UPDATED - Version 2.1
Changelog
Alright so trying to get this ready for the congress. I am trying to merge the various proposals into a more unified whole, so taking what I think are the best parts of each one.
HIGH LEVEL OVERVIEW
Travel Time:
While stationed in a city, you gain the following
While a spy is on surveillance, you can activate it to do spy missions (similar to the Coup button for a CS). Pressing the "Coup" button brings up a list of missions (similar to current version).
City Security
Each city has a security rate between 0 and 50 (max 50), increments of 5. This rating does the following:
The following modifiers are used to determine the final success rate for the Active Mission. Note that this number shows the true % of success, there is no hidden adjustments to the %.
A base Spy has rank 0, and increases by 1 rank for each level. Spies gains a rank for every 100 xp (unchanged). Max rank is 2 barring special buildings or abilities.
Note: Currently excess XP is lost when a spy gains a rank. In this version that is no longer the case.
When you place a counterspy in a city, you gain the following benefits:
Diplomats
General Updates (Civs/Policies/Buildings)
Note: There are no new mechanics introduced here, this is purely an example of how the current system works (which is adopted by the new Steal Research mission).
Overview: Each turn each spy in a city receives "votes" based on its spy rank: = (Rank + 1) * (Rank + 1). Once the rigging period has ended, all the votes are totaled. And then each spy has a % chance to win the rigging based on their vote total compared to all votes in teh city. Then the votes are reset to 0.
Example: Imagine we have a Rank 0 spy that has been in the CS for the full 15 duration. We have a rank 1 spy that has been in the CS for 10 turns, and a rank 2 spy (a counterspy) that has been in the CS for only 4 turns. Lets assume the City has a Security Rating of 25 (10 for a constabulary, and 15 for the counterspy).
Rank 0 Spy = (0 + 1) * (0 + 1) = 1 vote per turn. 1 * 15 turns = 15.
Rank 1 Spy = (1 + 1) * (1+1) = 4 votes per turn. 4 * 10 turns = 40.
Rank 2 Spy = (2 + 1) * (2 + 1) = 9 votes per turn. 9 * 4 turns = 36.
So our total votes = 91.
At the time of rigging, here is the % chance each of our 3 spies have to win the mission:
Rank 0 Spy: 15 / 91 = ~16.5% (if this spy wins, it would steal science equal to 50 - 25 (security) = 25% of the total science that city has generated for the last 15 turns)
Rank 1 Spy: 40 / 91 = ~44.0% (if this spy wins, it would steal science equal to 50 - 25 (security) = 25% of the total science that city has generated for the last 15 turns)
Rank 2 Spy: 36 / 91 = ~39.5% (as a counterspy, if it wins the mission it will get 50 science and culture, era scaling, rather than a science steal).
Changelog
- Simplified Identification. It is now a static 20% base chance modified by your security. Killing a spy atuomatically identifies it.
- Removed the bonus from CS coups for diplomats (scales too aggressively on larger maps)
- Removed "Copy Schematics" mission. Initial feedback was lukewarm.
- Spy Mission reset timer changed from 15 to 20 (this is the same as the coup timer, and the intention was for them to be in sync).
Alright so trying to get this ready for the congress. I am trying to merge the various proposals into a more unified whole, so taking what I think are the best parts of each one.
HIGH LEVEL OVERVIEW
- Spy Setup and Travel times standardized.
- A spy's default "passive" mission in a city now works exactly like a CS rigging (effectively we are merging the mechanics). The rigging occurs every 15 turns as it does now. The winner of each "rigging", known as a Steal Research mission, will steal a portion of that city's science.
- A spy's active missions now work like coups. There is a % chance of success, on a success you gain that missions benefit, and on a loss the spy is killed.
- Security is a more consistent modifier primarily based on counterspies and security buildings. Security protects you against both the passive science steals and reduces the chance that active missions activate.
- The Civilian Security modifier is a random variable, that serves as a simple way to add variation to your security levels. This makes the system more engaging, as sometimes you might find an especially vulnerable city to go after, or find that the city you were planning to do your next mission on has beefed up security a bit.
- Diplomats are now a "spy quarterback". They work as they have before, but they also passively improve your other spies working in CS or in their target civ. Diplomats gain more XP than normal, and get XP when their fellow spies complete missions. This makes the diplomat a useful tool to level up a spy, or if you want to push on a certain civ or you need every bit of success chance for a specific city or CS you can manage.
- Counterspy missions are removed, in favor of a more general improvement to the city. They participate in the passive "riggings" and gain science/culture when they succeed. They also accumulate XP at a MUCH faster rate than normal spies, making them a useful tool as training ground for new spies.
- The Spy missions have been completely revamped.
- All complex formulas have been removed in favor of straightforward, simple to understand mechanics.
- Influence levels with a civ has been adjusted. Now lower levels of influence don't affect spies, but popular and influential levels can give very solid benefits to the spy game.
