What are your personal espionage suggestions for v2.0?

I just read SD is planning for an espionage upgrade in v2.0 of GCII. So i just feel free to open a thread for suggestions for a new spying system. Just my personal wishlist how the new espionage might look like ;)


I know that it is only a patch. So the possibilities might be limited by the amount of work the programmers might invest into it. I will try to give my suggestions in a way that can be easily realized in the game. (I am not a programmer though, having not a real idea of what is possible technically and how complicated the modifications would be)

The first thing that bothers me a bit, that the espionage is very symbolic and boring in its execution - its just putting little icons on buildings to disable them and to replace them if removed. Out of a roleplaying view it is not very elegant. I think you have already thought over this and thats the reason you plan to improve it.

I do not say that the possibility to disable planetary improvements should necessarily go - that may be kept as one option of espionage. But in my opinion espionage should be more complex. Waht should be kept is the ability to steal techs. That is good and should stay. But i would appreciate this to be modified a bit. It would be cool if one specifically had to spy research buildings for getting techs. Maybe it could be modified a bit to "stealing" research points in addition. By this means we could expand the espionage thing a bit - by having the occupied building deciding which area exactly is affected by the spy. For example economy buildings may affect your trade with them and boost your trade outcome. Maybe spies could be able to"steal" trade income from trade of an enemy race with another enemy races
Or spying farms may seriously affect their soldiering (besides capping their pop - which btw should be done more realistic - i do not really know how the actual model looks like but overpopulated, fast starving population would be cool if farms are sabotaged.) Influence buildings spied should get you a diplomatic bonus towards this particular race (besides inflicting their influence rating as well), because you are spying their political infrastructure. Really cool would be the possibility to affect their politics by this way. I do not know if AI is set up with the same elections as the player but maybe your spies really could affect the votings so you can diminish their political bonuses by election manipulation. The same might happen to you by enemy spies. There should be the possibility to affect starports as well. Ships built there might be less functional or faulty. Maybe you could insert the option for spies to agitate already revolting planets to flip over more quickly. Or the possibility to mobilize more citizens for information warfare (okay i admit, this is done by spying morale buildings already - but a bit more feedback would be nice, a little window with text would do the trick to give it another, more plastic feel)

Now to the point how spionage should be treated by the enemies. I think there should be a small possibilty (depending on your espionage rating) that a spy can get nullified and be recognized as belonging to you. That should impact diplomatic relations to this particular race and a few text boxes could do a lot for the roleplay-feeling i miss a bit in spying.

I believe all this can be made without really big changes to the code (as stated before not a programmer, so no guarantee for this), only by modifying a few attributes associated with spying. This of course will put up some questions about balance - but i am sure there are people out there who like to give their suggestions to aid you if it is not perfect in the beginning. ;)

If espionage were tuned optically as well that would just bring it to the edge. Really great would be new espionage screens that enable to do the things mentioned above in an extra menu for espionage. In my dreams also a few video sequences are added. Okay, that goes far and i do absolutely understand if this goes too far for an update.

To the others - i would like to hear your personal suggestions how espionage should be improved, maybe the devs can get some good ideas here.

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Reply #1 Top
It's time to think about the next expansion; other than all the bug issues that needs to be resolved at or before the expansion if there thinking about maiking one, we must think of improvements.

Allow more control over espionage

- When no espionage spending is needed, the AI sais from time to time we might get a breakthrough and steal technology. Well at this point, didn't we earn the right to target which tech to steal? In other words, we get the option to choose and target which tech to steal. I would imagine that some techs would take longer to steal than others depending on the value compare to yours. Also, we should get another option to steal a ship. For example, by putting your spies on factories, we should be able to steal the ship that's being built from that CIV. The same with putting your spies on research facilities, we should be able to steal the tech that's being researched from that CIV. Anyways, these are some ideas, but it's harder than you think since you must first reach advanced level of espionage on that particular CIV and you can probably forget to be able to reach an advanced level on all the players anyways. I was never able to reach advance level for more than 1 CIV unless maybe if you played on the biggest map with alot of resources.

Influence starbases should be eliminated

- Influence starbases are mainly there to built it near other planets so that you can convert their government into yours. Can't your spies do this?? For example, after reaching advanced level of espionage, you can place your agents on approval and inflence buildings. Depending on how many agents you place, it would require less time for revolt and conversion.

* Note.. you should be able to spy on planets that have been discovered only, not the one's that are across the galaxy.

User interface for spying

- Every screen that exits to find out about another race should have to go in the spying report screen. Where every information you gather from another race can be viewed here. Because currently, you can go from the diplomacy screen to view some info and also the management screen and there scattered everywhere. Basically, in the begining of the game, you should have no "stats and graphs" in the management screen?? Because the stats and graghs is currently giving me more hints than what my spies are gathering as information or intelligence level (low, medium, expert, advance etc...)

Example (put all the information gathered on a race in the following screen and no other screen in an organized fashion)...

