Espionage Updates - Lets talk planning

Stalker0

Baller Magnus
Joined
Dec 31, 2005
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Alright so with the next congress coming up, my intention is to put some measure of espionage changes on the docket.

We have had several proposal ideas already go through initial workshopping. The goal of this thread is for the authors of those proposals to note which proposals they are intending to put into congress, or if they plan to workshop a new one.

With likely several proposals going to hit for espionage, we can then start workshopping each one and try to get them each as tidy and issue free as possible before the congress starts.


Espionage is too complicated to just drop in a last minute proposal, so ideally we get through a lot of that work early, and then we leave it up to the voters on which direction they want espionage to take.
 

I'll be putting this one up, I think it will reflect the crowd that wants a return to the more vanilla system, with less options and levers. Still needs some more drafting on some details but a lot of the core of the proposal I think is ready to go.
 
I think the Congress is fundamentally a system that will not be able to make the hard decisions necessary to fix the espionage system. The inclination towards more content, more complexity, more choice, will only lead us further into the woods here. Civ 5 is not an espionage simaulator, it is not a major part of the game. If given the choice between making the espionage system matter too much or not at all, the correct answer is not at all.

For my part, I won't vote for any espionage change, unless it is specifically about stripping out content.
 
I think the Congress is fundamentally a system that will not be able to make the hard decisions necessary to fix the espionage system. The inclination towards more content, more complexity, more choice, will only lead us further into the woods here. Civ 5 is not an espionage simaulator, it is not a major part of the game. If given the choice between making the espionage system matter too much or not at all, the correct answer is not at all.

For my part, I won't vote for any espionage change, unless it is specifically about stripping out content.
ok well that's the one I'll be presenting. I know you had your own you had done some work on, are you thinking of presenting it or you leaving that one on the shelf?
 
I'll leave it for others to submit, if they want to.

I have no interest in wading into the quagmire of Espionage balance, and would just as soon turn the whole mechanic off, if it weren't for how it hooks into building/policy/wonder/civ balance
 
I want to have instant tactical missions that people seem to dislike (going by the poll results), and remove pure yield copy/steal from the system that people seem to like...

There were just too few people voting on the polls though...

EDIT: If we'll have an espionage system that's just giving yields (or a tech every X turns), I'd rather have no espionage system.
 
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EDIT: If we'll have an espionage system that's just giving yields (or a tech every X turns), I'd rather have no espionage system.
You could just literally have the spies provide intel of the city they are in, and that's it. Aka actual "intel" :)
 
Pure intel is lame too. The AI never knows what to make use of the stuff shown in the city screen. Only the provided sight is useful.
 
Pure intel is lame too. The AI never knows what to make use of the stuff shown in the city screen. Only the provided sight is useful.
sorry when I said intel I actually did mean the sight within the city.
 
sorry when I said intel I actually did mean the sight within the city.
Even then, it needs to be established fast, when you need it, AND have equal benefit as putting the spy into a CS.
 
Spies (proposed rework in bold A WIP)
Spy Recruitment and Mechanics
Gain 100 Spy Points when you advance to the Renaissance era and eras afterward. When you hit the threshold of Spy Points, gain a Spy. This threshold is dictated by this formula:

(This is all in the current game).
Map SizeMajor CivilizationsCity-StatesSpy Points
Duel24250 (maximum is 100)
Tiny48125 (maximum is 100)
Small61283
Standard81662.5 (or 62 because it's an integer [always round down])
Large102050
Huge122441.6 (or 41 because it's an integer [always round down])
The lower limit of Spy Points is 33. I want to decrease it to 25. It does not affect the default settings but the custom settings of those who want bigger maps and this correlates with requiring more spy usage. You can generate Spy Points from Buildings, Policies, and Era progression (additionally modders can mess with this via dummy spy point generation but VP will not temper with it). I want to add another generation of Spy Points: Spy Retirement System.

