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Old March 16, 2000, 19:20   #1
MidKnight Lament
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Espionage Screen
Here's some thoughts already posted in the "Unconventional Warfare in Civ III" thread about an "Espionage Screen". This is a non-unit-based spy concept.

The thread was getting cluttered with about 4 different things, so we've broken them up. Note that a new thread has also been started for Corporations by Youngsun. Other things like ideas for Slavery can still be posted in the old thread.
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Old March 16, 2000, 19:21   #2
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quote:

Originally posted by MidKnight Lament
Oh, and about spies, I think there's room for improvement there too. I'm not sure that they should be units on a map either. I'd much rather see a "spy network" constantly trying to gather information from various civs by infiltrating their ranks. You could allocate a certain amount of funds towards maintaining this network. Perhaps there could me an overlay map on which you could place your spies. I believe this idea could add intricacies if used with a good diplomacy model and with the "internal politics" idea suggested in EC3.
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Old March 16, 2000, 19:24   #3
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quote:

Originally posted by Dienstag
I haven't played/seen CtP, but I don't think I'd like most of the "unconventional warfare" units. You guys have some neat ideas, and I could write all night, but I think I'll try to expand on the idea of the "spy screen."

My whole concept for the "spy screen" is pretty much just a developement of current Civ II screens, so you might see a resemblence. There should be a key (F3, for example) that brings up the Intelligence Minister screen. This screen contains (besides whatever appropriate data) a short list, a long list, some slider bars, and a button.

The short list:
This list has the countries which you are currently most concerned about. You can change this list at your convenience, it's just meant to make things easier. Clicking on any of the countries takes you to that country's Intel Window. Also for convenience, the names of civs you're at war with could be displayed in red.

The long list:
This is a list of every civ you are currently aware of (assuming Civ III has more than 7 civs). This is the slightly more tedious way of getting to any given civ's Intel Window.

The slider bars:
These allow you to modify how you spend the "intel budget." I'm assuming Civ III will have another screen somewhere that determines how much you spend on intel each year. Instead of tax/science/luxury, your choices will be whatever it is that Intel people spend money on. I suggest it include training, bribe money/"compensation", salaries, propaganda, plus whatever else someone can think of.

The button:
This takes you to the counter-intelligence screen, because I couldn't think of a better way to get there. This screen tells you who you know is spying on you, and lets you try to do something about it. I haven't thought a lot about this, but somehow you should be able to decide whether to try misinformation, disinformation (I think there's a difference, but I forget what), or just make their spies "disappear." you should be able to try to mislead the other civs into thinking any of the following:

1. Your military is stronger/weaker than it really is. This could be as specific as number of units, for example.
2. Your military readiness is higher/lower than it really is.
3. You (don't) have a certain tech.
4. Your attitude toward a certain civ is worse/better than it really is.
5. You are (not) currently building/researching/developing a certain wonder/tech/prototype.
6. Your economy is stronger/weaker than it really is.
7. Lots more stuff, but this is the basic idea...

The Intel Screen:
This screen tells you everything you think you know about a certain civ, what you think that civ knows about you, and what you're doing about it. There is the "intel file" on this civ which tells you all this; you can read through everything or just the sections you're interested in (military, tech, economy, etc...). There's also a mini-map of the country showing you which cities you have spies in. You can each spy specific orders or all spies together a set of priorities, such as:

1. Move to other city/come home.
2. Collect info on military/science/economy/etc...
3. Steal technical data/blueprints
4. Incite social unrest
5. Sabatoge communications/transportation/industry/etc...
5. Assassinate leader?!?
6. Hide
7. Try to detect enemy spies
Each spy can attempt one of these things per turn. The more aggressive the option, the higher the chance of failure. Sometimes, even when they're not doing anything, a spy will simply disappear.

This is the best I can do at the moment. I hope I did a half decent job describing my idea. There will have to be a way to increase/decrease the number of spies in each country as you hire more/change you're priorities. I'd also like to incorporate this with a whole system for non-human intelligence (spy satellites, listening posts, etc...). Anyway, that's my idea for a non-unit-based spy model.


