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  • SPIES... Good or Bad for game balance

    In a conversation with War4ever last night, the topic of Spies came up.

    We both seemed to agree that they are far too powerful.

    A stack of vet spies can trash a city in single turn... only in most cases to return and do it to another city in the very next turn.

    And then their tech stealing ability really sucks the fun out of the game too...

    Discuss
    Keep on Civin'
    RIP rah, Tony Bogey & Baron O

  • #2
    Yes, the last time I built a city 2 squares away from Bird's capital, as soon as I got espionage, he was forced to move his capital. 4 vet spies devestated his city in a couple of turns, and kept returning to go again until there was no improvements left. Then, one a turn to kill production. Without specifying a target, the odds of the spy getting caught were almost nill. And even for the rare one lost, 30 shields and here we go again.

    Their ignoring the tech stolen already city flag is also obnoxious. It is very difficult to defend against.

    I don't know what the best solution is though, just outright banning them doesn't seem right.

    RAH
    It's almost as if all his overconfident, absolutist assertions were spoonfed to him by a trusted website or subreddit. Sheeple
    RIP Tony Bogey & Baron O

    Comment


    • #3
      Well spies are typically late game....

      If you allow you opponents to get to them expect trouble.

      But really once you have had a line of diplos thrown at you, you just begin to accept it all. Thats how the game is played, in civ2 anyway.

      If there were no way to defeat city walls for example, then defenders would always win. Walls provide a 200% bonus, but units typically only attack 100% better than they defend (legions 4/2, armor 10/5 etc)

      So even with a tech advantage, it becomes and major pain to attack an city. Once the stalemate develops, in come the diplos and spies, to knock out the infastructure, destroy the economic abilities of the sides, then the attrition starts and the walls start falling, and a big battle emmerges. Diplos and spies offer the only realistic ability for a person to get their tech caught up. I have had 10 techs stolen in a single turn. In the end, it didnt help since he immediately had to fight a war and wasnt able to use any but the war techs to help, while my cities had time to develop the factories, banks, etc....he had no such luxury.

      Comment


      • #4
        Originally posted by Frank Johnson
        If there were no way to defeat city walls for example, then defenders would always win. Walls provide a 200% bonus, but units typically only attack 100% better than they defend (legions 4/2, armor 10/5 etc)
        Not really, Vet calvary can be quit effective against even rifles behind walls. Artillary also. I won't even discuss howies, since they come later.

        Diplos are annoying but at least they get destroyed when you use them, only move 2 and can only steal from a city once.

        That three movement is much tougher to defend against. Even if you build fortresses on rail networks, a spy maybe able to move around it and continue.

        Against the AI, it's not really a problem because the AI will seldomly use them effectively and won't use them from directly off ships as much. But against others, they can be too effective.

        If you beline towards it, they can come pretty early in the game. (granted it means bypassing a lot of other useful techs, but they can be easily stolen)

        RAH
        It's almost as if all his overconfident, absolutist assertions were spoonfed to him by a trusted website or subreddit. Sheeple
        RIP Tony Bogey & Baron O

        Comment


        • #5
          Well its the same situation cavalry attacks at 8, riflemen defend at 4.

          If they were veteran it would be 12 and 6.

          Veteran status always helps the defender more because that bonus affects the "base rating" of the defender, which all the other bonuses, such as walls, terrain, and fortification come in.

          Anyway tactics give you both cavalry and apline troops, which defend at 5, so that comparison isn't even fair really.


          Artillery I'll give you, thats one of the first break out offensive techs, but you're still dealing with a 1 move unit, but by time the rails come in and change everything.

          Comment


          • #6
            I wasn't really argueing your stated ratio of attack vs defense. I was more rambling that building city walls doesn't make a city invincible. When planing attacks against cities with walls, thoughout history, it is assumed that the attacker will suffer more losses. In Civ it's no different. You have to prepared to overwelm or risk not gaining anything with a half hearted attack.
            Waves of Vet Calvary are effective.

