Intelligence

One thing I think would nice to have in GC 2 is more detail on your intelligence services. In GC1 you just select a race and through money at it, after so many turns you get a look at some stats of the race. and destablization is similiar. there just isn't enough visible effect. I don't mean to go over board with options that blow things way out of control, (ie Superpower) but where you have a total "intelligence rating" that is produced by "spy academies" or something. You'd have your "internal security" allocation bar and then allocation bars of espionage and destablization or 'sabotage' if will for each race that you know about. Something similiar to Star Trek: Birth of the Federation style intelligence. Where depending on inherant skill of spying (if that was considered) or just overall intelligence output is weigh against whomever is your target. if your effort is greater you get some sort of detailed info picked up about their civilization or you blow something to pieces if your sabotaging. Would something like that be do able ?
5,355 views 3 replies
Reply #1 Top
rly implemented in GC1. It needs to have a real noticable effect and rewrite in GC2 or be dropped completely.
Reply #2 Top
Thirded. Intelligence was a weak point in GC. For the most part I found intelligence only gave me race info, but then every now and then it would steal me a tech. A bit more information on (although not necessaryly control over) what your intelligence is doing would be useful. A little feeback means it doesnt feel like you are just throwing money away but rather you know where you are throwing all that money to.

Reply #3 Top
I don't recall ever getting any real return on all that destabilization I had in GC1, better intel in GC2 would be awesome. *Remembers the Space Empires 3 AI always intel-ing the heck out of him*