Ahriman
Tyrant
Some interesting ideas here.
I would tend to have a +1 mission, rather than a +4, and have it be useable repeatedly, with a maximum total modifier from that effect.
Similarly, -1 rather than -4.
Obviously, the difficulty is in getting the AI to use this and other espionage missions.
Have your explorations led to you learning anything about the espionage AI?
Maybe.... but this risks messing up other espionage balance. Part of the balancing factor for espionage is having to build multiple spies if you want to use thme a lot. I don't think it would be good to be able to carry out all the espionage you wanted with just 2 infiltrators.
But this might be a good idea, since the AI doesn't do intercontinental spy transport well, which is somethnig else we should consider before making factions too dependent on espionage.
Didn't you just make suspensor transport though available to spies - was that all spies? Do we know if it actually works in terms of the AI using them, or do we have a Fremen problem, where the units could cross desert, but the AI doesn't know that?
The spy mission that plants your culture in enemy cities will be very BG-appropriate.
I could see RMs being attached to units though, like FFH great generals, for a first strike bonus and +1 xp per combat.
I would prefer to keep any breeding program type things strictly outside the engine.
I don't want them to be trying to move units around collecting genetic material from other factions. that sounds kinda lame and impossible for the AI.
This seems reasonable, but a permanent +1
Alternative; how about the mission sacrifices the unit for a permanent +1 diplomacy modifier (or -1 diplomacy modifier)?
So what you are doing is building a unit that is permanently imbedded as an advisor/ambassador with the other faction?
So the diplomacy modifier description is "We have Bene Gesserit advisors manipulating this faction". And the more witches you have advising them, the larger is the diplomacy modifier. With some cap.
Perhaps the BG can have a spy mission carried out in another civ's city which gives a +4 permanent diplomatic reaction
I would tend to have a +1 mission, rather than a +4, and have it be useable repeatedly, with a maximum total modifier from that effect.
Similarly, -1 rather than -4.
Obviously, the difficulty is in getting the AI to use this and other espionage missions.
Have your explorations led to you learning anything about the espionage AI?
In terms of flavor, I worry about overlap between Likeable Atreides (like Duke Leto), and the Bene Gesserit. Nobody really likes or trusts the Bene Gesserit, they're just good at using blackmail to get things done. Would there be a way to make it easier for the BGs to get deals, *without* making them generally more likable?One obvious way is to just give BG a permanent +4 diplomacy with everybody
Perhaps another promotion or BG skill would be to stay in the city after carrying out the action, succeed or fail.
Maybe.... but this risks messing up other espionage balance. Part of the balancing factor for espionage is having to build multiple spies if you want to use thme a lot. I don't think it would be good to be able to carry out all the espionage you wanted with just 2 infiltrators.
But this might be a good idea, since the AI doesn't do intercontinental spy transport well, which is somethnig else we should consider before making factions too dependent on espionage.
Didn't you just make suspensor transport though available to spies - was that all spies? Do we know if it actually works in terms of the AI using them, or do we have a Fremen problem, where the units could cross desert, but the AI doesn't know that?
The spy mission that plants your culture in enemy cities will be very BG-appropriate.
Why should you have to sacrifice a Rev Mother?by sacrificing Riverend mother and hight exp unit you
I could see RMs being attached to units though, like FFH great generals, for a first strike bonus and +1 xp per combat.
I would prefer to keep any breeding program type things strictly outside the engine.
I don't want them to be trying to move units around collecting genetic material from other factions. that sounds kinda lame and impossible for the AI.
Oh please god no....... at night after taking their semen
The spy missions like poison water give 8 unhappiness which wears off at one per turn. I could make the diplomacy benefit work like that
This seems reasonable, but a permanent +1
Alternative; how about the mission sacrifices the unit for a permanent +1 diplomacy modifier (or -1 diplomacy modifier)?
So what you are doing is building a unit that is permanently imbedded as an advisor/ambassador with the other faction?
So the diplomacy modifier description is "We have Bene Gesserit advisors manipulating this faction". And the more witches you have advising them, the larger is the diplomacy modifier. With some cap.