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).
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).
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