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4X Real Espionage And Dirty Politics

MoLAoS

Guest
Aleph asked for an in depth description of an espionage system better than what current games have. If he or anyone else thinks I'm short on details or concrete implementation, then the thing to do would be to point out specifically what I missed and I'll see if I forgot to address it or if its something I need to spend some time thinking on.

So Espionage in most 4x games is shit. Its not even a debate. Paradox is all about waiting for timers to tick and dice to roll. Civ barely has one. Dominions only has what is essentially magic espionage plus scouts.

Lets talk about the way the world should be instead of the way it is. Granted I'll be using some game specific mechanics from my game since I'm describing the system I myself am making as the best way to do it.

First, you have characters. These are the rulers and nobles of nations, archmages and possibly regular mages, important merchants and factors, and various religious dignitaries. These people have both known and secret desires, said desires generating based on the history of their religion, state, etc. Nobles want to own the land their grandfathers conquered but their fathers lost, plus of course more land if the opportunity presents itself. Same for leaders of state. They want to reach or exceed their days of glory. Mages want money and resources for their research, access to ancient texts, and other things. Merchants and factors want trade deals, tax relief, access to new markets. Religious people want to expand their religion, recruit important characters as members and so forth.

Other characters will try to enact plots if the conditions are right but since the game part is essentially the same, I'll focus on the player.

As a player you want stuff. You could buy it/trade for it or conquer it. But you can also use sneaky dealings. First you as the ruler of a state have intelligence infrastructure. You can invest in it, research it, try to trade for the knowledge of others. Also like all systems in my game, the more you perform espionage the better you become. Having a well funded and long running and active intelligence organization provides slow growth in their ability, this represents training and internal culture. Your spy agency will study nobles, either randomly or if you have a specific goal then as you direct. As you allocate funding, human capital, and time to a given important character you will slowly dig out their dirty secrets, hidden desires and possibly catch win of their own intelligence activities. You can blackmail them with dirty secrets, support or counter their plots, and bribe them with their wildest dreams. Assuming they have something of value that you want.

You could also sell your knowledge to another character, perhaps their long time rival or the target of their plot, in return for that character's favor which you can then use later to get them to help you in your own plots. Note that if you make a deal with someone you don't have to follow through at the end, but then that person won't trust you and may tell their friends and allies, or even the whole world, of your duplicity depending on how angry you make them. Note that you need to break several deals before no one will work with you, early on you just have to give them better deals for their assistance. And deals you keep counteract deals you break, at least a little.

Perhaps you find out that some noble in another kingdom desires a certain piece of land owned by your or his liege. As it is one of his secret and not open desires, its worth a lot to him. He is quite powerful, perhaps he owns the 3rd most land in the kingdom. You are an empire. You make a deal to get him that land and make him king in return for backstabbing his current ruler. His acceptance will depend on how people view you as a liege, his own moral alignment, how his people feel about you and his current ruler and so forth. But he'll ignore quite a bit of negativity to get the land stolen from his great grandfather which was returned to the crown when the son of the thief died without an heir. You either invade openly and make him your puppet king when he turns to your side or provide troops and money, he seizes power, and swears as your vassal. The political consequences in his kingdom depends on how the people view you, him, the old king, and the way shit went down. Note that, since technically your overall plot was to take the kingdom without an all out war, you could have other plots such as certain nobles arriving late to the enemy's assistance, or abstaining from conflict, or swearing allegiance to the puppet king or w/e. Even multiple traitors. Also other nations finding out through their own intelligence operations could intervene or get negative opinion modifiers after finding out about the bribes and blackmail you employed. Maybe someone else knew about the secret desire of the noble and that counts as them realizing you bribed him.

There is also a propaganda system you can play with that will effect the opinions of your espionage and military actions but that's another thread.

