(Espionage) How I exploit it and suggestions to tone it back

Kepling

Chieftain
Joined
Nov 3, 2015
Messages
14
I have been playing this mod a lot lately and feel this needs to be brought up. With a small army of espionage you can gain an unfair advantage early. Though in theory espionage shouldn't become too powerful until later in the game, my experience has been the opposite.



Worker Exploit:
1.Place an espionage on an enemy resource(preferably strategic ones like iron or horse as they'll get priority)
2.Destroy improvement
3.Wait for workers to come rebuild it
4.Bribe workers and repeat
You get free workers, they lose workers, and best of all they can't make good military units. Win-Win-Win


Money Exploit:
1.Steal most of their money(more they have the more you can steal at once since there is no cap)
2.Once they are low enough on funds send an espionage to each city and send it into revolt
3.Next turn send all espionage back to all cities so they can cause revolt again when the old revolt wears off
4.If all their cities are revolting continuously then they can't produce money
5.Once they run out of money they can't pay their military
6.After they run out of military you invade and take everything
7.Choose new victim and go back to #1
Even if you don't drive an AI broke, stealing money can let you upgrade units and rush building more easily, and is further compounded when your espionage is stealing 2-3k each time


Culture Exploit:
1.Send a large group of espionage to a city with your culture in it
2.Spread culture
3.Repeat
I have exploited this to the point were a neighboring city will have 99% of my culture


Tech Exploit:
If you focus enough on stealing techs you can get a massive tech lead, if exploited enough you can get to transhuman by 1900 despite realistic timescale


Holy City exploit(kinda):
1.Get holy city
2.Wait to convert so you don't get negative relations with other religions, maybe use the civic Appeasement if they refuse right of passage or open boarders
3.Spread the religion like wildfire with missionaries
4.Convert for the bonus in cities with your religion
The bonus is too much, especially in early game


Promotion Exploit(kinda):
Not so much of an exploit, but if you get enough promotions on an espionage they become virtually invincible. Once they get going about the only way I lose them is if they need to take a boat and it gets sunk from an event.


Defense Exploit(Kinda):
1.Put a spy and a watch tower in every city
2.Watch the enemy spies get caught as they come in
Not entirely sure if this is an issue, but it does feel like one when you have a spy in every city and the AI doesn't


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All suggestions should be implemented individually so each ones effect can be gauged

Suggestion #1
Reduce espionage promotions

Escape Artist I&II 40%->25%
Deception I-III 10%->5%
Improvise I-V 10%->5%
Loyal split into Loyal I&II with % to happen instead of every time. Even with both it shouldn't add up to 100%, there should always be a chance to hurt relations with espionage. Also Loyal II should have a prerequisite so it's not available too early(maybe Psychology).


Suggestion #2
Make Spies and Agents limited national units
Should be noted that traders, caravans, and freight don't count against each other, so at Photography you could technically have 15 espionage(5 spy+10 Agent) if my suggestion is followed.

Spy
Limit:5
Alphabet(Classical)

Agent
Limit:10
Photography(Industrial)

Special Agent
Limit:5
Electronics(Modern)

Top Secret Agent
Limit:1
Electronics(Modern)

Hacker
Limit:Unlimited
Cyberwarfare(Modern)


Suggestion #3
Put a limit on the amount of money you can steal at once, maybe in the range of 100-1000


Suggestion #4
Reduce bonus from holy city for espionage


Suggestion #5
Have espionage return to capital after every mission, whether or not they are in a city


Suggestion #6
Limit culture spread with espionage to 75%
 
I tend to agree on most points, Kepling. Every game I groom a lot of early spies with easy missions, then use those forever to suppress my rivals.

The "simplest" fix would be to teach AI the (kinda) Defense Exploit. Harassment by spies should prompt it to build Watchtowers and spies of its own. If this often leaves spies idle where built, that's fine. Especially if the spy-in-city defense was made cumulative.

The invulnerable spy problem may be more from human players pushing a huge espionage ratio. Since we now have fun promotions for bettering our odds, I suggest the ratio modifier be, like, halved.

We both enjoy spies (why we exploit them) but you're right they shouldn't be commonplace and game-changing until later. How about all the promotions kept powerful but all having prerequisites?
 
Here's a XML file that lowers %'s for espionage promotions if anyone wants to try one of my suggestions. When I have some time I'll try it myself and report my experience. Mod rev. 1066

List of changes:

Escape Artist I&II
Chance to Escape 40%->25%

Deception I-III
Detect Evasion 10%->5%

Improvise I-V
Free Prep 10%->5%

Not sure how to change Loyalty, if anyone more knowledgeable has an idea that would be awesome.

Also considering reducing Security's % to spy detection, but may be counterproductive to reducing espionage power.

Remember to save the old XML before overwriting, goes into /Rise of Mankind - A New Dawn/Assets/XML/Units/
 

Attachments

Here's another XML, this one make Spies and Agents National units with limits of 5 & 10 retrospectively.

Remember to save the old XML before overwriting, goes into /Rise of Mankind - A New Dawn/Assets/XML/Units/
 

Attachments

I'd like to see realism come to the rescue here. A spy network should be limited by social complexity, and also by the political power of your state. It's something contrary to reason if there were a fleet of spies so mighty that they -could- bring down nations and empires, but all just talk take orders from you with the docility of a water dog.

I thought that spy operations costing esp points was enough of a balance, though. You can't beat its hard, gold-based costs. Why doesn't that work?
 
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