Sorry about the formatting.
Plenty of players want an option to remove espionage from the game completely. Modding espionage out of the game is possible and there are plenty of threads where you can find out how to do it. The most obvious downside is that many of the buildings will have little value without espionage although you can mod those too of course. The general thrust in this thread though has been to identify problems with espionage for the purpose of improving it. The following are some of the ideas that have been posted so far:
Noted positives of espionage:
1. Improvement with AI spy spamming and active missions in 3.13.
2. The Additional Game strategy
a. Able to know your what your rival is researching
b. The ability to investigate rival's city
c. ...
3. Spies are a Useful Tool
for:
a. Wreaking Havoc
b. Backing Foreign Policy
c. Proceeding and Supporting Military Action
d. Denying Strategic and Trade Resources
e. Winning Wonder and Space Race
4. Other
Posted critiques:
1. Micromanagement
a. Improve Destroy Tile Mission
The problem with the destroy improvement mission is the annoying chain of events that ensues:
i. Problem: consumption of time in locating tile, moving workers, rearranging resources and specialists.
ii. Proposed solution by Krikkitone: Sabotage results in tile's improvement being negated for X number of turns . After X number of turns the improvement will become available again.
iii. Outcome: Player does not need to move his workers to the tile in order to replace improvement. However, player will still need to locate the tile, possibly rethink his tile setup, and/or specialist situation.
iv. Alternatively, Krikkitone also suggested a function where you can select a tile for 'soonest available' worker to travel to and then build the desired improvement. This function should be available for any reason.
b. Spies Returning to Capital after Success
Many dislike that spies are required to return to the capital even after a successful mission. This rule has the effect of forcing a player to make repetitious movements, which means that wasted time is spent on spy movement. Some feel that this becomes tedious and annoying.
Suggestions:
i. Spies have a movement of two.
ii. Spies can be airdropped.
iii. Spies have at least a chance of remaining ‘embedded’ after successful missions; or
iv. Spies always remain embedded after a successful mission. The advantage to having spies always remain (if successful) is that the repetition is completely done away with. Otherwise, there is always a chance of having to repeat previous movements unnecessarily.
vi. Reason for not having spies remain embedded is for balance in preventing spies from running rampant over a rival’s countryside. However, the counter argument is that balance, ideally, should be achieved in ways that are not annoying, and that such ways are easily possible.
2. Dislike for Some Active missions:
a. Poison Water
LemonJello: “I was just playing a game where…for every spy I discovered…there would be two or three that poisoned a city….This was happening every 2 to three turns….”
b. Foment Unhappiness
i. Vilemerchant: “Foment unhappiness really annoys me….”
ii. Deathr0w: “What really annoys me is…when unrest is incited….”
c. Lack of limitations as to what can/cannot be sabotaged
Some feel that only tradable resources should be subject to being sabotaged, or only strategic resources, but not standard tiles. If Krikkitone’s suggestion that sabotage result in improvements being negated for X number of turns, then I wonder whether destroying strategic resources would not be too strategic to be considered tedious because rather than a resource being back online within a couple of turns due to worker stacks, the resource would be offline for a minimum number of turns.
3. Espionage overemphasized
A common general complaint seems to be that the growth of espionage has skewed the game toward a disproportional emphasis on espionage buildings, wonders, and spies. Many dislike the focus on espionage and seem to feel that it other aspects of the game have been overshadowed. Finding a better balance seems to be a common desire. It has been suggested that the emphasis in espionage should be on fewer overall spy units, but with more options, control, power, and strategy in utilizing the available units.
