn't integrate smoothly with the three sliders - now espionage is a completely new aspect that drains the other three of massive amounts of cash. Which country spends 10% or 20% of their GNP (or even 1%) on espionage alone?

4) the game's automation doesn't provide a decent baseline protection against foreign spies - forcing you to micromanage them even if you're not interested in focusing on spies.

5) Spies are like Bombers - it would be much more appropriate if you could have a central repository of these units, to be used wherever you wish. None of this manual and laborious moving and placing nonsense!

4. EP’s would continue to be gained by budget spending and buildings.
This I have no problem with - these buildings you build anyway, so this isn't an intrusion on gameplay.

5. Spies and agents would accrue experience points based on the success of your spies and agents.
Sure, make it integrate well with the rest of the game. Why this isn't so already I cannot understand.

17. The numbers of spies and agents would be capped.

18. Emphasis would be on fewer overall spy units, but more options, control, power, and strategy in utilizing the available units.
An excellent consideration! Make spies national units (capped at 3/civ) would be an excellent starting point, forcing the designers to really work to make them useful and interesting!

As it is now, the Espionage system of BtS is a clear example where the designers have lost focus of the overall picture - concentrating so hard on one feature that they forgot not all customers are thrilled to turn their Civ game into a espionage fest!
 
thanks for your ideas Atwork... wish i could help you.

my 2 cents: spies r a great addition. if you don't want to micromanage or be run over just build the buildings and up you S-slider. but you can also utterly destroy a rival if you r willing to invest some time. it is up to you. the advantages are clear, the defense options as well. use it or lose it.
 
I saw a post on this somewhere here (sorry, don't have a link) that did a thorough study of the effect of #spies sitting in your own city on probability of sabotage. There was a significant increasing benefit as #spies increased. I think they studied between 0 and 10 spies.

Any idea where you saw this? Having spies in your own cities - what did it affect? The "probability of success" or the :espionage: cost? If it's the probability, that would mean it works like the old spy system in vanilla and warlords.
 
Simplest of simple solutions: every time anyone conducts any spy mission (Apart from counterespionage) against another player, the price of spy missions by the spying player against the victim increases by 5% (10% if the spy was caught). That way if the AI does indeed just gangrape you over and over, it's going to be more expensive each time, and if you do keep trying to do the same thing over and over to the same person, it's going to cost you.
 
I rarely conduct spy missions (AI lacks tech to steal, other missions requires too much micromanagement).
However with enough courthouses, Security Bureaus one should have less problem with spies.
I think Ai spends too much effort on spying and techs much slower.
 
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