New Espionnage Option

LumenAngel

King
Joined
Apr 15, 2012
Messages
673
Location
Center of the World (France)
With all new options (Crime, pollution, mod combat soon), some new espionnage can be fun.
Some example :
- Help local crime : +100 crime in the city (if I well understand how Crime work in C2C, that will be only for 10-15 turn before a stabilization at the old crime level)
- Poison water would not increase Unhealth, but give a "Poisoned" at some units and increase water pollution
- Military espionnage : bonus fort attacking this city for 8 turns
- Open gate : unactive Castle Gate (or other building with similar effect) in the city for 1 round
- Create satanistic sect : add a religion (Satanist) in a city (can be remove by normal way) wich add a +5 Crime
- Help attack against minorities : supress a culture for 8 turns (cannot be a culture built in this city)

Some option, like all "Bribe", or "Help" can have a prerequit : share a same language (with Language civics)
 
Some interesting ideas. I'm sure we'll get around to really fleshing out Spy missions once other areas are better covered. I personally have some plans there and I'll probably go hog wild. Usually once I do a small set of such kinds of things, I'll gain steam and keep coming up with more and more ideas. Before you know it I have about 5x what I expected to put in place ;) This would not be a bad area to do so but it'll be a while before I commit to much there.
 
Are you going to remove espionage sliders? The spies could simply gather points for the individual cities that they infiltrate.
 
The only thing I dont like with the actual espionnage system is the "Spy teleports magically in your capital" thing

It is to stop your spy just sitting there destroying the city and represents her returning safely to tell her boss that the mission was a success.
 
I'm not personally looking at rewriting the whole Espionage mechanism in that way, no.

I don't think it would be too hard... but I don't understand modding at all so I can't really comment :)
 
I don't think it would be too hard... but I don't understand modding at all so I can't really comment :)

It would be incredibly hard and time consuming. Keep in mind that just adding some stuff on to the Combat mechanics took 3 months, and there were many bugs that needed to be fixed in the first few days after it was added.
 
I was thinking just this. Well, an espionage mission to increase crime. Although currently it is very easy to pump a stack of mob cars into an enemy city (where they can't be attacked) and give them the worst +local instability crime currently on the list. The list doesn't go high enough though, I'd like +national instability crime for really high values. If cold war politics have taught us anything, it's that shattering another nation with crime and espionage and making their own people murder each other is far better than actually shedding blood and using your armies to do it yourself.
 
Although currently it is very easy to pump a stack of mob cars into an enemy city (where they can't be attacked)

They cant be attacked? I think I've read this before somewhere, but this is very irritating... maybe you should add a police-unit-mission "catch Criminals" or something?
 
They cant be attacked? I think I've read this before somewhere, but this is very irritating... maybe you should add a police-unit-mission "catch Criminals" or something?

Yep, once a hidden nationality unit enters a city, no one can attack it. Well, presumably an enemy of that city could attack it (haven't tested it), but not that city's owner. I've had rogues and ambushers enter my own cities and just camp there, passively increasing crime, and nothing I can do about it, so I returned the favour.
 
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