Spies that are killed-in-action take 5 Turns, which can be a big delay to your espionage as it also resets the rank of your spy for taking risks. There is no incentive for letting level 3 spies take risk since replacing them and upgrading them again is a big opportunity lost. Level 3 Spies are thus however allowed to "retire." Letting a new spy take its place in 5 Turns and granting you Spy Points in doing so. This allows you to forget about the spy system as level 3 spies are fine but those who want more spying and espionage (to subvert the world!) would need to take some guaranteed risks that do not hurt opposing players. Right now Level 3 spies either feel inadequate to use or adequate to use. For those who feel they are inadequate in differences and would rather have quantity than they can retire. If they feel level 3 spies are very adequate to use and strong. Keep them level 3 as leveling up is hard!

Spies always take 1 turn to move regardless of a foreign city or an owned city. All of the delay should never be in movement. Establishing Surveillance (Spy) or Making Introductions (Diplomat) are reduced via many means.

Establishing Surveillance and Making Introductions (Diplomat) has a maximum of base 5 turns which can be reduced to a minimum of 2 turns

  • Relationship with City-State: Friends reduces it by 1 Turn, and Allies reduces it by 2 Turn.
  • Relationship with Major Civilization: Embassy, DoF, Defensive Pact, Research Agreement, and Vassal State all reduce it by a turn each.
  • Tourism Relationship with Major Civilization: Having Popular reduces it by 1 turn.
You are always informed when an enemy spy has moved to your Cities with a Constabulary or a Counterspy. You do not know what their allegiance is, but you will always be able to detect enemy movements in any of your Cities as long as you have a Constabulary or a Counterspy. This lets you react when necessary and not be blindsided.

Current Spy ActionsWhat happens in this new SystemJustification
Broaden Surveillance in CityREMOVED; THIS IS MOVED TO DIPLOMAT. Diplomats will always have broad surveillance as part of their bonus.Useless, if I want to scout. I'll actually send recon units. I'm not actively looking at the tiles around them.
Repatriated Specialists (increase specialist yields in Capital)REMOVEDUseless, I don't really want my specialists buffed by Espionage. I can't measure how good this action is at first glance.
Kidnap Specialists (reduced Specialist yields in the City)REMOVEDUseless, I cannot measure the effect at first glance.
Steal Great WorksWe keep those but remove the Golden Age completion bonus if we cannot find a GW. Replace with a minor Tourism siphon instead.Formerly the Thief in VP, a good mechanic.
Sabotage local Tourism (steal Tourism from the City)REMOVEDStealing Great Works is a better form of this and not emotionally harmful.
Steal TechnologyWe keep those but remove the Golden Age completion bonus if we cannot steal a technology. Replace with minor Science siphon instead.Formerly the original Civ 5 Spy, a good mechanic.
Infiltrate Science facilities (steal Science from the City)REMOVEDStealing Technology is a better form of this and not emotionally harmful.
Radicalize the Discontent(NEW)City is sapped [always-blockaded] for 1 Turn per 2 Unhappiness (minimum: 3 turns; maximum: 10 turns). Create 1 Rebel Unit per 3 Unhappiness (minimum: 1 unit; maximum: 5 units) that join you if you are at war with this City; otherwise, make them Barbarian.AI is to use this as an offensive measure during war-time. If you wanted the improvements pillaged, be at war when this happens and use the rebels to pillage them for you. Increased unhappiness is hard to notice the effect.
