Deliverator
Graphical Hackificator
Taken from the 1.7.0.6 patch release note, this is (I think) a fairly up-to-date summary of the current espionage missions and promotions:
Ahriman's proposal for faction-unique espionage is from this post onwards.
From the 1.8 feedback thread:
(The answer is yes; EspionageMissionInfos has a TechPrereq field.)
Anyway, here's a proposed design roughly based on Ahriman's proposal. There are some missions shared between civs, but that is because I wanted to follow theme and it didn't seem necessary to make missions completely exclusive. We can revise this based on discussions.
New Missions List
* See Demographics, See City, Investigate City: passive missions
* Lower Defenses (City Revolt for 1 turn)
* Spread Lies (Creates Misinformation building: -20% production, +4 unhappy for 10 turns)
* Exert Influence (Creates External Influence building:-75% culture for 10 turns)
* Cause Incident (-2 diplo modifier between target civ and the civ of your choice)
* Political Marriage (+1 diplo modifier between target civ and you)
* Assassinate Great Person (removes 1 settled great person)
* Incite Anarchy (puts target player into Anarchy - as with a revolution - for 2 turns)
* Destroy Production (wipes out currently accumulated production from target city)
* Seduce Leaders (Creates Seduced Leaders building: -50% culture, -10% production for 10 turns)
* Acquire Technology
* Establish Semuta Den (creates Semuta Den in target city)
* Steal Water (pipes +4 water from target city to one of yours for 3 turns by creating Stolen Water In/Out buildings)
* Sell Shipment (steals a % of the target civ's treasury)
* Addict Worker (converts a worker to your civ)
* Destroy Unit (kills a Vehicle/Mech/Thopter/Hornet unit)
* Destroy Improvement
* Destroy Building
* Annex City (gives city to you)
* Counterespionage
Missions to be axed:
* City Unhappiness
* Destroy Project
* Insert Culture
* Switch Civic
* Switch Religion
* Poison Water
* Impersonate Commander (As far as I know this is still buggy anyway)
New Spy Promotion Effects
FriendlyHeal - % diplo bonus
EnemyHeal - % diplo penalty
NeutralHeal - % longer duration of building effect on target city
UpgradeDiscount - % success rate
Always Heal - Loyalty - never reveals nationality, prevents -1 diplomatic penalty upon capture
InterceptChange - % spy detection bonus, 5x% counter-espionage bonus
EvasionChange - % defense against detection ("detection evasion")
WithdrawChange - % to survive upon mission failure
New General Spy Promotions
* Stealth I,II,III: +10% defense against detection ("detection evasion") : All
* Escape Artist I,II: +40% to survive upon mission failure : Not Traitor, Spy Drone
* Dexterity I,II,III: +20% success rate ("free preparation bonus") : All
* Loyalty: never reveals nationality, prevents -1 diplomatic penalty upon capture : Not Spy Drone, Narcotics Dealer, Saboteur, Traitor
* Security I,II,III: +1 visibility range, +10% spy detection bonus, +50% counterespionage bonus : Not Traitor, Narcotics Dealer, Saboteur
New UU Spy Promotions
* Treachery I,II,III: % duration of Lower Defenses/Misinformation : Traitor Only
* Conspiracy I,II,III: % duration of Exert Influence, % diplo penalty of Cause Incident : Sardaukar Agent Only
* Instigation I,II,III: % duration of Incite Anarchy, % diplo penalty of Cause Incident : Face Dancer Only
* Seduction I,II,III: % duration of Seduction, % diplo bonus of Political Marriage : Acolyte Only
* Intrigue I,II,III: % duration of Exert Influence : Truthsayer Only
* Water Theft I,II,III: % duration of Steal Water : Sandshadow Only
* Sabotage : Saboteur Only
* Remote Operations : Spy Drone Only
* Narcotics Dealing : Narcotics Dealer Only
UNITS
Harkonnen
Unit: Traitor
Missions: Lower Defenses , Misinformation
Promotions: Treachery, Stealth, Dexterity
Corrino
Unit: Sardaukar Agent
Missions: Assassinate Great Person, Exert Influence, Cause Incident
Promotions: Conspiracy, Stealth, Dexterity, Escape Artist, Loyalty, Security
Tleilaxu
Unit: Face Dancer
Missions: Incite Anarchy, Cause Incident, Assassinate Great Person
Promotions: Instigation, Stealth, Dexterity, Escape Artist, Loyalty, Security
Ix
Unit: Spy Drone
Missions: Destroy Unit (Vehicle/Mech/Thopter/Hornet), Acquire Technology, Destroy Production
Promotions: Stealth, Dexterity, Security
Ecaz
Unit: Narcotics Dealer
Missions: Sell Shipment, Addict Worker, Establish Semuta Den (see below)
Promotions: Stealth, Dexterity, Escape Artist
Bene Gesserit
Unit 1: Acolyte
Missions: Political Marriage, Seduction
Promotions: Seduction, Stealth, Dexterity, Escape Artist, Loyalty, Security
Unit 2: Truthsayer (req Water of Life)
Missions: Annex City, Exert Influence, can see Invisible units, national limit of 2-3.
