Answered my own question, at least in the current version of K-Mod.
Played a random game. I'm Sumeria, bordering Khmer. His border city has my culture in it. so I can run spread culture there. His capital does not, can't run the mission. A city on the other side of his empire shows 2% Sumerian culture (I guess from trade routes), and I can run Spread Culture missions there as well.
First time I've played with this mod. It's missing a bunch of BetterBUG features I've come to expect. And some standard game things. Where is the relative EP spending at? It doesn't show when I hover over a name on the scoreboard (like stock BTS) or in the espionage screen (like BUG)
You're right about the prerequisite culture for the spread culture mission. I didn't know about that, but it does exist, and I haven't changed it. -- and you're right that trade culture does more-or-less negate that requirement, because you're likely to get trade culture pretty much everywhere if you just have open borders with someone.
That change doesn't affect my playstyle or strategies at all. (I hadn't even noticed that such a rule existed!) Do you think it matters that the conditions for spread culture have effectively been relaxed?
Elkad said:
Removing the city culture effect also removes the discount for other future missions, again a significant nerf.
That's true; and I didn't think of that when I was writing my previous message. -- ... ... This is a tricky decision for me; because on the one hand, I don't really want to change the strategies or balance related to the spread culture missions (regardless of whether or not they are currently well balanced; I don't want to change the balance right now) -- but on the other hand, I don't like that the spread cultural mission can be used to pop borders and stuff like that. Maybe I should just leave it alone for now. Or maybe I should change it, and consider the nerf to be an indirect rebalancing to counter the trade culture thing!
I'd like more input on this. I only rarely use a lot of espionage, so I'm not completely sure of the balance implications.
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I'm thinking now that perhaps the best way to handle this stuff would be as follows:
- No city culture from the spread-culture espionage mission. (plot culture only. quantity unchanged.)
- Espionage discount based on plot culture rather than on city culture. (!!)
That second dot-point might be a significant balance change, but I think it is a bit more intuitive and more dynamic. It would give trade culture a bit more importance, and it would increase the power of culture and espionage in general. Currently, city culture discount basically only applies to cities that have been flipped or captured in war. With the proposed change it would basically be a discount on any city which is under some culture pressure.
How did you think that would work out?
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For the relative EP spending. I've deliberately (and recently) removed that information. ie. the exact number of espionage point against you is no longer public information.
There is a lot of information leakage related to espionage, and I've been gradually trying to tighten it up a bit. For example, it's still possible to use the numbers reported in the espionage screen to determine which enemy cities are currently constructing a world wonder, and how much progress they've made - even when you have 0 espionage points against them. In my view, this kind of information should not be available. You shouldn't be able to determine what they are building unless you actually have enough espionage points for the 'investigate city' mission. In my view, you shouldn't be able to learn anything from the numbers on the espionage screen unless you actually have enough espionage points to learn something - and to me it seems natural that the specific spending of espionage points should be private.
The BUG version of the espionage screen does look a bit nicer, but it kind of cements the public nature of some information which I think ought not be public. The BUG espionage screen is one of the few BUG features that I've deliberately removed (as opposed to BUG features which I simply haven't re-implemented yet.) My intention is to make my own version of the espionage screen; which will probably have less raw information, but the information it does have will be easier to access and understand. -- I just haven't gotten around to that yet.
I'm not sure if my post was seen on the previous page (which was regarding a disagreement with the Flanking boost) [...]
Just to clarify, the flanking promotion won't give the tanks any special bonus against artillery, or any defensive help at all. My (vague) reasoning behind the flanking idea is just that I imagine panzers to be a bit more manoeuvrable than stock-standard tanks, and I think the flanking promotion reflects that. Also, it is a promotion which only helps while attacking - which I think matches the blitz concept. -- That's basically it.