Arm the local populace (City enter resistance for 2 Turns and Rebel Units spawn near City)REMOVEDSee Radicalize the Discontent
Foment Local Unhappiness (Increased unhappiness source)REMOVEDSee Radicalize the Discontent
Radicalize the rural citizenry (One improvement of generic type gets pillaged, strategic improvements are pillaged and reduced growth)REMOVEDSee Radicalize the Discontent
Target local City Defenses (City takes 100 damage and Garrison takes 25 Damage). City is sapped [always-blockaded] for 5 Turns.)REMOVEDSee Radicalize the Discontent
Sabotage day-to-day operations (NEW)Take a lump sum of gold (misdirected commerce) and faith (hopium) when completed. Otherwise, take a portion of FPT and GPT if unable to. Effectiveness diminishes and stacks if ANY City of this owner was recently sabotaged already (20 Turns).When not in a need to steal great works, technologies, or radicalize the discontent. This is the go-to in a much-reduced form. Pretend you're bullying a major city that is a city-state!
Siphoning Gold from Treasury (steal GPT of City; but not reducing poverty)REMOVEDArguably one of the most hated spy actions to players because of how visible and easy to see what it does. See Sabotage local operations.
Pilfer Religious Relics (steal FPT of City)REMOVEDUnless your City was religious, you did not see this usually damaging you. See sabotage local operations.
Now you only have 4 options that have an easy first-glance value fitting of the 4 advisor types:
  • Foreign Advisor may ask you to Steal Great Works.
  • Science Advisor may ask you to Steal Technology.
  • Military Advisor may ask you to Radicalize the Discontent.
  • Economic Advisor may ask you to sabotage day-to-day operations.
In this proposed system, there are only two counterspy actions. No need to overthink this and try to min-max this. Have a tight network to ensure maximum counterspying or have a relaxed network. BOTH Networks have the same effectiveness in reducing foreign spy actions. The tight network simply has a better chance to identify and kill them when it happens while the relaxed network has better yields and happiness system.
Counterspy ActionsWhat happens in this new SystemJustification
Establish a counter-espionage network. (Highest chance to identify and/or kill foreign spies).Renamed to Tight Network as your counter-espionage network works with military espionage buildings in order to ensure tight security. Buffs espionage buildings like the Constabulary, Police Station, National Intelligence Agency, and others (highest chance to identify and/or kill foreign spies + 25% RCS)Remains the same, just a name change + local yield buffs to buildings that usually don't get yields.
Make sure local Specialists are giving their best (+1 base Specialist Yield)Renamed to Relaxed Network as your counter-espionage network operates in the shadow of your city populace and acts as a Civil Servant's assistant in order to ensure your city works at its best while noticing any misdoings (+1 Base Yield to Specialists; -25% Unhappiness Needs)Remains the same except they reduce unhappiness needs (which can indirectly reduce the effect of Radicalize the Discontent as well).
Inspect the local garrison and fine-tune city defenses. (+50% RCS)REMOVED; partially moved to Tight NetworkYeah, the city hits harder which can be useful when on the defensive... but other than that, not a lot of good opportunities, the time you realize the garrison defenses need to be finetuned, the relocating of a spy there can be painfully irritating.
Turn your network on the local population to bring them in line (+2 Happiness and -25% Unhappiness).REMOVED; partially moved to Relaxed NetworkA counterspy can be treated as +2 Happiness and -25% Unhappiness then. Yay, but not as valuable as a spy in a different city.

