Is there a mod to disable spy specialists

guermantes

Emperor wannabe
Joined
Oct 16, 2012
Messages
141
Hi,
I know I am not alone at being too lazy to micro my cities 100%, and since BTS improved the AI using a lot of features from the unofficial patches the governor is actually quite good at managing cities now, at least for Prince level purposes.
However, it still keeps insisting that our empires need plenty of spy specialists.

It seems there is no in-game way to disable or reduce the likelihood of spy specialists appearing after city growth, so let me ask, are there out-of game ways to prevent this from happening.

Is there a mod?
Can I edit an INI-file?
Can BUG/BULL integrate this into their mod, or at least add a visual warning on main screen when spy specialists have been assigned in cities?

Or do you have any other tips?

Thanks!
 
The spy specialist thing is indeed annoying. I don't know of any way to prevent it or any mods. If there is a mod, you should ask over in the mod forum...this is not it.

One thing you can do that helps is to turn on the governor option to prioritize food, hammers or commerce, or a combo of each. The city will grow onto actual tiles rather than a specialist. Otherwise, I just micromanage cities, especially those that I want to run specialists. City governor also seems to prioritize specialists when you run Rep.
 
I've noticed that when I automate a city to emphasize commerce, it runs Spy specs as a first priority (probably related to the total output of the Spy spec). If you're going to automate to try to avoid Spies, commerece doesn't seem to be the way to go.
 
It really depends on exactly what you want to achieve. If you want spy specialists to be unavailable the easiest way to go about it would be to edit the xml file Civ4Specialistinfo.xml
You could delete the spy specialist outright but that may cause issues if the game tries to call that... so you would be better off to replace the specialist's abilities with your favourite specialist's abilities.
to do that:
Spoiler :
Find the part that looks like this:
<SpecialistInfo>
<Type>SPECIALIST_SPY</Type>
<Description>TXT_KEY_UNIT_SPY</Description>
<Civilopedia>TXT_KEY_CONCEPT_GREAT_SPY_PEDIA</Civilopedia>
<Strategy>TXT_KEY_SPECIALIST_SPY_STRATEGY</Strategy>
<Help/>
<Texture>,Art/Interface/Buttons/TechTree/Corporation.dds,Art/Interface/Buttons/Beyond_the_Sword_Atlas.dds,5,14</Texture>
<bVisible>1</bVisible>
<GreatPeopleUnitClass>UNITCLASS_GREAT_SPY</GreatPeopleUnitClass>
<iGreatPeopleRateChange>3</iGreatPeopleRateChange>
<Yields/>
<Commerces>
<iCommerce>0</iCommerce>
<iCommerce>1</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>4</iCommerce>
</Commerces>
<iExperience>0</iExperience>
<Flavors/>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<Button>,Art/Interface/Buttons/TechTree/Corporation.dds,Art/Interface/Buttons/Beyond_the_Sword_Atlas.dds,5,14</Button>
</SpecialistInfo>
now you want to replace the yield and commerce part so I'll set it to what a scientist has below:

<SpecialistInfo>
<Type>SPECIALIST_SPY</Type>
<Description>TXT_KEY_UNIT_SPY</Description>
<Civilopedia>TXT_KEY_CONCEPT_GREAT_SPY_PEDIA</Civilopedia>
<Strategy>TXT_KEY_SPECIALIST_SPY_STRATEGY</Strategy>
<Help/>
<Texture>,Art/Interface/Buttons/TechTree/Corporation.dds,Art/Interface/Buttons/Beyond_the_Sword_Atlas.dds,5,14</Texture>
<bVisible>1</bVisible>
<GreatPeopleUnitClass>UNITCLASS_GREAT_SPY</GreatPeopleUnitClass>
<iGreatPeopleRateChange>3</iGreatPeopleRateChange>
<Yields/>
<Commerces>
<iCommerce>0</iCommerce>
<iCommerce>3</iCommerce>
<iCommerce>0</iCommerce>
</Commerces>
<iExperience>0</iExperience>
<Flavors/>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<Button>,Art/Interface/Buttons/TechTree/Corporation.dds,Art/Interface/Buttons/Beyond_the_Sword_Atlas.dds,5,14</Button>
</SpecialistInfo>

This should make the spy create science and make his GPP still go to great spies.
You can just copy and paste that code into your xml file if you want but be sure to make a backup. For details on how to package that into a mod see the modders forums
http://forums.civfanatics.com/showthread.php?t=262402


If you want a more in depth or different solution you would need to become more familiar with modding or find a mod that suits your needs. There are mods out there that modify specialists.
 
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