hangman
almost-scientist
So I've been thinking about the possibility of using espionage as the basis for some UHVs in the developing RFCA mod. Any help from experienced python and SDK modders would be appreciated.
A lot of the modcomps I'm suggesting could be applied to non-RFC mods, but since the primary focus is on UHVs, I thought it would be better to post it here.
At the moment, these are just ideas, so feel free to brainstorm.
Here are some ideas I've had:
Relevent posts: RFCA#671
A lot of the modcomps I'm suggesting could be applied to non-RFC mods, but since the primary focus is on UHVs, I thought it would be better to post it here.
At the moment, these are just ideas, so feel free to brainstorm.
Here are some ideas I've had:
- With UHVs, there's the tech race, the building/wonder goal, and the resource accumulation goal, but I think we could do more with it. Resource accumulation would go hand-in-hand with the passive espionage effects, so it should be possible to substitute a goal like "get 3000 EPs by 1000AD" with "make all the cities visible in three different civs by 1000AD," which also entails exploration. As it is, espionage works against the player, and it's impossible to prioritize individual cities. This would be an important addition because passive effects are currently based on the EPs against the player himself, and are not 'spent' on passive effects. This allows accumulated EPs to count against all cities at once, which makes passive effects easy to attain. To add difficulty and an element of strategy, I think there should be some city prioritizing system in place, as well as a method to 'purchase' passive effects against a particular city, so that EPs aren't spent based on which city you happen to discover first.
- For active effects, one possibility is that you could make it so that successful acts of sabotage decreases the stability of the target civ, so one UHV could be "destablize at least one civ until they collapse." It could be set up so that certain actions give larger or smaller stability hits, or none at all.
- On that note, you could commit enough acts of espionage in a place far away enough so that two nations would go to war with each other. This would require a mechanic for foreign relation hits based on which nation's border is closest to the spy, and code to check whose spy it was if they go to war.
- Alternatively, you could set a goal for a particular active effect, like "sabotage production in five cities" or "assassinate ten units." These are kind of straightforward though, so any creative ideas here would be welcome.
Relevent posts: RFCA#671