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  • DIPLOMACY (ver2.0): Hosted by Jeje2

    Hello again,
    Sorry for not posting earlier, but I currently have too much work. I know, no excuse…

    I've read your postings and trying to make a short list of them is hard, way too hard. So hope you can accept my list as is, or if you can't, tell me what is missing and I will add it.

    I have tried to make a systematical way of representing things, but everything is so mixed that it's difficult. So please have patience and if you know a better way tell it to me.

    (This is over eight pages on my MS word, so hope you have the strength to read it )

    1 Levels of meetings
    In several postings it has been suggested that we need a three-level meeting system for discussions between players.

    1.1 Meeting between A and B
    This is the normal meeting were things can bee discussed freely. Here should exist most freedom. Something like SMAC, but more options. (I will come to options later)

    1.2 A pact meeting
    Something likes NATO and EU meetings. Discussion is still quite free.

    1.2.1 Forms of pacts

    I like Midlance's idea of three types of pacts, military, economic and research. (Have I forgotten something?)
    Can there be combinations of these?

    1.2.2 How to form a pact?
    This is still a little open. So I give one solution now. Players A and B meet and decide to form a pact. This can then grow later. (Like it?)

    1.2.2.1 How can a pact grow?
    - C summons the pact and requests membership
    - C asks A to join the pact and A summons the pact for approval of C
    - The pact decides to ask C to join

    1.2.2.2 How can one leave a pact?
    Should it just as simple as leaving?
    Or should there be something?

    1.2.2.3 Can a member of a pact be expelled?
    This has happened in real life, ex. South Africa was expelled from British Commonwealth. For what reasons can one be expelled from a pact? Can it be temporarily?

    1.2.3 Who can form a pact?
    Can a pact exist between different political/economic/religious systems?

    1.2.3.1 What happens if a player changes his system?
    - Automatically rejected
    - A voting is conducted
    - Nothing happens until someone summons a meeting about it.

    1.2.4 Can players form pacts from the beginning?

    1.2.5 Agendas for a pact
    1.2.5.1 Declaring war as a pact
    (My suggestion) Many small countries can make a good response to a big aggressive country if working together.

    1.2.5.2 Having a common foreign policy
    A pact can decide that Ex. They are against pollution/pollutioners.

    1.2.5.3 What is there that a pact shall not be able to talk about?
    (My opinion) To make these three systems balanced, I think there should be something that can only be discussed in "privacy".
    What is your opinion?

    1.2.6 Making secret pacts
    It should be possible, but it must cost.

    1.3 UN-meeting (or Geneva meeting)
    A summoning of all players to vote for an agenda, like in SMAC. Here only one thing can be suggested and voted for.

    1.3.1 Veto

    It has been suggested that UN is to be a wonder of the world (WoW), with builder having the veto-right. So no meetings with all players are to exist before UN is built.

    Talks about how many players should have veto-right has been and it should depend on number of players in the game.

    1.3.2 Agendas
    At least same as in SMAC, any more?
    Suggested so far:
    - Peacekeeping forces
    - Ultimatums for peace
    - Penalizing a player for something he did

    1.3.3 Shall the membership cost?
    There has been this idea, but I am confused about this. This requires more discussion.

    1.3.4 Builder
    There has been discussion about how UN is the bee. An idea of UN not being a Wonder is suggested. Instead when x nations have the knowledge, UN is gathered or several player could build it together. This way UN wouldn't be destroyed and erased from the game. (If UN is a Wonder, make it a) impossible to destroy, b) possible to rebuild


    2. War
    There has been discussion about what happens if a democratic land attacks another player who is democratic. OK this is good, but what about the rest? We need more discussion here.

    2.1 Declaring war
    We seem to believe that the regime must influence on a player's ability to declare war.

    For a democratic player there must be a large penalty if he attacks another democratic player.

    2.1.1 Demanding for patience
    And computer always knows how much money I've got. This is unfair
    More modifiers here are needed.
    - If the demander is poor, he should satisfy with less.
    - There should be an uncertainty in his knowing about my fundings.
    - The ability to demand for multiple things would also be good. (Goes for response too)

    2.1.1.1 AI - demanding
    In Civ and SMAC they are all the time demanding for the best I've got and then declaring war if I refuse. (Have you seen Major asking for stealth tech. From Americans or a war over it?) This needs more attention.

