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Brainstorming: Espionage system

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11 years ago
Oct 11, 2014, 8:29:09 PM
Ok, first quick try at an espionage faction (Just a general idea for now):



Ascended:

Parasitic immaterial species that only reproduce by infecting living beings with their energy and mind controlling them this way. After a certain development period the infected individual bursts into bright flames and a new ascended appears - this is called "Ascension". Some species worship them as they see Ascended as angelic beings and think that "ascension" is a good thing for them as it would bring them to some sort of next level (in reality they are completely destroyed, but the Ascended that emerged from them can inherit their memories and thus provide valuable information to his race). Normally their cities are built by a number of infected but not yet ascended individuals as well as some that willingly came to receive the "gift", that's why they still need food & food techs.



Affinity: Ascension - agents cost x% less and get a number of special missions:

  • Ascension: Sacrifice the agent to remove 1 pop from the enemy city and receive an "Ascended" unit in one of your cities (added cost of the mission itself scales up with city pop).
  • Possession: Can possess a unit in enemy garrison, cost of possession depends on industry cost of the unit. You gain full vision on army/garrison this unit belongs to and and "Awaken" option that can be activated either on the map or in combat with your forces. Awakening on the map initiates combat between the unit and the rest of the army. Awakening in combat makes this unit to defect to your side. If the awakened unit survives it turns into an "Ascended" unit in x turns. You can not awaken more than 1 unit in the army regardless of how many possessed units it contains (maybe can be improved to 2 at age 6).







Traits/techs:

  • Secret covens - get 1 agent for free in a city when it's discovered. Enemies are unable to eradicate this agent in any way (but you can spend him).
  • Worship - +1 influence/citizen
  • Well of souls - killed "Ascended" units can be bought back retaining their xp.
  • Purge - when enemy city is captured you can get an option of gaining full ownership immediately by halving the population. In this case you also gain 1 Ascended unit for free on capture.





Units:

  • Initiates - (infantry) cannon fodder which is hard to kill. Represents the non-Ascended part of the society. Abilities: Feel no pain - Dies only when at 0 hp at the end of its turn.
  • Ascended - (cavalry) fragile heavy hitter. Special abilities: immaterial (can pass through enemy units)
  • Archon - (support) expensive ranged heavy hitter, fragile. Special abilities: immaterial, possession - killed units are brought back to life with x% hp to fight on your side. Since this is done fast and thus improperly they burn after combat without producing an Ascended.

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10 years ago
Nov 12, 2014, 2:09:28 PM
I like a lot of these ideas, but I think they are adding too much complexity. A simple way to go would be to add a new hero type everyone can buy from the market with an espionage skill tree replacing the faction skill tree. I would even prefer two or three merc heroes with abilities like those of a spy, thief, raider or assassin.



Possible abilities:



1abc) Banditry: steal %x/y/z FIDSI from the region you are in.

2) Incite rebellion: lower happiness -20? of (other player's) region you are in.

3a) Stealth: enemy cannot see unit types in garrison.

3b) Stealth: enemy cannot see whose team the stack belongs to.

4) Sabotage: prevent construction in the city under siege.

5a) Spy: (as governor) gain vision in neighboring region cities.

5b) Spy: (as governor) see production/garrison in neighboring region cities.

6) Invisibility: Cannot be seen on map when army size is 2 or fewer (unless adjacent to army/city/watchtower). Cannot move while using ability (active ability like siege).



I could probably think of about 100 more possible abilities, but this is a nice simple way to put in some espionage. Other possibilities include adding a minor faction of thieves or whatnot, or adding 1 or two techs (for everyone) that do things like the above. Example: Spy Network: (city improvement) gives information/vision on neighboring regions.
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10 years ago
Nov 12, 2014, 1:10:59 AM
Using influence is the way to go. Each city has a Defense rating for physical attacks, but they also need an Intrigue rating for spy defense. In Era one at the start of the game cities would be vulnerable but then there would have to be techs that establish a base rating. Lets say a Constable office, however other techs can lower this Intrigue rating, Like if you build roads in a region is will lower your spy defense, if you get that later tech that increases the number of trade routes it will lower your spy defense even more. Forcing you to spend influence to erode an enemies intrigue defense, and also spend influence to raise your own defense



Now we have to figure out how to attack another play via espionage



Information Gathering

1. FIDSI,

2. How they feel about other factions

3. what their regions look like.

