The reason why espionage in EU4 feels worthless is because so much important information is made public that every nation effectively functions as if it already has perfect intelligence on everybody else. We can see how large everyone else's army and navy are, and the AI knows this as well. We know exactly what are the chances other nations will accept alliances or royal marriages, or honor call to arms. The AI knows exactly when we are weak or our allies will dishonor defensive calls, so it knows when to spring the attack.
Spying would be an essential part of the game if we simply removed this information from the public and made its access conditional on having a high enough spy network. Precise opinion and acceptance numbers should be replaced with general indicators such as "likely", "unlikely", "cordial", etc. Precise army and navy numbers should be hidden as they are in multiplayer, and replaced with general force limit estimates based on total development.
This level of uncertainty should be the default way of operating in the game. If more precise information about a specific country is wanted, then this should require the work of building a spy network to see those precise acceptance values or army numbers.
Spying would then become a serious part of diplomacy and warfare. It would make players want, as nations do in real life, a safe margin of error before calling allies into wars in case they may narrowly refuse. The AI would also do the same before trying to attack the player.
Spying would be an essential part of the game if we simply removed this information from the public and made its access conditional on having a high enough spy network. Precise opinion and acceptance numbers should be replaced with general indicators such as "likely", "unlikely", "cordial", etc. Precise army and navy numbers should be hidden as they are in multiplayer, and replaced with general force limit estimates based on total development.
This level of uncertainty should be the default way of operating in the game. If more precise information about a specific country is wanted, then this should require the work of building a spy network to see those precise acceptance values or army numbers.
Spying would then become a serious part of diplomacy and warfare. It would make players want, as nations do in real life, a safe margin of error before calling allies into wars in case they may narrowly refuse. The AI would also do the same before trying to attack the player.
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