    2.1.2 Giving an reason for war
    One could try to settle the own people and/or other countries by giving a reason for declaring war. (Ex. Religious war, Defending own race)

    2.1.3 Earlier happenings
    Should this influence the reaction of people?
    I say yea. Ex. In late 1939 Russia attacked Finland. War ended next spring in peace, but many Finns were angry. Finland lost a lot of its land. So Finland joined Germany and attacked Russia. Rest is history. But there weren't too much complaints about joining the second war in Finland at that time.

    2.14 Duration for declaration of war
    A problem is that peace doesn't give any real protection to you. (Just attack) So in peace one couldn't declare war, but would first need to declare relation as hostile (1 turn) and then maybe next or following turn one could declare war. If players are allied it should take even longer
    If you chose to attack whit out declaration, a large penalty would be effected on you. (This way player still can act, but prize must be high.)

    2.2 Wartime
    One thing is clear, in war there shall be no co-operation between countries.

    2.2.1 Asking for help
    It happens to often in Civ II and SMAC that when you join a war, the asking side makes peace and leaves you with an unwanted war.
    Some ideas have been suggested:
    - When A and B make a peace treaty, it affects you too.
    - You can become a supporter of some form. (Money, units etc.)
    - If you join A, he agrees to wage war for a certain time.

    2.3 Peace negations
    Classical A and B make peace.
    UN or a third can negotiate

    2.3.1 Surrender
    - Definite surrendering, ending the game for loosing side
    - Making peace by giving one or more cities/tech's or buying peace
    - Making peace by giving shield and/or research points

    2.3.2 When to ask for peace.
    In Civ II there are holes in this. Capture a city and you can make cease-fire immediately. Next turn just attack next city and make cease-fire.

    2.3.3 DMZ /no fly zone etc.
    When making peace players can agree on a DMZ zone for a time. (If either player moves units to that area it must be considered as a hostile act and other player can demand for talks / declare war etc.

    2.4 Cold wars/ propaganda wars
    Ah very important aspect. No one can ignore this. One can always tell his people the truth or tell them a lie or not tell them at all. This must influence the game.


    3. Interaction
    There shall be several possible interactions between players. They can be working together on military, commercial and/or research. The possibilities depends on the relations between countries. Please read the posting by midlace.

    3.1 Military interaction
    3.1.1 Lending units

    Player A can loan some units to B for some time.
    Questions for discussion:
    a) If A lends a unit with technology that B doesn't own, what happens?
    b) How many units can be loaned and for how long?
    c) If B uses units against C, is it considered as a declaration of war between A and C?
    d) If B uses units against C, can C declare war on A with no penalties. (Penalties discussed later)

    If unit is lost, there should be a penalty. Also the prize would depend on what purpose unit going to be used at. (Defend city vs. Attacking enemy)

    3.1.2 Using others ground
    Players A and B can allow units to move in others territory.
    Questions for discussion:
    a) Will A:s units defend B:s cities automatically when C attacks? If yes, does it lead to war between A and C. Will C suffer from penalties by doing this?
    This can have a cost of course

    3.1.3 Combining forces
    Players can combine forces for a common goal

    3.2 Commercial
    There are to be several layers of commercial between countries.

    - Embargo
    No trade between players. (War means always embargo.)

    - Protectionism
    Limited trade

    - Normal trade
    Some limits exist

    - Free trade
    No limits between players

    - One needs a certain tech for normal trade and another for free.
    - Between different economic systems there can only be some forms

    3.3 Research
    Same as previous, several layers of interaction should exist.

    3.3.1 A common goal
    How about the possibility to combine forces for a common goal.
    Ex. Player A has nuclear technology. Players B, who can begin the research on nuclear technology, asks C and D, who may or may not have the possibility to research nuclear tech now, to join him. Then B, C and D research is summoned together (maybe a small penalty is subtracted or there is a gain [< 1] for summoned research points) making research much faster and they all get that tech.
    Questions for discussion:
    - Shall this be possible?
    - If player C is missing a tech in between, does he get it for free?
    - Do C and D join at once or after they have finished there previous one?


    4 Trade
    4.1 Multiple trades.
    I give tech A and 150 gold for tech B, etc.

    4.2 Trade goods
    Besides the normal (tech, map) even land, cities and units are to be tradable. Even future production can be tradable. (I give you tech C and you produce for me X units.)


    5. Way of talking
    Personnel responses according to nation and used government.


    6 Domestic politics
    Ok, this is important too.
    One should be able to affect own people. (I have to ask for more suggestions here. You can give more money to luxury already, what more?)


