Re: What do you think of these espionage ideas?
1) Anything less than 100 gp is too small to have an effect, and increasing unrest already causes loss of more gold in most provinces where castles are comsidered. Loss of time would be nasty, but if it was a command there'd be no way to keep the spy from using it every turn.
Spies are already VERY important in sieges, because otherwise you won't know about the defenders until you storm the castle. However, once you can storm in it's easy to send a lone commander in to see the exact enemy position. I'd like to se the probing made less effective instead of giving spies #siegebonus.
Accumulated research can't decrease, and being able to lock out enemy research with 3 groups of 10 spies rotating around enemy labs would be nasty. It isn't easy to make it dependent on the province the spies affect, except via spreading Drain dominion, and that should be a LA Ulm specialty. In fact, I think I'm going to give LA Ulm a couple more options via modding sometime soon.
Honeytrap - would be used to trade commanders between nations, so magic diversity would become commonplace and nations would become much less unique. Let LA Patala (and EA Arcos? do Oreiads seduce?) keep their specialty.
An order for a chance of stealing few gems into the spy's personal inventory would be nice. Very risky, but potentially devastating, and in most cases you'd rather cause certain loss of gold. Gem types with no income and lowest amount in storage would be stealen from less often.
Mage-spies in enemy provines with labs could do all kinds of things.
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