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Old March 16, 2000, 19:25   #4
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quote:

Originally posted by MidKnight Lament
Dienstag - This is exactly the sort of thing I was thinking should be in an intelligence screen. I can't elaborate now, because I'm going to bed to recover (I'm a bit unwell at the moment), but keep those ideas coming. It's good stuff.

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Old March 16, 2000, 19:28   #5
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quote:

Originally posted by The Mad Viking
MKL (great handle, great thread)

I've given quite a bit of thought to spies lately, regarding counterintelligence. But apparently not as much thought as Dienstag! Excellent work!

I agree completely that espionage would work better as a screen. It should be difficult to establish your first spies in each civ, a little easier to spread them between cities. I agree that a percent of your budget should be allocated to "intelligence" including espionage and propaganda. I think that spies should give their reports with a confidence factor - a probability that their information is correct- although for "non-vet" spies even the confidence factor could be wrong. In general, spies should still give mostly accurate information most of the time. It would put a lot more spice into attacking a city.

Ironic that you can tell exactly what's in an enemy city half-way across the map, even without an embassy for that civ - but you can't tell whats below that catapult in the stack outside your city walls!

And guess what? Eliminating the units means that a single Mata Hari will no longer be able to conceal ten armoured divisions on a railway through open plains in the heart of heavily occupied enemy territory!

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Old March 16, 2000, 19:29   #6
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quote:

Originally posted by lago
Dienstag's ideas deal with something that I found mildly annoying in Civ2, namely that information from Spies is always completely accurate. It may not tell you everything, but what it does tell you is guaranteed correct. This sounds like a good way to allow you to deceive (and be deceived) and I hope Firaxis includes something like this.

Other factors, like governments and trade, would have an effect on intel. If you have lots of foreign trade or multi-national corporations (however that is implemented), your overall intelligence abilities should improve. Communist and Fundamentalist governments should be more difficult to penetrate than Democracies, etc.

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Old March 16, 2000, 19:30   #7
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quote:

Originally posted by Sirotnikov
Wow, I i spent a lot of time thinking about my vision of espionage and then comes Dienstag and explains his vision, which is similar to my own but he apparently has spent much more time thinking aobut it and expanding it.

Very well done, Dienstag!

I also think we should some how encorporate Mad Viking's suggestions about veterans and non veterans.
...

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Old March 16, 2000, 19:32   #8
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quote:

Originally posted by MidKnight Lament
Excellent ideas, all! Perhaps I should have started a few different threads.

I think an espionage screen could be really cool in Civ3. To add to all those ideas mentioned before, I think you should be able to bribe a foreign spy to work for you. The foreign civ would still believe that they owned the spy, but they wouldn't. That spy could then gain much information from the foreign civ from you. In this way, you'd have to be wary about the spies you had.

There should be some sort of rating (loyalty?) for each spy (perhaps dicatated by how much you pay them) which determines how easily they can be bribed. Would you rather have 5 very loyal spies and get relatively accurate intelligence information, or would you be happier to have 10 spies who are not as trustworthy so that you can gain information about more cities?

Should you be able to move spies from city to city as you wished? (To enable you to get the most effective information from the most important cities). Or should there be penalties for moving spies around? Would it take them a certain number of years before they were effective in a city?

The Mad Viking - Thanks I like yours too. Actually, I've probably played CTP as the Vikings more often than any other civ.

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Old March 16, 2000, 19:34   #9
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quote:

Originally posted by Dienstag
Thanks everyone for the praise and criticism of my spy-screen proposal. It seems to have brought out many good ideas by others, such as Mad Viking's confidence factor, lago's effect of trade and government ideas, and many others. I'd be happy to try to compile these ideas into a comprehensive idea of espionage, but I've got Finals coming up (should be studying or sleeping now) and as MKL aluded to, this was a thread on "unconventional warfare."


