Intel, spies etc

I always felt that spying and such was never handled well in 4x type games. For instance, I would like to set up secret listening posts, code breaking programs, spy rings... also get some good (story like reports). Listening post could reveal ship locations and such (for some period of time), or details of tech deals. But they could also be found out ior destroyed by covert ops missions... They would be somewhat expensive to make (especially if you want them really secret , or have some logistics penalty.
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Reply #1 Top
ption and practices.

just some more thoughts
Reply #2 Top
Fancy, but undoubtedly difficult to implement. Maybe in an expansion pack
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you never know, as they have said, starbases were introduced during the beta of GC1. I think it would add alot of flavor to the game.
Reply #4 Top
A good way to add some flavor to intelligence would be adding spying modules to starbases. Maybe a side effect of trade ?
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personal preference, of course.
Reply #6 Top
and so on. Spying is a part of states just as economy goes with politics. You don't have a State that "does it without economics"? Neither without intelligence.
Reply #7 Top
ha has intercepted plans for a Yor ship! (plans) "

You can start to place some value on certain listening post. just some ideas...
Reply #8 Top
or about to be in war with ).
Reply #10 Top
n the "Drengin network", then in its "Drengin get-tech-info "sub-network or "Influence Drengin planet XYZ" sub-network. This is just an example to its simplest version, but it says to which extent it can get simple.
Reply #11 Top
//images.stardock.com/gc2/smiles/Smile.gif" border=0 ALIGN="absmiddle"> Since there are speciality starbases, maybe it could be one (that is stealthy).
Reply #13 Top
yea, we should not be able to request a certain ship in a trade. I think they could be offered for trade, but not requested. Unless you can make a real general ship request, like "I'd like a warship."
Reply #14 Top
tures on their home planet, or sometimes you will destroy structures on a newer and weaker colony. It was pretty much random.

I hope that answers your question.
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r, but makes more sense than ONE spy.
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eing what enemies (or even allies) are up to. Nice and simple addition, but useful and effective.

Paul.
Reply #19 Top
ation diplomatic bar wouldn't decrease too much, but can easily be brought back up. The only thing I wish you could do was target individual planets like MOO1, but acts of sabotage hit random planets like MOO2.
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e good if sensor range was a technology the player could research. Or if building a sensor array of many sensors into a ship produced better detection range. Like each sensor adds 10% to ships sensor range. That would be a good use of hull-space filling.
Reply #21 Top
rcept diplomatic deals or war news (amoung other things). I think being able to intercept ship designs would be alot of fun
Reply #22 Top
efore bringing them out.

Getting framed in MoO or Civ or SMAC sucks. But it was sweet to keep framing a civ's ally so that they got mad at each other and broke up their alliance. The AI doing the same thing to me is just fair play.
Reply #23 Top
Too bad you couldn't target a planet in MOO2, that would have been so awesome.
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It was definately not as elegant a system as MoO1's spying. But MoO2 was much more of a "hands on" game. Specifying each civ style structure to build on your worlds, specifying each ship's refits, etc.
Reply #25 Top
the only game I bought and wanted to take back because it wasn't fun. I still have it though...collecting dust...