    7 Reputation
    One is to have a reputation with all players. This could be used as the modifier for people's response when declaring war on somebody.

    7.1 Atrocities
    Some kinds of acts should reduce a civ's reputation. As before, we have sneak attacks, diplomatic scandals and diplomatic betrayal (when you declare war against the Greeks because the English tell you to).
    In a more complicated game, more acts should be declared Atrocities, for instance usage of ABC weapons, genocide or refusing to aid a minor civ in an emergency.
    In the ancient age however, a feared leader was also a respected leader. Throughout history, the world has turned more critical to violent acts. So, concentration camps might not be an atrocity until the Geneva Convention Wonder, for instance.

    7.1.1 early game vs. late game
    Up to modern age there has been small or no penalties for war. So the year in game should affect on the amount of penalty. Small in beginning and large in late game.

    7.1.2 Wartime crimes
    Much talk about murders of men and raping of women has existed in war-zones during the last decade. Should these have negative effects on you? (It can be for ex. Attacking settlers, plundering a city, etc.)


    7.2 Repairing reputation
    In contrary to Civ 2, reputation should heal through time, though slowly. Certain Wonders would also improve it. (Not the Eiffel Tower - Hitler wasn't more respected after the capture of Paris!)

    (My idea) How about improving your reputation, by giving/lending units for UN, to be used in peacekeeping operations.


    8 Size does matter don't it?
    Well not in earlier games. A one-city nation declares war on you, when I have tens of cities. Argh!


    9 Others
    - Possibility to use a third party to make connection
    - Possibility to buy a single country out. (This has also received negative feedback)
    - In early game there shouldn't be all the different possibilities, but they would require a certain tech.
    - Colonies, produce more money etc., but there is a risk of them declaring independence.
    - Pirates, doing harm around.4

    If you read this, you made it!
    Now it is your time to give me more response.

    ---------------------------------------------
    Thread master for DIPLOMACY:
    Jeje2

  • #2
    OK, for the first version I counted following submitters:
    Akron, Al Gore, anachron, billybobjoe597, Bingmann, Black Dragon, Bubba, CarniveaN, Cartagia the Great, Chris J, CormacMacArt, CrayonX, CyberGnu, DarthVeda, Diodorus Sicilus, Diplomat, Doo1284, Dreadnought, Ecce Homo, Eggman, EnochF, FinnishGuy, Flavor Dave, Fugi the Great, Galen, Gallagher, Harel, HughTheHand, Ilprincipe, Imran Siddiqui, Isle, itokugawa, JamesJKirk, Jason Beaudoin, Jimmy, JT, korn469, LordZarm, MBD, meowser, Mindlace, Ming, Mo, Mr. Biggelswrth, NotLikeTea, Octopus, Qinglong, Redleg, Robert Miller, Shining1, Snipe, Stefu, tfs99, Trachmyr, Transcend, Txurce, Viking, Willko, yin26, ZenOn and Zorloc.

    If your name is missing, please send email to me (Jerri@iki.fi) for correction.

    ------------------
    Thread master for DIPLOMACY:
    Jeje2

    <font size=1 color=444444>[This message has been edited by Jeje2 (edited June 19, 1999).]</font>

    Comment


    • #3
      Thank you for this well-prepared summary! I feel it is almost impossible to make new suggestions in a post with 50+ posts!

      About point 7.1.1: Atrocities - early vs. late game
      Whether certain acts are atrocities should maybe not be decided by the game year, but by Govenment/Social Engineering of the offending and the observing states. For instance, enslaving citizens of a civ which has abolished slavery would be a grave atrocity.

      About point 8: Size does matter...
      What is "size" then? I would suggest military power + military potential (production+tech). (One of the greatest problems of the European Union today is that their influence is hampered by not having any armed forces.)
      The best ideas are those that can be improved.
      Ecce Homo

      Comment


      • #4
        I failed to find two things:

        1. A section to state all the possible peace treaties level ( i know people suggested quite a few, like: war, limited war ( like a limited strike against a country ), no-aggersion pact, peace, alliance, unity, and probaly more ).

        2. I suggested a new level of pact, a unity in which you can have shared victory conditions: you can both win toghter is you ally up. Kill all other civ's, and you both win the game, or build a space ship toghter.
        "The most hopelessly stupid man is he who is not aware he is wise" Preem Palver, First speaker, "Second Foundation", Isaac Asimov

        Comment


        • #5
          Did anyone suggest the option of having two different types of AI diplomacy? Before the game starts, you could have two choices:

          1) Realistic - Computer opponents will act like "real" powers. Wimpy small nations will grovel and try to be friendly with the big powers. Long-time friendly major powers can remain friendly indefinitely as long as something doesn't come between them.