Travel Time:
- 1 turn to go to your own cities
- 2 turns to go to a foreign city/CS.
- 4 turns base
- -1 per Spy Rank
- -1 if you are Popular or higher with the Civ.
- Minimum 0 turns.
While stationed in a city, you gain the following
- Gain vision of the city.
- Every 15 turns (the same schedule as CS rigging), a Research Steal occurs. The winning spy (determined in the same manner as CS rigging), gains a bonus:
- Foreign Spy: Steal (50 - City Security)% of Science Per Turn generated by the city for the last 15 turns.
- Ex: A security 20 city has generated 50 SPT for the last 15 turns (a total of 750). The spy would steal (50 - 20) = 30% of 750, or 225 science.
- Counterspy: Gain 50 culture and science, era scaling (this bonus occurs even if there are no foreign spies in the city).
- Foreign Spy: Steal (50 - City Security)% of Science Per Turn generated by the city for the last 15 turns.
While a spy is on surveillance, you can activate it to do spy missions (similar to the Coup button for a CS). Pressing the "Coup" button brings up a list of missions (similar to current version).
- Mission effect happens immediately (no delay)
- Missions no longer have level requirements. All missions are possible at any spy level.
- All missions have a base 20% Identification (max 100).
- If this is triggered, the city owner knows you committed the act, and the spy returns to the hideout (or is killed if the mission fails).
- Otherwise, the spy remains in the city after a successful mission. The city owner knows a mission has occurred but does not know who performed the act.
- If a spy is killed, identification = 100%
- All missions have a success% (min 0).
- If you fail the mission, the mission benefits are not obtained, and the spy is killed.
- Once a mission has been attempted in the city, no other missions can take place for 15 turns (same as Coups).
- Many missions have durations, these can be further adjusted by various policies, buildings, etc.
Mission | Prereq | Base Success Chance% | Effect |
Rob Treasury | Can only have one of these active per civ. | 70 | Steal GPT = 10% of Civ's current GPT for the next 15 turns. |
Forge Artifact | City must contain 1+ great work | 50 | Gain a great work (permanent). Target city suffers -25% tourism for the next 15 turns. |
Kidnap Specialists | 40 | Capital gains 5% progress towards all GP. Target city -1 to all specialist yields for 15 turns. | |
Bribe Delegation | 50 | Gain a free diplomat unit in your capital. Gain 1 vote in WC, target city owner loses 1 vote (min 0). Effect ends after the next WC. | |
Steal Technology | Industrial Era or greater. Target civ must have a technology you do not possess. Can only be performed in the capital | 30 | Gain 1 technology possessed by the target civ. |
Incite Revolutionaries | 40 | Gain a free military unit (treat as free unit from vassal) at your capital. 1 Barbarian Unit (era scaling) appears around the city. Target City's happiness becomes 0 until there are no barbarian units within 3 tiles of the city. | |
Sabotage City | 40 | Target city becomes blockaded for 5 turns, and takes damage = 20% of total city health. City Garrison takes 10 damage. | |
Infiltrate Government | Target City must be the capital | 70 | You gain vision of all cities for the Target civ. Cities for target civ suffers -15 security against your spies. Effects last for 15 turns. |
Each city has a security rate between 0 and 50 (max 50), increments of 5. This rating does the following:
- The passive steal of a spy is reduced by the security rating. Example: A city with security 20 would only lose (50-20) = 30% of its SPT.
- The identification% of an active mission is increased by the security rating.
- The success% of an active mission is reduced by the security rating.
- Before Renaissance Era: +20 (mainly effects England)
- City is Unhappy: -10
- Constabulary: +10
- Police Station: +15
- Counterspy: +15
- Capital: +10
- Empiricism Policy: +10
- Military Base: +10
- Civilian Security: After every Research Steal, a random modifier between -15 and +15 (increments of 5) is added to each city. This modifier is NOT cumulative, and is reset after each period. Example: Normally Paris has a security of 20. However, after the last tech steal, a random value of -10 was rolled. For the next 15 turns (until the next research steal) it has a security of 10. Then in the next research steal, the random value was +15 (which replaces the previous modifier). Paris now has a security of 35 for the next 15 turns.
The following modifiers are used to determine the final success rate for the Active Mission. Note that this number shows the true % of success, there is no hidden adjustments to the %.
- +Base Success Rate for the Mission
- +15% per Spy Rank (aka rank 0 = 0, rank 1 = 15, rank 2 = 30)
- -Security Rating (Ex: 20 security = -20%)
- 20% for every Research Steal the spy takes part in the city (whether successful or not).
- Bonus is removed if spy leaves the city.
- +10% if city follows your religion.
- +10% if you are popular with target civ, an additional +10% if you are influential.
- +10% if you have a diplomat with that civ.
- +Base 20%
- +Security
A base Spy has rank 0, and increases by 1 rank for each level. Spies gains a rank for every 100 xp (unchanged). Max rank is 2 barring special buildings or abilities.