Plots can also be directed at your own citizens, like mages and merchants and your own nobles. Maybe a noble is getting to strong so you have him killed, reveal a dirty secret to turn off his allies, or something. Maybe a mage has a book you want for the national magic academy so you bribe or blackmail him or something. You can also catch traitors, if your intelligence infrastructure is good, and blackmail them into double agents, have them hanged for treason and their property confiscated, and so forth.

This all derives from the secret desires, dirty secrets, open desires and general desires. Everyone wants a higher rank or more money or land or w/e. But open and secret desires carry more weight when met than general ones.

Secret desires can also be met diplomatically of course. If a noble loves his firstborn daughter you can get him a powerful match, a match that will treat her well, or marry her yourself if the noble has a good opinion of you, thus gaining his favor and even political support. Marrying her yourself meets both a general desire of increased prestige and/or rank if she is the heir, and his specific desire of a good man to make her happy. Granted, if you divorce her, or have her killed and he finds out, then you lose both the favor of the act itself, and double penalties for breaking your previous agreements.

Also, you have 3 sort of reputations that affect how people view you. Fear, how much they are afraid of your armies or your torture chamber or your rampant executions, respect, how they view you as a leader based on your accomplishments, and opinion/influence. This includes stuff like your dynasty/personal/national right to be their liege, giving them money or land and all the stuff that you might see in a Paradox game like royal marriages, plus extra like fostering kids and shit. Each person has a separate value for each. Someone who really fears you will be more likely to fall to blackmail, someone who respects you will trust you to keep your word, and in the case of becoming a vassal, to treat them well.

The main goal of the espionage system was to make it more like war. Doing recon, finding out who is willing to side with you, gathering your forces, like in the case of rebellious nobles, and so forth. There are unfortunately some timers like applying your spies and waiting for find out info, but info you find is forever so in some cases you might have the info before you formulate the plan and then you don't have to wait. But ideally its all focused on actions you take with direct results. Marry daughter, get support of father, bribe greedy noble for support. Next Imperial election become Emperor.

Ideally you could be a noble in a state similar to the HRE or the Eastern Empire of the Valdemar series and spends hundreds of years working with building alliances and bribes and assassinations and not fighting a single battle but still having the joy of becoming the Emperor through planning and skill. Of course you CAN fight battles and the combat and conquest systems are large parts of the game.
 

sser

Arcane
Developer
Joined
Mar 10, 2011
Messages
1,866,705
I wouldn't say Civ barely has one: you could run a 100% Espionage economy in Civ4. As far as 4x goes, I think Beyond the Sword has the best spy system available unless there's some other game I don't know of.

What you speak of is a mix of Civ (sabotage, stealing tech, selling tech to others, recon, etc.) and CK (personal plots, bribing, assassinating, etc.). That might take a brand of game that doesn't really exist yet.
 

aleph

Arcane
Joined
Jul 24, 2008
Messages
1,778
That sounds great for character driven game like CK2, would maybe work also work in other other Paradox games. But how would this system work in more abstract games like Civ or even Master of Orion?
 

MoLAoS

Guest
I wouldn't say Civ barely has one: you could run a 100% Espionage economy in Civ4. As far as 4x goes, I think Beyond the Sword has the best spy system available unless there's some other game I don't know of.

What you speak of is a mix of Civ (sabotage, stealing tech, selling tech to others, recon, etc.) and CK (personal plots, bribing, assassinating, etc.). That might take a brand of game that doesn't really exist yet.
Well in the description above its true that it has all those things, but the way you go about it is superior imo. Civ espionage is just as lame as CK2's.
 

MoLAoS

Guest
That sounds great for character driven game like CK2, would maybe work also work in other other Paradox games. But how would this system work in more abstract games like Civ or even Master of Orion?

Yeah I hate abstract games so I don't care. Abstraction is the problem. Paradox games are slowly moving towards abstraction and EU4 at least was at the limit of my tolerance for abstraction to being with. That's my whole point. Have you read my thread about blobbing? That will explain in better detail why I dislike abstract games. Essentially most games are so abstract that they are missing fundamental mechanics that allow them to accurately simulate large scale conflicts and so forth.