There, all done now. I was waiting for someone post something in this thread before I was done, to make me look silly, but it looks like I got through

I think this is a really good idea. Post away!
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Old March 16, 2000, 20:06   #10
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Assuming Firaxis is listening, I think we could best help them incorporate this great idea by nailing out a complete list of spy options. When that's done, the next best thing would be to hammer out the logic.

Obviously, spies in Civ II gave completely accurate information because programming the shades of grey must be a nightmare!

So the two broad categories are:
1. (Opponents civ/Your civ) has (greater/lesser) (military/tech/economic/reputation) strength than actual. This could be reflected in modifications to the powergraph. Eg. Each player sees the true powergraph through modifiers. The modifiers are affected by the amount of production/gold that supports a player's trade and intelligence efforts.

2. Spies can do one of ____ tasks, as outlined in Dienstag's post (second from the top).
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Old March 16, 2000, 20:18   #11
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Wow! Nothing much to say other than to second the Espionage Screen. Oh, btw, there is a difference between misinformation and disinformation. Me thinks it lies in the intent of the giver of the information. Misinformation is simply false information, though not necessarily intended as such.

However, misinformation given with the specific intent to manipulate the receiver into believing in a false construct as though it were true is called "disinformation." For instance, information leaked by the Allies in WWII to convince the Germans that the invasion would be in Norway was disinformation. It's a square can be a rectangle but not the reverse sorta deal.

Unless I'm mistaken, I think that's it.


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Old March 17, 2000, 01:53   #12
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M. Lament- You could have copied the entire thing and then posted it in one or two posts, and not have had to worry about others messing up the continuation of your thoughts.

As for the point of the thread, I feel obligated to support it.
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Old March 17, 2000, 04:14   #13
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Theben - My apologies if I've done something wrong. I thought it may have been easiest for people to understand who said what if i put it in seperate posts. I was unsure how copying the whole thing would have turned out.

Slingshot - Sounds good.

- MKL
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Old March 17, 2000, 05:37   #14
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If you have played either MoO or Birth of the Federation before, you know the intelligence operations in these games are controlled via a screen somewhat similar to the one descibed in this thread.

The intelligence screen is good because it adds more to the civ feel instead of "collections of city states" feel.

I suggest the following:

1. The intelligence budget is to be divided between intelligence (used against other civs) and counterintelligence (internal security) operations.

2. The success chance of your agents is modified by things such as tech and SE.

3. There is a small chance to recruit enemy spies to become your double agents. Then again, they maybe just pretending to work for you

4. Likewise, your agents might become double agents for an enemy.

5. Counterintelligence should normally be just stopping enemy agents from stealing your information. However, if an enemy agent is discovered, you should be given the option of: 1. Recruiting him 2. Giving him disinformation or 3. Making him disappear.

6. You must train your initial spies, but then they can be sent into enemy territory to recruit more.

7. There is a chance for your spies to recruit more in enemy cities. The success chance is a function of the happiness of that city: the greater the happiness, the less likely you will find somebody who is willing to betray her own country. Specialists have the least chance of turning into an agent, followed by happy citizen, content citizen, and drones. Drones rendered content by martial law have double the chance of turning into enemy agents.

What do you think?
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Old March 17, 2000, 16:58   #15
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The entire list of possible spy operations, thanks to my summary:

3.1 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.
3.2 Establish ambsassy ( serves to give you key statistics on enemy civ every turn ).
3.3 Military status: see the positions of all the units which belog to the city, even those that are outside in the field right now.
3.4 Steal map: gain the empire map. Without tile improvements or units locations.
3.5 Get secret intel: see 4.4.
3.6 Get political information: learn some of the political movements / agreements / trades / treaties the enemy nation signed in the last turns. Covert treaties, like declaring war and such are more important to obtain.
3.7 Learn crimes commited: learn what atrocities this nation commitied, unknowningly to anyone else.
3.8 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. Only for Infantry, or other cheap units. If it's a costly unit, its consideres a "war-time operations". Also, it's only applies for manned unit.( For missiles, see 3.24 )
3.9 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.
3.10 Steal blue-print: get the design of a certain unit ( if the project idea is used, see units thread ).
3.11 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.
3.12 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.
3.13 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.
3.14 Cause revolt: has a low chance the city will revolt. Still cheaper and with higher chance then a succesful bribing.
3.15 Nuclear deployment: see the positions of all the nukes in the civ, or atleast parts.
3.16 Rescue operator: if an operator has failed in it's mission, it caught and may be rescued for X turns.
3.17 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.
3.18 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.
3.19 Raid trade route: steal a low amount of money off any trade routes, or caravans, moving near you.
3.20 Sneak in supplies: only cities that are under vassal or autonomy status can be targeted thus ( see 7.1 ). Increase the chance the AI will support your request to breakaway. Cost food and money. ( see 11.4 for effects ).
3.21 Disarm unit: make a mechincal unit disarm itself, meaning it won't be able to fight in combat ( missiles will just explode, doing no damage ). However, this can only be found out after the the unit has allready fired. If the unit survives somehow, the unit will fix itself after a single turn.
3.22 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.
3.23 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? ).
3.24 Pollute/Poison water: reduce city popultion.
3.25 Destroy city building.
3.26 Steal nuke/missile: allows you to steal any un-maned that are sitting in a city ( like missiles and nukes ).
3.27 Kill nation leader ( only in capitol city ). Throws the entire nation to revolt, for a turn or two.
3.28 Destory trade route: destroy a trade route of the enemy, and kill all caravans on it.
3.29 Plant virus: plant a virus that spreads along the trade routes. Damage is set by the medical level fo the attacked civ.
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Old March 17, 2000, 21:33   #16
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Urban Ranger - Good summary. I think it's important that we try to keep focused on the main things that an Espionage Screen would do, without getting too far into the nitty gritty of the numbers.

Having said that...

Harel - Thanks for another thorough examination of the possibilities. There's lots of good ideas in there. If possible however, it might be best if we nailed things down to what we considered the most important functions. Firaxis aren't going to implement anything that's too complicated.

Whilst a lot of these are good ideas, I was thinking more along the lines of spies 'acquiring' this knowledge based on their location and funding, rather than having 29 different 'actions'. Of course, some of them would be actions, such as bribing a city, or assasinating a leader.

Perhaps we should make a list of what a spy would be able to 'learn', and what things in that list would require an 'action'. Remembering of course that these actions would be initiated in the Espionage Screen rather than the normal map (in the spirit of the idea).

That's what I'm thinking anyway. What do you think?

- MKL

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Old March 17, 2000, 23:50   #17
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Harel,

Since I am all for the creation of a Special Forces unit in Civ3, I feel that part of intelligence operations in your list really are "war-time operations" that can be only performed by the Special Forces unit.

MKL,

I was thinking about converting cities to your side. It occurred to me that this should be a lengthy operation with a very low chance of succeeding. A player should never be able to bribe an enemy city outright. What should happen should be the player must conduct a series of operations designed to fan separatist flames and to cultivate loyalty to your country. It should be after a number of turns before a player is given the option of trying to "bribe" the city, which to me is just a military uprising. However, success is not automatic, as the people you have been funding could acutally be more sympathetic to yet another country, or in some cases, want independence.

I reckon adding garrisons to a city does not reduce the chance of success, as there well maybe separatists in the armed forces. However, counterintelligence will put a damper on such operations, even completely shutting them down.

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Old March 17, 2000, 23:56   #18
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Oho, so it's your summary now, is it? Perhaps we should check to see who suggested what?

I know, you summarized it and yes it was a good one (except you reduced my suggestion to replace spy units with spy missions to one freaking sentence! ) It's just the way it comes across that looks so...arrogant.

