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Stefu
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CLOWNS WIT DA DOWNS 4 LIFE YO!
Jan 1970 time: 07:32
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I think there should be one 'Special Forces' unit for both anti-terrorism and black ops.
Possible division of DarkCloud's ops between the three units:
Bribe unit: Not sure about this. In theory this could even be done through the game screen, without units - through right-click menu. However, in this case this should cost a buttload, so that just buying the charging army doesn't become a commonplace occurrence. Also, it should be impossible under certain conditions.
Bribe City: Revolutionary Agent, through cells
Assassinate general: Special forces (Maybe spy, too?)
Assassinate ruler: Special forces
Poison water supply: Special forces
Plant WMDs: Special forces (I don't see the need for three different types of WMD, unless the bio-agent has a chance of disease spreading.)
Steal tech: Spy
Establish embassy: Through the dip-screen
Spy on city: Spy
Destroy buildings: All can do this (with spy this costs more, and revolutionary agent does this through cells)
Sabotage production: Production being sabotaged should be one of the consequences of strike, which is invited by the rev. agent (throuh cells). The strike would also have other consequences - production stops and all the resources in the city's area become temporarily unusable.
Incite riot: Rev. agent (through cells)
Incite government change: Rev. agent (if this is possible at all - should require a buttload of money and big revolutionary cells to even catch on)
Decrease productivity: Rev. agent (through cells)
Steal money: Spy
Destroy railroad: Spec. forces
Mine road: Spec. forces (Maybe a military engineer unit for this purpose and a few others, too?)
Call airstrike: Spec. forces
Infiltrate revolutionary cell: Spy (This gives you a view on how big the rev. cell is, perhaps some info about other revolutionary cells in your country, makes it easier to destroy the cell and gives you a chance to sabotage the goings-on of that cell - bwahaha!)
Destroy revolutionary cell: Spec. forces
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DarkCloud
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of Lists
Jul 2000 time: 05:32
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Well, it seems I should have looked at this second page Stefu seems to already have done what I did without my realizing that he had already done so 
I guess I'll comment on his suggestions:
quote: Bribe unit: Not sure about this. In theory this could even be done through the game screen, without units - through right-click menu. However, in this case this should cost a buttload, so that just buying the charging army doesn't become a commonplace occurrence. Also, it should be impossible under certain conditions. |
Well, I would like to suggest that units cannot bribe other units because it is nto very often that a unti will trust a random general walking out to parley and bribe him... and generals don't have much diplomatic training- whereas a spy would- therefore, I think that the spy unit should be the only unit dedicated to bribery.
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And I basically suggest 3 types of WMD to simulate the real world and to have different cost/damage levels for each... a poorer civ could afford Bio whereas only the rich could afford nuclear... and chem would be in the middle- it would have a lower propensity of doing a LOT of damage, but if it did do damage, it could lower a city's population by 75% instead of nuke's 50%... and it would cost either much more or much less than nukes...
If the WMD's had different strengths and weaknesses, then an argument could be made for having different levels of them 
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quote: Infiltrate revolutionary cell: Spy (This gives you a view on how big the rev. cell is, perhaps some info about other revolutionary cells in your country, makes it easier to destroy the cell and gives you a chance to sabotage the goings-on of that cell - bwahaha!)
Destroy revolutionary cell: Spec. forces |
Good addition to the list! 
I would suggest that the Infiltrator and the Spy can Infiltrate the Rev cell... whereas the Elite SpecOps are the only ones capable of destroying one 
good work stefu 
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POTUS
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How could I possibly not have a Mozambican flag, I mean, what other country has an AK-47 on their flag?
Jul 2003 time: 21:32
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Spies, Special Operations, etc. if they are in the game should be privateer-type units.
Diplomats should only be able to establish embassies, or steal technology. And, if they steal technology, and get caught, one they are killed, two the AI will send units, or spies, or diplomats. to steal tech from you.
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Kuciwalker
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of Schmooism
Feb 2001 time: 00:32
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Look at it this way: I'm Palestine. I want to commit a nuclear attack against the US. You expect me to build a transport, load the guy with the bomb in it, sail it up to DC, unload the guy, and have him plant the nuke? No, he flies to Germany or France or Britain, takes a transatlantic flight to Washington (or more likely New York), takes a connecting flight to Washington, drives to Washington, or takes the train. He then blows himself up, if he isn't caught by security.
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Fosse
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U.S.A.
Mar 2002 time: 23:32
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Getting rid of untis doesn't mean leaving everything to the random number generator. GalCiv has both active and passive espionage, so that you are pitting what you are willing to spend on counter-espionage against what the other guy is willing to spend on espionage. That is essentially the same as using units (how much production are you willing to put into "guard spies" vs. how much they will spend on "attack spies."), except it reduces micromanagement and puts you in a position to feel like you are really running a country.
Instead of building dozens of spies and sending them on their ways tile by tile, you invest in intelligence and give directives. Civ 3 spies were awful. Just terrible. The idea to abstract them was good, the implementation was a killer. Civ 4 can have great spies, abstracted, and with enormously better implementation than in Civ 3.
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Fosse
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U.S.A.
Mar 2002 time: 23:32
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I remember in the List for Civ 3 somebody said we should assign "bulk" values to all units. So you don't get ships that can carry eight tanks but not nine spies.
That is a good idea whether or not spy units are in. But if there are spy units, clearly they would have a very small "bulk" rating.
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wrylachlan
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Not sure whether I'd like a spy to be a unit or abstraction, but if it was a unit -
Make it an amphibious unit with the same ocean movement as your fastest transport. This would model the fact that it's on board a civilian transport.
As for the 1 per tile thing, we're talking in another thread about submarines, and how they should be able to "go under" enemy units. Once that mechanism is in place, spies should work exactly the same. If you can't see the spy it can occupie the same tile as an enemy.
Obviously there needs to be some resolution of what happens when you discover a spy or sub in the same tile as your units. The specifics can be worked out, but the bottom line is that its possible.
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Merp
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Brisbane, Australia
Dec 2001 time: 15:32
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One of the good things about Assymetric units over abstractions is that as a unit it more easily becomes part of your turn to think about such things. Espionage and the like abstracted into separate screens makes it too easy to forget, IMO.
I'm a big fan of incorporating leaders and personalities more into Civ4. As part of this, maybe we could increase the distinction between leaders/personalities and normal units. ie. Leaders and personalities don't follow the normal rules for military units, be it visibility, hidden nationality, immunity to ZOC. In this way a spy for example could travel on the enemies trade network unmolested, use his airports, travel faster, coexist in tiles shared by the enemy, etc.
Another aspect of this could be that while units can't be bribed, unit leaders and ministers / advisors can. Furthermore a caught spy could be turned and become a double agent.
One gimmick in regards to visibility of assymetric units or personalities is that after they make their attack, they become visible. I can imagine it would be great fun trying to get that spec ops team out of the country after it has assassinated a leader and the whole country's military is gunning for them :
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