Advanced Espionage

A short write-up on my ideas for fleshing out espionage

Hey there, after playing several games of GalCiv2 (and really enjoying it), I found I was sort of dissatisfied with the espionage feature of the game, feeling like it really wasn't worth spending too much BC on. I could tell there was promise there -- keep up the spending on espionage, and your civ will begin to steal technologies from enemy civs -- but in its current form it's kind of, well, less than useful. The BC is really better spent in social, military, or research.

With this in mind, I pondered how to make espionage a more fun, deep, and dangerous part of the game. I came up with the following, copy/pasted from notepad -- so do forgive my lack of capitalization and great formatting.

new espionage:

*espionage is counterable via counter-espionage spending.

*(espionage spending * [100 + espionage skill]% VS counter-espionage spending * [100 + espionage skill]%)

*the espionage slider cannot be manipulated until the first espionage tech is researched.

*new tech line
:

-espionage -- unlocks espionage & counter-espionage sliders
-espionage ii -- [espionage +]
-espionage iii -- [espionage ++] allows general (empire-wide) espionage goal. requires high infiltration
-espionage iv -- [espionage +++]
-espionage v -- [espionage ++++] allows planet-specific espionage goals -- requires high infiltration
-ethical espionage (req esp5 and declared alignment)

*general espionage goals unlocked at esp3:

-incite -- focuses on inciting the opponent's population, lowering his approval rating.
-techsteal -- focuses on stealing enemy tech. cheaper techs are easier to steal and will be stolen more often than expensive ones.
-sabotage -- disrupts enemy production -- resets production time on a social or orbital project to 0.

*planet-specific espionage goals unlocked at esp5. allows goals to be set on a by-planet basis:

-incite -- most effective against planets with big populations or extant approval problems.
-techsteal -- most effective against planets doing large amounts of research.
-sabotage -- not only can specific planets be targeted with sabotage, but sabotage can now target extant structures or ships in orbit. higher-level structures are harder to destroy, and wonders or trade goods are even harder. ship sabotage difficulty scales with how big the ship is -- tiny ships are easiest, gigantic are hardest.

*ethical espionage grants additional bonuses and options based on the declared alignment:

-good -- bonus to incite. incite now lowers the planet's cultural loyalty as well as approval rating.
-neutral -- bonus to techsteal. techsteal now steals consistently better techs.
-evil -- bonus to sabotage. sabotage can now target a planet's population (easy) or overall quality (hard) in vicious terrorist attacks.
8,956 views 4 replies
Reply #1 Top
+5 cookies for writing that.

Espionage really isn't that well implemented in GalCiv2. The best system I've seen was in Space Empires IV, which despite not having great counterespionage abilities, allowed you to wreck havok on an enemy empire in any number of ways. You could damage ships, destroy ship cargo, damage weather quality, damage planet quality, give a ship false orders, remove a crew's experience, capture a ship, steal technology, steal ship plans, listen to their diplomatic channels, incite a planet to rebel, disrupt trade with other empires, sabotage a ship's engines, kill a planet's population, establish a puppet political party on a planet so it switches to your side when it revolts, destroy planetary facilities, steal resources, etc. Espionage when used the right way on the right targets could absolutely cripple an empire and allow your forces to quickly take planets while the enemy was caught offguard. I'd like to see a system similar to ebonstone's implemented in a future patch. Heck I'd probably pay money for it.
Reply #2 Top
Just a short addendum I recently pondered:

To go along with this new dynamic, perhaps starbases could grant espionage/counter-espionage bonuses as well. In terms of how the AI and the game handles starbases, I think that Influence starbases would be the best candidate for espionage modules -- those or military. Or perhaps Influence bases can grant espionage, while Military can grant counter-espionage? Any thoughts?
Reply #3 Top
i wouldnt try to add espianage to starbases, ai would have to be rescripted too much and i definenlty thinkthat if they were going to insert espianage at this level they would have to make it part of an expansion pack, cuase it will take alot of work to make the AI use this properly
Reply #4 Top
Perhaps bring destabilization back to cover all three possibilities? ALso add in a counter-espionage slider to reduce effects of espionage, and to increase odds of destabilization attemps failing.

Destabilization events should be random events, with a chance for success, with four outcomes
Operation successful/unsuccessful, and Blamed on you/not blamed on you.