Just use a little forethought next time. To others: don't let this list discourage you! More ideas are always welcome!
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Old March 19, 2000, 03:04   #19
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In a similar vein as 3.27 (Killing a National Leader), if the target city has any specialist citizens, they can also be targeted for assassination. Rather than losing an entire population point when the specialist is murdered, that citizen is automatically turned into an unhappy citizen for a turn or two (after this time it can be moved or made a specialist again). There are additional results dependent on the type of specialist. Assassinated entertainers cause an additional (temporary) point of unhappiness (possibly enough to encourage riots), murdered scientists cause a loss in current scientific research (lose 20% of current research on next discovery), and slain taxmen cause a loss of revenue (or something appropriate). This would simulate the effects of the killing of a singular important, high-profile citizen without incurring the unrealistic loss of a population point from the city where the terrorist attack took place.
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Old March 19, 2000, 20:51   #20
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In SMAC once you infiltrated enemy datalinks, you got full information about every detail of that nation for the rest of the game.

although I would like to have access to all of those things, but it's just too easy (or is it cause I was playing citizen level?).
Rules should be:

-You may have only some part of the info. You can choose what area or randomly let the spy decide.

-you lose the spy unit. it has to stay in the city and continue infiltrating

-you have access to info for some time, until your spy is discovered. the longer your spy stays the bigger the chance of discovery. or maybe after say 15 years the spy is so well nested, that his chance of discovery will get lower each year.

-spys will die: meaning after 40 - 70 years you lose the unit.

-if enemy has his psys in infiltrated city, chances of discovery are higher

-on dicovery of enemy spy (with your spy unit) you can choose what do do with him:
*a. assasination - will get rid of him for good, but may cause attitude of his nation becoming hostile. and if spy was high ranked it may cause incident (high level "diplomat" or "ambassador" killed)
b. deportation - sent him back to his civ. causes origin nation ingrity down.

c. double crossing - this thing is way cool. you pay him, so he gives disinformation to his nation and gives you information. but if his nation will increase how much they pay him, they might buy his loyalty back. and then you might do the same again.

*d. disinformation - for this turn, the spy gets wrong info and sends it to his nation.

e. trade for your captured spies. (idea needs work)

* marked things can only be done by another spy unit attacking the enemy spy.


Also I didn't like that in SMAC you couldn't sabotage units. only bribe them. I want to sabotage without any diplomatic penalty (unless discovered. discovery has low chance since in open field).

comments?
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Old March 20, 2000, 14:42   #21
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"Excuse me, how much do you want for your city?"

"Pardon?"

"I want to buy it - all the people, all the buildings, you know, fully loaded."

"Oh that! Let's see, we're on special this week, that'll be 2,371 gold."

"Ooh, what a deal. That includes Women's Suffrage, right?"

I'd like to strongly support all those suggesting that bribing a city is far too easy. As suggested, it should be a multiple step process, with different options and strategies, that could end up costing you a lot of money and some reputation and still fail.

There are really two distinct functions - intel / counterintel and "special ops".

Assassination should be somehow limited or difficult, IMHO. Poisoning water, sabotaging military units, planting nukes etc. (The 007 stuff) involve a different sort of personnel than intel gathering. This could be represented on the screen as a separate budget. Reputation hits for getting caught should cause severe trade penalties but only for a couple of turns, depending on the severity. And briefcase nukes don't blow up the city and the surrounding squares! Even one huge nuke couldn't do that - what is it a briefcase MRV?

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Old March 20, 2000, 19:02   #22
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I completely agree that bribing a city is way too easy in civ2. Instead of directly bribing a city, I suggest that the spy bribe only a discontent citizen (or several discontent citizens if there are any) The home city would not know that some of the discontent citizens had switched sides unless there was a spy that caught your spy in the act. Then the discontent citizens that had been bribed would automatically over the next turns attempt small sabotage and would try to recruit other discontent citizens (if more citizens became discontent there would be a certain chance that they would join the secret rebellion) When the number of the rebellion citizens reach at least half the total population, the city would go into open revolt and the rebellion would take over the city. The city would then become affiliated with your civ. I suggest, that there be a turn limit. Say if within 40 turns, the city has not revolted, the rebels would tell you that they have given up and returned to normal life. I would also suggest that the rebels be given a name. It would make the game more interesting. Also, the player of a totalitarian civ that thinks that enemy spies have started a secret rebellion, would have a "purge" button where the player would select a discontent citizen and eliminate it as an extreme way to try to end the rebellion(like nerve stapling but more final).
I think this model is much more fun and balanced than the civ2 way of bribing a city.
This model introduces a new and interesting concept of secret rebellion groups in cities.