4. what sort of troops they have garrisoned.

5. Discover who paid for the mercenaries that just attacked



Sabotage

1. Inciting Rebellion - in cities

2. Inciting Rebellion - Minor faction village, cause them to unpacify

3. Artificial shortages - Lower the rates that Luxury and Strategic Resources are gathered

4. Lower the Vision of watch towers



Counter intelligence:

1. give false information on the composition of an army
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10 years ago
Nov 6, 2014, 9:49:24 PM
Influence used for information, and at a higher cost, debuff enemy empires. Science reduction, units weaker (poison the water well.) Things like that. Just my two cents.



All effects temporary, of course.
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11 years ago
Oct 30, 2014, 4:52:12 PM
Some quick thoughts:



1. Espionage system shouldn't be "clunky." I don't want to have to have 10 different agents I'm moving all over the map, or assigning to different cities, etc., etc. Civ V's implementation of Espionage seemed uninspired to me. Since so much about EL is a unique twist on classic 4X, I hope they push Espionage in different directions.



2. I like the idea of linking Espionage to Influence. Given the preponderance of Influence empires often have in the mid-late game, this could also have the effect of making Espionage a mid/late-gate feature.



3. I don't really care about getting more information on competing empires (knowing that their cities are building, what they're currently researching, etc.). Again, that seems too Civ-uninspired. And dull.



4. Possibility: make Espionage a way to attack city and empire happiness.



5. Possibility: New hero units with an "Agent/Spy"-specific skill tree. If alone in an army, these heroes are undetectable on the map by opposing empires (however, Watchtowers/etc. could detect them). These Agents can sabotage strategic/luxury resource gatherers. Either destroy them outright (or if that's not powerful enough - too easily fixed), allow you to syphon off some of the resources into your own empire. These Agents can also reduce moral in enemy armies (assassination seems too extreme, but maybe not).
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11 years ago
Oct 29, 2014, 4:47:36 PM
I think that espionage can be implemented at either an empire-wide level as a subsystem of Diplomacy (similar to the Drakken "Force X" abilities. Think "Steal Maps" to force a one-sided map exchange, or "infiltrate" to include vision) or as a localized system through agent units. Units are superior to agents sent into specific cities in this respect in my opinion as they would allow interaction with cities, minor faction villages, and armies without the need for a clunky interface, and may even be able to trigger all relevant abilities through an action button (or right-click pop-up similar to the one when moving an army "onto" a minor faction village).



With city and army sabotage, tech stealing, rebellion, and perhaps even the ability to bribe armies or villages, I believe an espionage-based faction could be pretty strong in the right hands.
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11 years ago
Oct 24, 2014, 1:06:44 PM
Well there is at least one trait that decreases army costs (I forget what it's called), and there are two traits that increase caps (army cap increased by 1 or 2 - not specific to a faction but is a custom trait) (district level cap increased to 3 - native to Cultists). An espionage-focused faction needs multiple of these traits to be unique and play differently. A decreased agent cost and increased cap reinforce the idea of using agents - that is, using the strength of the faction. Existing factions do the same - push you in a particular direction, a particular focus or playstyle.
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11 years ago
Oct 23, 2014, 6:09:31 PM
Tigregalis wrote:
I think 1) it's intuitive because Agents are a unit like any other, 2) enemy cities in fog of war are non-interactive, but if an Agent is in the vicinity, it has vision over it, 3) there's a greater turn investment involved (recruit an Agent on a city, x number of turns to travel to an enemy city to deploy there), 4) for an espionage-focused faction (other than reduced costs all around), it would allow their Agents to move, say, twice as fast as other Empires in order to deploy faster, and perhaps breaking the invisibility rule, to detect Agents from other Empires on the map within their vision radius


These are valid points, but I think most of these can be achieved without having agent units. E. g. 1) It heavily depends on what flavor do you want your agents to be. They can be either from your faction or someone you bribed/posessed/somehow control from the enemy faction. Buildable agents reflect only the 1st case. Agents you can buy are more abstract. 2) You probably can do this via empire screen where you have a list of all discovered enemy cities. 3) Depends on how you want to balance it and the agent could simply have certain "activation" delay. 4) You can equally well manipulate the stats of non unit agents. Interactions on the map could be interesting though and imo the main reason of considering "physical" agents.



