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Vince278
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Good point. They do seem to get alot done...
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zxanth
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Leslie, MO
Dec 2002 time: 23:26
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I will have to agree that the frequency of the spys is too much, at the very least should be moved to every 3-5 turns. The same should be said for the frequency of getting caught. Spys have a VERY short life span, most don't seem to make it more than 3-4 turns, if the frequency of checks were lessened then it would at least seem like they lived a little longer. I really like the idea of random intervals say every 2-7 turns based loosly on their dagger rating maybe?
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KrisB
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I don't have any problem with the spies. Oh about every turn one is either caught, dies, retires, something blows up and a cloacked figure is seen, or my citizens are being terrified but that is o.k.
I build counter spies. It works for awhile. Then after 10-15 turns later I have to research some spy techs or change oppressometer. I usually just research spy stuff.
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Hydro
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Winfield, IL, USA
Jun 1999 time: 05:26
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I had a first in my last Silicoid game – a leader died, of old age! I was completely shocked since the shelf life of previous leaders was measured in turns (say, 5-10).
Maybe the key is that I wasn’t on the Senate. I also created a cadre of political spies and had 5 before the first leader arrived. So, they had lots of protection since I made sure there were at least 4 political spies at all times.
My leaders gave me a big boost and were very important. One was an Evon that reduced unrest and aided diplomacy. A second was a Meklar that aided industry. A third was a Trilarian that aided research. All had a maintenance fee, but who cares – it was worth every AU.
The Trilarian died of old age. Then the Meklar was assassinated, and my Evon leader died of old age. I think the key was the fence of diplomatic spies I had, which did make me vulnerable to other nasty business. Another key is that the New Orions couldn’t mess with me since I haven’t met them. Even with the Silicoids being Slow, I my leaders had a chance. It is likely that I would have had significant problems if I’d been on the Senate.
My conclusions are:
1) Spy problems are manageable with proper precautions, but only if you aren’t on the Senate or in contact with lots of nasty people
2) The life span of leaders should be augmented by reducing the chance of leader assassination, or (as others have suggested) put them in the penalty box while they ‘recover’ from the assassination. This is the only game where leaders have made a difference – and it was a much more fun game than simply waiting for the inevitable message: Your leader Blixabulb isn’t expected to survive the night….
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Proteus_MST
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quote: Originally posted by star mouse
I think the Diplomatic spy is too powerful. (I hope I have that right, the one that kills leaders.)
I would like to see a few things happen:
(1) Allow Counter-espionage spies to be created. These defensive spies cannot be deployed in another empire, but would remain at home to thwart enemy spies.
The defensive spies might work like this. Each turn, they act like one of the other spy types at random in a defensive role. They might also help to extract information from captured spies.
To balance their power, they would take about 8 turns to train, and cost more than any other spy. (A thorough grounding in all spy techniques must take a lot of time).
(2) Diplomatic spies are eliminated, and their assassination function is merged with the Political spy. I would like to keep a leader for longer than a few turns. |
Oh, the one that kills leaders seems to be the Political spy, at least if the description you can read for all the spies are correct.
The diplomatic spy is the one who destroys administration Buildings.
quote: Originally posted by Ancyrean
By the way, did anyone notice that the "luck" rating of a spy goes down the more you keep him uninserted? What's with that?
Does this mean you either decide to insert spies immediately/in a short while or else make him settle down for a counter-espionage duty? I would appreciate some more flexibility there... |
The "Luck"-Value seems to be the Life Expectancy of the Spy.
It goes down every turn and in the end (if it has reached zero or one, don´´t know exactly) the Spy dies or is retired.
AFAIK it has no Influence on this if the Spy is working on Counter espionage or he is infiltrating an enemy empire.
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