Promotions: Intrigue, Stealth, Dexterity, Escape Artist, Loyalty, Security
Fremen
Unit: Sandshadow
Missions: Steal Water (see below), Destroy Improvement
Promotions: Water Theft, Stealth, Dexterity, Escape Artist, Loyalty, Security
Ordos
Unit: Saboteur
Missions: Destroy Improvement, Destroy Building
Promotions: Stealth, Dexterity, Escape Artist
Atreides
Counter-espionage only, no spy unit
Duke's Bench now gives +25% espionage defence
Intelligence Post replaces Prison Camp, gives +25% espionage defence instead of -25% war weariness.
Building Changes
Prison camp: +6 EP, -25% war weariness, can turn 2 citizens into Spy.
Tribunal +2 EPs, -50% maintenance cost.
Assassin’s Bureau. +3 XP to newly created espionage units, +8 EPs.
Poison snooper: +25% espionage defense, +6 EPs
Hunter-seeker control. +10 EPs.
Saboteur defense. +50% espionage defense. +100% EPs. Created by Great Spy.
Political Center National Wonder now gives +4 EPs
Other stuff
Free Spymaster given at Covert Operations tech
New Mission Type(s)
I have successfully added a new espionage mission type for creating temporary buildings to the SDK. I am intending to use this for the Steal Water and Establish Semuta Den missions. This works by adding three fields to EspionageMissionInfos: CreateTargetBuildingType, CreatePlayerBuildingType and iCreateBuildingDuration.
For the Steal Water mission the values for these are:
The effect of this (if the mission is successful) is to create a Stolen Water (Out) building in the target city (if it doesn't already have one) and a Stolen Water (In) building in the spy player's nearest city that doesn't already have one. These will both last for 3 turns (the iCreateBuildingDuration) after which they'll disappear. These screenshots show what this looks like in game (I can probably add a countdown of the turns remaining to the building hover-over popup):
The +4 and -4 are obviously changeable in BuildingInfos XML.
The Establish Semuta Den mission uses the same tags but has these values:
The minus -1 means the building is permanent rather than temporary. I'll need to add a PrereqBonus to EspionageMissions to make sure that Semuta is available (i.e. you have a Semuta Supplier building).
Now that I have the SDK for adding new missions figured out, if there are other convincing ideas for additional espionage missions I should be able to implement them.
Anyway, I have the next few days free-ish to implement some of this so it would be good to have feedback. Tightening up the promotion aspects of the design would be good as well.
