turingmachine
Emperor
- Joined
- May 4, 2008
- Messages
- 1,438
Only thing, is that spies in Civ 5 would need to be classified as a third unit type besides military and civilian. Otherwise invisible/semi-invisible spies + 1UPT = utter disaster.
Only thing, is that spies in Civ 5 would need to be classified as a third unit type besides military and civilian. Otherwise invisible/semi-invisible spies + 1UPT = utter disaster.
Good show, sir. Forget what I said before about the spy being in the city, I like this! I'd still like to be able to "buy" espionage points against a specific civ using gold, to alter what is possible and how long it takes.
Yeah, it'd need it's own plane. In fact, if spies can only see other spies using the counterespionage mission, then in that case every civ would need their own plane for spies, resulting in the possible but rare scenario of a spy from every civ sharing one tile and none of them knowing about the others (again, iff the counterespionage mission is required for spies to see spies).
I have not really checked under the hood yet, but are submarines on their own plane? Essentially, a spy would operate like a sub on land in terms of invisibility.
That's exactly how they would operate.
The smartest method (of development) is to just add an extra attribute (invisibility) to the already existing unit class - and then a counter-attribute (detection) to whatever will have the ability to detect spies. Military, GP and workers are all running on the same code - they are just shaped by different class attributes.
I've never seen a sub block another vessel either - except destroyers or other subs ofc.
And I'm not saying spies shouldn't work as subs - because I think they should.
I was more referring to how they operate in terms of movement. Meaning, they cannot block sea tiles from other ships coming through. Or can they? I have never run into the problem of an "invisible" sub blocking my travels, so why wouldn't a spy operate in a similar manner?
You have to go back to CivIII for that. There was the infamous "sub bug" where you could be moving your destroyer and, unknown to you, it moved onto a sub and attacked it. You have just declared war! It also worked the other way - you could station a couple of subs offshore of the AI and wait for it to move a ship there. You didn't declare war, they did!
Espionage in CivIV was very powerful. You could actually run an entire economy on espionage, stealing all your techs and then using the spies instead of siege when attacking a city. Problem was, the AI never used spies effectively.
And espionage has been very important in world history. Battle of Midway, among others, might have turned out quite a bit differently had the U.S. not broken the Japanese code.
Spies exist in Civ4 and are a lot of use. I, also, really miss them in Civ5. They should be reintroduced.
Possible uses for Civ5 spies:
1) Steal tech.
2) Steal map.
3) Sabotage of buildings / happiness / production.
4) Destroying relationships between two other civs or civ and city state.
5) Stealing Great People. Kidnapping them, if you will, to work for you.
6) Bribing units to join your civ.
7) Bribing cities to join your civ.
Some of these abilities were in earlier versions of the game, obviously.