It's pretty simple. Move all of the diplomatic actions currently in the espionage idea into different levels of diplomatic tech, and then have the idea simply make them stronger.
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The problem with outright blocking conquest CB fabrication is that you arbitrarily punish players with a dice roll, and failing this dice roll results in the player to be unable to do things except take both a hefty stability hit and a hefty AE hit unless they're magically gifted with something like an embargo CB (ie the AI has arbitrarily decided to embargo you). This can result in the game being ridiculously hard to predict and reduces player agency without improving the game at all. This is especially apparent if you fail multiple times in a row, as it can create scenarios where you just wait on timers without any meaningful or engaging gameplay at all.
One does not simply add -10 land attrition to the game its already possible to go to -100 dunno what would happen if you hit 110I am with mudcrabmerchant on this one. Without completely reworking the way covert actions work now, I would say: Just like with Forced March, the Espionage Actions should be available to everyone.
Besides boosting those through modifiers like spy defense, offence and an additional diplomat etc, Espionage Ideas should give stability bonuses like reduced revoltrisk (state inquisition), religious tolerance (blackmail religious leaders?), and maybe even some light military bonuses like -10% land attrition (rallying the population, scouting). I think those fit thematically very well and would make the idea group a competitive alternative for a lot of countries.
Ledger only available with player bonuses turned on? so then less experienced players can turn that on and not get achievementsThe problem with locking down the ledger is that it penalises less experienced players. Players with more experience can usually pretty accurately gauge military strength etc without looking at the ledger. By locking the ledger you force less experienced players to take espionage to get the same info they had previously which in turn weakens their position as they have to forgo an alternative group.
One does not simply add -10 land attrition to the game its already possible to go to -100 dunno what would happen if you hit 110![]()
Also actions should fail if caught, the exposure undermines the entire action, but you can always try again if you think the risk if worth it
If I wanted to play craps, I'd go to a casino.If everyone can use Fabricate claims knowing the success ratio is 100% and he *might* get a small penalty if caught, it is the reason why many say creating claims is too easy.
If I wanted to play craps, I'd go to a casino.
Taking in-game actions to mitigate the impact of combat randomness to the point that it is not a crapshoot is a lot easier (by and large) than mitigating the impact of espionage detection randomness under a regime where detected CB fabrication not only produces 7.5 Base AE but also fails outright.Then I suppose you should mod the game not to play with dice rolls when armies are fighting, and eliminate the MTTH for events (to name a few).
Defenders of forts (especially if we are moving into new system with fewer forts placed in critical places) were not selected from local population, especially if it is wrong religion/culture province with nationalism.
Taking in-game actions to mitigate the impact of combat randomness to the point that it is not a crapshoot is a lot easier (by and large) than mitigating the impact of espionage detection randomness under a regime where detected CB fabrication not only produces 7.5 Base AE but also fails outright.
Seriously, there's a difference between "crapshoot" and "contains randomly determined factors".
The problem with locking down the ledger is that it penalises less experienced players. Players with more experience can usually pretty accurately gauge military strength etc without looking at the ledger. By locking the ledger you force less experienced players to take espionage to get the same info they had previously which in turn weakens their position as they have to forgo an alternative group.