I do hope spies will work a bit like trade routes - i.e. you have to build them rather than getting them for free (which was extremely cheesy) - but once you've build it, you choose a destination and then it works independently instead of having to be moved around like in Civ4.
Until now we don't know much about espionage in civ 6. But there is a part you gather passively/actively diplomatic information about what other civs are doing. The higher the diplomatic rank the more information you get. In BE intrigue level was used for spies in a city in BE and the higher the intrigue level the more actions it could do, the higher the chance of succeeding became and the more information about that city it provides to you. The action to increase a spies intrigue level was called "establish network" which additionally increased the . In civ 6 "gather sources" will increase level of spies by 2 for 24 turns. With the "listening post" the diplomatic visibility is increased by 1 rank.
In civ 6 you can "siphon funds" and in BE "siphon energy". Furthermore you can steal science in BE. I don't know if this will be in civ 6. Stealing technology was already in civ before BE, so that is not specific to BE.
It's interesting that each Spy mission is associated with a particular district; presumably the Spy will need to be in the appropriate district. But I'm wondering how counter-espionage will work, and whether the defending Spy will have to be in the appropriate district as well to defend against that type of espionage.
And minor suggestion - could it be possible to divide (or somehow distinguish) "unique infrastructure" column in civilizations chart, so it will be obvious which ones are improvements, districts and buildings?
Also, don't know where to post this random observation, so I might just do it here. I just checked Followers Beliefs better and there is one called "Reliquaries", which triples faith and tourism from Relics. It sounds like a brutal combo when you happen to find one in village (which happened both to Marbozir and Yogcast guys). Its 12 faith and 24 tourism, easily at turn 55 or something. And if you manage to build Stonehenge...
It's interesting that each Spy mission is associated with a particular district; presumably the Spy will need to be in the appropriate district. But I'm wondering how counter-espionage will work, and whether the defending Spy will have to be in the appropriate district as well to defend against that type of espionage.
Also, don't know where to post this random observation, so I might just do it here. I just checked Followers Beliefs better and there is one called "Reliquaries", which triples faith and tourism from Relics. It sounds like a brutal combo when you happen to find one in village (which happened both to Marbozir and Yogcast guys). Its 12 faith and 24 tourism, easily at turn 55 or something. And if you manage to build Stonehenge...
Yeah, but I seem to recall they had no idea what to do with them. You likely need to place them in a building to gain the bonuses... don't think we have seen any great works buildings yet.
Also, don't know where to post this random observation, so I might just do it here. I just checked Followers Beliefs better and there is one called "Reliquaries", which triples faith and tourism from Relics. It sounds like a brutal combo when you happen to find one in village (which happened both to Marbozir and Yogcast guys). Its 12 faith and 24 tourism, easily at turn 55 or something. And if you manage to build Stonehenge...
Yeah, but I seem to recall they had no idea what to do with them. You likely need to place them in a building to gain the bonuses... don't think we have seen any great works buildings yet.
Not sure how you mean this. I am talking about getting one random Relic from a goody hut, which seemed to happen quite often. Then you can get huge bonus pretty early (12 faith is huge in T50 for sure, and we can expect 24 tourism to be huge as well).
I actually much preferred Civ V's spies that you didn't have to physically move around the map. It added no gameplay value in Civ IV; just needless micromanagement.
BUT, Civ IV's espionage system itself was more interesting. I had kinda hoped another expansion after BNW was coming out for Civ V with upgraded Spying and Corporations
It's interesting that each Spy mission is associated with a particular district; presumably the Spy will need to be in the appropriate district. But I'm wondering how counter-espionage will work, and whether the defending Spy will have to be in the appropriate district as well to defend against that type of espionage.
I'm not sure, it looks like in the screenshot all the options are available to the spy (aside from the GW theft, only cause there is no GW), but the spy can't be in the City Center, Theater Square, and Commercial Hub all at the same time. My guess it it only requires the city to have that district.
So if spies are on the map, and move like trade routes, could be we could potentially 'pillage' them like trade routes to prevent the information they'e acquired reaching their civilization?
So if spies are on the map, and move like trade routes, could be we could potentially 'pillage' them like trade routes to prevent the information they'e acquired reaching their civilization?
One would hope that either you can keep a spy at home to thwart an enemy spy heading to that city or there are support units or something that can intercept spies.
https://www.youtube.com/watch?v=Ra0jodCVJ3w
Kabul @ 1:16 (bonuses screen)
"Militaristic" not "Military" for type
"Your units receive double experience from battles they initiate."
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