Diplomat Events
Diplomats work even during war
Diplomats Always provide plenty of influence and votes
Diplomat random tourism boost
Diplomat Steal culture
Diplomat trigger defect of military unit that is nearest to Diplomat owned cities
Empire wide uprising Cause unhappiness for turns
Take over Small city
Lose religious majority in non holy city
Lose Faith
Local Uprising in city (spawn strong barbarians around it, enough to be annoying)
Spy Events
Steal Beakers
Steal gold
Steal great works
Reduce all city output by 50 percent for 2 turns
Destroy city Great person progress
Detonate local nukes
Provide temporary larger local vision (boost from 2 to 6)
Notify current research progress
Give vision of # of random military units 1 radius
Give vision of trade units/routes
Kill population
Shrink border tiles
Chance to get notified if a spy is identified
Destroy local aircraft
Destroy local building
Destroy trade route going to spy city
Consume 2/3 of Each strategic resources for 4 turns
Minor civ influence
Minor civ influence Coup
Minor civ prevent Ally benefits temporary
Counter Events
for spies, police departments, CIA, wonders, etc
Kill other spies
Spies can kill Diplomats
Convert Spies
Slow spies/diplomats
Prevent certain events
Reduce significance of events
Identify which teams have spies in local city
Identify which teams have spies in your empire
Identify a specific city that has spies in it
Mechanics
Diplomat location is public info
Specific Spy must leave city permanently after a major civ success
New police unit that acts like a moving police station
If a spy is captured or killed, a reverse event can be triggered (killed spy team gets penalized)
Let's you choose result based on a few pre selected options
Local City culture impacts effectiveness of diplomats
City strength impacts spy effectiveness
City population impacts spy catch chance
Nearby military units impacts spy catch chance
Ideas for making spies more interesting:
Diplomat Events Diplomats work even during war Diplomats Always provide plenty of influence and votes Diplomat random tourism boost Diplomat Steal culture Diplomat trigger defect of military unit that is nearest to Diplomat owned cities Empire wide uprising Cause unhappiness for turns Take over Small city Lose religious majority in non holy city Lose Faith Local Uprising in city (spawn strong barbarians around it, enough to be annoying)
Spy Events Steal Beakers Steal gold Steal great works Reduce all city output by 50 percent for 2 turns Destroy city Great person progress Detonate local nukes Provide temporary larger local vision (boost from 2 to 6) Notify current research progress Give vision of # of random military units 1 radius Give vision of trade units/routes Kill population Shrink border tiles Chance to get notified if a spy is identified Destroy local aircraft Destroy local building Destroy trade route going to spy city Consume 2/3 of Each strategic resources for 4 turns Minor civ influence Minor civ influence Coup Minor civ prevent Ally benefits temporary
Counter Events for spies, police departments, CIA, wonders, etc Kill other spies Spies can kill Diplomats
Convert Spies Slow spies/diplomats Prevent certain events Reduce significance of events Identify which teams have spies in local city Identify which teams have spies in your empire Identify a specific city that has spies in it
Mechanics Diplomat location is public info Specific Spy must leave city permanently after a major civ success New police unit that acts like a moving police station If a spy is captured or killed, a reverse event can be triggered (killed spy team gets penalized) Let's you choose result based on a few pre selected options Local City culture impacts effectiveness of diplomats City strength impacts spy effectiveness City population impacts spy catch chance Nearby military units impacts spy catch chance