In the end I think both approaches work, and I'm not sure which one I like more.



Perhaps it should be influence because there's not much use for influence later in the game otherwise. On the other hand, if you use dust, then you need to trade off espionage with other actions, plus you can have Agent upkeep like Hero/Army upkeep.



Tigregalis wrote:


I think feeding false information can be tied to the prerequisites for the other missions. You need to know what hero is governing a city to be able to assassinate it. You need to know an empire's research technologies in order to steal one. You need to know how much production of a resource a city has in order to sabotage it. And so on. If the information is false, other than misleading the would-be spy empire, it would result in mission failures - even though the empire had to commit the dust/influence to initiate the mission. However, even though it's cheaper, it's less reliable than simply intercepting a mission and stopping it, because the right information needs to be false for an applicable mission to fail, while putting your agent on Intercept will stop any mission from succeeding, while simply killing the enemy agent will stop anything.



As far as the UI goes for field operations, you could just re-use the normal city/empire UI. With an agent in place, you can select the enemy city, and each of the panes on the UI start out blank. Simply clicking on the relevant pane will prompt a screen to confirm the cost of the mission, and confirming it will reveal the relevant information for that pane. So if you click on the area with the garrison, it reveals the garrison. If you click on the area with the governor, it reveals the governor. If you click on the production screen, it reveals all of the resource production for that city. And so on. Having revealed a pane, you can now activate a mission applicable to it by clicking on the same pane. Revealed governor => assassinate governor. Revealed resource production => sabotage a specific resource.





Pretty cool idea with UI, the question remains how to manage "falsifying" the information. Giving the player an option of manually setting what to display it would be too cumbersome and time consuming. I think smth more simple is in order. (Like showing some illusionary garrisons, fake build queues and hiding real empire scores and showing reduced or increased ones). Guess it can be done by just setting an option "falsify information" which would give some mission failure chance (but that would be pretty obvious for the other player when it happens), I think this would be much more boring than actual mind games though. Another interesting option with falsification is that the owner of the uncovered agent will see all missions as successful (and continue spending resources on them) even though they failed.



Tigregalis wrote:


There are all kinds of things you can do with this. More abilities like applying a -100 Happiness debuff to a city, or causing minor faction villages on the city to rebel, meaning that (like converted villages) you must destroy them and then rebuild them.



With these rules, you can easily craft an espionage-focused faction that effectively bends or breaks many of these rules. Obviously, significantly reduced costs are a big one. The abilities of the agents are another (moving faster on the map, detecting other Agents on the map). Perhaps the ability to steal technology or dust stockpiles or destroy influence stockpiles (which are not City-based but Empire-based) should be a faction trait native to this faction - the ability to destroy city improvements could be another faction-specific ability. Perhaps caps can be increased for agents from this faction, such as the ability to engage in multiple sabotage/assassination missions in a single turn, or being able to deploy multiple Agents to a single city to achieve the same. There are many ways to make the espionage-focused faction viable this way.



Minor faction rebellion idea is pretty cool, definitely a must in my opinion. I think some modifiers to espionage abilities can definitely work as traits for espionage faction, however I think the affinity should do smth unique that other factions can not seeing that's what most affinities do (ability to detect agents where others can not counts, decreased agent cost or increased cap do not).
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11 years ago
Oct 23, 2014, 12:50:16 AM
I think 1) it's intuitive because Agents are a unit like any other, 2) enemy cities in fog of war are non-interactive, but if an Agent is in the vicinity, it has vision over it, 3) there's a greater turn investment involved (recruit an Agent on a city, x number of turns to travel to an enemy city to deploy there), 4) for an espionage-focused faction (other than reduced costs all around), it would allow their Agents to move, say, twice as fast as other Empires in order to deploy faster, and perhaps breaking the invisibility rule, to detect Agents from other Empires on the map within their vision radius



Perhaps it should be influence because there's not much use for influence later in the game otherwise. On the other hand, if you use dust, then you need to trade off espionage with other actions, plus you can have Agent upkeep like Hero/Army upkeep.



