Technically yp is the closest thing to the Roman Empire, but you’re right.
I don’t know how I could implement that. Currently, pm actions serve little purpose, other than maybe surprise attacks, but they’re always suspicious anyways so there’s no surprise. Plus, you can’t exactly spy on someone to reveal their pm action, since it gets revealed anyways and both actions are implemented at the same time, so spying would become only a player-vs-bot thing.
Do you have any suggestions or ideas on how to implement spying differently?
so my idea of how the espionage will work:
you can sabotage actions wth it
you can steal tech with it
you can see pm actions through it (at least the basic explanation of the action, like researching or attacking)(this will happen through a dice roll that isn’t gonna be a part of the round results, but instead before it)
I think you can keep the content of the action secret but they just have to be announced like a pm vote and can only be discovered by spying
like
Action: Secret Action (See Pm)
So you suggest a sort of espionage round before the actual round? An interesting idea…
though only the spyers should be able to see what they found
Ah ok, gotcha. I didn’t realise yp didn’t put the secret action as an action in the main thread, that should actually be mandatory. From now on, I’ll make sure it’s posted if the player forgets to do so. Sorry for misunderstanding.
Yes, in the pm. It would be sort of a miniround. I think that’s a good idea. Here’s a poll to vote on it:
- Miniround in a pm for spying on pm actions
- No miniround
0 voters
Would you able to change your vote after the miniround or no?
yes you can
otherwise itll be useless
Yes, if you succeed. If you fail, you can’t, otherwise there wouldn’t be any price for your spying, since you could just retract it if it fails.
@PositiveTower how would you like to join our alliance on a probationary status? That means that you will be protected, but you won’t be invited to the alliance pm.
Pros:
- protection at your country’s infantile state
- you would be part of strongest group in the game
Cons:
- slight obligation to the alliance
@OmnipotentFNarr I think that happiness, crime, and economy should do something. Right now, they do absolutely nothing except at the extremes. My proposal is to make high happiness and low crime slowly increase population over time, and a good economy would improve trade rolls
I still think that protection wasn’t truly given to me, so i would say that protection, while likely to happen, could not be given
I mean protection military wise. Also, I am in the middle of a war, and can’t really help you. Phoenicia is going to next turn.
That sounds fair enough. My plan was that economy, while useless now, would be more useful once a proper global economy is established, and your economic strength will determine the number of rolls instead of population. But I agree with happiness and crime. I guess from now on, you get 5% increase in population every turn if happiness and crime rate are tier 4, and 10 percent if they’re tier 5.
How come I only have ‘low’ crime with police, but others have ‘very low’ with laws?
I forgot to update it.
And is 2 good for happiness? Or is it tier 2? And if it isn’t good, why is it so low?
3 is the average, you have 2 because Akkalat was initially upset, but it’ll rise back up once they regain their herds, which is the reason why happiness lowered in the first place.
Thanks for the answer. Sorry to split up my questions, but could you change my perk to something related to expansion (not expansionist though, I would like something with raising population and research)