Problem: Espionage should provide a sense of playing a cat-and-mouse game with other civ's. Instead, it's more like a game of Battleship where all the ships take only one hit; spies and counterspies operates without even a vague awareness of each other's presence until a mission either succeeds or fails. If the mission fails, you might capture the spy, but so what? Captured spies have no value other than for trading back to their owner. It's a missed opportunity.
Solution:
Solution:
- Tier-2 government plaza buildings (foreign ministry, grand chapel, intelligence agency) all have a "cell" slot where captured spies can be placed for interrogation. There's a GUI not unlike slotting a great work or relic.
- A civilization with a captured spy in this slot can assign spy to government plaza to for a Prisoner Interrogation mission.
- On a failure, the spy may remain a prisoner (try again possible), or the spy may be killed outright (suicide pill, naturally), or the spy may be able attempt escape (similar to a failed mission result), or on the worst possible result, the prisoner can escape and the interrogator is killed.
- On a success, the spy is removed from the slot and cannot be interrogated again (but can still be traded back). Receive a random reward, which might include:
- Reveal the current location of all of the prisoner's fellow spies for a fixed amount of time (without the other civ knowing you know).
- Cancel all of that civ's current missions.
- Provide increased visibility and chance of success for missions (like a Listening Post, but with a long duration, and can stack with Listening Post).
- Automatically succeed at performing a mission that the prisoner's civ had previously committed against the interrogator's civ, essentially allow for the reversal of a Siphon Funds, Great Works Heist, Disrupt Rocketry, etc.
- Gain a large number of grievances and/or casus beli against the civ (dirty laundry aired).
- Supplemental: If the spy is traded back, the owner is notified after the trade whether or not it was interrogated. An interrogated spy suffers a "burned" penalty for a while, operating at a level lower.
- Supplemental: Allow for a spy in the cell to be rescued from captivity by another spy via an Extraction mission. In this case, the captured spy probably needs to stew in its cell for ten turns or so before it can be interrogated, otherwise the window for attempting an extraction becomes too tricky to bother with.
- Supplemental: add an Escape Artist promotion for spies that makes them two levels higher for purposes of counter interrogation, increasing their chances of the Interrogate Prisoner mission failing and allowing all fellow captured spies to escape with it. Maybe also add a promotion to make a spy better at interrogation (Profiler, Truth Serum, or Dentist). And maybe a promotion to decrease chances of a counterspy capturing a spy (Honeypot, Flytrap, or Sting Operator).
- Supplemental: Add some perk for having the Intelligence Agency, like an extra cell so that two spies can be interrogated simultaneously.
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