I think feeding false information can be tied to the prerequisites for the other missions. You need to know what hero is governing a city to be able to assassinate it. You need to know an empire's research technologies in order to steal one. You need to know how much production of a resource a city has in order to sabotage it. And so on. If the information is false, other than misleading the would-be spy empire, it would result in mission failures - even though the empire had to commit the dust/influence to initiate the mission. However, even though it's cheaper, it's less reliable than simply intercepting a mission and stopping it, because the right information needs to be false for an applicable mission to fail, while putting your agent on Intercept will stop any mission from succeeding, while simply killing the enemy agent will stop anything.



As far as the UI goes for field operations, you could just re-use the normal city/empire UI. With an agent in place, you can select the enemy city, and each of the panes on the UI start out blank. Simply clicking on the relevant pane will prompt a screen to confirm the cost of the mission, and confirming it will reveal the relevant information for that pane. So if you click on the area with the garrison, it reveals the garrison. If you click on the area with the governor, it reveals the governor. If you click on the production screen, it reveals all of the resource production for that city. And so on. Having revealed a pane, you can now activate a mission applicable to it by clicking on the same pane. Revealed governor => assassinate governor. Revealed resource production => sabotage a specific resource.



There are all kinds of things you can do with this. More abilities like applying a -100 Happiness debuff to a city, or causing minor faction villages on the city to rebel, meaning that (like converted villages) you must destroy them and then rebuild them.



With these rules, you can easily craft an espionage-focused faction that effectively bends or breaks many of these rules. Obviously, significantly reduced costs are a big one. The abilities of the agents are another (moving faster on the map, detecting other Agents on the map). Perhaps the ability to steal technology or dust stockpiles or destroy influence stockpiles (which are not City-based but Empire-based) should be a faction trait native to this faction - the ability to destroy city improvements could be another faction-specific ability. Perhaps caps can be increased for agents from this faction, such as the ability to engage in multiple sabotage/assassination missions in a single turn, or being able to deploy multiple Agents to a single city to achieve the same. There are many ways to make the espionage-focused faction viable this way.
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11 years ago
Oct 22, 2014, 7:51:24 PM
Tigregalis wrote:
I think espionage should be based on Agents. You start with training an Agent. Agents are invisible to other players on the map. Now, Agents can Infiltrate a city. From there, Agents can act on your behalf. Agents will be able to undertake Intelligence gathering missions, Sabotage missions, and Assassination missions. All missions cost varying degrees of Dust. Agents have a high dust upkeep, with additional agents costing more. Agents in the field are more expensive to maintain than Agents at home.



Intelligence gathering missions are low cost, and give you a snapshot of a City's production of resources, constructions, researches, governor, or garrison. You gain the city's vision automatically, however.



Sabotage missions are medium cost, and allow you to significantly hamper a city's production of one chosen resource for a fixed term, or a city's happiness level for a fixed term. A prerequisite to a Sabotage mission is to first engage in an intelligence gathering mission that is relevant to it. If you have an Agent in an enemy city during a siege, you can activate it to "open the gates", immediately dropping a city's siege points to zero.



Assassination missions are the most expensive, allowing you to kill a garrisoned unit(s), or governor-Hero (very expensive). A prerequisite to an Assassination mission is to first engage in an intelligence gathering mission that is relevant to it.



To counter Agents, you also need Agents stationed in your cities, but their counter-intelligence skills are not passive and automatic. You can activate your Agent(s) to discover any enemy Agents. However, to keep things interesting, discovering an enemy Agent does not automatically kill them, only places them under monitoring. Either you immediately capture and interrogate them, or you can opt to feed false information to them, or intercept and cancel out any sabotage/assassination attempts.




Seems that we agree on the agent mechanic, however what value do you think having them move on the map rather than buying them directly in the city will bring?



I suppose dust is a viable alternative to influence as the main espionage resource, need to think about pros/cons.



