Sid Meier's Civilization VI

Sid Meier's Civilization VI

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EpsTweak for Spy Operations
   
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1.959 KB
8 May, 2020 @ 12:05pm
15 Aug, 2021 @ 12:53pm
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EpsTweak for Spy Operations

Description
EpsTweak is a series of small mods that tweak the balance of Civ 6. Rather than put all of them into one hefty package, I've split them into small fragments to allow you to make your own custom rulesets.


Spies in Civ 6 are very powerful. So powerful that they make players not want to build Neighborhoods or Dams at all, for fear of being targeted by the Recruit Partisans or Breach Dam operation. You know that something is overpowered when players don't even want to interact with it. So in the hopes of alleviating this situation, this mod nerfs the base success chance of those two operations: Recruit Partisan to 16%, and Breach Dam to 9%.
13 Comments
Shevvek 3 Jul, 2022 @ 3:54pm 
IMO the bigger issue is the amount of money you can make with siphon funds + the policy card for faster ops.
Illusion17 1 Feb, 2022 @ 5:48pm 
Thanks, appreciate this. I've had partisans successfully recruited three times in a row despite having a counterspy operating in the neighborhood. Was about to just delete the game before I saw this mod.
Junky 26 Sep, 2021 @ 2:05am 
Recruiting partisans should be possible in a city centre and not after building neighborhoods.
十六夜永夜 24 Sep, 2021 @ 6:44am 
partisans spawning everywhere and makes everyone crazy, thanks this mod
Eps  [author] 17 Aug, 2020 @ 7:52am 
Don't think so. Partisans start with whatever the Barbarian tech is at that point, and barbarian tech is based on the average of what all players have researched.
The Big Red Cheese 16 Aug, 2020 @ 5:45pm 
Is it possible to lower the tech that partisans spawn with? Because in my games they spawn with fucking phasers and plasma torches when I've got the wheel... Dealing with them wouldn't be that bad
akontio 23 Jul, 2020 @ 1:14pm 
searched "partisan" in the workshop after basically dropping out on a culture victory as John Curtin because spies somehow, amassed an army that was worse to deal with then a actual army from any other civs since they were legit spawning in the core of my cites.

hope with this I can have better luck, but even then might still just ignore neighborhoods until I have a decent spy group.
CMDR Sheploo 18 May, 2020 @ 4:49am 
Wow, that's some wonky math they're using but I don't know how the backend looks so I can't really comment.
Eps  [author] 18 May, 2020 @ 4:37am 
I was confused by the cryptic values myself initially. So I went in and did some testing to see how it actually works. The higher the number, the lower the probablilty. Roughly 13 = 50%, 14 = 37%, 15 = 25%, 16 = 16%, 17 = 9%. And when an effect says "As if 2 levels higher", it subtracts 2 from that number, whereas debuffs add to it.
CMDR Sheploo 17 May, 2020 @ 5:11pm 
I might not be understanding something but does this mod actually do what you say it does? The BaseProbability in your files for Partisans and Breach are set to 16 and 17 respectively. In the game's files, they are 16 and 15. If it works just by those numbers, this mod actually makes the Breach Dam operation more likely to happen and no change for Partisans.