Spoiler :
Promotions
* Diplomat: automatically added to Reverend Mother URU, enables Annex City, Destabliize, Political Marriage, Cause Incident missions
* Sabotage: automatically added to Saboteur UU, enables Sabotage mission
* Poisoner I: automatically added to Face Dancer UU, enables Assassinate Specialist and Impersonate Commander missions, +50% bonus unhealthiness from missions
* Deception I,II,III: +10% defense against detection ("detection evasion")
* Escape Artist I,II: +40% to survive upon mission failure
* Improvise I,II,III: +20% success rate ("free preparation bonus")
* Instigator I,II: +50% unrest from missions
* Instigator III: +100% city revolt time
* Loyalty: never reveals nationality, prevents -1 diplomatic penalty upon capture
* Poisoner II, III: +50% unhealthiness from missions
* Security I,II,III: +1 visibility range, +10% spy detection bonus, +50% counterespionage bonus
Vanilla missions
* See Demographics, See City, Investigate City: passive missions
* Buy Tech: cost 0, difficulty 25
* City Revolt: cost 650, difficulty 25
* City Unhappiness: cost 120, difficulty -50
* Counterespionage: cost 100, difficulty -100
* Destroy Building: cost 500, difficulty 10
* Destroy Improvement: cost 75, difficulty 0
* Destroy Production: cost 500, difficulty 0
* Destroy Project: cost 500, difficulty 0
* Insert Culture: cost 0, difficulty 0
* Poison Water: cost 120, difficulty -50
* Steal Treasury: cost 300, difficulty 25
* Switch Civic: cost 60000, difficulty 50
* Switch Religion: cost 60000, difficulty 50
Additional missions
v = present in vanilla but disabled, s = added/changed by Super Spies, d = added/changed by Dune Wars
* Annex City (v,d): requires Diplomat, cost 3000, difficulty 50
* Assassinate Specialist (s): requires Poisoner, cost 500, difficulty 25
* Cause Incident (d): requires Diplomat, cost 200, difficulty 25
* Destabilize Civilization (v): requires Diplomat, cost 1500, difficulty 50
* Impersonate Commander (d): requires Poisoner, cost 250, difficulty 25
* Political Marriage (d): requires Diplomat, cost 150, difficulty 25
* Recruit Worker (v,s): cost 150, difficulty 25
* Sabotage Unit (v,d): requires Sabotage, cost 100, difficulty 25
Old Spy Promo Effects
FriendlyHeal - % more unhealthiness
EnemyHeal - % more unhappiness
NeutralHeal - % longer revolt time
UpgradeDiscount - % success rate
Always Heal - Loyalty - never reveals nationality, prevents -1 diplomatic penalty upon capture
InterceptChange - % spy detection bonus, 5x% counter-espionage
EvasionChange - % defense against detection ("detection evasion")
WithdrawChange - % to survive upon mission failure
* Diplomat: automatically added to Reverend Mother URU, enables Annex City, Destabliize, Political Marriage, Cause Incident missions
* Sabotage: automatically added to Saboteur UU, enables Sabotage mission
* Poisoner I: automatically added to Face Dancer UU, enables Assassinate Specialist and Impersonate Commander missions, +50% bonus unhealthiness from missions
* Deception I,II,III: +10% defense against detection ("detection evasion")
* Escape Artist I,II: +40% to survive upon mission failure
* Improvise I,II,III: +20% success rate ("free preparation bonus")
* Instigator I,II: +50% unrest from missions
* Instigator III: +100% city revolt time
* Loyalty: never reveals nationality, prevents -1 diplomatic penalty upon capture
* Poisoner II, III: +50% unhealthiness from missions
* Security I,II,III: +1 visibility range, +10% spy detection bonus, +50% counterespionage bonus
Vanilla missions
* See Demographics, See City, Investigate City: passive missions
* Buy Tech: cost 0, difficulty 25
* City Revolt: cost 650, difficulty 25
* City Unhappiness: cost 120, difficulty -50
* Counterespionage: cost 100, difficulty -100
* Destroy Building: cost 500, difficulty 10
* Destroy Improvement: cost 75, difficulty 0
* Destroy Production: cost 500, difficulty 0
* Destroy Project: cost 500, difficulty 0
* Insert Culture: cost 0, difficulty 0
* Poison Water: cost 120, difficulty -50
* Steal Treasury: cost 300, difficulty 25
* Switch Civic: cost 60000, difficulty 50
* Switch Religion: cost 60000, difficulty 50
Additional missions
v = present in vanilla but disabled, s = added/changed by Super Spies, d = added/changed by Dune Wars
* Annex City (v,d): requires Diplomat, cost 3000, difficulty 50
* Assassinate Specialist (s): requires Poisoner, cost 500, difficulty 25
* Cause Incident (d): requires Diplomat, cost 200, difficulty 25
* Destabilize Civilization (v): requires Diplomat, cost 1500, difficulty 50
* Impersonate Commander (d): requires Poisoner, cost 250, difficulty 25
* Political Marriage (d): requires Diplomat, cost 150, difficulty 25
* Recruit Worker (v,s): cost 150, difficulty 25
* Sabotage Unit (v,d): requires Sabotage, cost 100, difficulty 25
Old Spy Promo Effects
FriendlyHeal - % more unhealthiness
EnemyHeal - % more unhappiness
NeutralHeal - % longer revolt time
UpgradeDiscount - % success rate
Always Heal - Loyalty - never reveals nationality, prevents -1 diplomatic penalty upon capture
InterceptChange - % spy detection bonus, 5x% counter-espionage
EvasionChange - % defense against detection ("detection evasion")
WithdrawChange - % to survive upon mission failure
Ahriman's proposal for faction-unique espionage is from this post onwards.