The "feeding false information" idea is actually pretty cool, however it's quite tricky to implement so it's simple and viable at the same time. I suppose a fake build queue can be added to cities (controllable by player) to be shown to players whose agents have been uncovered. Maybe you can also multiply or divide your economy/military/diplomacy score by a fixed amount.
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11 years ago
Oct 22, 2014, 4:20:30 PM
I think espionage should be based on Agents. You start with training an Agent. Agents are invisible to other players on the map. Now, Agents can Infiltrate a city. From there, Agents can act on your behalf. Agents will be able to undertake Intelligence gathering missions, Sabotage missions, and Assassination missions. All missions cost varying degrees of Dust. Agents have a high dust upkeep, with additional agents costing more. Agents in the field are more expensive to maintain than Agents at home.



Intelligence gathering missions are low cost, and give you a snapshot of a City's production of resources, constructions, researches, governor, or garrison. You gain the city's vision automatically, however.



Sabotage missions are medium cost, and allow you to significantly hamper a city's production of one chosen resource for a fixed term, or a city's happiness level for a fixed term. A prerequisite to a Sabotage mission is to first engage in an intelligence gathering mission that is relevant to it. If you have an Agent in an enemy city during a siege, you can activate it to "open the gates", immediately dropping a city's siege points to zero.



Assassination missions are the most expensive, allowing you to kill a garrisoned unit(s), or governor-Hero (very expensive). A prerequisite to an Assassination mission is to first engage in an intelligence gathering mission that is relevant to it.



To counter Agents, you also need Agents stationed in your cities, but their counter-intelligence skills are not passive and automatic. You can activate your Agent(s) to discover any enemy Agents. However, to keep things interesting, discovering an enemy Agent does not automatically kill them, only places them under monitoring. Either you immediately capture and interrogate them, or you can opt to feed false information to them, or intercept and cancel out any sabotage/assassination attempts.
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11 years ago
Oct 21, 2014, 1:04:30 PM
MANoob, could you add a link to this post in your signature? This way we get more views on this page and hopefully more feedback smiley: detection
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11 years ago
Oct 12, 2014, 10:09:36 AM
Adventurer_Blitz wrote:
You may want to change the name of your infantry unit, the cultists already have a unit called a fanatic.


Changed to initiates. Anyway these were just example mechanics for a spy-focused faction.
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11 years ago
Oct 11, 2014, 10:13:44 PM
You may want to change the name of your infantry unit, the cultists already have a unit called a fanatic.
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11 years ago
Oct 7, 2014, 7:57:23 PM
Since apparently espionage is one of mechanics planned for addition maybe we can gives the developers some ideas now rather than wish for them later. This definitely has a potential of becoming a very interesting mechanic with great depth and possibilities. Espionage faction ideas (or new espionage traits for existing ones) are also welcome.



(Gonna write down my own ideas a bit later)
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11 years ago
Oct 10, 2014, 8:58:00 PM
Adventurer_Blitz wrote:
How strong would a faction focused on espionage really be? Sure they would probably be able to sabotage the enemy, and gain valuable information on their enemies. But, this faction would be far behind the other factions in terms of everything except influence. With such a disadvantage, how could they stand up to enemy armies? What would their units be? How good would their traits unrelated to espionage be?




I think espionage faction should mostly rely on sabotaging enemies to soften them up before military conquest, although if some of the more powerful espionage options are introduced (like taking cities by initiating rebellions) it be quite powerful on its own. More cities = more resources = not behind. Some science leeching/tech stealing can be introduced as well. Plus, stalling enemy progress through sabotaging can bring them to your economy level or lower, that can be problematic to do against multiple opponents simultaneously however. Units and espionage traits are a matter of design.



Will post some example faction soon.
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11 years ago
Oct 10, 2014, 6:58:13 PM
How strong would a faction focused on espionage really be? Sure they would probably be able to sabotage the enemy, and gain valuable information on their enemies. But, this faction would be far behind the other factions in terms of everything except influence. With such a disadvantage, how could they stand up to enemy armies? What would their units be? How good would their traits unrelated to espionage be?
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11 years ago
Oct 10, 2014, 6:28:18 PM
T41 wrote:
Civ5 BNW had police stations and the like to add to the anti-spy rating. Happiness would also be a major factor to prevent espionage. If the people actually like being part of the empire they're obviously more willing to report suspicious activity. Propaganda could be a feature; telling the people to avoid strangers and the like could decrease trade bonuses but increase that anti espionage factor.


