Once again onto the breach: Espionage can into space

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CalculusKing

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So I am back again to try and advocate stronger espionage ideas.
However, after watching the pdox official response to Arumba's excellent proposals, I understand why my previous ideas were not at all likely to be adopted or supported: they made the game considerably more complex.
Thus, I instead propose a different set of ideas to replace/enhance the current espionage ones.

Let me first point out the problems with espionage

Espionage ideas do not seem to have a general purpose and they are generally quite weak.
If you look at most idea groups, you see a definite purpose emerge. All the military ideas save Arist/Plut are about winning wars, fair and simple. Diplomacy and Influence let you play the game of thrones (if you are a monarchy) and generally help relations with other countries (preventing coalitions) and also let you have more allies/vassals/PU's/marches. Thus, they are about limiting the main in-game barriers to expansion. Expansion and Exploration are about colonial expansion. Trade is about trade. Maritime is about sea trade and naval warfare. Religious and Humanism are both about lowering revolt risk (albeit in different ways).

There are six idea groups besides espionage with no definite a single purpose, but all save Economic (which could use a moderate buff) make up for it by being quite potent with their generally applicable bonuses.

But Espionage is different. It appears to be all about weakening your enemies, but it does not do a particularly good job at doing it. If you need to beat down France or Russia, you are generally better served by a military idea group. Lets break down every individual idea.

Privateers: The concept is interesting, but it is not very strong and forgets that a player's worst enemy is often a big land power, like France, Ottomans, Austria, or Russia, that has little reliance on trade income from sea nodes.

Vetting: This is mostly useless since almost nobody takes espionage and there is little benefit from AE to be gained by catching non-human players in the act of
fabricating a claim.

Rumourmongering: Since enemies and rivals already hate the target and the same is usually true of neighbors of any clout, this is also somewhat redundant.

Efficient Spies: Moderately useful.

Shady Recruitment: Already rendered redundant by +25% spy offence from previous idea that makes it far less likely for you to be caught.

Destabilizing Efforts: This is rendered redundant by Support Rebels, which also happens to give you PP.

Espionage: Simply not all that useful, even in war. Strong enemy armies are strong enemy armies and you will know where they are soon enough when they attack.

Finisher: Again, redundant with Sow Discontent from Destabilizing Efforts.

Thus, I think it is fair to say that this idea group has no real purpose and furthermore does not benefit the player all that much.

The following proposal is based on dealing with two types of very common situations that emerge for the player:

Firstly, the player may often be faced with a land enemy that is very powerful and needs to be taken down a few notches. Second, you may have to deal with a major competitor in trade and colonization.
This would provide espionage ideas with a unified purpose: taking down strong opponents that you are engaged in serious struggle with.

Proposed New Espionage Ideas for 1.9 or a later patch:

1. Trusted Confidants:
Benefit: +25% spy offense, +1 diplomat

Explanation: This is a general boost that is useful to the player in conducting espionage actions. While this may seem a strong starter, remember that several starters are stronger. Levee en Masse, Deus Vult, Additional Colonists, Colonial Ventures, and Tolerance, namely.

2. Secret Police:
Benefit: +25% spy defense, -1 global revolt risk, -20% to harsh treatment cost

Explanation: This protects against foreign espionage and gives a nice side benefit.

3. Rebel Allies:
Benefit: +50% rebel support efficiency, +50% PP from Support Rebels

Explanation: This gives you a straight up PP boost and lets you tack on the unrest in a culturally or religiously divided or war exhausted foe. It historically represents the efforts of various states to ally with specific rebels against a common foe. Examples include the French support for the Jacobites or the English support for the Dutch rebellion against Spain. Also removes redundancy of a second rebel-enhancing action.

4. Privateering:
Benefit: +40% Embargo Efficiency, +50% Privateer Efficiency

Explanation: Now the idea is strong enough.

5. Trade Secret Theft:
Benefit: +1% to Neighbor Bonus to Tech Cost Reduction, grants use of Economic Espionage Action.

Economic Espionage action grants you a 25% embargo efficiency boost vs the faction. It requires a diplomat who may be caught and capture will hinder relations with target.

Explanation: The tech idea comes from a long and sordid history or technology theft. The idea here is that you can piggyback off of others' tech advances and weaken trade competition with espionage just like real countries did.
This is a relevant and sourced wikipedia passage detailing this in the EU time period:

"Economic and industrial espionage has a long history. The work of Father Francois Xavier d'Entrecolles in Jingdezhen, China to reveal to Europe the manufacturing methods of Chinese porcelain in 1712 is sometimes considered an early case of industrial espionage.[27]
Historical accounts have been written of industrial espionage between Britain and France.[28] Attributed to Britain's emergence as an "industrial creditor," the second decade of the 18th century saw the emergence of a large-scale state-sponsored effort to surreptitiously take British industrial technology to France.[28] Witnesses confirmed both the inveigling of tradespersons abroad and the placing of apprentices in England.[29] Protests by those such as iron workers in Sheffield and steel workers in Newcastle,[clarification needed] about skilled industrial workers being enticed abroad, led to the first English legislation aimed at preventing this method of economic and industrial espionage.[30][29]"
http://en.wikipedia.org/wiki/Industrial_espionage#Origins_of_industrial_espionage

6. Rumourmongering:
Benefit: May Sabotage Reputation

This is a reworking of the Sabotage Reputation mechanic.
This reduces relations with non-colonial subject nations and increases the independence desire of colonies, both by a set amount determined by monetary funding given. This action generates PP.