4. Lack of counter-unit and counter-espionage promotions
a. Balance amongst all other units in the game has been achieved by each unit having a counter. Yet, the spy unit has no counter unit. A better balance may be achieved if spies were countered by other specialized spies (or agents). The BTS Game Manual states that “spies are invisible except to other spies” (pg. 15) and spies can kill “all spies within your spy’s visibility” (pg. 16). Why these abilities were not provided to spies in Beyond the Sword is beyond me. A possible solution would be to allow spies to accrue XP’s based on their success, and to create promotions that could be assigned to spies, which would allow the player to specialize his spies to suit his needs in the espionage world.
b. Suggestions for possible Promotions and Missions:
Note: the following upgrades that are related to missions would take effective when a player spent the EP's to execute the related mission. Some of these missions would have to be very expensive.
i. Detection bonuses -- increases chance that spy sees another / successive upgrades
ii. Movement -- successive upgrades
iii. Vision -- increases distance that one spy can detect another / successive upgrades
iv. Saboteur -- increases chance that mission is successful and/ or length of time that resource is offline / successive upgrades
v. Theft I -- increases chance that spy successfully steals gold / Theft II: same but techs / Theft III: etc. / etc.
vi. Provacateur -- increases chance that spy successfully provokes unrest / Might increase the length of time / successive upgrades
vii. Propaghandist -- increases a rival city's favor of your rule; increasing desire to turn over to your rule.
viii. Interrogation -- increases chance that when enemy spy is detained, player will gain beakers, gold, or information at offending nation's expense.
ix. Assassin -- A successful assassination attempt will throw the victimized nation into anarchy.
x. Double Agent -- an idea from another post; I don't quite understand the mechanics.
xi. Demolition -- increase chance of successful building or ROAD/RR destruction. (Spies should be able to destroy roads and railroads!)
5. Spy anonymity
Many dislike that a player cannot “see” other spies. Further, many find it frustrating that the spies’ nationalities remain anonymous. If the proposed rule from the BTS Game Manual were implemented: that “spies are invisible except to other spies” (pg. 15), then it could be possible that a spy might detect the nationality of spies within his territory. This could have a very positive effect in allowing a player to better allocate his espionage resources and adjust his foreign policy. Again, this would keep players cautious in their use of spies. If XP’s were provided to spies with possible promotions, then the detection of the nationality of spies could be tied to experience and promotions, which may make the whole spy game more lively.
6. Spy spam with impunity.
Many think there are far too many spies produced. Suggestions have included:
a. Increasing the cost of spies
b. Increasing the cost of missions
c. Capping the possible number of spies, 1 per city, 1 per total number of civs at game start, or at some other limit.
7. Lack of Diplomatic Consequences
People have suggested that the lack of diplomatic consequences tied to espionage encourages spy spamming and the excessive use of spies. Suggestions:
a. When spies act and are caught, the consequences should be relate to the circumstances surrounding action.
b. Spies caught in the act of doing the more heinous missions, such as poisoning water or sabotaging buildings, would affect the reputation of the offending nation.
c. Different options or outcomes should be available if the detained spy is from a friendly nation versus an unfriendly nation.
d. Whether implementing the above AI would alter its behavior is a question.
8. Lack of Options After Spy Caught.
a. A popular desire if for players to have greater choice between different responses once they have detained a spy:
i. Releasing the spy go to gain the good graces of your rival
ii. Interrogation to gain information, EP’s, tech boost, or some other boon
iii. Hold the spy hostage for monetary or political gain
iv. Imprison the spy indefinitely, which effectively destroys the spy, but without affecting relations between the countries.
v. Option to declare war without negatively affecting foreign relations amongst friends
vi. A dastardly act upon the spy to try to provoke a war
vii. AP or UN sanctions against terroristic states.
b. Diverse options with broad implications: global politics, foreign policy, domestic, financial, technology, military, etc.
9. AI’s espionage behavior fails to reflect diplomatic relations.
A common criticism is that even a player’s friend is frequently the culprit behind adverse espionage.
a. It is suggested that the AI’s espionage behavior be more closely aligned to its foreign policy.
b. Another possible suggestion is that: if B is your friend, and you catch B’s spy acting against you, then B would have to give significant reparations to maintain his current relations with your common friends.
10. Unresolved Question: whether having stationary spies within your borders helps to catch spies.