Questions regarding spy mechanics

I've searched in other threads but haven't found it: How much influence is lost/gained when elections are rigged? Is it static, or does it change according to spy level?
 
I've just started playing an ICS sacred sites game for kicks on the new patch (trying Emporer first). I've achieved influential status with the tech leader pre-renaissance, so based on the posts here am I right in saying that I will steal techs 50% faster from that civ (since my 1st spy is effectively rank 3 from the get-go with the new tourism bonus)?

Originally I was looking to see whether the +4 beakers per caravan bonus would be enough to offset the early wide science penalty, but the spy bonus is going to be handy as well.
 
I've searched in other threads but haven't found it: How much influence is lost/gained when elections are rigged? Is it static, or does it change according to spy level?

Rigged is static. I don't know the exact number, but on standard speed, it's only a few more points that you naturally lose between votes (unless you are playing the Greeks). It's basically designed to keep you where you are.

In the other direction (losing one); it's very few.

You only ever need a better spy than raw recruit if either someone else has a spy there or else you think an opponent might gain a lot of influence in a single turn (AI completing quest as if the AI only used gold they are such penny pinchers that you would have the maxed out 85% chance of success.)
 
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