I got into the engine once again, and looked at the espionage, which while I kinda liked the changes I had made earlier, it was still broken, showing wrong data, and not working as intended.
I use espionage a lot in my games. It is the only way for me to catch up with other civs, and the civs use it (sometimes a bit too efficient, when they steal a tech that I have JUST researched).
But there was a couple of things bugging me:
1?) When stealing a tech that was already put some beakers into, the mission still cost full espionage cost.
1!) Fixed. Now the remaining beakers are what lies underneath the espionage point cost. Example:
A tech cost 2000 beakers. it cost 1000 EP to steal it.
Then half the tech is researched, and the cost is now only 500 EP to steal it.
This is especially nice with the National Library/Encyclopedia/etc, that gives small amount of beakers depending on the widespread of the tech.
2?) The amount of EP not showing on the Espionage advisor
2!) Fixed. It now shows in top right corner, where it used to say the percentage of commerce.
3?) The individual spending on civs vs the overall EP
3!) Fixed. The original system was.... strange. You had a certain amount of EP per civ. If the civ died, those points were useless.
Now the overall EP is the pool that is drawn from when performing missions AND the individual civ EP.
If your individual EP is larger than the civ you are performing the mission on the mission is cheaper and vice versa.
(The modifier used to be All EP ever gotten vs the target civs all EP ever gotten.)
If your EP on your target civ is smaller than the mission cost, the EP will become zero. Example:
You decide to start an espionage campaign against a certain civ (civA), so you use the Espionage Adviser and add some weight to civA.
Every turn you get your GEP (general espionage points) for performing missions that can be used towards any civ, but you also get SEP (specific espionage points) towards civA (can be seen at Esp Adviser).
If you have more SEP towards civA than civA have towards you, the mission will be cheaper (down to 50%) and if civA have more SEP then it will be more expensive (up to 200%).
When performing a mission, the mission cost will be subtracted from both your GEP and SEP.
5?) I broke the 4 passive missions (See demo/research/city/cityscreen) when i originally changed the EP. Thought I could make them active (so a spy had to perform the mission)
5!) Fixed, but still passive. It is reverted to SEP.