Some thoughts on spy

ShadowWarrior

Prince
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Jun 7, 2001
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To fix espionage system, we have to figure out how espionage will be useful to us in the game.

If we know what the enemies are doing comprehensively, then we will know how to adjust our actions. For example, if we have access to what wonders are currently being built, we will have a good idea of what wonders we should built and what to not bother with. If we have an idea of the enemy city's productions are, and we learn that 3/4 of the enemy cities have been building military units in the past 20 turns, we will have a good idea that a war is about to break out, and we'll know how many and what kind of units are we dealing with. If we can use espionage to clear fog of war, we will be able to plan our invasion by knowing which city is very far from concentration of military units.

Right now Civ espionage system as it is gives us piecemeal intelligence that are pretty useless. I think espionage system is designed to give us players ability to do something, such as, for example, steal tech, sabotage, and tweak election results. This "action" mentality however must be balanced by required restraint not to empower spies to such an extent that spies can do too much sabotaging, thus making it unplayable. Image playing a game where your production is constantly being sabotaged. What fun will you have playing such a game?

My solution is to simply drop the "action" mentality. Spies don't need to have to be able to do anything other than simply collect intelligence, and doing so in such a way that it gives us comprehensive intelligence instead of piecemeal intelligence. Some features allowing sabotage is great. For example, if I really want to built United Nation badly, and I know that Beijing is six turns away from completion, I can sabotage its production so that it will need 10 turns to complete it, thus giving me more time. In the meanwhile, I'll send a caravan and hook up one of my cities with the other one that is building United Nation wonder. But as have been said, sabotaging shouldn't be allowed to such an extent that we can abuse it. Remember, what we can do to others, others can do to us, too. Imagine when we are on the receiving end of the sabotage constantly. It will make the game miserably unfun to play.

There are two kind of strategies. One is optimization. The entire Civ game is designed as an optimization game, where we figure out how best to increase efficiency of our economy. The other kind of strategy is where you adjust your moves based on enemy's move. Sometimes, this result in sub-optimization, but it will give you an advantage over your enemy. This second kind of strategy game requires intelligence, which Civ espionage system as it is now is woefully inadequate to provide. For starter, the fact that I won't get a spy until renaissance makes this whole system useless.

Here are some specific features that may make spies more useful:
As soon as writing technology is discovered, we can recruit spies by building like we would built any units.
New city improvements can improve the functioning of spies just like marketplace can enhance gold output, or factory can enhance hammers.
The more oversea trading we have with another civ, the more accurate spy information will be.
A spy will be able to hide out anywhere I want it to. The location that it is stationed at will allow it clear fog of war for that region. How big of a region can the fog be cleared is up to designer.
A spy will be able to hide in the capital city and bring back report each turn of what all the cities in that civ are building. But information isn't always accurate. A higher level spy (higher level perhaps because it was recruited in a city that has certain spy ability enhancing improvement built, or because of accumulation of experience points) may bring back more accurate information. Alternatively, a higher level spy may not only tell us what they are building, but also how close are they to finishing it.
A spy in city states will give us a picture of the influence that each known civ has on that city state.

The thing to do is to reflect on how most players play Civ game, and figure out important elements of our optimization strategies that are commonly used by Civ players. Then figure out how we can implement spies in such a way that it will tell us how enemy civs are progressing with execution of this optimization strategy so that we can adjust our moves. That's all spies need to do. It doesn't need to be empowered with abilities to sabotage or do anything actively. It simply needs to passively collect intel that we will find useful.
 
You have some really good ideas here. I really like the thoughts on obtaining more comprehensive information. Although, I do like how the game limits it to the city you are in, but you could jump from one city to another. Then there could be a log of what you found in each city at the time you were there. That could also put in the uncertainty of outdated/incorrect information which you mention. I definitely agree with you that more intelligence would be very useful.

I found it very interesting how you want to drop the 'action' mentality. I actually just made a similar post on espionage by increasing the action options. I would be curious to hear your thoughts http://forums.civfanatics.com/showthread.php?t=504429. I can see what you mean about how it might be abused, however. Maybe there could be a 'cool-down' period between action options.

Personally, I prefer the spies not being units on the map and like how they have to be localized to a city. I like unlocking them by era moreso than spending production for recruiting them as you suggest, but I do wish they were available earlier or at least there were more available.

The idea for spies in city states giving the list of opponents' influence was absolutely fantastic! And maybe in a civilization to expand on your idea, they could give the civ's feelings toward other civs, too.
 
This is a topic that I have a lot to say about, because I think the current Espionage system is really bad!

Let me start by saying that I don't agree in your premise that Espionage system should be less active and action-based. Quite on the contrary, completely passive game features (to me at least) are disengaging and boring. I'm not talking against passive effects being part of the Espionage system, but the thing where you just place a spy in a city and then wait for 20 turns is thoroughly boring.

Some points where I agree with you, however, are:
  • Yes, Espionage needs to come into game much earlier. I do agree that Writing would be the natural start point for Espionage.
  • Yes, Espionage needs to be more tied to information than it is now. Currently, we get too much magical information from the Military advisor, for instance, and this should be dependant on espionage coverage. Similarly, like you suggest, information about buildings and technology progres (something we currently can't get!) should be available through Espionage.
  • Yes, we need to be very careful about what active missions we empower spies with. The Sabotage and Poison Well missions from Civ4 are (in)famous these days, and for good reasons, having an endless row of (invisible) spies entering your cities to destroy your buildings as soon as you build them is NOT fun.

When that is said, I DO think there are many viable options for active missions that we could empower spies with to give them more purpose and make them more engaging. Overall, I see two paths of these:
  • Information gathering missions: This could be missions to get information about a civs progress (tech wise, what they're building, army size, intrigue), or they could be information about general game aspects (have they made contact to a civ we don't know, do they know of any city states we don't know, do they know of any natural wonders we haven't found yet).
  • Diplomatic missions: This could be missions to establish contact, to make propaganda to improve a relationship with an AI civ, or to turn the relationship between two AI civs sour, it could be missions to improve relationship with City States, etc.

I think there is plenty of room to allow your spy to do these things actively - for instance, you can ask him to try to find intrigue when stationed with someone as an active action - but at the same time, you can get intrigue passively, just by having him stationed there. This would give you the opportunity to focus what you use the spy for - if you really want that intelligence, have him look it up, but then he would be able to do industrial espionage (tech steeling) at the same time - and vice versa. Or you can leave him on "passive" mode which would just give him a random chance of snapping up any information that came in his way (intrigue, science, whatever gossip).

I've done some more thoughts about how Espionage could be expanded in the past, and I can bring these thoughts forth here, but I don't want to hi-jack the thread right away.
 
Yeah, I remember the old days of spying. There does need to be a balance on spy ability and spy availability. The poisoning the water thing was overboard and so too was blowing up buildings. I do miss being able to look into a city, although, it probably would not serve a purpose in Civ5.
 
I do miss being able to look into a city, although, it probably would not serve a purpose in Civ5.
Eh - you CAN look inside the city if you have a spy there in Civ5? Just go to the Espionage menu and click the "view city" button.
 
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