Now in this proposed system, there are 4 ways of what Spies can do:
  • Act as a diplomatic unit for City-State influence where they can coup but basically build up influence over time.
  • Act as a Diplomat for a Major Civilization where they can exchange delegates and gather intrigue slowly.
  • Act as a Spy for a Major Civilization where they can steal Great Works, Technologies, Gold+Faith, or Rebels basically!
  • Act as a Counterspy for your own Civilization where they buff your Cities.

On another note, the siphon of yields seems to scale absurdly on the per-turn yields of the City rather than having that be the cap. Means no matter how rich a city is, you'll feel the actions of those spies very emotionally. I advocate the siphon to be a base amount scaling with the City's era (not spy's era) + spy effectiveness THAT IS CAPPED on the per-turn yields of the City. If the base amount is greater, cap it. If the cap is greater than the base amount + spy effectiveness, then they will siphon that much.

Any thoughts or do I not bother continue.
 
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Just had an idea about adding some sort of late Atomic Era tech for 'Military Intelligence' that reflects cold war advances in espionage and hooks into these recent espionage updates, also incorporating the Police Station, Special Forces, and National Intelligence Agency within it.
 
The lower limit of Spy Points is 33. I want to decrease it to 25.
I didn't even propose for a lower limit.

Spies that are killed-in-action take 5 Turns, which can be a big delay to your espionage as it also resets the rank of your spy for taking risks. There is no incentive for letting level 3 spies take risk since replacing them and upgrading them again is a big opportunity lost. Level 3 Spies are thus however allowed to "retire." Letting a new spy take its place in 5 Turns and granting you Spy Points in doing so. This allows you to forget about the spy system as level 3 spies are fine but those who want more spying and espionage (to subvert the world!) would need to take some guaranteed risks that do not hurt opposing players. Right now Level 3 spies either feel inadequate to use or adequate to use. For those who feel they are inadequate in differences and would rather have quantity than they can retire. If they feel level 3 spies are very adequate to use and strong. Keep them level 3 as leveling up is hard!
Note that this has snowballing effects. The more spies you have, the faster you can gain spy points!

Spies always take 1 turn to move regardless of a foreign city or an owned city. All of the delay should never be in movement. Establishing Surveillance (Spy) or Making Introductions (Diplomat) are reduced via many means.
It actually doesn't matter if we just remove the moving part from the formula. Pre-establishment spies aren't doing anything anyway.
Relationship with Major Civilization: Embassy, DoF, Defensive Pact, Research Agreement, and Vassal State all reduce it by a turn each.
Doesn't RA require DoF (and DP require Embassy)? I don't think they should stack like that. I'd just have DoF, DP and Vassalage.

Steal Great Works/Tech: If these were instant we don't even have to account for the case where there's nothing to steal! Sadly "instant missions" for "hurting others" were voted out, so I guess stealing GW will always have a duration if we follow the poll results...

AI is to use this as an offensive measure during war-time. If you wanted the improvements pillaged, be at war when this happens and use the rebels to pillage them for you. Increased unhappiness is hard to notice the effect.
The problem is that partisans have a one-turn cooldown before they can move, so they're mostly dead before they can do anything.

Take a lump sum of gold (misdirected commerce) and faith (hopium) when completed. Otherwise, take a portion of FPT and GPT if unable to. Effectiveness diminishes and stacks if ANY City of this owner was recently sabotaged already (20 Turns).
Is there any indicator that the city owner was sabotaged recently?

On another note, the siphon of yields seems to scale absurdly on the per-turn yields of the City rather than having that be the cap. Means no matter how rich a city is, you'll feel the actions of those spies very emotionally. I advocate the siphon to be a base amount scaling with the City's era (not spy's era) + spy effectiveness THAT IS CAPPED on the per-turn yields of the City. If the base amount is greater, cap it. If the cap is greater than the base amount + spy effectiveness, then they will siphon that much.
I don't understand. Is it not already based on the base yields per turn of the city (pre-modifiers)? Gold siphon is extra feels bad because gold is the yield that also has a high consumption per turn.

In general, what are the durations of these new spy missions?
 
Spies (proposed rework in bold A WIP)
Spy Recruitment and Mechanics
Gain 100 Spy Points when you advance to the Renaissance era and eras afterward. When you hit the threshold of Spy Points, gain a Spy. This threshold is dictated by this formula:

(This is all in the current game).
Map SizeMajor CivilizationsCity-StatesSpy Points
Duel24250 (maximum is 100)
Tiny48125 (maximum is 100)
Small61283
Standard81662.5 (or 62 because it's an integer [always round down])
Large102050
Huge122441.6 (or 41 because it's an integer [always round down])
The lower limit of Spy Points is 33. I want to decrease it to 25. It does not affect the default settings but the custom settings of those who want bigger maps and this correlates with requiring more spy usage. You can generate Spy Points from Buildings, Policies, and Era progression (additionally modders can mess with this via dummy spy point generation but VP will not temper with it). I want to add another generation of Spy Points: Spy Retirement System.

Spies that are killed-in-action take 5 Turns, which can be a big delay to your espionage as it also resets the rank of your spy for taking risks. There is no incentive for letting level 3 spies take risk since replacing them and upgrading them again is a big opportunity lost. Level 3 Spies are thus however allowed to "retire." Letting a new spy take its place in 5 Turns and granting you Spy Points in doing so. This allows you to forget about the spy system as level 3 spies are fine but those who want more spying and espionage (to subvert the world!) would need to take some guaranteed risks that do not hurt opposing players. Right now Level 3 spies either feel inadequate to use or adequate to use. For those who feel they are inadequate in differences and would rather have quantity than they can retire. If they feel level 3 spies are very adequate to use and strong. Keep them level 3 as leveling up is hard!