          2) Standard - The computer opponents try to win the game at all costs. If one player gets too far ahead, they gang up to stop that civ from winning. Small civs will go to war if that is their only hope of winning.

          Comment


          • #6
            Eggman--that is one of the most brilliant ideas I've seen here. Solves alot of problems/complaints folks have talked about here. Would it be too hard to program? I don't think so. The AIs have some pretty obvious triggers for how they regard you--1750, 1850, space techs. All you'd have to do is move or eliminate those triggers.

            Along the lines of what was summarized, that ancient "reputation" was a very different thing than it is today, perhaps we could have the tech "international law" which triggers the new diplomacy. Or 3 stages--ancient, nation-state, and modern. "Colonialism" would trigger the 2nd, intermediate stage.

            Also, if you're going to have this, there should NEVER EVER EVER be only one tech for the human to research. You should NEVER be forced to research colonialism or international law. Even Future Tech 25 instead of international law.

            Comment


            • #7
              Mainly a proposal for the OTHER thread, but this touches on issues which may be of interest for the DIPLOMACY thread too:

              AI ministers/governors
              The ministers in CIV2 were an amusing interruption of the usual chores (micromanaging cities, micromanaging units, etc.). They didn't really give any useful information, they just complained if you were not doing what they thought should be done. Who is the ruler here?

              It would be better if they were able to act upon directives from you (or each other, depending on how much power you grant them) as an extra (micromanagement-reducing) layer between you and the city/regional menus. After they have been given tasks or general directives, they present you with their suggested solution(s) which you may accept/modify/decline.

              example:
              You have given your diplomacy minister a directive to improve relations with your neighbour.
              Diplomacy informs you that your neighbours insist on a special trade relation in which they will buy weapons for food.
              The ministers of trade, production and military tries to dissuade you from that course of action, because; you will lose money, your production facilities are already engaged with other orders and it is dangerous to arm your neighbour.
              You instruct diplomacy and trade to make the deal anyway, but to delay the weapon shipments. Production are ordered to commence the weapon production and turn them over to military who will use them to make an attack army that can crush this insolent neighbour.


              Diplomacy's directives could be shaped like this:
              MISSION (to Persians):
              x Improve Relations o Provoke War
              Get
              o Territory o Bases o Passage rights o Technology o Money o Goods o Trade agreement o Prohibition against Slavery/Ethnic/Pollution/Drug/Religion/... o Acceptance of Slavery/Ethnic/Pollution/Drug/Religion/...
              Give
              o Territory o Bases o Passage rights o Technology
              x Money (200 gold) o Goods x Trade agreement o Prohibition against Slavery/Ethnic/Pollution/Drug/Religion/... o Acceptance of Slavery/Ethnic/Pollution/Drug/Religion/...
              Willingness to achieve mission goal(s) (1-10): 7
              Willingness to offer gift(s) (1-10): 5
              Who can sign agreement? o Agent x Emperor
              Duration of mission? o Immediate o Fixed # of turns x Until an agreement is reached

              Comment


              • #8

                There is one thing I belive that a UN feature needs. Sanctions. If one culture is getting to aggresive, then everybody can vote for UN resolutions against then. These could be economic sanctions (no forign trade), punitive sactions (no units aloud out of there territory), or a resolution for the destruction of the society. The latter being really hard to immpossible to pull off. The other UN idea is that of forceing peace between two other factions. SMAC got it with the ability to ask someone to stop attacting an ally. But wouldn't it be nice if you could step in to stop unaffiliated civs. Much like the US of today.

                Another option is surrender. If there is an overwhelming power that a smaller power in the way, how about a non-combative option. The fact that you have to conquer every city by hand is overly aggressive with no option otherwise.

                I also feel that all these suggustion be given some kind of higher priority to Firaxis. The fact that you could wini the game with fully peacfull means is what made Civilization stand out. Unfortunately Activision ignored my attempts to get a better diplomatic model. SMAC come close, but still leaves true diplomacy short. I feel that we should stongly emphasize the importance is lots of diplomatic options in the game.

                Comment


                • #9
                  I dropped this in RADICAL IDEAS also.