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Old March 20, 2000, 19:21   #23
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Ooh, lots of good ideas in here. Particularly Grumbold's thought on trying to categorise the spy's options. We need to come up with a relatively simple model. That doesn't mean that there can't be many choices, but it has to be reasonably straight-forward and easy to use. Categories could be a good way of doing that.

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Old March 21, 2000, 01:18   #24
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A properly developed spy screen could be much better than manipulating spy units. You fund it out of your budget and can then influence its sphere of operations. Certain information should be cheap and easy to obtain - the size and layout of an enemy country should be easy to discover if it indulges in trade. A democracy should be permanently - only the size and exact consistency of its military would be risky to establish.

Bribing cities has always struck me as purest nonsense. Inciting revolt is perfectly legitimate, but you should then wait to see if the breakaway element appeals to you for military intervention. Agreeing would effectively be a declaration of war - and the breakaway state may be less than pleased if you go about absorbing it rather than withdrawing them once it has established its independance.

To keep the number of operations to a minimum, all similar attacks should be labelled under one heading. For example low intensity low risk incitement to revolt would effectively be low profile funding of existing dissidents in the nation. Low budget high risk operations would equate to assassinations. High budget high risk would equate to mass arming of pseudo terrorist organisations. High budget low risk could be interpreted as flooding drugs into the country.

The higher the risk of an operation, the greater chance that counterintelligence will discover your actions. They may then have the opportunity to subvert your operatives, falsify information or perhaps even turn the tables and steal your tech or incite revolt in your country (democracies being particularly prone to scandal when caught up to no good.) The higher the budget involved in an operation the more effective and harder to counter it would be.
[This message has been edited by Grumbold (edited March 20, 2000).]
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Old March 21, 2000, 08:21   #25
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I'll have a stab at expanding my suggestion into a features list. While individual mission types would benefit from specific criteria I will stick to just a risk slider and resource slider (the latter would be as a percentage of the overall intel budget.) Ideally these sliders would colour code so green=minimal risk/well funded through to red=suicidal/woefully underfunded. If your overall budget was too small a hard mission type could stay in the red for resources even at 100% allocation.

1. General espionage
Rationale: When you start setting up a spy network you can't specify the job they will manage to obtain or which members of the opposition they will manage to convert, blackmail, seduce e.t.c. All you can do is aspire to improve your intelligence network and choose whether to send in more agents or attempt more high profile targets. Low risk = civilian intel and outdated tech, medium risk = civilian tech and more detailed city info, high risk = military dispositions, extreme risk = latest military tech. The bigger the budget the more items of info you get each turn (most would just be map updates, city info and civilian unit locations etc which need not be announced unless you dialled the reporting level up to max.) A sudden drop in financing could see your foreign agents casting around for a new employer...

2. General counter-espionage
Attempting to deprive the opposition of key information, locate, eliminate or subvert their agents. Funding level is all important, the risk level could be used to run high gambit 'stings' to expose enemy agents. Failure would weaken your overall security level as your agents become known to the opposition but success could wreak havoc on the enemies network and improve your own chances against them. Again, don't cut their paychecks to drastically or you could be in trouble. Some of these guys have had access to your own secret reports for years!

3. Industrial sabotage
An attempt to weaken industrial output (shields) in the target nation. The smaller the output the harder it will be to make a noticable difference. A target city around which efforts should be centered may be needed (stop that Wonder!) but mainly affects at a national level. A sudden outbreak of strikes will cause mass witch hunts for foreign donations to union officials.