Spies always take 1 turn to move regardless of a foreign city or an owned city. All of the delay should never be in movement. Establishing Surveillance (Spy) or Making Introductions (Diplomat) are reduced via many means.

Establishing Surveillance and Making Introductions (Diplomat) has a maximum of base 5 turns which can be reduced to a minimum of 2 turns

  • Relationship with City-State: Friends reduces it by 1 Turn, and Allies reduces it by 2 Turn.
  • Relationship with Major Civilization: Embassy, DoF, Defensive Pact, Research Agreement, and Vassal State all reduce it by a turn each.
  • Tourism Relationship with Major Civilization: Having Popular reduces it by 1 turn.
You are always informed when an enemy spy has moved to your Cities with a Constabulary or a Counterspy. You do not know what their allegiance is, but you will always be able to detect enemy movements in any of your Cities as long as you have a Constabulary or a Counterspy. This lets you react when necessary and not be blindsided.

Current Spy ActionsWhat happens in this new SystemJustification
Broaden Surveillance in CityREMOVED; THIS IS MOVED TO DIPLOMAT. Diplomats will always have broad surveillance as part of their bonus.Useless, if I want to scout. I'll actually send recon units. I'm not actively looking at the tiles around them.
Repatriated Specialists (increase specialist yields in Capital)REMOVEDUseless, I don't really want my specialists buffed by Espionage. I can't measure how good this action is at first glance.
Kidnap Specialists (reduced Specialist yields in the City)REMOVEDUseless, I cannot measure the effect at first glance.
Steal Great WorksWe keep those but remove the Golden Age completion bonus if we cannot find a GW. Replace with a minor Tourism siphon instead.Formerly the Thief in VP, a good mechanic.
Sabotage local Tourism (steal Tourism from the City)REMOVEDStealing Great Works is a better form of this and not emotionally harmful.
Steal TechnologyWe keep those but remove the Golden Age completion bonus if we cannot steal a technology. Replace with minor Science siphon instead.Formerly the original Civ 5 Spy, a good mechanic.
Infiltrate Science facilities (steal Science from the City)REMOVEDStealing Technology is a better form of this and not emotionally harmful.
Radicalize the Discontent(NEW)City is sapped [always-blockaded] for 1 Turn per 2 Unhappiness (minimum: 3 turns; maximum: 10 turns). Create 1 Rebel Unit per 3 Unhappiness (minimum: 1 unit; maximum: 5 units) that join you if you are at war with this City; otherwise, make them Barbarian.AI is to use this as an offensive measure during war-time. If you wanted the improvements pillaged, be at war when this happens and use the rebels to pillage them for you. Increased unhappiness is hard to notice the effect.
Arm the local populace (City enter resistance for 2 Turns and Rebel Units spawn near City)REMOVEDSee Radicalize the Discontent
Foment Local Unhappiness (Increased unhappiness source)REMOVEDSee Radicalize the Discontent
Radicalize the rural citizenry (One improvement of generic type gets pillaged, strategic improvements are pillaged and reduced growth)REMOVEDSee Radicalize the Discontent
Target local City Defenses (City takes 100 damage and Garrison takes 25 Damage). City is sapped [always-blockaded] for 5 Turns.)REMOVEDSee Radicalize the Discontent
Sabotage day-to-day operations (NEW)Take a lump sum of gold (misdirected commerce) and faith (hopium) when completed. Otherwise, take a portion of FPT and GPT if unable to. Effectiveness diminishes and stacks if ANY City of this owner was recently sabotaged already (20 Turns).When not in a need to steal great works, technologies, or radicalize the discontent. This is the go-to in a much-reduced form. Pretend you're bullying a major city that is a city-state!
Siphoning Gold from Treasury (steal GPT of City; but not reducing poverty)REMOVEDArguably one of the most hated spy actions to players because of how visible and easy to see what it does. See Sabotage local operations.
Pilfer Religious Relics (steal FPT of City)REMOVEDUnless your City was religious, you did not see this usually damaging you. See sabotage local operations.
Now you only have 4 options that have an easy first-glance value fitting of the 4 advisor types:
  • Foreign Advisor may ask you to Steal Great Works.
  • Science Advisor may ask you to Steal Technology.
  • Military Advisor may ask you to Radicalize the Discontent.
  • Economic Advisor may ask you to sabotage day-to-day operations.
In this proposed system, there are only two counterspy actions. No need to overthink this and try to min-max this. Have a tight network to ensure maximum counterspying or have a relaxed network. BOTH Networks have the same effectiveness in reducing foreign spy actions. The tight network simply has a better chance to identify and kill them when it happens while the relaxed network has better yields and happiness system.
Counterspy ActionsWhat happens in this new SystemJustification
Establish a counter-espionage network. (Highest chance to identify and/or kill foreign spies).Renamed to Tight Network as your counter-espionage network works with military espionage buildings in order to ensure tight security. Buffs espionage buildings like the Constabulary, Police Station, National Intelligence Agency, and others (highest chance to identify and/or kill foreign spies + 25% RCS)Remains the same, just a name change + local yield buffs to buildings that usually don't get yields.
Make sure local Specialists are giving their best (+1 base Specialist Yield)Renamed to Relaxed Network as your counter-espionage network operates in the shadow of your city populace and acts as a Civil Servant's assistant in order to ensure your city works at its best while noticing any misdoings (+1 Base Yield to Specialists; -25% Unhappiness Needs)Remains the same except they reduce unhappiness needs (which can indirectly reduce the effect of Radicalize the Discontent as well).
Inspect the local garrison and fine-tune city defenses. (+50% RCS)REMOVED; partially moved to Tight NetworkYeah, the city hits harder which can be useful when on the defensive... but other than that, not a lot of good opportunities, the time you realize the garrison defenses need to be finetuned, the relocating of a spy there can be painfully irritating.
Turn your network on the local population to bring them in line (+2 Happiness and -25% Unhappiness).REMOVED; partially moved to Relaxed NetworkA counterspy can be treated as +2 Happiness and -25% Unhappiness then. Yay, but not as valuable as a spy in a different city.

