More spy stuff

Lordclane

Chieftain
Joined
Jan 1, 2006
Messages
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Location
Albuquerque, NM
I miss the many espionage missions from Civ III. Spies are much more limited now. I used to enjoy creative espionage and stealing technology... now it's pretty much limited to blowing up things for people you don't mind pissing off when you're inevitably found out....
 
One obvious use for spies... opening the city gates to let your troops in. Down through the ages, how many walled cities have fallen victim to that? It would not be a big change, but would be another option to reducing city defenses other than siege weapons.
 
I would like to see the possibilty to spread propaganda, effectively lowering the cultural influence of the target city. Another thing that would be nice is the ability to blow up barracks or cultural buildings. And what about kidnapping Great Persons born in different countries?
 
Thanks, I occasionally have them :D.
 
Lordclane said:
I miss the many espionage missions from Civ III. Spies are much more limited now. I used to enjoy creative espionage and stealing technology... now it's pretty much limited to blowing up things for people you don't mind pissing off when you're inevitably found out....
How can I put in Civilization IV the possibility of stealing technology with the spy ????????? Please I love this activity !!!!!!
 
junter said:
How can I put in Civilization IV the possibility of stealing technology with the spy ????????? Please I love this activity !!!!!!
You can NOT.
 
junter said:
How can I put in Civilization IV the possibility of stealing technology with the spy ????????? Please I love this activity !!!!!!
Somebody can create a mod with the spy can steal a technology from a rival civilization !!!!!!! What do you think ? :goodjob:
 
Stealing technology really would be great! As well as starting a revolt, where there is no production in the enemy City for a few turns. Good spy-actions would also be stealing money or pay an enemy unit to desert ans join your army. Of course, the greater the damage for the enemy is, the greater shall the risk be to lose the spy.
 
I know its been mentioned elsewhere but a promotion scale for spies would be good. That way you could start out with some easy pillaging missions and as spies improve you could move onto harder stuff, kidnapping leaders and stealing technology. There'd be more use of spies because of this and then you could have two differnet types of spies, counter intelligence that can only work in your terrority (eg the UK MI5) and then overseas spies that can only operate in other civ's land (eg the UK MI6).
 
I think the resistance mod or some other mods already other has progressive promos for spies like you described. As I think about it, there is a rebellion mod out there as well. Alot of this spy stuff is already addressed in the various modpacks.:goodjob:
 
We can take this pretty far...

One of the promotion trees for a spy could potentially be combat strength. This way a spy could actually take on and neutralize (er, kill) enemy units and fight other spies.

A drawback (or risk, you might call it) is a spy can actually get "turned" by one of your rivals and start working against you. Call it a spy vs spy mission: My spy see's your spy on the map. I choose "turn spy" an click on it. If successful, I have a couple options. Double agent or Recruit. If successful, a double agent will reveal all your other spies for a few turns, along with your city's current production bars. Recruit just makes the spy become my own, but I don't get anything else out of it.

Kinda thinking as I'm typing here, but I think you get the idea.

- Sligo
 
RED DIAMOND said:
I think the resistance mod or some other mods already other has progressive promos for spies like you described. As I think about it, there is a rebellion mod out there as well. Alot of this spy stuff is already addressed in the various modpacks.:goodjob:
True, but don't you get unwanted features too? It would be good to have just 1 seperate spy mod.
 
Hyronymus said:
True, but don't you get unwanted features too? It would be good to have just 1 seperate spy mod.

Hmm, yes outstanding point my man. I have suggested same to the makers:rolleyes: :lol:
 
What about assassinations? Make them level based to go along with the promotions ideas.

Newbie spy could assassinate workers, settlers or military units, using poisons, sniper tactics, etc. so he/she can't be retaliated against unless caught.

Next promotion would allow assassinating a citiy's population, reducing the pop. by 1.

3rd promotion allows assassinating great people and super specialists.

4th and final promotion, with a huge cost to attempt, can assassinate the leader of the civ. If successful, another leader for that civ takes over. IE. kill Washington and Roosevelt takes over. After all, if the leader is assassinated it'd be a major disruption to the civ targeted.

Perhaps add a few aditional civ leaders for each civ, that only appear after an assassination. You can't ever get them as a starting leader. Each leader will have different traits of course. So you might Start with an Agressive/Expansive and end with a Spiritual/Philosophical leader. Imagine how that would effect some multiplayer games.
 
For assassinations I recommend (to you) Special Forces. They should be invisible to all units too, have amphibious capacity and a high attack value. But perhaps it's better to start a new topic for Special Forces.
 
Love these ideas, not chuffed with teh current spies!

BTW MI6 doenst exist....officialy...........
 
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