Sorry for the bump, but I have a number of points to raise.
One point on the 'Switch' I believe you can only get then to change to Your Civics, so unless you are spiritual, you can only force them into a 'bad civic' if it is a civic that is bad for them but good for you.
But if it is a weak civilization (with say 5 cities) vs a strong civilization (with say 30 cities), then it is still massively advantageous for the weak civ to adopt "bad civics" so that they can force the stronger one into them. This can be abused particularly badly in multiplayer, where the smaller ally of a larger nation can deliberately mess with an even larger nation's economy for dirt cheap.
Awesome article, many thanks.
Swich civic is ripe for abuse, I learned all about it back when corporations where ripe for abuse. Id give them all my fish but one and expand sushi co. They always went to Mercantilism, so I always took them back to Enviromentalism (this plan still works, but not nearly as well)
Thank heavens it takes them 5 turns to have the opton to switch back. It is a bit overpowered all the same.
The 5 turn limit makes it even worse in multiplayer, especially if (for instance) a civ is inside a Golden Age when the civic switches happen.
All in all, I agree with Roland's post earlier in the thread, that the civic switch mission NEEDS to scale with the economy/production of the civ in question. A civ 10 times stronger should cost 10 times more to sabotage like this, not the
exact same amount as it would cost to sabotage a tiny nation. Compare it with the city revolt mission: switching civics is only slightly more expensive, and far more costly. Especially if the civ does not have Cristo/Golden Age/Spiritual, and is forced into Anarchy to switch back - essentially like a "city revolt" mission for every single city in an empire!
My failed missions definitely do not consume EPs. If you fail to steal Assembly Line on marathon you would notice if the 30K EPs went missing or not
Here's a thought - should failed missions cost EPs? To me it seems ridiculous if you can try over and over again to steal a tech, costing you nothing except the pitiful 40 hammers invested in the spy you built, until you finally get the tech you wanted. That just doesn't seem right. Again, it's ripe for exploiting in multiplayer.