Note: Currently excess XP is lost when a spy gains a rank. In this version that is no longer the case.
- 15 XP for each CS Rigging or Research Steal participated in (on average 1 XP per turn).
- Your diplomat for that civ also receives 5 XP.
- 2 XP per turn for diplomats and counterspies when they are setup in a city. (this combined with the research steal xp means counterspies get effectively 3 xp per turn most of the time).
- Uncovering Intrigue: 25 XP
- Successfully completing an active mission: 50 XP.
- Your diplomat for that civ also receives 15 XP.
- Successfully completing a coup: 50 XP
- All diplomats receive 10 XP.
- If your counterspy is present in a city where a spy is killed: 50 XP.
- +15% active mission success rate per rank
- -15% active mission identification rate per rank.
- Provides "rigging votes" = (Rank +1) * (Rank + 1) for CS riggings and Research Steals. See the section below on CS Rigging Mechanics. This is unchanged from current version.
- -1 setup time per rank.
- This mechanic exists to ensure people are not spam killing Rank 0 spies, but softens the blow slightly when a high rank spy is killed by giving them a new spy a little quicker.
When you place a counterspy in a city, you gain the following benefits:
- +15 Security
- When you win a Research Steal, gain 50 culture and science (era scaling).
- City gains +10% CS, +10% RCS, and +2 happiness.
- Gains 2 XP for every turn they are stationed (+15 XP for every research steal they participate in).
- Gains bonus XP when they complete research steals/kill enemy spies.
Diplomats
- Maintains all current benefits.
- +10% success / -10% identification to all your spies against the cities of that civ.
- Gains 2 XP for every turn they are stationed.
- Gains bonus XP when your other spies perform successful missions/research steals.
General Updates (Civs/Policies/Buildings)
- Constabulary: +10 security (replaces spy mission duration modifier)
- Police Station: +15 security (replaces spy mission duration modifier)
- Covert Action: -1 setup time for all spies/diplomats (replaces spy mission duration reduced by 2 for spies). Spies can travel to any city in 1 turn.
- Double Agents: Counterspy security bonus is doubled (replaces spies are twice as likely to capture spies). Counterspies and spies in CS have 0 setup time (replaces spy mission duration reduced by 1, increased by 1 in foreign cities).
- Shadow Networks: -1 turn to Spy recruitment when a spy is killed. (replaces -1 spy mission duration).
- Police State: The civilian security modifier for each city becomes positive if its currently negative (replaces -2 spy duration).
- National Intelligence Agency: -1 turn to Spy recruitment when a spy is killed. (replace 15% spy resistance, spy mission adjustments). Gain +100 gold/science (era scaling) when completing a spy mission now includes research steal missions in foreign cities.
- Foreign Service: remove spy mission duration adjustment.
- Bletchley Park: -30% duration to active enemy spy missions in your cities (replaces spy resistance and spy mission duration modifiers).
- England: +10 security in all cities, spies start with a free rank, starts with a spy (replaces spy resistances, +10% stronger spies).
- White Tower: +25
Gold and
Science in this city for each successful Research Steal or Spy Mission, scaling with era
- Empiricism: +10 security in all cities (replaces 34% spy resistance).
Note: There are no new mechanics introduced here, this is purely an example of how the current system works (which is adopted by the new Steal Research mission).
Overview: Each turn each spy in a city receives "votes" based on its spy rank: = (Rank + 1) * (Rank + 1). Once the rigging period has ended, all the votes are totaled. And then each spy has a % chance to win the rigging based on their vote total compared to all votes in teh city. Then the votes are reset to 0.
Example: Imagine we have a Rank 0 spy that has been in the CS for the full 15 duration. We have a rank 1 spy that has been in the CS for 10 turns, and a rank 2 spy (a counterspy) that has been in the CS for only 4 turns. Lets assume the City has a Security Rating of 25 (10 for a constabulary, and 15 for the counterspy).
Rank 0 Spy = (0 + 1) * (0 + 1) = 1 vote per turn. 1 * 15 turns = 15.
Rank 1 Spy = (1 + 1) * (1+1) = 4 votes per turn. 4 * 10 turns = 40.
Rank 2 Spy = (2 + 1) * (2 + 1) = 9 votes per turn. 9 * 4 turns = 36.
So our total votes = 91.
At the time of rigging, here is the % chance each of our 3 spies have to win the mission:
Rank 0 Spy: 15 / 91 = ~16.5% (if this spy wins, it would steal science equal to 50 - 25 (security) = 25% of the total science that city has generated for the last 15 turns)
Rank 1 Spy: 40 / 91 = ~44.0% (if this spy wins, it would steal science equal to 50 - 25 (security) = 25% of the total science that city has generated for the last 15 turns)
Rank 2 Spy: 36 / 91 = ~39.5% (as a counterspy, if it wins the mission it will get 50 science and culture, era scaling, rather than a science steal).
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