CobraA1 CobraA1

After playing for a while, I just don't like the new spy system anymore

After playing for a while, I just don't like the new spy system anymore

After playing for a bit, I've come to the conclusion that I really don't like the new spy system anymore.

While I have nothing against the concept, the implementation makes the game one sided.

It all essentially boils down to this: Can you afford to make more spies than your opponents?

If you can, you have a quick and easy way to cripple your opponents' economy. And with their economy crippled, they don't have the resources to nullify your spies, so you can send them into a death spiral.

If you can't, then you essentially spend ALL of the spying budget you can afford in nullifying enemy spies so you can maintain some semblance of an economy, and you have to sit there watching enemy spies cripple your civilization.

Of course you can't counter their spies because your economy is crippled, so you can't afford to nullify their spies. Now you are in a downward spiral.

In addition, since the spies are all spent nullifying other spies, your ability to spy on other nations is severely crippled .

It just seems to be a bit too powerful and too unbalancing - and too distracting from the rest of the game. Instead of focusing on what I want to focus on, be it technology, culture, economy, or manufacturing, instead I have to focus my resources on getting those pesky spies out.

The game just degrades to a spy war most of the time. I'd much rather concentrate on more important things.

I'm not saying remove the spy system completely - just re-think it a bit.
29,217 views 52 replies
Reply #51 Top
PS: Why do spies cost more than the last spy that was trained?


I use a lot of spies, at high difficulty levels, and trust me, if the price didn't keep increasing, they would dominate the game (a bad thing).

drrider
Reply #52 Top
Perhaps spies could be used to permanently damage buildings and then leave. Honestly if you were a spy sabotaging a building, why would you stay there? Just make the place blow up and make the civ painstakingly repair it.


This is one of those things that's been on my GC3 unconscious mind. I hope that eventually the espionage system can indeed refelct the concept of damaging specific infrastructure at a specific time in its operational history. But I must also say that, to me, this statement reads as support for the call to separate sabotage from intelligence gathering.

Actually with drengin slave pits coming up, maybe you could have an underground railroad where you funnel the freed slaves to your planets. They could even have different buildings have unique espionage options available.


I have no idea how hard it would be to get this sort of change into the population modeling, but I surely hope to see something like it at least by GC3. Lately, I'm growing pretty convinced that a fully satisfying GC3 will need to reorganize the game to make military choices an important, but potentially subordinate, aspect of long term success. After all, why have victory types other than Military if the game isn't built to make those paths both plausible and engaging?