2. How to turn on Rumours
2.1 Firstly, go into XML\GameInfo\CIV4GameOptionInfos for your mod. Find the GAMEOPTION_NO_ESPIONAGE entry and change the following options:
<bDefault>0</bDefault>
<bVisible>0</bVisible>
NB. Version 33 of FfH requires an SDK hack too. See post #16 below
2.2 ISSUE: Beyond the Sword Patch 3.17 allows users to turn off Espionage. The <bVisible> flag affects the visibility of this option in the options list. Ordinarily this would be a great option; players who wanted games without Espionage could turn it off, whereas those who wanted a game with Espionage, could use it. Everyone gets to play the game the way they want to play it.
Unfortunately the No Espionage option turns all Espionage Points into Culture. As a consequence, until a true No Espionage mode is offered, we can’t offer a No Espionage option, which means that if you include these changes into a mod, players must accept the changes, rather than make their own decision on how they would like to play the game.
2.3 Go to your XML\GameInfo mod folder and backup the CIV4EspionageMissionsInfo.XML.
2.4 Locate the CIV4EspionageMissionsInfo.XML within C:\..\Beyond the Sword\Assets\XML\GameInfo and copy it into the GameInfo directory for the FfH2 mod.
The active missions will not be being used, but the four IsPassive missions are in use, so you may want to change their costs using the < iCost> flag. Initially, I recommend multiplying their costs by five, as there are fewer outlets for spending espionage points, however as you cannot focus your Intrigue Points, this is overkill and something in the region of 100-200% is probably more fitting. The affected missions are:
• ESPIONAGE_CAN_SEE_DEMOGRAPHICS
• ESPIONAGEMISSION_CITY_VISIBILITY
• ESPIONAGEMISSION_INVESTIGATE_CITY
• ESPIONAGEMISSION_SEE_RESEARCH
2.5 Optionally, you may want to get rid of the remaining missions, or you may want to leave them in case you wish to expand the mod. If so, copy the entire file except the following missions
ESPIONAGEMISSION_DESTROY_PROJECT
ESPIONAGEMISSION_CITY_UNHAPPINESS
ESPIONAGEMISSION_CITY_REVOLT
ESPIONAGEMISSION_SWITCH_CIVIC
ESPIONAGEMISSION_SWITCH_RELIGION
Destroy Project affects Spaceship Projects, so it doesn't really apply. With the importance placed on religions, the ability to switch the AI religion is ridiculously overpowered in FfH and therefore shouldn't be used. Civics control Undercouncil and Overcouncil membership so likewise remain the preserve of the AI or player.
The remaining missions may require prerequisite techs. You can control what prerequisite technologies are required with the <TechPrereq> flag. I recommend the following prerequisites for the following missions:
Destroy Improvement: TECH_WARFARE
Destroy Building: TECH_ENGINEERING
Steal Treasury: TECH_TRADE
Destroy Production: None
Insert Culture: TECH_DRAMA
Posion waters: TECH_POISONS
Buy Tech: TECH_WRITING
Counter Espionage: None