Yep, I agree with the idea, I already wrote here that happiness can be considered as an anti spy rating multiplied. Buildings like imperial kennels can contribute to the anti spy defence or new ones can be introduced.



Adventurer_Blitz wrote:
Paranoid empires don't make many friends, the trade bonuses should decrease for you and the factions trading with you. It should probably also generate a negative opinion of you for the AI.


Thinking of this, maybe "close borders" treaty can contribute to anti spy defence and maybe some new policies like "customs" with similar effects can be implemented on empire level.



Some ideas of how to integrate espionage in existing factions (just thematic ideas for now, not actual traits/techs):



  • Wild Walkers - being sneaky type they fill in the "rogue" boots better than other factions. So they can their natural agility and camouflage skills and maybe use the Sharing to employ animals to spy for them.
  • Broken Lords - I don't see BL as an espionage focused faction, but being immaterial beings of sorts maybe some of them can detach themselves from their physical shells (armour) to travel as ghosts. Don't know how lorebreaking that would be.
  • Ardent Mages - well, magic explains everything, so invisibility/mind control/clairvoyance magic can work really well.
  • Cultists - hidden covens and secret cults theme fits pretty well.
  • Roving Clans - dust and bribery can go a long way. Maybe they can bribe citizens of other factions to spy for them.
  • Necrophages - "Alien" comes to mind here. Maybe they can infiltrate cities through sewer systems and breed there, killing civilians and governors. I think "Pitiless" should disable some of the espionage options that require communication. Another option for them would be to inject their larva into living creatures and mind control them this way(but it can be an idea for a whole new espionage based faction as well).
  • Vaulters - I see Vaulters more as anti-espionage than espionage faction. Their defensive tech could give extra spy defence as well.
  • Drakken - maybe citizens of other factions would be willing to side with Drakkens just out of respect and belief that they are a force of good on Auriga.







Basic ideas for new espionage based factions:

  • Shapeshifters
  • Parasites
  • Race that injects mind-controlling larva into its victims (so parasites, but only in larva form)
  • Naturally stealthy races (maybe earth elemental type that can blend into stone/walls or invisible air creatures)
  • Religious cults with hidden covens
  • Mages with clairvoyance/farsight/remote mind control
  • Monks/assassin guilds trained in ways of stealth
  • Any combination of the above

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11 years ago
Oct 10, 2014, 2:14:32 AM
Paranoid empires don't make many friends, the trade bonuses should decrease for you and the factions trading with you. It should probably also generate a negative opinion of you for the AI.
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11 years ago
Oct 10, 2014, 2:05:51 AM
Civ5 BNW had police stations and the like to add to the anti-spy rating. Happiness would also be a major factor to prevent espionage. If the people actually like being part of the empire they're obviously more willing to report suspicious activity. Propaganda could be a feature; telling the people to avoid strangers and the like could decrease trade bonuses but increase that anti espionage factor.
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11 years ago
Oct 9, 2014, 10:52:07 PM
Adventurer_Blitz wrote:
Could you have anti spies or buildings to keep your cities safe?


Well, I've already suggested 2 mechanics for this: anti spy defence rating akin to fortification and "lockdown" mechanism I described in just one post above smiley: smile. Maybe some heroes can have some anti spy traits as well. You're welcome to suggest additional mechanics which you think will make sense.
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11 years ago
Oct 9, 2014, 10:41:02 PM
Ok, a bit different mechanics idea:



You can spend influence to buy "agents" in the city (cost progressively more). Mission speed & max difficulty of available missions depend on agent count. Spy heroes can boost that and grant additional agent slots. Speed and max difficulty are reduced by city anti spy defence. Anti spy defence is granted by fortification techs to make them more useful (buildings could be separate). Max possible number of agents depends on your current age.



If a player sees spy activity in one of his cities he can initiate a "lockdown" - a self-imposed siege, including all siege penalties. Depending on spy defence level it will take x turns (defence decreases this number) after which the agents are discovered and removed. Normally no missions can be executed during a lockdown, but there might be exceptions. This does not prevent the other faction to buy new agents when the siege is over.
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11 years ago
Oct 8, 2014, 8:01:45 PM
Adventurer_Blitz wrote:
Inspired Name smiley: roll


Dunno why, but all WW names sound like that to me smiley: biggrin.