My project is character driven of necessity. Because real life is character driven and you can't simulate a good alt history world if you leave out the most important part of history. I mean history is also driven by institutions, like the Janissaries, and I simulate that also with populations. Politics only exists because of people so so if you want politics you need people.
 

aleph

Arcane
Joined
Jul 24, 2008
Messages
1,778
I mean history is also driven by institutions, like the Janissaries, and I simulate that also with populations. Politics only exists because of people so so if you want politics you need people.

Quite true. Though some abstraction is often necessary for performance reason. You can't simulate everyone, and especially for grand strategies games set in or near to modern times, the size of influence individual people hold debatable. There might be no point in simulating individual people, since there are so many involved that their individual impacts average out on the institution or state level where the actual game takes place.
 

MoLAoS

Guest
I mean history is also driven by institutions, like the Janissaries, and I simulate that also with populations. Politics only exists because of people so so if you want politics you need people.

Quite true. Though some abstraction is often necessary for performance reason. You can't simulate everyone, and especially for grand strategies games set in or near to modern times, the size of influence individual people hold debatable. There might be no point in simulating individual people, since there are so many involved that their individual impacts average out on the institution or state level where the actual game takes place.

But in that case you would simulate institutions and factions and political parties. But something like MoO1or2 doesn't even do that.

And actually within even modern America single individuals can have massive power. Judges, politicians, billionaires and even lowly millionaires. Even some scientists and entertainers.
 

Destroid

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Joined
May 9, 2007
Messages
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Australia
http://www.rpgcodex.net/forums/index.php?threads/that-which-sleeps-sauron-rapes-tbs.93379/

These guys are doing a pretty detailed take on it, though you can't play the game yet.

Eh it looks okay, not enough detail for me but I remember reading about it. However I dislike some of their dev choices. Generating dynamic maps from the engine will always be superior even if its harder.

Procgen was a stretch goal which they easily cleared.
 

MoLAoS

Guest
http://www.rpgcodex.net/forums/index.php?threads/that-which-sleeps-sauron-rapes-tbs.93379/

These guys are doing a pretty detailed take on it, though you can't play the game yet.

Eh it looks okay, not enough detail for me but I remember reading about it. However I dislike some of their dev choices. Generating dynamic maps from the engine will always be superior even if its harder.

Procgen was a stretch goal which they easily cleared.

Well the devblog I read said they used campaign creator so they couldn't randomly generate their maps or something.
 

Destroid

Arcane
Joined
May 9, 2007
Messages
16,628
Location
Australia
http://www.rpgcodex.net/forums/index.php?threads/that-which-sleeps-sauron-rapes-tbs.93379/

These guys are doing a pretty detailed take on it, though you can't play the game yet.

Eh it looks okay, not enough detail for me but I remember reading about it. However I dislike some of their dev choices. Generating dynamic maps from the engine will always be superior even if its harder.

Procgen was a stretch goal which they easily cleared.

Well the devblog I read said they used campaign creator so they couldn't randomly generate their maps or something.

What date did you read such a thing? To my knowledge they've since moved the maps to a new technique.
 

MoLAoS

Guest
http://www.rpgcodex.net/forums/index.php?threads/that-which-sleeps-sauron-rapes-tbs.93379/

These guys are doing a pretty detailed take on it, though you can't play the game yet.

Eh it looks okay, not enough detail for me but I remember reading about it. However I dislike some of their dev choices. Generating dynamic maps from the engine will always be superior even if its harder.

Procgen was a stretch goal which they easily cleared.

Well the devblog I read said they used campaign creator so they couldn't randomly generate their maps or something.

What date did you read such a thing? To my knowledge they've since moved the maps to a new technique.

In their devlog? I'm not a backer so if they changed it google doesn't appear to be able to find it publicly.
 

