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a "James Bond" espionage model

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  • a "James Bond" espionage model

    the civ2 spy model with units you had to move around manually had a bit too much micro in the late game. The civ3 model was too abstract for some.

    Here is a summary of my idea:

    The player would "build" spy units. Cities would have intelligence points (IP) which would work like shields do but for building spy units.

    To build a new spy, the player would select a city and click on the "recruit new spy" button. The player would customize his new spy unit by picking a codename, the starting skills the spy will have and the amount of training you want the spy to go through. This would determine how many IPs it costs to build the spy unit. The city would build the spy in a certain number of turns based on how many IPs the city generates and how many IPs the unit costs.

    But the player woud not move spy units around. Instead, the player would assign a mission to the spy unit that would automatically "jump" to the target city in a certain number of turns.

    I call it the "James Bond" model for 2 reasons:

    1) each spy unit would be unique, with a name or codename and a set of special skills (sabotage, infiltration, counter-espionage etc.) and experience level (untrained, skilled, expert, elite, legendary).

    2) spy units would have "careers". It would take more than one turn to accomplish some missions. After it accomplishes one mission, you could give the unit another mission. If a spy unit encounters a problem, it would prompt you for instructions (abort, hide, execute mission at all cost, etc.). When a spy unit succeeds, it could advance in experience level or even gain a new skill. If a spy is killed, it is lost forever. After a pre-determined number of turns, a spy would automatically retire and give all your cities a small bonus in IPs they generate (this would represent the spy passing on his wisdom and experience to help better train the next generation of spies).
    'There is a greater darkness than the one we fight. It is the darkness of the soul that has lost its way. The war we fight is not against powers and principalities, it is against chaos and despair. Greater than the death of flesh is the death of hope, the death of dreams. Against this peril we can never surrender. The future is all around us, waiting, in moments of transition, to be born in moments of revelation. No one knows the shape of that future or where it will take us. We know only that it is always born in pain.'"
    G'Kar - from Babylon 5 episode "Z'ha'dum"

  • #2
    I wanted to add that this model would make espionage a much more interesting part of the game.

    For example, if two spy units are in the same city, you could try to have your spy assassinate the enemy spy. This would allow "spy wars" where both sides try to kill the other's spies. If you inflitrated a city, you could have your spy do cool missions like steal an enemy nuclear missile.
    'There is a greater darkness than the one we fight. It is the darkness of the soul that has lost its way. The war we fight is not against powers and principalities, it is against chaos and despair. Greater than the death of flesh is the death of hope, the death of dreams. Against this peril we can never surrender. The future is all around us, waiting, in moments of transition, to be born in moments of revelation. No one knows the shape of that future or where it will take us. We know only that it is always born in pain.'"
    G'Kar - from Babylon 5 episode "Z'ha'dum"

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    • #3
      I like the point you make in the second post. Instead of a one dimensional "purchase/build spy-activity/unit" (civ3/civ2) espionage arrangement present more texture to this feature. Having an opportunity to conduct a "spy war" as you suggest would add a whole new dimension to the game. Obviously these could be conducted while two nations are "at peace" which adds to strategy of world politics besides just embargos and MPP.

      Good post.
      Haven't been here for ages....

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      • #4
        After assassinating a leader thus provoking a revolution or change of government, the spy or spy-network should have the ability to influence what type of govt. the nation chooses. cf USA's failed assassination attempts on Castro, who runs a socialist country on America's doorstep.

        Anyway, I've not really played the game properly after the industrial age, and haven't got into espionage; it doesn't stir me into action.

        007 model is promising, although it needs shaking up a bit!
        regards,

        Peter

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        • #5
          I liked the C3 system. I see no reason to change it.

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          • #6
            The trouble with the spying in Civ3 (at least in my POV) is that there really wasn't much use to it. I'd like the return to a spy unit. I think The Diplomat hits the nail on the head.
            "I predict your ignore will rival Ben's" - Ecofarm
            ^ The Poly equivalent of:
            "I hope you can see this 'cause I'm [flipping you off] as hard as I can" - Ignignokt the Mooninite

            Comment


            • #7
              Originally posted by The Emperor Fabulous
              The trouble with the spying in Civ3 (at least in my POV) is that there really wasn't much use to it.
              True. I've done just fine in every civ3 game without using espionage once. When you can play a game and completely ignore an entire feature, there's something wrong.

              The espionage screen also makes things so impersonal.
              'There is a greater darkness than the one we fight. It is the darkness of the soul that has lost its way. The war we fight is not against powers and principalities, it is against chaos and despair. Greater than the death of flesh is the death of hope, the death of dreams. Against this peril we can never surrender. The future is all around us, waiting, in moments of transition, to be born in moments of revelation. No one knows the shape of that future or where it will take us. We know only that it is always born in pain.'"
              G'Kar - from Babylon 5 episode "Z'ha'dum"

              Comment


              • #8
                Yes, the espionage subsystem is rarely accessed by me during play. We've all been through all the reasons before....the cost is too high to utilize until you have a lot of coin, by then, you probably don't need to spy. The risk/benefit ratio is too slanted towards risk.
                Haven't been here for ages....

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                • #9
                  Argh! Not more micromanagement, please.

                  I agree that the Civ 3 spy module needs work, but going back to units is not the way.
                  (\__/) 07/07/1937 - Never forget
                  (='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
                  (")_(") "Starting the fire from within."

                  Comment


                  • #10
                    Originally posted by Urban Ranger
                    Argh! Not more micromanagement, please.
                    My system does not increase micro. Did you read my first post? You do not move the units.
                    'There is a greater darkness than the one we fight. It is the darkness of the soul that has lost its way. The war we fight is not against powers and principalities, it is against chaos and despair. Greater than the death of flesh is the death of hope, the death of dreams. Against this peril we can never surrender. The future is all around us, waiting, in moments of transition, to be born in moments of revelation. No one knows the shape of that future or where it will take us. We know only that it is always born in pain.'"
                    G'Kar - from Babylon 5 episode "Z'ha'dum"

                    Comment


                    • #11
                      The spies in Civ3 were waaay to expensive. I don't want to spend thousands of gold to steal a single tech.

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                      • #12
                        I'd like to be able to assassinate/corrupt enemy advisors... To give the leader slightly inaccurate information about the goings of his nation, because of inexperience or treason.

                        Corrupt a military advisor, and the RNG switches slightly against him, things cost more to keep up, armies end up two squares from where they should have been...
                        I've allways wanted to play "Russ Meyer's Civilization"

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                        • #13
                          The thing is, spies shouldn't be very useful. Stealing plans and knowing what's in the enemy military is all I need and want.

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                          • #14
                            Rather than discrete individuals, I'd much rather have spy networks, although they could function in much the same way as individual spies.

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                            • #15
                              I like the basic premise.

                              The SMAC probe team may have been too good. Simply infiltrating datalinks of the rival factions was absolutely priceless. It gave you so much information that it was too powerful and complex.

                              The Civ3 system is simpler. Good. Too much simpler. Blah.

                              Here's my own idea, very similar to the diplomat's: a spy needs to be produced with shields and costs support. Once a civilization has spies, they can be assigned to either espionage or counterespionage. Those set to espionage might occasionally and automaticaly obtain enemy plans, techs, gold, etc. Those in counterespionage would minimise the risk of suffering from these mishaps.

                              From there, the model can be made as simple or complex as Firaxis and its consumers wish. I don't care whether they are units or facility-style improvements. Keep it simple, but above all keep it interesting.

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