Hi guys,
I play Civ 5 for more than a year now and most time I played modded Hotseat with friends. I really would like to see a system in which the player can more interact with the spies or influence them what they should do. So in my opinion the vanilla spy system is a bit boring, because once you get one you will move him to another civ and thats it. From then on you will wait, nothing more. The spy system doesn't feel like a game feature, it feels like something incomplete. I know that many of you have a different opinion, but only choosing a stolen tech from another civ each 20 or 40 turns isn't much a feature. You haven't a interconnection between a game of making so many decisions and the system of how spies work.
So I would like to pick up Gazebo's idea, but to implement a system of decisions instead of probabilities:
When you send a spy to a counterparty he will do his work as in the normal game. After X turns as normal an event will happen.
A menu will pop up in which you can choose from the following actions:
- Disrupt wonder/building production
- Try to steal an enemy's tech
- Delay a unit's production
- Remove a chunk of GPP from the city's furthest-along GP track
- Deal a small amount of damage to a city and cause it to enter temporary resistance
Each action has a chance to success by a specific formula, based on the level of the spy and a special event-modifier. So each action from which you can choose has its own modifier multiplied with the spy level for instance.
Optional: Behind the event description you can read the exact probability or another idea: you can read how your spy rates the specific action. So you could divide 100% probability by 20 for example to have five different estimations: very likely (100-80%), likely (80-60%), possible (60-40%), not likely (40-20%), very unlikely (20-0%).
Currently I only have an idea for the "Try to steal an enemy's tech" event:
[(Spy level * ("Your science production" / "Counterparty science production")) * (1 - counterintelligence)]
In real numbers: Your Spies level is 12, you produce 122 science. Your enemy 144 plus he has a building to reduce enemy spy attacks by 25%. So you would get this probability to succeed: [(12 * ("122" / "144")) * (1 - 0,25)] = 7,625%
So as you can see this is only an idea how one could calculate probabilities, based on hard figures which are already in the game and which can be influenced by both parties. One who sends a spy to an enemy and one who has an enemy spy in his city. The last one can influence the probability by specific buildings or send his spy in his own city and first one could profit from a difference in science plus from the level of his spy. In this case I imagined you would be a spy and travel to a city of a counterparty. You live there, maybe you work there in a laboratory or a factory where you will have real inside information of what they know and which technologies are used in the daily life. So my basic formula illustrate exactly this scenario.
Actually, I don't know how the probability is calculated at the moment - in the vanilla game, but it should be possible to put in some modifiers into this formula like written above. I would say that we will find a reasonable formula for each event, based on realistic and reasonable scenarios like my example of the spy in the foreign city. I think that it is not necessary to introduce new buildings for developing a formula for some event (but perhaps), but to use figures who are already there.
So what do you think?