11) Influence Civics - Force target AI to adopt a civic the player is currently running.
Target civ must have the required technology to be forced to switch to the player Civic.
This does
not cause the target AI to experience 1 turn of civilization-wide Anarchy.
Base Cost is 600

on Normal Speed,402

on Quick Speed, 900

on Epic Speed, and 1200

on Marathon Speed.
Base Mission Success Odds for 1 Spy with -10% wait bonus is
82%
- Extremely strong. Can force an AI out of emancipation. Can force an AI into Caste if the player is running that, then the player can switch to Slavery and DOW an AI that can't whip.
Can force an AI into Free Religion breaking their favorable religious situation or double AP votes.
- Even worse, being forced to change civics by a spy also triggers the 5 turn "Cannot Change Civics Because of Revolution" timer. The AI is stuck with its new civic for 5 turns.
- Even worse, the player can switch the AI's civics and reset the 5 turn "Cannot Change Civics Because of Revolution" timer.
Spoiler : 
- When an AI grows weary of running whatever civic they were forced into by the player, they will switch back to what they like the most and experience civilization wide Anarchy if not Spiritual, a huge deal for large empires. This tends to occur 25 turns after the last natural civic change (or 10 turns for Spiritual AI) at the earliest if the AI gets a new civic they want to switch into. If the AI natural civic change timer is less than 10 turns and the player bribes the AI to change civics (this does cause civilization-wide Anarchy to non-spiritual civs
, unlike the spy influence civic mission which does not), then the AI natural civic change timer is reset to 10 turns and not 25.
- Testing indicates a spy influence civic change does not reset the AI's natural civic change timer. In testing, Bismark naturally generated changed civic messages for the player on turn 25, turn 51, turn 77, turn 103, etc. A spy flip to Caste on turn 49 by the player delayed Bismark from naturally changing civics on turn 51, so he generated a changed civic message on turn 55 instead of turn 51. This can be understood by Bismark getting a "Can't change civics for 5 turns" message on his turn 49, Bismark changing his civic on his turn 54, and the human getting the message about the civic change on turn 55. In testing, a spiritual civ Isabella generated natural civic change messages for the player on turn 11, turn 22, turn 33, turn 44, etc.
12) Influence Religion - Force target AI to adopt the state religion the player is currently running.
Target civ must have the player's state religion present in at least one city in their empire.
This does
not cause the target AI to experience 1 turn of civilization-wide Anarchy.
Player spy can perform Influence Religion mission in any AI city and not just the one containing the player's state religion.
Base Cost is 600

on Normal Speed,402

on Quick Speed, 900

on Epic Speed, and 1200

on Marathon Speed.
Base Mission Success Odds for 1 Spy with -10% wait bonus is
82%
- Very strong. Forcing an AI to adopt the player's religion can instantly change the diplomatic situation. Getting an AI to Friendly this way also allows for monopoly tech trading.

- Being forced to change civics by a spy also triggers the 5 turn "Cannot Change Religions Because of Revolution" timer. The AI is stuck with its new religion for 5 turns.
- The natural religion change timer for an AI is completely separate from the natural civic change timer. A natural civic change by the AI did not delay the natural religious change timer. Natural religion changes tends to occur 15 turns after the last natural religious change (or 10 turns for Spiritual AI). In testing, Alexander switched religions on turn 15, turn 31, turn 47, etc. Isabella switched religions on turn 2, turn 13, turn 24, etc. etc.
- The AI can change both civics and religion on the same turn naturally. If the natural religion change needs to be delayed 1 turn for AP reasons and no spies are available, try bribing the AI to switch civics with gold or techs. This causes civilization-wide Anarchy for at least 1 turn and will definitely prevent a religious switch for 1 turn.