Hey all!
In effort to further enhance the effect of my new summary, and improve the condition of the diplomacy section ( which all will agree, probably one of the most vital section in the upcoming CIV III ), I launch several dedicated threads that will deal with every specific element of the diplomacy.
Since the summary is so large ( and sometime hard to understand and track after ), you will find it easier to follow all the different options you have and suggest them here.
The information here is an abstract of the summary, and shows in a different format.
Spy operations
Here are all the things a spy can do:
1. Investigate city: allows the player to see, for one turn, the management of the enemy city. The entire city radii, what building it has, and the popultion distribution.
2. Establish ambsassy ( serves to give you key statistics on enemy civ every turn ).
3. Military status: see the positions of all the units which belog to the city, even those that are outside in the field right now.
4. Steal map: gain the empire map. Without tile improvements or units locations.
5. Get secret intel.
6. Sway away unit: pay X amount, and the targeted enemy unit become yours. The expreince level of the operator increase the chance, by high unit morale, exp and proper SE options reduce the chance. Not applyable to missiles.
7. Steal technolgy. A spy shouldn't be able to steal a technology far above thier current tech tree status. Even when a technology is stolen, thier should be a delay before you can construct the various improvements obtained from the stolen technology.
8. Steal blue-print: get the design of a certain unit ( if the project idea is used, see units thread ).
9. Steal money: the cost of operations must always be higher then what is gained by the process. The advantge is that it drains the treasure of the enemy.
10. Steal goods: for a certain turn, a certain amount of shields from the enemy city is moved to your nearest city ( or spy home city ), and boost production.
11. Damage unit: reduce unit health by 50%, and cripple it ( can't move for X turns ). The morale level of the unit is also reduced to the lowest level ( not exp, however ). The operator unit is destroyed.
12. Cause revolt: has a low chance the city will revolt. Still cheaper and with higher chance then a succesful bribing.
13. Nuclear deployment: see the positions of all the nukes in the civ, or atleast parts.
14. Rescue operator: if an operator has failed in it's mission, it caught and may be rescued for X turns.
15. Donate to terrorists: create an AI raider spy which will work against the city itself. Reduce the danger from yourself, but it cost a lot and the terrorist is less capale then your own operator.
16. Donate to criminal ( see economics thread for pirates ): you may donate money which goes directly to the pirates AI, which can then harrass the enemy even more.
17. Raid trade route: steal a low amount of money off any trade routes, or caravans, moving near you.
18. Sneak in supplies: only cities that are under vassal or autonomy status can be targeted thus. Increase the chance the AI will support your request to breakaway. Cost food and money.
19. Bribe a city: pay X amount, and the city is yours. However, you can't bribe a city which has military units in it, and the more resilent the enemy civ is ( set by her social engineering options ), the bigger the change the operation will fail alltogher. Cost of bribing, and chance of mission acomplishment also depends on the number and quality of the military units in the city, and the morale of the people of the citizens. All around, the morale should effect the cost of bribing more then anything else.
20. Nuke a city: acts just like a nuke hit the city, however with less pollution ( more advance bomb, if it's that small ), and bypassing SDI defence. However, a key observation was made: the cost of nuking a city must be higher then the cost of a normal nuke ( reasonable, isn't it? ).
21. Pollute/Poison water: reduce city popultion.
22. Destroy city building.
23. Steal nuke/missile: allows you to steal any un-maned that are sitting in a city ( like missiles and nukes ).
24. Kill nation leader ( only in capitol city ). Throws the entire nation to revolt, for a turn or two.
25. Destory trade route: destroy a trade route of the enemy, and kill all caravans on it.
26. Plant virus: plant a virus that spreads along the trade routes. Damage is set by the medical level fo the attacked civ.
Looking foward to hearing from you!
In effort to further enhance the effect of my new summary, and improve the condition of the diplomacy section ( which all will agree, probably one of the most vital section in the upcoming CIV III ), I launch several dedicated threads that will deal with every specific element of the diplomacy.
Since the summary is so large ( and sometime hard to understand and track after ), you will find it easier to follow all the different options you have and suggest them here.
The information here is an abstract of the summary, and shows in a different format.
Spy operations
Here are all the things a spy can do:
1. Investigate city: allows the player to see, for one turn, the management of the enemy city. The entire city radii, what building it has, and the popultion distribution.
2. Establish ambsassy ( serves to give you key statistics on enemy civ every turn ).
3. Military status: see the positions of all the units which belog to the city, even those that are outside in the field right now.
4. Steal map: gain the empire map. Without tile improvements or units locations.
5. Get secret intel.
6. Sway away unit: pay X amount, and the targeted enemy unit become yours. The expreince level of the operator increase the chance, by high unit morale, exp and proper SE options reduce the chance. Not applyable to missiles.
7. Steal technolgy. A spy shouldn't be able to steal a technology far above thier current tech tree status. Even when a technology is stolen, thier should be a delay before you can construct the various improvements obtained from the stolen technology.
8. Steal blue-print: get the design of a certain unit ( if the project idea is used, see units thread ).
9. Steal money: the cost of operations must always be higher then what is gained by the process. The advantge is that it drains the treasure of the enemy.
10. Steal goods: for a certain turn, a certain amount of shields from the enemy city is moved to your nearest city ( or spy home city ), and boost production.
11. Damage unit: reduce unit health by 50%, and cripple it ( can't move for X turns ). The morale level of the unit is also reduced to the lowest level ( not exp, however ). The operator unit is destroyed.
12. Cause revolt: has a low chance the city will revolt. Still cheaper and with higher chance then a succesful bribing.
13. Nuclear deployment: see the positions of all the nukes in the civ, or atleast parts.
14. Rescue operator: if an operator has failed in it's mission, it caught and may be rescued for X turns.
15. Donate to terrorists: create an AI raider spy which will work against the city itself. Reduce the danger from yourself, but it cost a lot and the terrorist is less capale then your own operator.
16. Donate to criminal ( see economics thread for pirates ): you may donate money which goes directly to the pirates AI, which can then harrass the enemy even more.
17. Raid trade route: steal a low amount of money off any trade routes, or caravans, moving near you.
18. Sneak in supplies: only cities that are under vassal or autonomy status can be targeted thus. Increase the chance the AI will support your request to breakaway. Cost food and money.
19. Bribe a city: pay X amount, and the city is yours. However, you can't bribe a city which has military units in it, and the more resilent the enemy civ is ( set by her social engineering options ), the bigger the change the operation will fail alltogher. Cost of bribing, and chance of mission acomplishment also depends on the number and quality of the military units in the city, and the morale of the people of the citizens. All around, the morale should effect the cost of bribing more then anything else.
20. Nuke a city: acts just like a nuke hit the city, however with less pollution ( more advance bomb, if it's that small ), and bypassing SDI defence. However, a key observation was made: the cost of nuking a city must be higher then the cost of a normal nuke ( reasonable, isn't it? ).
21. Pollute/Poison water: reduce city popultion.
22. Destroy city building.
23. Steal nuke/missile: allows you to steal any un-maned that are sitting in a city ( like missiles and nukes ).
24. Kill nation leader ( only in capitol city ). Throws the entire nation to revolt, for a turn or two.
25. Destory trade route: destroy a trade route of the enemy, and kill all caravans on it.
26. Plant virus: plant a virus that spreads along the trade routes. Damage is set by the medical level fo the attacked civ.
Looking foward to hearing from you!
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