                  Your people all start out as a homogeneous cultural group. There are several "diplomatic"
                  categories: You(the ruling class) vs. other rulers, your people vs. other rulers, your
                  people vs. you, your people vs. other peoples, their people vs. their rulers, & their
                  people vs. you; also a religion vs. religion scale. Generally each category is on a sliding
                  scale from, say, 1-10, 1 being insanely hateful while 10 is harmonious bliss. At 1st
                  contact these will generally fall into the 6-7 range. Markers include daggers, bloody
                  daggers(to represent atrocities), doves, and doves with an olive branch(represents
                  generous gifts). These last few will affect relations far into the future, otherwise the
                  scale tips for standard actions(wars, treaties, trade, etc.) on a turn by turn basis.
                  Things that affect one group(their people) will not affect others(rulers) quite the same;
                  ex. genocide rarely affects the ruling class, so although the people will be very angry
                  with you, the rulers will not be as angry; a gift of food or medicine(tech?) will please the
                  population more while a gift of money will more likely please the ruler.

                  Societies cease being homogeneous over time w/o govt. intervention. Conquest & trade
                  are the quickest methods; warfare w/o conquest, connection by roads between peaceful
                  empires, types of terrain between cities, etc. also affect the rate. Conquered cities are
                  assumed to have their old culture. Whenever a city grows by a population point
                  (assuming civ3 will be using citizens like civ1&2 in that the size of the city=# of
                  "people") a formula will be needed to determine what the new pop's culture will be based
                  on the above factors, plus how well the populations get along(a pop will rarely migrate
                  to a land where they are not welcome!). The new pop will then assume all of the
                  diplomatic categories of that culture. Governments can limit the flow of people to their
                  lands and of their people to other lands; there should be some kind of penalty for
                  this(perhaps a minor trade reduction?). Mixed pops may cause additional unrest in a city
                  if the pops do not get along.

                  Differences in religion will be handled separately. Religion will function mainly as to how
                  you will handle certain situations, and will be chosen by you when the pre-requisite tech
                  is discovered(polytheism, monotheism in civII). For instance, you're a christian leader of
                  the christian Franks. Burning a christian city of the Germans to the ground will not only
                  upset the Germans, but every other christian leader and population, including yours. Now
                  if you burn another city down that is pagan, muslim, etc., your people will not be as
                  upset and if it is considered a 'hateful' culture by ANYone then it may even grant a
                  bonus in relations to that group(with exception of a modern democratic society). In the
                  case of a mixed city you could leave certain pops alive. Depending on how this is set up,
                  I envision either (a) button(s) to push in the city screen or a command given to army
                  groups to cause actions like SMAC. Some possible actions:

                  Forced conversions/cultural- Removes possible unrest due to differing cultures.
                  Diplomatic penalties with other civs people, possibly minor penalty with rulers.

                  Forced conversion/religious- Removes possible unrest due to differing religions.
                  Diplomatic penalty with all civs with that religion & their rulers.

                  genocide- Kills off citizens of the city. Can be tailored to only kill certain religious/cultural
                  groups. Severe penalties with that civ & it's rulers, penalties/bonuses with other
                  civs/rulers depending on their diplomatic status with the genocided civ and religion,
                  possible penalties/bonuses with your own pop.

                  Suppress population following conquest- Unrest in city decreases considerably.
                  Suppressed people of conquered cities do not begin to assimilate into your civ until
                  suppression ends. Penalties to any similar cultural/religious group. City will probably lose
                  1-2 pop points as refugees flee from your armies.

                  Treat new population well after conquest- No extra penalties vs. their people, but
                  penalties vs. their rulers. If you treat your people better than the newly conquered
                  people's are used to, and treat them as well, less unrest will result and assimilation will
                  be quicker, and your penalty vs. the other ruler would be greater. If your pop hates their
                  pop and you treat them well after conquest, you may suffer a penalty with your own
                  people.

                  Gifts- Depending on type of gift. Food to starving population will increase diplomatic
                  bonuses between yourself/your people and their people considerably, and to their rulers
                  somewhat. If you want to make it even more complicated allow the ruler to not tell
                  where the food came from; then the bonus is between the ruler and subjects while
                  you/your people have minor penalty vs. the other ruler.

                  Forced conversion/genocide after modern era AND civ is democratic causes additional
                  penalties from demo population vs. the ruler committing the action.
                  I'm consitently stupid- Japher
                  I think that opinion in the United States is decidedly different from the rest of the world because we have a free press -- by free, I mean a virgorously presented right wing point of view on the air and available to all.- Ned

                  Comment


                  • #10
                    Cleggstar--I fear your idea would make winning by world conquest too difficult, eliminating it as a good option (unless you're one of those warmongers who can pull it off before the UN).