Ahriman said:Design goal: Make espionage a more interesting part of the game, by making the espionage options available to each faction both powerful and flavorful.
From the 1.8 feedback thread:
Ahriman said:... based on my design principles from earlier; severely limit the range of espionage missions available to each faction to only the most thematic, and then have a cheap one with a minor but always useful effect that could be spammed, and a powerful one that is expensive. And espionage UUs for basically every faction.
This is to stop the AI from wasting EPs on low-value impacts, and try it to get it to actually have a chance to use the more powerful missions, and to make it feel more flavorful.
I will probably also redesign the espionage buildings. Perhaps we can work up something coherent with +EP vs EP% boosts.
Is it possible to have espionage missions whose access is controlled by tech?
(The answer is yes; EspionageMissionInfos has a TechPrereq field.)
Anyway, here's a proposed design roughly based on Ahriman's proposal. There are some missions shared between civs, but that is because I wanted to follow theme and it didn't seem necessary to make missions completely exclusive. We can revise this based on discussions.
New Missions List
* See Demographics, See City, Investigate City: passive missions
* Lower Defenses (City Revolt for 1 turn)
* Spread Lies (Creates Misinformation building: -20% production, +4 unhappy for 10 turns)
* Exert Influence (Creates External Influence building:-75% culture for 10 turns)
* Cause Incident (-2 diplo modifier between target civ and the civ of your choice)
* Political Marriage (+1 diplo modifier between target civ and you)
* Assassinate Great Person (removes 1 settled great person)
* Incite Anarchy (puts target player into Anarchy - as with a revolution - for 2 turns)
* Destroy Production (wipes out currently accumulated production from target city)
* Seduce Leaders (Creates Seduced Leaders building: -50% culture, -10% production for 10 turns)
* Acquire Technology
* Establish Semuta Den (creates Semuta Den in target city)
* Steal Water (pipes +4 water from target city to one of yours for 3 turns by creating Stolen Water In/Out buildings)
* Sell Shipment (steals a % of the target civ's treasury)
* Addict Worker (converts a worker to your civ)
* Destroy Unit (kills a Vehicle/Mech/Thopter/Hornet unit)
* Destroy Improvement
* Destroy Building
* Annex City (gives city to you)
* Counterespionage
Missions to be axed:
* City Unhappiness
* Destroy Project
* Insert Culture
* Switch Civic
* Switch Religion
* Poison Water
* Impersonate Commander (As far as I know this is still buggy anyway)
New Spy Promotion Effects
FriendlyHeal - % diplo bonus
EnemyHeal - % diplo penalty
NeutralHeal - % longer duration of building effect on target city
UpgradeDiscount - % success rate
Always Heal - Loyalty - never reveals nationality, prevents -1 diplomatic penalty upon capture
InterceptChange - % spy detection bonus, 5x% counter-espionage bonus
EvasionChange - % defense against detection ("detection evasion")
WithdrawChange - % to survive upon mission failure
New General Spy Promotions
* Stealth I,II,III: +10% defense against detection ("detection evasion") : All
* Escape Artist I,II: +40% to survive upon mission failure : Not Traitor, Spy Drone
* Dexterity I,II,III: +20% success rate ("free preparation bonus") : All
* Loyalty: never reveals nationality, prevents -1 diplomatic penalty upon capture : Not Spy Drone, Narcotics Dealer, Saboteur, Traitor
* Security I,II,III: +1 visibility range, +10% spy detection bonus, +50% counterespionage bonus : Not Traitor, Narcotics Dealer, Saboteur
New UU Spy Promotions
* Treachery I,II,III: % duration of Lower Defenses/Misinformation : Traitor Only
* Conspiracy I,II,III: % duration of Exert Influence, % diplo penalty of Cause Incident : Sardaukar Agent Only
* Instigation I,II,III: % duration of Incite Anarchy, % diplo penalty of Cause Incident : Face Dancer Only
* Seduction I,II,III: % duration of Seduction, % diplo bonus of Political Marriage : Acolyte Only
* Intrigue I,II,III: % duration of Exert Influence : Truthsayer Only
