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How will espionage work in civ3?

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  • How will espionage work in civ3?

    Since the diplo and spy units are gone, how will espionage work in civ3? How will we sabotage, steal tech, etc from an enemy city?

    I can only think of 2 possibilities:
    1) espionage is done through the foreign advisor.
    2) some military units can now also do espionage functions.
    '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
    We will have to wait and se. Or ask the civ team.
    Creator of the Civ3MultiTool

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    • #3
      Probably if you have citizens in another civ´s city (cause it was yours in the past or by inmigration) you could have information of that city (as the "see city" command of the diplomat/spy in Civ2).
      Maybe the information you could have has something to do with your culture points.
      But I´m not sure about that. We need official confirmation.

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      • #4
        I am also quite curious to see how this is implemented. It is possible that Firaxis has done something really cool with espionage, and are keeping it a surprise.

        That said, a comment from a Firaxian either explaining the new espionage system, or a reassurance that some cool new steps in that direction have been made, would be nice. C'mon Dan, you know you wanna tell us.

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        • #5
          Originally posted by The diplomat
          1) espionage is done through the foreign advisor.
          I hope its through a manager-screen - either above or through the diplomacy-screen. Both Diplomat-, Spy- and Caravan-units is really not needed. And the camel is dead - we know that already.

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          • #6
            spam the civ team.



            anyway, i think city-spacific attacks could eb done by right clicking on an nme city.
            "I've lived too long with pain. I won't know who I am without it. We have to leave this place, I am almost happy here."
            - Ender, from Ender's Game by Orson Scott Card

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            • #7
              Originally posted by UberKruX
              anyway, i think city-spacific attacks could eb done by right clicking on an nme city.
              Well, the term 'nme city' was confusing at first, but then I grasped the wider context.
              "As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW

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              • #8
                Originally posted by lockstep
                Well, the term 'nme city' was confusing at first, but then I grasped the wider context.
                The Spacific attacks is also a bit weird

                I hope there is ways for espionage, so that they haven't removed it from the game.
                Creator of the Civ3MultiTool

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                • #9
                  I really liked the diplomat/spy units. I thought that they had too much power. (Causing a city to revolt from its leader) But useful nonetheless. I don't think that I'd like a "spy ring" sort of where you allocate resources to espionage. Besides don't you need a diplomat to physically GO to another civ to establish an embassy. Of course we don't have any new info on this subject so it's pure speculation.

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                  • #10
                    Originally posted by jsw363
                    Besides don't you need a diplomat to physically GO to another civ to establish an embassy.
                    No thanks! That should be an understatement. AI-controlled unit-navigation is one of the potential Archilles-heels in turnbased Civ-style games. Just look how a governor-controlled terraformer-unit executes its jobs in SMAC.

                    I say, put as many AI non-combat units as possible outside the enforced need of AI-pathfinding. They have already trashed the camel/freight, and by the looks of it; also the diplomat/spy. Good! (although they must still keep all above functions through appropriate screens, of course).
                    I can only hope that Civ-3 AI-workers are aided with some kind of automatic (but player-tweakable) emphazise terrain-improvement maturing-process when it comes to city-areas & resource-spots. And that available landareas is exploited more efficiently then in Civ-2 & SMAC - with more emphasize on coastal-cities, then working inwards. And with player map-edited potential AI-city placement beacons, making it easier to achieve optimal scenario AI-expansion city-foundations.

                    Any kind of "semi-cheats" and "AI-shortcuts" (in order to produce and strategical output reasonably on par with any veteran civ-player out there, on highest play-levels), are welcome here, since producing such an effective empire-infrastructure is absolutely vital, if the AI-civs shall ever stand a fighting chance.

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                    • #11
                      I really loved all the actions that the spy was previously able to issue. Please, Firaxis, make spying and covert operations a vital and interesting part of the game.

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                      • #12
                        maybe spys are like MoO 2
                        Just my 2p.
                        Which is more than a 2 cents, about one cent more.
                        Which shows you learn something every day.
                        formerlyanon@hotmail.com

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                        • #13
                          Originally posted by Ralf

                          Just look how a governor-controlled terraformer-unit executes its jobs in SMAC.
                          I hope that workers will at least be able to execute orders a la 'irrigate all grassland tiles within the radius of city XY'.

                          I can only hope that Civ-3 AI-workers are aided with some kind of automatic (but player-tweakable) emphazise terrain-improvement maturing-process when it comes to city-areas & resource-spots.
                          Sounds like 'Public Works, but only for the AI'. Why not, as long as the human player has some chance to capture AI workers.
                          "As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW

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                          • #14
                            It will probably be something like BotF.
                            Quod Me Nutrit Me Destruit

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                            • #15
                              Has Firaxis confirmed no spies in the game? I don't recall this. I think they're going to be in it as units- it's silly of them to remove them from the game only because of bad pathfinding because they've saddled the AI with an even TOUGHER pathfinding dilemma than before: harvesting resources! That seems like it could be a challenge for the human player too!

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