I hope you'll pardon me for bumping a week-old topic, but I wanted to weigh in.
Overall, I enjoy the system in place now. I do miss Civ5's ability to use spies as diplomats, and the spy management system in that game did have a nice feel to it (as opposed to spies being just another unit on the map). I never played CivBE, but its espionage system looks like a lot of fun. Though I'm happy with espionage in Civ6, there are a few changes I'd like to see.
I would like to see missions streamlined a bit, and I'd like to see a tiered success system. Here are a few examples.
Steal Technology
- Standard Success: Trigger the eureka for a random technology.
- Critical Success: Gain a random free technology.
Foment Unrest (combined with Recruit Partisans)
- Standard Success: Reduce the city's loyalty.
- Critical Success: Also cause rebel units to spawn next to the city.
Fabricate Scandal
- Standard Success: Removes the top-ranked Civilization's envoys from the city-state.
- Critical Success: Removed envoys are added to your own.
I would also welcome an espionage district. My idea of such a district would a Security Compound (limited to one per Civ). The district would increase your spy capacity by 1. Its first two buildings (Constabulary and Police Station) would decrease the level of enemy spies operating within the city by 1, and it's Tier 3 building (Intelligence Agency) would extend this bonus to all cities within your empire. When worked, each building's citizen slot would increase the level your spies operate at by 1. Obviously my suggestion would necessitate a new Tier 2 building for the Government Plaza, but I humbly posit that the current Intelligence Agency is so much better (in most cases) than its counterparts that replacing it would be a good thing.
Some other tweaks I'd like to see:
- We need a mission for Holy Sites. Something in the spirit of Civ5's Underground Sect seems appropriate.
- I think loyalty should impact espionage. Missions should have a better chance of success in cities with low loyalty.
- I'd like to see the Police State policy card return. I have no idea why it was removed in the first place.
- The Non-State Actors policy card comes way too late in the game to be of any real use.
- I wish we had a mission that could turn captured spies into double agents working for us.
- It would be nice to have a Wonder that impacts espionage in some capacity.