Adventurer_Blitz wrote:


As far as new resources go, I agree that a new resource wouldn't be required, but don't factions already use enough influence on diplomacy and policies? Adding more things to spread your points over would just make things worse, and would probably make people a lot less likely to use the espionage system (especially if regular empire policies are better than investing in espionage) Also, just increasing the amount of influence would probably help a little, but would probably just make people spend even more influence on their empire policies rather than on espionage. So I believe that a new resource would probably make sure that people are using the system. Plus, do we really need the Drakken being really good at diplomacy and espionage?


Think espionage should be good enough to be an alternative to the empire plans. Plus, I rarely found myself in a position where I have to actively farm influence, and there's usally a surplus lategame, maybe that's gonna change. Drakens are really not that good when it comes to actually getting influence, the only influence trait they have is Endless excavation which is only useful earlygame (they also can get aura of leadership through quests but It's still not that impressive). I'd say Necrophages because of cellulose mutation and Ardent mages (earlygame) can actually be better influence factions.
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11 years ago
Oct 8, 2014, 6:44:58 PM
Inspired Name smiley: roll As far as new resources go, I agree that a new resource wouldn't be required, but don't factions already use enough influence on diplomacy and policies? Adding more things to spread your points over would just make things worse, and would probably make people a lot less likely to use the espionage system (especially if regular empire policies are better than investing in espionage) Also, just increasing the amount of influence would probably help a little, but would probably just make people spend even more influence on their empire policies rather than on espionage. So I believe that a new resource would probably make sure that people are using the system. Plus, do we really need the Drakken being really good at diplomacy and espionage?
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11 years ago
Oct 7, 2014, 11:34:45 PM
Giving a first try, a new spy hero

Machu Picchu (lol), the Shadow Panther, Wild Walker spy



Abilities:

Improved damage 2 (spies have personal rather than army bonuses from start, but still can be generals)

Espionage efficiency 2 (+x mission point max buyout per turn, multiplied by player's espionage modifiers)



Skill trees (well, not trees for now, but just bunch of abilities to be tied later)



Tree 1 - Ranged (as usual)



Tree 2 (Spy/Ambassador) - common for all spy heroes:

  • Embassy (+x%/faction city number to diplomatic points generated by treaties with faction and equivalent cost reduction on treaties)
  • Trade negotiator (+x% bonus to your trade routes with the city, -x% to other factions trade routes with this city)
  • Propagandist (+x influence generated per pop in the city (meaning the city of the other faction))
  • Friendly (increases war declaration cost, depending on city number)
  • Fast recovery (as usual in the middle tree)
  • Spymaster (+x to mission point buyout per turn)
  • Assassin (Killed heroes take extra time and dust to revive)
  • Keys to the city (-x fortification points instantly on siege)
  • Scientific espionage (x% science leech)





Tree 3 (Faction)

  • Functioning insomniac (same as standard WW hero, but much more useful since spies will be relocated much more often)
  • Ambush (+x initiative and damage during the first turn of combat)
  • Trees have eyes (+x vision on units and on city when spying on it)
  • Shadow (-x cost of assassination missions)
  • Guerilla tactics (-x cost of sabotaging extractors)
  • Resourceful (gain % of industry cost of destroyed improvements as dust)
  • Escape artist (can not be locked in the city in any way - think siege is not the only option here, since some mechanics for catching spies can be added as well)