7. Treachery:
Benefit: May Infiltrate Administration

Infiltrate Administration is reworked. In addition to letting you see all of that country's positions, forces on your side of a war in which that country is involved get a siege bonus vs that country's forts (like in Offensive ideas). Furthermore, that country's ports are easier to blockade while you are fighting them. These effects set in only after six months of the operation unhindered. Furthermore, the enemy gets a large bonus to detecting your spy (think +30% or +45% or a similar value).

Finisher:
+1 Diplomat



Any suggestions are welcome. I conclude this proposed rework of espionage.
 

BigPharma

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Very well thought out. I rarely ever pick up Espionage, but I would definitely consider picking it up as a secondary power if it were reworked like this.
 

Tankefel

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Treachery/infiltration giving a bonus to siege efficiency, you say? Now that would be a sweet thing, especially when combined with the Offensive bonus and the Innovative/Offensive policy bonus.

Fall before me, Austria. Fall, and fall fast, for I know both thy secrets and have the means to exploit them!
 

swm

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I don't like the two +1 diplomats.

First, Espionage giving more diplomats than Diplomatic seems off.
Second, since most espionage actions are limited to one at a time (can only fabricate one claim at a time, can only support 1 type of rebel at a time, etc), it's not even all that useful for espionage.

The other ideas don't seem strong enough to attract me to espionage over another idea group. They're not insignificant bonuses for the 400 points, but the opportunity cost of going espionage vs Quantity, Religious, Humanist, Exploration, etc is just enormous.

All in all, this post is a good step in the right direction, but espionage would need a bigger buff than this before I'd consider taking it.

I suggest three things:
1) Privateering should increase PP from privateers, not embargo efficiency. PP is hard to get/keep, so this'd be a big bonus for espionage.
2) Change the finisher to "Removes one-at-a-time restriction on all espionage actions." (So that I may fabricate as many claims at once as I have diplomats).
3) I don't have any qualitative problems with the other ideas, but make all the numbers bigger.
 

Castrolol

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The main problem with the espionage idea group is that the espionage system just isn't fleshed out enough. There's no way to actively fight off spies so espionage ideas will always be either completely overpowered and annoying or useless and annoying.
To make the system actually work EU4 will likely have to reintroduce the spy agent and have a whole system of spy actions and countering.

I also don't believe the espionage abilities should be locked behind the idea group. Every nation (barring technology) should be allowed to access those mechanics and espionage ideas should exist as a means to specialise in it.

Although that's not to say your ideas aren't better than what we've currently got and might serve as a decent bandaid solution until Paradox finally releases the Espionage DLC.
 

ponasozis

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basically paradox give us another expansion which improves espionage and spy things by allot
and don t forget to make something balanced and interesting to assassinate country leaders and kings etc like having plot power in other countries
 

Loha4

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Doesn't look too bad but I think harsh treatment reduction could be higher and just get rid of the -1 unrest entirely from the second idea. Right now I rarely ever harsh treatment and 20% off that probably wouldn't change that much. I would actually miss sow discontent though, you can stack if with the regular support rebels for a total of +7 revolt risk on those rebels territory's while delaying them recovering stability, could buff it just by adding PP to it really then it would be a free source of that if nothing else. Course these aren't going to be very useful against lucky country's if you aren't already war exhausting them like crazy. But poor poor Ming.
 

hitchens

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I like it. But I would rather have rumourmongering grant a small % chance of reducing the number of great alliances. That way you can stand a chance against an Austria-Russia alliance or similar monsters.
 

Jorlaan

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I do like it for the most part but I have to agree that the second diplomat is too much, the finisher needs to be something else. Maybe make the finisher sow discontent as I believe that could have some use.
 

EU3NOOB

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It's "Once more unto the breach", damn it!:sad::p
 

tman144

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What I would like to see from espionage is adding a manpower recovery debuff to rumor-mongering. I think it would make sense, that if you are spreading lies about a country, that it would make it harder for them to recruit more soldiers.
 

sckallst

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The value of Espionage could be greatly enhanced if:

1) There wasn't so much "free" information available to the player on both the map and in the ledger
2) A combination of Diplomats, Merchants, Missionaries, the Embassy building, Diplo tech, the Diplo, Espionage and Trade ideas worked to progressively/selectively "unlock' information that is now available for free via the map, tooltips and ledger.

For example, why should the player have a no-effort exact count of foreign manpower and troops under arms? Or free information about every aspect of every known province on the planet? Or free knowledge of a foreign nation's current tech levels or mission?

The game in a lot of ways is all about decision making. Currently it's most decision-making with full information, which isn't nearly as entertaining as decision-making under uncertainty. A lot of this enhanced Fog of War shouldn't even be that hard to implement, though it would probably take a new DLC to do it right (establishing a framework, then embellishing with events, decisions, policies, etc). Players would be given a baseline amount of information that could be enhanced by how and where they choose to invest in and employ resources that will increase their access to information. If some players don't like playing that way, make the FoW level selectable (or bake it into difficulty).

The real problem would come in how to make the AI play by the same rules as the players. Coding AI is hard enough, much less having it deal with uncertainty. The AI can just be given full info all the time, which is fine with me in general, but it does mean that the AI would be working under a different set of decision criteria than players who would quite rightly be spending resources on information-aquisition tech that the AI would be able to somewhat ignore.
 

slv

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Nov 21, 2014
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Sow discontent and sabotage reputation on rivals should increase your power projection. If picking espionage gave me constant over 50 PP it may be worth getting.

Playing with a locked ledger increases the value of espionage too, but nobody does that :).

Your ideas feel great, too.