                    Comment


                    • #11
                      I like Theben's idea. Instead of "building" diplomats and spies in the regular way, you could buy them for money in your capital. Then you can order them to carry out a mission in another nation - in the diplomacy screen OR by walking the unit on the map.

                      Having an embassy would simplify this kind of missions, but embassies should cost money to maintain.
                      The best ideas are those that can be improved.
                      Ecce Homo

                      Comment


                      • #12
                        I like the spy simplification idea. Just makes life easier. However, you do need to deal with how to handle certain spy missions like scouting (not only specific cities but also just the area at large).

                        Perhaps you could build spies like in MOO2 and they go in a special espionage screen. Then you split them up into various ongoing tasks (sabotage, counterespionage, steal tech, scout) which they do automatically. When you need a special mission, take one of those spies off its job and send it to do its dastardly deed (revolts, poisoning, nukes).

                        This whole screen would probably be easier if the spies were kept track of as number (3 spies doing scout in the Aztecs, 1 spy stealing tech from the Romans, etc.) instead of icons which get too messy.

                        Hey, maybe we should give up building spies altogether. You just set an intelligence budget and you get an appropriate espionage team for your spending level.

                        Just throwing out ideas here...

                        Comment


                        • #13
                          I believe that the best way to do skying in Civ3 is to elimiante the spy unit and the diplomat unit. Instead I would structure it much like it's done in ST:BOF.

                          If done in this fashion you would have a certian amount of integlence points, based on the amount, and type, of certian strucutres you have built in your cities, as wel las the type of government you have.

                          These points are then invested in the differant nations, allowing you to pick jsut one another to destroy itnernally or many, as well as to invest in internal security. You could choose certian areas to disrupt in the enemies civilization(Domestic, Foreign, technology, Military ect).

                          For a certian amount of extra points you could attept to target a single city for something truely infamous, or to a certian etyhnic group inside that Empire. You want the Romans to Rise up in Revolt agaisnt their Chinese masters? try to funnle them arms and propoganda to stage a rebellion. Or, perhapse, you've always disliked the Japanese who are a large minortiy in the Austiran Empire. Simpyl spread a plauge through predominantly Japanese cities and watch the unrest Also has the added benifit of gettign rid of an old enemy evne after they've been taken over

                          What do you all think of this? i think it woudl add a nice layer of depth to the game, that would be fun to play. After all, who doesn't like commnading their spy networks to do something evil without havign to build a spy which, for all you know, could get wasted in a turn by a tank.

                          Comment


                          • #14
                            Hrm.. on the one hand, I love the idea of propaganda, and have advocated for a propagandist unit (or maybe a spy special ability).. lots of fun in cold wars.

                            However, as unrealistic as they are, I like my spy units. I like sneaking them across the seas, and infiltrating enemy bases. I like spy duels if the opponent has counter-sepionage measures installed. Having spying done through menus and windows may be more realistic, but I tihnk it lessens the excitement. A unit is more real than words on a screen...

                            Comment


                            • #15
                              If there is a ESPIONAGE thread, I apologize:

                              Eliminate diplomats, spies, probe teams, cyberninjas, etc. Have an espionage screen linked to the diplomacy screen. Have a selection of espionage missions to choose from, pay X amount of coins and a spy team will be sent on its way. The team will not be visible on the main screen. After an appropriate amount of time (depending on distance to target and tech available for movement) you will get a report on whether or not the mission was successful. You might get more than you asked for &/or something different as well (1 idea is that sending teams through unknown territory, they would also come back with the map of the route they took). Counter-espionage would be necessary, which could be done by paying coins each turn, through city structures, or just assumed through tech advances.

                              -The Embassy unit. The only reason I bring up this one is because in life they were expensive-i.e. many shields- and should be in this game (well, in China, Korea, and Japan they were expensive). Aside from establishing embassies (info on enemy civ's would be in espionage) they would confer a status to the sending civ; what that does I haven't figured out yet (maybe bonus to trade for sender, or enemy population views your civ as superior?).
                              I'm consitently stupid- Japher
                              I think that opinion in the United States is decidedly different from the rest of the world because we have a free press -- by free, I mean a virgorously presented right wing point of view on the air and available to all.- Ned

                              Comment

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