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11 years ago
Oct 7, 2014, 9:54:16 PM
Adventurer_Blitz wrote:
My ideas for an espionage system, would be for each empire to have points, like influence but for espionage. these points would be used as currency for actions involving espionage. These could be simple things, like getting information on an individual empire's progress in areas such as FIDSI, military, number of cities, etc. that are currently just given to you for free. Then they could become more complex as you advance, so that you can start getting detailed reports on individual FIDSI output of a city, what city is building what, etc. However, I would consider these graphs to be a very simple, not an in-depth system. If we want more aspects to this here are some ideas. Maybe it could have options to manipulate factions, so in the diplomacy screen, the ability to use espionage points to make a faction behave a certain way. Or possibly, the ability to make factions have a lesser standing among other factions. A way to frame other factions for certain crimes, such as for sending privateers to attack someone, might work.Also, the ability to harm enemy faction's in many different aspects would be welcome. So, the ability to sabotage their cities, maybe cutting their FIDSI output, maybe being able to murder some of their population, blow up certain buildings to help cripple their city (not just city improvements but resource extractors as well), the ability to destroy their stockpiles, and perhaps the ability to set a cities saved up food to make it take longer to produce another population. These are some ideas I had, but i'm interested to see everyone else' ideas.




Hm, what do you think that an addition of a new resource is justified? Maybe it can just use influence as well...



Agreed on the statistics part and sabotage missions. Not sure how "making behave in certain way" is going to work though, especially in MP.





My ideas so far:

  • Espionage uses influence just like diplomacy (see it as "evil" diplomacy) - Don't see a reason to split it, maybe someone can give a reason to do so
  • Heroes can be spies (Not any heroes, but only those with special "spy" trait). They can be assigned to enemy cities instead of your own. A trickier mechanic would have them placed on the market disguised as someone else and then they'll work like a double agent after being bought smiley: smile. But given how badly AI uses the marketplace this is probably not a good idea. These special heroes would have harmful effects in their "espionage skill tree".
  • Spy heroes would also have an "assassination" mission - they can fight against the city governor and militia and kill the governor (fortifications and garrisoned units do not help)
  • Spy heroes can help with sieges by lowering fortification points and actually joining the siege as unexpected reinforcements
  • All cities would have an espionage defence rating - just like fortification (either same or different techs can affect the max value, but they will be reduced and recovered in a different way). City approval will work as a multiplier for espionage defence
  • When preparing a mission against a city you need to accumulate a certain amount of espionage points depending on the mission which is multiplied by the city espionage defence (e. g. 1*esp.d or 1.5*esp.d). Espionage points can be generated by agents placed in the city and would cost some influence + there would be a cap on per turn investment (so you can't buy it out immediately). City espionage defense can be reduced by certain traits, but these reductions should be invisible to the original owner. There should be a max mission cost depending on your espionage mastery (how it's defined is another topic). Missions that cost more are considered impossible even if you have the resources.
  • The most difficult espionage option is Incite Rebellion which takes the city from the original owner.
  • Other missions include destroying building/gaining vision on the city/bribing garrison(maybe?)/leaching science/already mentioned assasination





Edit: If thinking about spy heroes having the same number of skill trees I actually see the following possibilities:

  • Tree 1 - Military (based on hero class, same as with current heroes, the only tree that works for spies as is).
  • Tree 2 - Faction (special spy and military bonuses mostly).
  • Tree 3 - Spy/Ambassador - Maybe make an option of an official "ambassador" which actually gives positive bonuses to both factions, like trade improvements.

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11 years ago
Oct 7, 2014, 9:09:10 PM
My ideas for an espionage system, would be for each empire to have points, like influence but for espionage. these points would be used as currency for actions involving espionage. These could be simple things, like getting information on an individual empire's progress in areas such as FIDSI, military, number of cities, etc. that are currently just given to you for free. Then they could become more complex as you advance, so that you can start getting detailed reports on individual FIDSI output of a city, what city is building what, etc. However, I would consider these graphs to be a very simple, not an in-depth system. If we want more aspects to this here are some ideas. Maybe it could have options to manipulate factions, so in the diplomacy screen, the ability to use espionage points to make a faction behave a certain way. Or possibly, the ability to make factions have a lesser standing among other factions. A way to frame other factions for certain crimes, such as for sending privateers to attack someone, might work.Also, the ability to harm enemy faction's in many different aspects would be welcome. So, the ability to sabotage their cities, maybe cutting their FIDSI output, maybe being able to murder some of their population, blow up certain buildings to help cripple their city (not just city improvements but resource extractors as well), the ability to destroy their stockpiles, and perhaps the ability to set a cities saved up food to make it take longer to produce another population. These are some ideas I had, but i'm interested to see everyone else' ideas.
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