Perfect showcase of why spies and intelligence agency are very overrated. My spies are mostly used successfully to counterspy and thats the only thing that works like it "should". 83 % chance of success on an offensive mission is 90% chance of capture/kill. Listening posts or counterspying otherwise I know I'm wasting production. It's so sad. And funny too. My last game every spy killed Not captured and i exclusively did 83 percent success or the max 90. Spies...converting production exclusively into grievances since 2016.
Thanks for writing that! I thought I was mad with 9/10 spies dying on “easy” missions last time I tried playing with them Good to know they are actually broken in a bad way for everyone
This was definitely bad rolls for spies for sure. I've had much better games with them before, but yeah if you really hate RNG factors like this then grandmasters chapel is always strong
@egastar37 I have had games where I've gotten to a level 3 spy, but it always started with them counterspying successfully. First spy Always goes to my capital as long there is a governor. AI will almost always try to neutralize governor in your capital (even your friends, only Allies can't spy on you). I couldn't care less if the AI steals tech boosts from me. I like having a commercial hubs in the capital and since that's next to city center usually, the spy in the city center protects from the two main things they'll do that'll hurt you (neutralize governor and siphon funds). They tend to try for sabotage production later and neighborhoods are guaranteed to get recruit partisans. I don't care about sabotaging space ports because if they are Actually a threat for a science victory (not just doing space projects) then war is coming their way. Otherwise, go to the moon, pal, good for y'all. And siphoning their funds can end up being something insanely stupid like siphoning a whopping 80 gold at turn 250+ from the only commercial hub any AI has built...
I also have been itching to try a real science speed run. Culture Victory was always my specialty and I've yet to sub-200 Science, but I know a few civs I could really get it done with. Stay tuned!
I’ve never actually seen a city state undo your improvement before! I guess they really didn’t want oil power!
Same! Its possible it got taken out by a sandstorm, but the idea they just ripped it out is way funnier to me lol
"Wars are going to be fought over this stuff. Let's just pretend it's not there and see if anyone notices."
Environmentally conscious city-state, lol
came from ursa and really enjoy your gameplay gg man!!!!!
HUZZAH!
I love getting to see games like this play out, super fun video!
I love getting to see comments like this
Omg, can you try one city challenge again with CYP wide and tall mod? Neighborhood extension would let you work 4th and 5th ring tiles..
I saw Ursa do this! That would be fantastic!!
I am just about to win my current game with wide and tall mod as Congo, it's so good it should be illegal
@@we_want_chilli_willy Firaxis make it legal!
Perfect showcase of why spies and intelligence agency are very overrated. My spies are mostly used successfully to counterspy and thats the only thing that works like it "should".
83 % chance of success on an offensive mission is 90% chance of capture/kill. Listening posts or counterspying otherwise I know I'm wasting production. It's so sad. And funny too. My last game every spy killed Not captured and i exclusively did 83 percent success or the max 90.
Spies...converting production exclusively into grievances since 2016.
Thanks for writing that! I thought I was mad with 9/10 spies dying on “easy” missions last time I tried playing with them
Good to know they are actually broken in a bad way for everyone
This was definitely bad rolls for spies for sure. I've had much better games with them before, but yeah if you really hate RNG factors like this then grandmasters chapel is always strong
Results may vary XD
@egastar37 I have had games where I've gotten to a level 3 spy, but it always started with them counterspying successfully.
First spy Always goes to my capital as long there is a governor. AI will almost always try to neutralize governor in your capital (even your friends, only Allies can't spy on you). I couldn't care less if the AI steals tech boosts from me. I like having a commercial hubs in the capital and since that's next to city center usually, the spy in the city center protects from the two main things they'll do that'll hurt you (neutralize governor and siphon funds). They tend to try for sabotage production later and neighborhoods are guaranteed to get recruit partisans.
I don't care about sabotaging space ports because if they are Actually a threat for a science victory (not just doing space projects) then war is coming their way. Otherwise, go to the moon, pal, good for y'all.
And siphoning their funds can end up being something insanely stupid like siphoning a whopping 80 gold at turn 250+ from the only commercial hub any AI has built...
Waiting for sc vic speedrun. You know. These speedruns. Like 180 turns. Like 55 hours of playing. Speedruns.
I also have been itching to try a real science speed run. Culture Victory was always my specialty and I've yet to sub-200 Science, but I know a few civs I could really get it done with. Stay tuned!
Making it look easy lol
We had a LOT of things go right for us in this game
Great game!
Tons of fun!
Noice
NOICE!