DLC idea and a commentary of Strategic Depth in the Civ franchise.

MenanderI

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Edit. This is my first day on the forum and I realize this belongs in a different section. Unfortunately I cant seem to delete it. My apologies, if you want to read it anyway do so here or in the suggestions forum until a mod takes it down or something. My apologies.

If you know the enemy and know yourself you need not fear the results of a hundred battles.
Sun Tzu

One of my biggest issues with the Civ Franchise that has always irked my is the lack of any strategic depth to the gameplay with regards intelligence operations beyond the sight of a spy or unit.

The way I can see a positive change to the current system is having buildings and units that improve both global and regional intel. I will divide this system into three separate suggestions.

1. Barbarian hordes, this may not seem pertinent to intelligence but it is if you bear with me. Barbarians now function as a group of units clustered around a warlord who leads them. The horde will occasionally attack cities and city states in an attempt to plunder tiles, capture civilians, and ransom cities. The horde can be forced to retreat after it takes significant losses and retreats or the warlord is killed, eliminating the horde's ability to spawn new units to replace lost ones. This may seem overpowered but they can be bribed away, given a city to settle (as a city state) in in exchange for peace, or be spotted coming from far away using intelligence.

2. Global intelligence can be acquired through buildings, wonders, and policies. Global intel will give a player a chance every turn of being alerted to the plots of Barbarian Hordes, where and when they intend to attack and the size of the force. Also global intel gives players a chance of relieving the locations and numbers of other civs armies, though civs can build things that lessen the chance of this happening. For example, a certain building might give one play a +5% chance per turn of unveiling a unit in enemy territory or another might lesson enemies chances by -5% of peering in. Spies may effect this as well perhaps.

3. Regional/unit intelligence; units like spec ops and spy planes. In addtion to units with wide lines of sights, certain very weak land and naval units that can enter other civ territory without open boarders and peruse about without fear of detection. The invisibility will be unveiled if another player moves another recon unit to an adjacent tile. If a player were to catch an operative in his/her/(insert appropriate terms) country they now have three options.
a. kill it with a large negative opinion as a result. (both parties unhappy)
b. kick it out (the spying party has no opinion change but victim feels slightly unhappy)
c. declare war over it (victim of spying declares war over the incident)

Also spy planes and other forms of units as well. Open to suggestions on how these work.

these are all simply suggestions and I invite everyone to shoot it full of holes or add too it. Thank you.
Menander I
 
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