Impaler[WrG]
Civ4:Col UI programmer
This is a followup / add-on to Aussies modern times thread found here
http://forums.civfanatics.com/showthread.php?t=182473,
the intent of this thread is to focus on how spying can be made for interesting in Civ4. This is not a mod-preview and I am not planning on implementing any of these ideas in the concivable future, though I would be supportive of anyone who wishes too and might help out.
Problems: We all know spying is Civ4's weakest element, so weak its almost none existent, the 3 main reasons are..
1 SPIES OCCURE TOO LATE IN THE GAME
2 SPIES CANT DO MUCH
3 SPIES CANT EARN PROMOTIONS
The solution is simple more options for spy actions and earlier appear in the game so they can actualy have a chance of affecting the outcome. Now the interesting part rather then just one generic spy their should be a series of 4-5 spy type units starting in the Classical age and continuing all the way to Communism and possibly beyond. Each sucessive spy has an expanded repetuare of abilitys and retains all the abilities of its prepocessors. The early spies might just have the "look at City Screen" ability and not even be invisible. The national unit limit for successive spies also rises and spies would be upgradable like other units. This serves to familiarize the player with the spies basic usage and abilities early on in the game and makes the successive versions that much more desirable as you have a working inteligence corps that can be upgraded.
Some Ideas for abilites spies should recive...
Steal Technology - avalible late in the game and risky
Sabotage existing Buildings - avalible mid game
Poison Water supply - Kills population, mid game
Incite Rebelion - adds Angry faces, mid game
Steal Gold - Steals gold from central treashury
Counter Insurgency - can only be conducted in the Territory of a Civ your at war with, tile must be vacant of enemy units, attempts to summon a "Rebel" Unit under your control. Unit will have zero exp and is the default Draft unit of the Civ in whos territory it was generated.
Assasination - can only be performed in a City that has 1 or more GreatPeople merged in it, randomly removes a GP, late game
Worker Strike - can only be performed on Worker units, kills the worker, late game
Incite Anarchy - gives the Civ 1 turn of Anarchy, very hard to pull off
http://forums.civfanatics.com/showthread.php?t=182473,
the intent of this thread is to focus on how spying can be made for interesting in Civ4. This is not a mod-preview and I am not planning on implementing any of these ideas in the concivable future, though I would be supportive of anyone who wishes too and might help out.
Problems: We all know spying is Civ4's weakest element, so weak its almost none existent, the 3 main reasons are..
1 SPIES OCCURE TOO LATE IN THE GAME
2 SPIES CANT DO MUCH
3 SPIES CANT EARN PROMOTIONS
The solution is simple more options for spy actions and earlier appear in the game so they can actualy have a chance of affecting the outcome. Now the interesting part rather then just one generic spy their should be a series of 4-5 spy type units starting in the Classical age and continuing all the way to Communism and possibly beyond. Each sucessive spy has an expanded repetuare of abilitys and retains all the abilities of its prepocessors. The early spies might just have the "look at City Screen" ability and not even be invisible. The national unit limit for successive spies also rises and spies would be upgradable like other units. This serves to familiarize the player with the spies basic usage and abilities early on in the game and makes the successive versions that much more desirable as you have a working inteligence corps that can be upgraded.
Some Ideas for abilites spies should recive...
Steal Technology - avalible late in the game and risky
Sabotage existing Buildings - avalible mid game
Poison Water supply - Kills population, mid game
Incite Rebelion - adds Angry faces, mid game
Steal Gold - Steals gold from central treashury
Counter Insurgency - can only be conducted in the Territory of a Civ your at war with, tile must be vacant of enemy units, attempts to summon a "Rebel" Unit under your control. Unit will have zero exp and is the default Draft unit of the Civ in whos territory it was generated.
Assasination - can only be performed in a City that has 1 or more GreatPeople merged in it, randomly removes a GP, late game
Worker Strike - can only be performed on Worker units, kills the worker, late game
Incite Anarchy - gives the Civ 1 turn of Anarchy, very hard to pull off