Random Word

Arbiter
Joined
Mar 14, 2012
Messages
320
MCA Project: Eternity
Yes, That Which Sleeps has procedural map generation, but it has much more than that. It has procedural world history and culture generation. The world starts with collections of tribes, and simulates their conquest of one another and eventual rise to empires. Ancient wars, ruined temples complexes, the site of a ritual completed thousands of years ago, grudges between nations and nobles, etc are all worked out. It's extremely heavily character driven, with almost all mechanics revolving around important individuals, guilds, governing bodies, etc and their goals. Lineage is a big deal. Their infiltration system works almost exactly like the intelligence system you describe. I imagine you'd be quite interested in the game.
 

MoLAoS

Guest
Yes, That Which Sleeps has procedural map generation, but it has much more than that. It has procedural world history and culture generation. The world starts with collections of tribes, and simulates their conquest of one another and eventual rise to empires. Ancient wars, ruined temples complexes, the site of a ritual completed thousands of years ago, grudges between nations and nobles, etc are all worked out. It's extremely heavily character driven, with almost all mechanics revolving around important individuals, guilds, governing bodies, etc and their goals. Lineage is a big deal. Their infiltration system works almost exactly like the intelligence system you describe. I imagine you'd be quite interested in the game.

Okay so they didn't end up sticking to Campaign Creator? Well maybe that's backer update only stuff.

I am also doing history generation. I'm kinda surprised other people do that, though. I mean DF, but that's not really the same. I guess I'll keep a watch on TWS.

What scale are they operating at? And how deep is their simulation? You could go the way I do with a lot of detail or you could fake or really abstract it.
 

Random Word

Arbiter
Joined
Mar 14, 2012
Messages
320
MCA Project: Eternity
The That Which Sleeps thread on the Codex has been reposting the backer updates. You can see for yourself what they're up to and the level of detail they're operating on with their history simulation. They primarily focus on Points of Interest - cities, towns, sites with potent magic, the confluence of ley lines, etc - and the Notables within them. Notables can be people, religions, guilds, governments, or other organizations. They each have goals, personalities, stats, traits, and abilities. The simulation runs by letting them play the game before you're introduced, building new cities, conquering neighbours, making and breaking alliances, having children, starting intrigues over titles and lands, enslaving races, casting spells and forging artefacts, etc etc, and when you awaken to begin your return to the world you effectively join the game long in progress. Another nice feature is the different values and means of resolving conflicts across cultures - some cultures resolve disputes between nobles with duels, some with public debates, some with tests of arcane skill.

There is also a map creator. They don't bar you from making your own custom maps, they just also allow you to procedurally generate one. You can create a custom map and let the game simulate its history, or you can create that, too.
 

MoLAoS

Guest
The That Which Sleeps thread on the Codex has been reposting the backer updates. You can see for yourself what they're up to and the level of detail they're operating on with their history simulation. They primarily focus on Points of Interest - cities, towns, sites with potent magic, the confluence of ley lines, etc - and the Notables within them. Notables can be people, religions, guilds, governments, or other organizations. They each have goals, personalities, stats, traits, and abilities. The simulation runs by letting them play the game before you're introduced, building new cities, conquering neighbours, making and breaking alliances, having children, starting intrigues over titles and lands, enslaving races, casting spells and forging artefacts, etc etc, and when you awaken to begin your return to the world you effectively join the game long in progress. Another nice feature is the different values and means of resolving conflicts across cultures - some cultures resolve disputes between nobles with duels, some with public debates, some with tests of arcane skill.

There is also a map creator. They don't bar you from making your own custom maps, they just also allow you to procedurally generate one. You can create a custom map and let the game simulate its history, or you can create that, too.

Okay I read a bunch of the updates. The scale seems a bit small. I do think the debates and duels thing is nice, though I'm glad its a little different from my propaganda system. I am not a fan of the traits thing. Seems a bit CK2 like and abstracted. Still at least they added a few major systems that are awesome.
 

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