I LOOOOVE the idea of an intelligence budget. It really would add depth to the game. Firaxis would need to be very very careful to make sure that there is a good espionage/counterespionage balance.
We all agree spies are far too powerful. It's quite possible they're going to change them radically anyway--why not go all the way and adopt this idea. Espionage budget has a max of 10%, maybe with 20% under commie.
In another thread, I think the tech thread, I suggested a way to use all of the minor techs everyone suggested. I grouped them into money, food, army, science, and happy. One for each of the 4 eras. Each would add 10% for each city. But I pointed out that when you get to the modern era, a city generating 50 arrows would get a 40% boost, to 70. 20 wheats become 28. We'd need to find a way to absorb this extra stuff.
We've already found how to absorb the extra beakers--these "enhancement techs" have to be discovered. Extra happiness would be taken care of by using many of the ideas about races/religion--you'll need the extra happiness to maintain balance. Now, we've figured out where the extra tax revenue would go--espionage budget.
You build up money in the budget, with a few ongoing costs. Then whenever you want to do some spying, just choose from a menu, and the money is deducted from the intelligence budget. In general, I'll leave it to the playtesters to decide what everything should cost.
Categories--1. general intelligence--1G/turn before you have an embassy, free after. General intelligence is just what you get with an embassy now. Establishing an embassy costs X gold, and knowledge of the location of at least one city.
2. City intelligence--this is like investigate city.
3. Funnel arms--for every 25G you send, the rebels build a partisan. With a limit of 100 G or so per turn per AI civ. Counterespionage could intercept the arms.
4. Sabotage--you already know this one.
5. Incite revolt--this should be waaay more expensive than it is now. Alternatively, this could be propaganda, which would cause unrest/unhappiness. Then, make it so you can only buy cities in revolt (except this makes fundy bribeproof, and therefore too powerful. Thoughts?)
6. Bribe unit--this should be cheaper than it is now.
7. Famine--I like this better than poison--for a certain number of turns (dependent on tech level?) irrigation doesn't work, or doesn't work in a certain city. Use in combination with a siege. In another thread, there seemed to be a consensus that sieges should work better.
8. I don't like the nuclear device. The AI never uses this, and I don't need it.
9. Oh yeah, and steal tech.
10. Counterespionage
Cartagia--great idea.
We all agree spies are far too powerful. It's quite possible they're going to change them radically anyway--why not go all the way and adopt this idea. Espionage budget has a max of 10%, maybe with 20% under commie.
In another thread, I think the tech thread, I suggested a way to use all of the minor techs everyone suggested. I grouped them into money, food, army, science, and happy. One for each of the 4 eras. Each would add 10% for each city. But I pointed out that when you get to the modern era, a city generating 50 arrows would get a 40% boost, to 70. 20 wheats become 28. We'd need to find a way to absorb this extra stuff.
We've already found how to absorb the extra beakers--these "enhancement techs" have to be discovered. Extra happiness would be taken care of by using many of the ideas about races/religion--you'll need the extra happiness to maintain balance. Now, we've figured out where the extra tax revenue would go--espionage budget.
You build up money in the budget, with a few ongoing costs. Then whenever you want to do some spying, just choose from a menu, and the money is deducted from the intelligence budget. In general, I'll leave it to the playtesters to decide what everything should cost.
Categories--1. general intelligence--1G/turn before you have an embassy, free after. General intelligence is just what you get with an embassy now. Establishing an embassy costs X gold, and knowledge of the location of at least one city.
2. City intelligence--this is like investigate city.
3. Funnel arms--for every 25G you send, the rebels build a partisan. With a limit of 100 G or so per turn per AI civ. Counterespionage could intercept the arms.
4. Sabotage--you already know this one.
5. Incite revolt--this should be waaay more expensive than it is now. Alternatively, this could be propaganda, which would cause unrest/unhappiness. Then, make it so you can only buy cities in revolt (except this makes fundy bribeproof, and therefore too powerful. Thoughts?)
6. Bribe unit--this should be cheaper than it is now.
7. Famine--I like this better than poison--for a certain number of turns (dependent on tech level?) irrigation doesn't work, or doesn't work in a certain city. Use in combination with a siege. In another thread, there seemed to be a consensus that sieges should work better.
8. I don't like the nuclear device. The AI never uses this, and I don't need it.
9. Oh yeah, and steal tech.
10. Counterespionage
Cartagia--great idea.
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