4. Economic sabotage
An attempt to weaken the economy (trade arrows) in the target nation. Otherwise identical to 3.

5. Rabble rousing
This covers all forms of terror attacks on the civilian population. From low budget high risk missions like lone gunman assassinations to high budget low risk operations like covertly funding every lunatic organisation that moves. A city that riots or revolts near your border may give you the opportunity for annexation.

6. Military sabotage
Attempts to reduce the military effectiveness of the target nation. Pick a city to focus your effort upon. At low risk long stationed border units near your country may offer to switch sides. medium risk may see military garrisons become damaged or have their morale drop. With high risk a particularly enterprising spy may manage to sneak open the town gates or blow up the magazine just as you launch your assault. More about emulating a Troy than a Jherico.

7. Things for a diplomat unit to do
The espionage screen should not be used to establish embassies or provoke diplomatic negotiations. Save that stuff for the guy trudging round the map in a top hat. Since he's feeling a bit underpowered now, perhaps his role could be merged with that of the explorer.

That keeps it down to six main options but with plenty of room for diversification within 3-6 if the developers were able to devote resources on them. One or two traditional civ espionage missions I have ignored. The destroy improvement mission always was dubious - most buildings represent multiple sites and only one would be affected. Repairs would rarely take weeks let alone years. This was usually done for the resulting side effects (weaker defense, rioting) and those can be untertaken directly. Equally, attempts to kill large numbers of the enemy by stealth are ignored. There are very few historical examples of this being done without the assistance of large numbers of troops. It is more the province of Hollywood style terrorist organisations. Governments tend to stick to (threatening to) use nukes, chemicals and biologicals on the battlefield. An area inadequately modelled in previous Civ games IMO.
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Old March 21, 2000, 23:43   #26
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Love it. Very tidy work Grumbold.

The only thing I'm unsure about is the role of the diplomat, but that's getting into the territory of diplomacy models anyway.

I think the general idea of spies slowly getting information is great, and much more realistic. And counter-intelligence could be both fun and sometimes frustrating (if the AI knows how to use it properly). Imagine the fun you could have in a multi-player game handing out the wrong info to your enemies!

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Old March 27, 2000, 04:28   #27
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I think we can add more to counterintelligence. Things like disinformation or recruiting enemy agents to be your double agents.
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Old April 3, 2000, 10:06   #28
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Urban Ranger - You're right, I just haven't been bothered to do it myself. Particularly as some other people were doing such a fantastic job. i think Grumbold was just summarising there though. If you want to write something a little more detailed though, I'd be happy to see it.

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Old April 3, 2000, 15:18   #29
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Bribing cities makes perfect sense in an ancient and medieval context -- history is replete with instances of governors, mayors, poohbahs and what have you turning over the keys of their cities to the enemy in exchange for a tidy sum. This is especially true if one considers "Bribing a city" to be a shorthand way of describing a number of things such as a propaganda campaign, a smear campaign against the ruling government, well-placed bribes to a number of individuals, the formation of close cultural and mercantile connections, etc. In the early turns of Civ, where each turn represents several years, all of this makes perfect sense and ought not to confound anyone. As I say, this sort of thing happened quite a bit in the pre-modern era.

On the other hand, it's pretty tough to visualize, say, Spain paying the Mayor of Minsk a wheelbarrow full of euros and suddenly having a foothold in Belarus. The whole thing looks silly when viewed in a modern context.

Therefore, my suggestions would be as follows:
1: The bribery mechanism would remain intact until the modern age, although prices should go up. As it stands, it's way too easy to simply buyan enemy empire outright. Perhaps some modifications could be made to make the action less certain and more dangerous.

2: In the modern era, bribery of cities should take on a less concrete aspect. Perhaps you'd receive a portion of the city's economic and resource output, complete and continuously-updated info on improvements in the city's radius, increased unhappiness in the city, and continuous information on all units the city supports (or that the city built, if we do away with support from a single city) no matter where they are on the map. Since that is less useful than simply grabbing the whole city outright, the price for that should drop.

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Old April 3, 2000, 19:20   #30
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Perhaps it should be linked to early forms of government rather than eras. What do you think?

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