acluewithout
Deity
- Joined
- Dec 1, 2017
- Messages
- 3,496
I love the planned changes to diplomacy. But, if firaxis are adding these new features, do you think spies and envoys also need a re-think?
My beef: why are spies like traders, i.e. build them with production / number is limited by ‘capacity’, but unlike traders you can only increase capacity by acquiring certain civics (not through districts, governments, great people). No matter how big your empire gets, or how wealthy, productive or advanced, or how many other civs are in the game, or how much I invest in districts or buildings, I can only get +1 spy capacity by getting certain very specific civics or techs (and, therefore, my total capacity tops out at the same for every other civ).
Likewise, why do city states have an entirely different resource system? – i.e. envoys; and why can’t I use that ‘resource’ for anything else?
Relatedly, won’t having governor ‘titles’ just add yet another ad hoc / hyper-specific resource to track / earn, which doesn’t connect with anything else in the game?
If we're going to have governors and all the rest, then this is what I’d like to see.
1. Civs earn ‘influence’ based on, I don’t know, faith and gold per turn, and whatever else (alliances, good deeds, great merchant boosts, government district).
2. After you unlock certain civics, you can spend influence to buy governors (max 7), upgrade / promote existing governors, buy envoys (which can be sent to both city states or civs), buy a magistrate, or flat out buy a spy unit (i.e. instead of using production or gold).
3. Governors work just as firaxis have proposed, and spies and envoys in city states work as they do now. Envoys placed in other civs give you improved visibility, improved relations, and more effective alliance bonuses – and you can also get additional benefits re: that civ by using certain diplomatic cards (like % per envoy to religious conversion or tourism). Magistrates improve loyalty in a minor way and buff counter-spies.
4. Spy capacity depends on total envoys placed in other civs and total magistrates – but not one-to-one. e.g., your first envoy / magistrate gives you +1 spy capacity, then your third gives another +1, then your seventh gives another +1 (or whatever).
5. Related tweaks: city state quests give you bonus influence, not envoys. You can still get additional envoys and spy capacity from civics / techs, but these are just meant to be a ‘bonus’.
[Sorry if this is posted in the wrong place.]
My beef: why are spies like traders, i.e. build them with production / number is limited by ‘capacity’, but unlike traders you can only increase capacity by acquiring certain civics (not through districts, governments, great people). No matter how big your empire gets, or how wealthy, productive or advanced, or how many other civs are in the game, or how much I invest in districts or buildings, I can only get +1 spy capacity by getting certain very specific civics or techs (and, therefore, my total capacity tops out at the same for every other civ).
Likewise, why do city states have an entirely different resource system? – i.e. envoys; and why can’t I use that ‘resource’ for anything else?
Relatedly, won’t having governor ‘titles’ just add yet another ad hoc / hyper-specific resource to track / earn, which doesn’t connect with anything else in the game?
If we're going to have governors and all the rest, then this is what I’d like to see.
1. Civs earn ‘influence’ based on, I don’t know, faith and gold per turn, and whatever else (alliances, good deeds, great merchant boosts, government district).
2. After you unlock certain civics, you can spend influence to buy governors (max 7), upgrade / promote existing governors, buy envoys (which can be sent to both city states or civs), buy a magistrate, or flat out buy a spy unit (i.e. instead of using production or gold).
3. Governors work just as firaxis have proposed, and spies and envoys in city states work as they do now. Envoys placed in other civs give you improved visibility, improved relations, and more effective alliance bonuses – and you can also get additional benefits re: that civ by using certain diplomatic cards (like % per envoy to religious conversion or tourism). Magistrates improve loyalty in a minor way and buff counter-spies.
4. Spy capacity depends on total envoys placed in other civs and total magistrates – but not one-to-one. e.g., your first envoy / magistrate gives you +1 spy capacity, then your third gives another +1, then your seventh gives another +1 (or whatever).
5. Related tweaks: city state quests give you bonus influence, not envoys. You can still get additional envoys and spy capacity from civics / techs, but these are just meant to be a ‘bonus’.
[Sorry if this is posted in the wrong place.]