Now in this proposed system, there are 4 ways of what Spies can do:
  • Act as a diplomatic unit for City-State influence where they can coup but basically build up influence over time.
  • Act as a Diplomat for a Major Civilization where they can exchange delegates and gather intrigue slowly.
  • Act as a Spy for a Major Civilization where they can steal Great Works, Technologies, Gold+Faith, or Rebels basically!
  • Act as a Counterspy for your own Civilization where they buff your Cities.

On another note, the siphon of yields seems to scale absurdly on the per-turn yields of the City rather than having that be the cap. Means no matter how rich a city is, you'll feel the actions of those spies very emotionally. I advocate the siphon to be a base amount scaling with the City's era (not spy's era) + spy effectiveness THAT IS CAPPED on the per-turn yields of the City. If the base amount is greater, cap it. If the cap is greater than the base amount + spy effectiveness, then they will siphon that much.

Any thoughts or do I not bother continue.
I will definately take a look at this, but I highly recommedn keeping all proposal discussions in their own threads. My goal with this thread was a more "centralized planning". Aka what are the proposals we are going to submit, I could record the links for each one here, and then we can work on each one individually to get it "ready for prime time".

I didn't want this thread to just be another "create a new espionage system" thread.
 
If espionage is reduced to just sight, then I see no reason why that wouldn't include removing rig/coup actions from city state espionage.
yep I agree. The "Ultra Simple" spy system.

  • No counterspies, spys and diplomats only.
  • No CS rigs/coups
  • Spies only provide city sight (if you want intel as well you could keep it, I'm ambivalent).
  • Constabulary/Police station regeared towards happiness buildings (hell the police station already is for the most part).
 
yep I agree. The "Ultra Simple" spy system.

  • No counterspies, spys and diplomats only.
  • No CS rigs/coups
  • Spies only provide city sight (if you want intel as well you could keep it, I'm ambivalent).
  • Constabulary/Police station regeared towards happiness buildings (hell the police station already is for the most part).
And then you gotta rework the whole England civ, again.
 
And then you gotta rework the whole England civ, again.
sure, but frankly some rework of england is likely inevitable if we choose any of the proposals that is more than a "tweak" to what we have currently.
 
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