Ahriman
Tyrant
So it is *zero* work. Well, a couple of seconds to add the promotion, I guess.
Sorry, I was unclear, what I meant was that it would be a lot of work to code up and get the AI to understand a bunch of new spy missions.
Understood that then having different missions for different units (based on promotion) would be zero work.
Although the AI may not make perfect decisions about the different espionage missions, it does make *some* decisions
It makes some decisions, but only based on a narrow range of effects that it understands. It will be hard to make it use many other abilities.
To compare espionage missions across types:
Infiltrator (default)
Add unhappiness.
Steal tech.
Steal gold.
Plant atomic device. (Requires Atomics tech and House Atomics project).
Counter-espionage.
Saboteur (Ordos)
Slowl automatic XP gain.
Promotions sabotage 1, 2, 3, starts with sabotage 1.
Abilities:
1. Destroy building. Normal building destroy, but higher prob success/cheaper from promotions.
2. Sabotage improvement. Lower EP cost than for normal spy, and EP cost decreases further with higher promotion levels.
3. Sabotage units. Does collateral damage to all units in the tile. Hard to code AI for; consider making this an airstrike.
4. Foster Resistance movement. Sacrifice the saboteur, add a permanent building in a city that gives -10% hammers.
Reverend Mother (BG)
No automatic XP gain, gains XP only through missions.
Promotions Truthsayer 1, 2, 3, starts with Truthsayer 1 promotion.
Abilities:
1. Truthsayer advisors. Sacrifices the RM in enemy city to gain permanent diplomacy modifiers.
2. Intrigue. Adds BG culture on a particular tile. Does not send RM back to the city.
3. Influence. Adds BG culture to an enemy city.
4. Foster dissidents. Adds permanent building in the city that gives -20% culture.
5. Cause revolt. Very expensive in EP. Sends the city into revolt. Requires promotion level 3.
Facedancer (Tleilaxu)
No automatic xp gain; gains xp only from missions.
Facedancer 1, 2, 3 promotions. Facedancer starts with level 1 promotion. Level 2 promotion requires ?? tech, level 3 promotion requires genetic manipulation tech.
Abilities:
1. Assassinate settled great person. Success change depends on promotions.
2. Introduce biotoxin. A variant on "poison water supply"; adds a large amount of unhealth to the city, for many turns, with the amount of unhealth and duration affected by the promotions.
3. Poison water supply. Sacrifices FD. Adds a permanent building in the city that adds -5% water production.
4. Release engineered plague. Very expensive in EPs. Triggers a plague "event" in the city, like the Black Death plague from the Charlemagne mod; it kills 1 pop per turn, has a chance each turn of ending (depending on city health and FD promotion level) and a small chance each turn of spreading (depending on FD promotion level and city health of other cities).
Requires promotion level 3.
And then remove the normal tleilaxu plague (from being at war) from cities; have it only spread through units in direct contact with each other, so it can't start spreading through your empire.