Los Tirano said:
Computer wouldnt build the counter spy, i suspect. So problems there. As for the claim that terrorists havent destroyed america, well to that i say it is a different situation.
Now for it to be like civ, all of the mayors in every city would have to have been assassinated, some of the dominant administration would have to have been killed by assassins, multiple stories fabricated by the assassins as to who was responsible would be spreading amongst the populace causing them to riot against those responsible, with general chaos ensuing. Not only that, but if all six steps are followed then military forces tied to the assassins would be moving into position and only attacking when the government had collapsed and every city was in disorder. So im sure you can see that the few attacks against the u.s is quite different to the 6 steps. There is no army in mexico and canada waiting to swoop in, and not every city has experienced terror attacks. So its quite different. If all of the above steps had occured against the u.s i would give it a very good chance of collapsing. So the six steps is not unrealistic. Its just very sly and pulls no punches.
When you describe just how far-fetched the idea of what would have to happen to cause such dire consequences as a result of mass-assassinations, it goes to show just how overpowered the assassin unit is in this game.
I was thinking that one way to fix this would be to not change the cultural borders because of a successful assassin attack. The main problem with cynical magicians formula is that by using assassins you can move troops into positions right next to enemy cities. I would propose that the area of land "lost" during an uprising should be made impassable (if possible) to ANY civ.
This is realistic in that there are rebellious areas of many countries where even their own countries troops can't go, much less foreign troops. Rebellious cities should be dangerous places to be near, not an invitation for stacks of troops to come in.
Having mission costs also seems reasonable, as well as a diplomacy penalty for failed missions, maybe even for successful missions, in the real world, leaders don't get assassinated without the country finding out or at least having a very strong idea about who was behind it.
I used to use spies to bother and provoke other civs, with TR I don't even bother with spies, way too expensive and underpowered vs. assassins. Spies only come up now when I have a defensive pact I don't want to break but I want a certian civ to declare war on me.
All in all I should say this is a great mod, the greatest mod, IMO. I have no use for warlords, but will only buy it when I need it to keep up with advancements in this mod.
Thanks for all the hard work everyone puts in on this, you guys are doing the work that Fraxis pays programmers big $$ to do, for free, and you've put out a better product.