GarethBeaumains
Chieftain
- Joined
- Dec 24, 2007
- Messages
- 37
Spies
For the life of me, I can't ever promote a spy past Level 1.
After trying to get a city to revolt about twenty times, I just stopped caring.
I tried "aggressive" spy strategies, and.... it was all sound and fury, signifying nothing. Instead, if I just culture-expanded, I could get a city to pop without a spy. And if I parked a dozen units on it (after declaring war on its owner), lo-and-behold, it also popped to me. Spies? A lot of wasted time sitting waiting for the cost to drop, and then more time to run back to where they had been parked... and.... no net effect.
I really didn't want to "destroy" improvements or progress, and I had plenty of gold. I was trying to get a city to revolt and pop. But... it never did. And there never seemed to be an effect on the health of the defending units. Ho hum.
After repeated attempts to make spies useful, I inevitably parked my spies in my own city so they didn't risk getting caught and just had them act as passive spy detectors.
Defenses didn't seem to work right. I built tons of defenses in some cities, and there'd always be tons of missions successfully concluded against them. Other cities? I built no defenses, and they were apparently uninteresting targets for my opponents.
Underwhelmed.
Corporations
I have played BTS a good few times now, and finally figured out how to start a corporation after a lot of games. Some times, I didn't have the resource that was needed (the particular icons to start a corporation were greyed out in the GP's options). Other times, I had the resource but didn't have an appropriate Great Person (Wow, another Great Artist! How... useless!)
Regardless, I finally got a game where I began a corporation and found it.... boring.
After expanding a bit, I just ignored the corporation. I was winning without it, and it didn't help really lead to a victory condition. Nor did it help create any sort of diplomacy advantage.
Of course, timing is everything. It got started so late in the game that I was nearly ready to be building for Alpha Centauri. So it was a side-show without purpose or meaning.
Maybe I really don't get it. Can someone provide a rational explanation of a strategy where a corporation is even necessary?
Also, a few things I wished to have seen:
1. Mutual prosperity: make international relationships better by making both your economies flourish.
2. Hostile takeover: is there a way to "buy out" the corporations of another player? Could you subvert them with spies?
3. Bidding wars: maybe your rivals could beg you to locate branch offices in their cities. "Please open up that aluminum company in town...!"
Right now, corporations are utterly dispensable in terms of diplomacy and victory.
Again, please prove me wrong. Make a business case for spies and for corporations. Why should I care? What am I missing? What good are they?
For the life of me, I can't ever promote a spy past Level 1.
After trying to get a city to revolt about twenty times, I just stopped caring.
I tried "aggressive" spy strategies, and.... it was all sound and fury, signifying nothing. Instead, if I just culture-expanded, I could get a city to pop without a spy. And if I parked a dozen units on it (after declaring war on its owner), lo-and-behold, it also popped to me. Spies? A lot of wasted time sitting waiting for the cost to drop, and then more time to run back to where they had been parked... and.... no net effect.
I really didn't want to "destroy" improvements or progress, and I had plenty of gold. I was trying to get a city to revolt and pop. But... it never did. And there never seemed to be an effect on the health of the defending units. Ho hum.
After repeated attempts to make spies useful, I inevitably parked my spies in my own city so they didn't risk getting caught and just had them act as passive spy detectors.
Defenses didn't seem to work right. I built tons of defenses in some cities, and there'd always be tons of missions successfully concluded against them. Other cities? I built no defenses, and they were apparently uninteresting targets for my opponents.
Underwhelmed.
Corporations
I have played BTS a good few times now, and finally figured out how to start a corporation after a lot of games. Some times, I didn't have the resource that was needed (the particular icons to start a corporation were greyed out in the GP's options). Other times, I had the resource but didn't have an appropriate Great Person (Wow, another Great Artist! How... useless!)
Regardless, I finally got a game where I began a corporation and found it.... boring.
After expanding a bit, I just ignored the corporation. I was winning without it, and it didn't help really lead to a victory condition. Nor did it help create any sort of diplomacy advantage.
Of course, timing is everything. It got started so late in the game that I was nearly ready to be building for Alpha Centauri. So it was a side-show without purpose or meaning.
Maybe I really don't get it. Can someone provide a rational explanation of a strategy where a corporation is even necessary?
Also, a few things I wished to have seen:
1. Mutual prosperity: make international relationships better by making both your economies flourish.
2. Hostile takeover: is there a way to "buy out" the corporations of another player? Could you subvert them with spies?
3. Bidding wars: maybe your rivals could beg you to locate branch offices in their cities. "Please open up that aluminum company in town...!"
Right now, corporations are utterly dispensable in terms of diplomacy and victory.
Again, please prove me wrong. Make a business case for spies and for corporations. Why should I care? What am I missing? What good are they?