So, after a number of discussion on the matter (here and on discord), pointing out the flaws of my approach (most notably the problems linked with the usage of GSpies), but also expanding on aspects that would make the whole more coherent, a number of ideas have emerged that I would like to expose here, and then integrate them in the initial concept I explained at the beginning.
Instead of Great Spy points, Intelligence :
The problems with Great Spy points is threefold :
- The lack of granularity (you have one GSpy with one or more charges, and one advanced action per charge) means that it is difficult to balance the power of each advanced action.
- The increased cost for each new Great Spy means having to introduce ways to make the number of GSpy points scale with time, which is difficult since the granularity of minor spy is also too low (contrary to military units, who naturally increase in volume throughout the game).
- The Invisibility system is too difficult to use for the Great Spy Unit (and we don't have a lot of ways to tweak it), since invisibility is removed when next to an hostile units : it would mean that any civilization you're at war with would have a great chance to intercept any GSpy sent against it.
Thus, the solution found by pineappledan and Stalker0, most notably, was to reuse the Intelligence system from Tomatekh's Great Spy mod, but with the usage of a second category of spies (let's call them Enforcers) exclusively meant to use these Intelligence points for punctual but powerful advanced actions in targeted cities.
This allows several things :
- With Intelligence points, we can put different costs for each type of advanced actions, and it would be much easier to balance the cost when needed
- The usage of Enforcers allows us to bypass the invisibility system and keep the whole spy system within the current window (so more clarity and reliability)
How I would integrate this into the initial idea I proposed ?
I would keep the security system I proposed (one that evolves depending on a variety of factors, instead of simply population and defensive spies) with the idea of making the effectiveness of potential advanced actions scale with the security level (as explained in my first post). I would also remove any randomness in the system : no spy would die during an operation, except in very specific scenarios (for example when an Enforcer is used to wipe out all Spies in a City), and all operations would succeed, with the caveat that their effect would be very weak in cities with high security. It would make the benefits of the spy system far more reliable and predictable for someone who wants to invest in it.
So, how would the Enforcer work, really ?
Like the Spy, the Enforcer would be unlocked starting the Classical Era, with only one available (contrary to the Spies, whose number depends on the number of City-States at the start of the game). It would be present in the Spy screen, and wouldn't do tasks every turn : it would only be employed when you need to use advanced actions.
When needed, here is the procedure I imagine :
- You see you have the number of Intelligence points required for an Advanced Action you want.
- You select your Enforcer in the spy window, and city where you send it.
- It would take one turn to go to the city, informing you of its arrival with a notification each turn it is there.
- When you want to use it, click on the notification, which would open the advanced action list : each AAction would have a specific cost in Intelligence, and an effect which would scale based on the Security level of the City.
- When you select the Advanced Action, it happens immediatly (whatever its effect), and the Enforcer is sent back to the hideout, where it would stay for 5 turns (scaling with GameSpeed).
- The Security Level of the targeted City would go back to its maximum (to avoid a situation where every civ sends an Enforcer to a single city and spam crippling AActions without giving time to react).
For a list of potential Advanced Actions, see my post
here. We can quite easily assign an Intelligence yield instead of Great Spy points for normal operations, and Intelligence costs for each Advanced Actions, allowing us to transpose one system into another.
Thanks for reading.
I really hope that we can find a way together to make the Spy system more interesting and rewarding, deep and balanced yet not too micro-intensive, and not based on randomness if possible. In short, as would Gary Oldman say, a system rated E for :