Spying report

Choose the race (Altarian for example)

Low espionage level ( enables society )

- Race name and description
- Total population
- Number of colonies and classes of planets and names
- Approval for each colony and the total approval
- Total influence compared to yours (show it with actual numbers and bar level)
- Opinion on you and the relationship level ( hostile, wary, neutral etc...)
- Their ethical alignment (leaning good, neutral, evil)
- Any social production bonuses ( % )
- Number of influence starbases and modules (you can now click on the starbase)

Medium espionage level ( enables economy )

- Total treasury money compared to yours
- Total income for each colony
- Economic status (this is a detail global version of their economy just like you see it in your own economic tab ... for example, tourism income, military expence etc... have all the total income of the empire in one column and the total expenses of the empire on the other... and compare it to yours with actual numbers and bars)
- Number of trade routes with any other civs (names and number of routes from each)
- Any economic bonuses ( example, economic ability 80% etc... )
- Number of economic starbases and modules ( you can now click on the starbase )

Expert espionage level ( enables technology )

- List all the technologies like a mini-tree version and which tech currently researched and the time, if a certain tech enables a building list it too. for example...

so far...

1. Galactic warfare - space militarization - research laser -
laser beam I - laser beam II

2. Hyperdrive - new propulsion techniques

3. Xeno industrial theory ( enhance factory )

* Now researching laser beam III (15 weeks left)

- Any techonology bonuses ( example, tech ability 50 % etc... )

Advance espionage level ( enables military )

- Total number of each type of ships ( colony, contructor, tiny attack ships, medium attack ships etc...
- Total number of each type of ships being built and on which of their planets
- Give the intelligence report on the races strongest attack ships and their weakest

strongest large class = ( 9/0/3 attk )( 10/0/0 def )
Fleet of 3 ships = ( 27/0/9 attk )( 30/0/0 def )

Weakest medium class = ( 3/0/0 attk )( 2/0/0 def )
Fleet of 5 ships = ( 15/0/0 attk) ( 10/0/0 def )

- Any military production bonuses
- Number of military starbases and modules ( you can now click on the starbase )

* At Advance level of espionage, you can now click on the planets to see everything and also, you can now click on enemy ships where before you coudn't in order to see their stats
Reply #2 Top
I have yet another idea for an espionage victory...
Espionage & Counter-espionage

Espionage

Intel = 40 bc/wk is the maximum spending
research tech structure lvl 1 = society (10bc)
" " lvl 2 = economy (20bc)
" " lvl 3 = technology (30bc)
" " lvl 4 = military (40bc)

Destabilization = 100 bc/wk is the maximum spending
research tech structure lvl 1 = convert 1 chosen planet (25bc)
" " lvl 2 = simultaneously convert 2 chosen planets (50bc)
" " lvl 3 = simultaneously convert 3 chosen planets (75bc)
" " lvl 4 = simultaneously convert 4 chosen planets (100bc)

Piracy = 200 bc/wk is the maximum spending
research tech structure lvl 1 = steal 1 chosen ship & 1 chosen tech (50bc)
" " lvl 2 = steal simultaneously 2 chosen ships & 1 chosen tech (100bc)
" " lvl 3 = steal simultaneously 3 chosen ships & 1 chosen tech (150bc)
" " lvl 4 = steal simultaneously 4 chosen ships & 1 chosen tech (200bc)

Terrorism = 400bc/wk is the maximum spending
research tech structure lvl 1 = blow up 1 any chosen structure (100bc)
" " lvl 2 = blow up simultaneousy 2 any chosen structures (200bc)
" " lvl 3 = blow up simultaneousy 3 any chosen structures (300bc)
" " lvl 4 = blow up simultaneousy 4 any chosen structures (400bc)

Now your wondering how does this all work in terms of gameplay?

Example gameplay

you built a lvl 3 intel structure after reasearching it, lvl 2 destabilization structure after researching it, lvl 1 piracy structure after researching it and finally a lvl 1 terrorism structure after researching it. so here is an example combination of espionage you can spend. keeping in mind that you can only focus on 1 for each department ... so you decide on the following.

you spend on gathering (intel)technoloy info (30bc), (destabalization)you spend on tryin to convert 2 planets (50bc), (pyracy)you spend on trying to steal 1 ship and 1 technology of your choosing (50bc), and finally, (terrorism)you are trying to blow-up 1 structure of your choosing for (100bc). So your grand total of espionage spending is ??? = 30+50+50+100 = 230 bc/wk.
Now, you wait for the results. If your target's counter-espionage meter is greater than what you are spending in a specific area, it will likely result in a failure and will effect your relationship or even go to war in some cases. The counter-espionage spending meter is independent from your espionage spending. So from the example above, if your spending 230 bc/wk for espionage and spending 130bc/wk for counter-espionage allocated in different areas, your grand total is 230+130 = 360 bc/wk.

*In addition, the fog of war aspect applies for targeting a planet (destabilization) or a ship in the case of trying to steal it (pyracy) and so on and so forth. Which means you have to know their locations, if you haven't found them yet it's useleless.