* Water Theft I,II,III: % duration of Steal Water : Sandshadow Only
* Sabotage : Saboteur Only
* Remote Operations : Spy Drone Only
* Narcotics Dealing : Narcotics Dealer Only
UNITS
Harkonnen
Unit: Traitor
Missions: Lower Defenses , Misinformation
Promotions: Treachery, Stealth, Dexterity
Corrino
Unit: Sardaukar Agent
Missions: Assassinate Great Person, Exert Influence, Cause Incident
Promotions: Conspiracy, Stealth, Dexterity, Escape Artist, Loyalty, Security
Tleilaxu
Unit: Face Dancer
Missions: Incite Anarchy, Cause Incident, Assassinate Great Person
Promotions: Instigation, Stealth, Dexterity, Escape Artist, Loyalty, Security
Ix
Unit: Spy Drone
Missions: Destroy Unit (Vehicle/Mech/Thopter/Hornet), Acquire Technology, Destroy Production
Promotions: Stealth, Dexterity, Security
Ecaz
Unit: Narcotics Dealer
Missions: Sell Shipment, Addict Worker, Establish Semuta Den (see below)
Promotions: Stealth, Dexterity, Escape Artist
Bene Gesserit
Unit 1: Acolyte
Missions: Political Marriage, Seduction
Promotions: Seduction, Stealth, Dexterity, Escape Artist, Loyalty, Security
Unit 2: Truthsayer (req Water of Life)
Missions: Annex City, Exert Influence, can see Invisible units, national limit of 2-3.
Promotions: Intrigue, Stealth, Dexterity, Escape Artist, Loyalty, Security
Fremen
Unit: Sandshadow
Missions: Steal Water (see below), Destroy Improvement
Promotions: Water Theft, Stealth, Dexterity, Escape Artist, Loyalty, Security
Ordos
Unit: Saboteur
Missions: Destroy Improvement, Destroy Building
Promotions: Stealth, Dexterity, Escape Artist
Atreides
Counter-espionage only, no spy unit
Duke's Bench now gives +25% espionage defence
Intelligence Post replaces Prison Camp, gives +25% espionage defence instead of -25% war weariness.
Building Changes
Prison camp: +6 EP, -25% war weariness, can turn 2 citizens into Spy.
Tribunal +2 EPs, -50% maintenance cost.
Assassin’s Bureau. +3 XP to newly created espionage units, +8 EPs.
Poison snooper: +25% espionage defense, +6 EPs
Hunter-seeker control. +10 EPs.
Saboteur defense. +50% espionage defense. +100% EPs. Created by Great Spy.
Political Center National Wonder now gives +4 EPs
Other stuff
Free Spymaster given at Covert Operations tech
New Mission Type(s)
I have successfully added a new espionage mission type for creating temporary buildings to the SDK. I am intending to use this for the Steal Water and Establish Semuta Den missions. This works by adding three fields to EspionageMissionInfos: CreateTargetBuildingType, CreatePlayerBuildingType and iCreateBuildingDuration.
For the Steal Water mission the values for these are:
Code:
<CreateTargetBuildingType>BUILDING_STOLEN_WATER_OUT</CreateTargetBuildingType>
<CreatePlayerBuildingType>BUILDING_STOLEN_WATER_IN</CreatePlayerBuildingType>
<iCreateBuildingDuration>3</iCreateBuildingDuration>
The effect of this (if the mission is successful) is to create a Stolen Water (Out) building in the target city (if it doesn't already have one) and a Stolen Water (In) building in the spy player's nearest city that doesn't already have one. These will both last for 3 turns (the iCreateBuildingDuration) after which they'll disappear. These screenshots show what this looks like in game (I can probably add a countdown of the turns remaining to the building hover-over popup):
Spoiler :
The +4 and -4 are obviously changeable in BuildingInfos XML.
The Establish Semuta Den mission uses the same tags but has these values:
Code:
<CreateTargetBuildingType>BUILDING_SEMUTA_DEN</CreateTargetBuildingType>
<CreatePlayerBuildingType>NONE</CreatePlayerBuildingType>
<iCreateBuildingDuration>-1</iCreateBuildingDuration>
The minus -1 means the building is permanent rather than temporary. I'll need to add a PrereqBonus to EspionageMissions to make sure that Semuta is available (i.e. you have a Semuta Supplier building).
Now that I have the SDK for adding new missions figured out, if there are other convincing ideas for additional espionage missions I should be able to implement them.
Anyway, I have the next few days free-ish to implement some of this so it would be good to have feedback. Tightening up the promotion aspects of the design would be good as well.