            Heck, Before pikemen, Vet crusaders will do the job against walls. Just make sure you bring enough. (or enough diplos )

            But it is difficult to see 10 city improvements that took thousands of years to build, destroyed by 30 shield spys that aren't even destroyed when they do it and are back the next turn.

            RAH
            It's almost as if all his overconfident, absolutist assertions were spoonfed to him by a trusted website or subreddit. Sheeple
            RIP Tony Bogey & Baron O

            Comment


            • #7
              Hehe well I won't defend the "realism" of spies either.

              But who REALLY likes civ3's options any better? I mean its a spy, not a slot machine, and thats the way civ3 is.

              Comment


              • #8
                I stopped playing III already, but not before seeing how pathetic spying options were. Spys aren't the only slot machine aspect of civ3 Which is the main reason I still prefer two........naw, it's totally because of MP, but that will probably change once MP is available in III. Then I'll be still be playing II because III sucks.

                RAH
                It's almost as if all his overconfident, absolutist assertions were spoonfed to him by a trusted website or subreddit. Sheeple
                RIP Tony Bogey & Baron O

                Comment


                • #9
                  well Rah if were into banning nukes (as they unbalance the game ) i feel as though spies should not be allowed to poison water supply down to 1 nor be used for a suitcase bomb...in reality the spy is far more deadlier than the nuke......

                  so were at a crossroads here...

                  dips i can deal with..repeated tech stealing from the same unit....
                  Boston Red Sox are 2004 World Series Champions!

                  Comment


                  • #10
                    The stealing a new tech every turn from the same city is the most annoying of all.

                    I'm not sure I'd want to ban them, but I could be convinced.
                    But it might be problematic, since with leos diplos would upgrade, and once you get espionage diplos would be obsolete.
                    *sigh* more changes to the rules.txt
                    Still don't know if I want to go down that path, but if most of the people desire it, I'll succumb.

                    RAH
                    It's almost as if all his overconfident, absolutist assertions were spoonfed to him by a trusted website or subreddit. Sheeple
                    RIP Tony Bogey & Baron O

                    Comment


                    • #11
                      espionage is a dead end tech....so keep your diplos
                      Boston Red Sox are 2004 World Series Champions!

                      Comment


                      • #12
                        Opps, forgot about that. That would make it easier.

                        What do others think? I'm still a little wishy washy on this one.

                        RAH
                        It's almost as if all his overconfident, absolutist assertions were spoonfed to him by a trusted website or subreddit. Sheeple
                        RIP Tony Bogey & Baron O

                        Comment


                        • #13
                          Originally posted by War4ever
                          espionage is a dead end tech....so keep your diplos

                          Good point... it's an easy "rules.txt" change to remove espionage from the tech tree. It doesn't effect any other part of the game or tech tree
                          Keep on Civin'
                          RIP rah, Tony Bogey & Baron O

                          Comment


                          • #14
                            heres my votes so far...

                            Oracle expires RR
                            NO GW
                            NO spies/ no nukes

                            pyamids expires with refridgeration?? i really like the realism this one brings..besides by then you dont' really need the pyramids
                            Boston Red Sox are 2004 World Series Champions!

                            Comment


                            • #15
                              I like oracle expiring at Steam engine. (like it makes a big difference )

                              No GW, has already been added, if you were paying attention

                              No spies/no nukes. (but not changing any of the game files, if you're dumb enough to choose espionage, you lose the ability to make any more diplos.

                              Pyramids, why bother changing it. If the norm becomes 2 or 3 session games, we'll discuss it then.

                              RAH

                              And this should really be done in the RAH rules thread.
                              To give everyone else a chance to voice their opinion.
                              It's almost as if all his overconfident, absolutist assertions were spoonfed to him by a trusted website or subreddit. Sheeple
                              RIP Tony Bogey & Baron O

                              Comment

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