acluewithout
Deity
- Joined
- Dec 1, 2017
- Messages
- 3,496
Says it in the title really.
Personally, I really like Spies. I feel like various versions of Civ have played around with the concept, and FXS have basically got it right now in Civ 6 (I think traders are similar that way too, for what it's worth).
I didn't initially like Spies, but then FXS created that Spy Gov Plaza building (which means not everyone gets the exact some number of spies based on tech, which had previously really annoyed me for some reason), Spies got some missions based around Loyalty (both direct mission - forment unrest- and indirect like removing governors) which made them feel more like real Spies to me, and FXS added the whole combat strength from diplo visibility which made Listening Post (as well as Printing Press) way more interesting.
I also really like how using them well does take a bit of work. Focusing on siphoning funds or counter-missions first to level them up; thinking a bit about district placement given Spies' one tile range. It's not overwhelming either - just enough key decisions that it's worth giving some thought to it, but doesn't dominate the rest of your decisions.
I read somewhere that FXS had originally thought about having a more complicated Spy game, with police units running around trying to catch Spies. I'm so glad they didn't do that - it would have been just so tedious.
Yeah, I like Spies. A lot. Although, of course, I do think they could use some tweaks. In particular:
Personally, I really like Spies. I feel like various versions of Civ have played around with the concept, and FXS have basically got it right now in Civ 6 (I think traders are similar that way too, for what it's worth).
I didn't initially like Spies, but then FXS created that Spy Gov Plaza building (which means not everyone gets the exact some number of spies based on tech, which had previously really annoyed me for some reason), Spies got some missions based around Loyalty (both direct mission - forment unrest- and indirect like removing governors) which made them feel more like real Spies to me, and FXS added the whole combat strength from diplo visibility which made Listening Post (as well as Printing Press) way more interesting.
I also really like how using them well does take a bit of work. Focusing on siphoning funds or counter-missions first to level them up; thinking a bit about district placement given Spies' one tile range. It's not overwhelming either - just enough key decisions that it's worth giving some thought to it, but doesn't dominate the rest of your decisions.
I read somewhere that FXS had originally thought about having a more complicated Spy game, with police units running around trying to catch Spies. I'm so glad they didn't do that - it would have been just so tedious.
Yeah, I like Spies. A lot. Although, of course, I do think they could use some tweaks. In particular:
- Get rid of Recruit Partisans. It's just another reason not to get Neighbourhoods, and the result is often your Cities spawning units you can't spawn yourself because of resource requirements which is totally stupid.
- The number of missions and promotions could be slimmed down a little. Like, I'm not sure Listening Post and Gain Sources need to be separate missions. And I'm not sure the value of having separate promotions for Breaching Dams, Destroying Industrial Zones and Sabotaging Spaceports, or likewise having separate promotions for Stealing Great Works and Siphoning Funds.
- I feel like there should be one or two Great People that increase Spy Capacity by +1, again just so there's a bit more variation in how many Spies people have.