Sid Meier's Civilization V

Sid Meier's Civilization V

Civ5 BNW Extra Spies
33 Comments
Nocheese4u 16 Jun, 2016 @ 5:25pm 
Here's a 2016 update. It doesn't seem to be working, it's active in my mods though.
MrGrumpsman 25 Aug, 2015 @ 5:18pm 
random question, but where do I go to mod the spies per civ anyways? Not expecting a perfect answer or any at all just wondering.
axatoramus 15 Aug, 2015 @ 2:42pm 
any issues?
axatoramus 6 Aug, 2015 @ 10:56am 
Sooooo..... its just subscribe and the mod will work?
Juggernaut808 23 Jul, 2015 @ 5:22am 
Where are the files downloaded to?
Techpriest Enginseer 31 Jan, 2015 @ 12:29pm 
@Zacarias, the only reasons your spies are named that because the game couldn't determine a name for your Korean civilization(a bug maybe?). Don't fret because they can still do the same thing regardless of their names.
sheasn11 1 Jan, 2015 @ 4:25pm 
I have subscribed an I don't have a download option. Little help please.
Zack 7 Jun, 2014 @ 2:50am 
In my current game, my spies are named Na and Na. I am playing as the Korean civilization.
jonemirant 14 Dec, 2013 @ 9:20am 
@Thadian, same thing happen to me, I was unable to move spies.
Sol 26 Oct, 2013 @ 8:42pm 
H-Man:

That would probably require coding the .dll.

I am not sure "where" or "how" to tell the game to add the newly named spies to the game. You can put new names on the list itself, but you also have to put more "slots" on the menu on the espionage screen, and find a way to tell the game to "register" these extra spies.

I imagine it would be similar to a mod that lets you use 50 Civ's on a giant map. Now, if I am wrong, that would be great.
Col. Hathi 26 Oct, 2013 @ 9:38am 
Awesome.
PirateGal8  [author] 26 Oct, 2013 @ 7:45am 
yea updating right now
Col. Hathi 26 Oct, 2013 @ 5:23am 
When I was checking for faulty mods after the patch, I noticed that you don't get the 8+ spies when you start a new game in the latest eras. Not that I'd ever do that normally, but just saying :/
PirateGal8  [author] 22 Oct, 2013 @ 8:20am 
thanks for checking. :)
Sol 22 Oct, 2013 @ 12:57am 
In my attempt: The spies 1-5 were gained normally. On the left side where you should see your spies, they all try to "pile in" on Slot 1. The name of the spy changed as I used the "Sort" command. I was unable to move spies or interact with the page other than that. I was Tech Robbed twice so I know the AI isn't impacted.
Sol 22 Oct, 2013 @ 12:56am 
Here is my code:

<Eras>
<Update>
<Set SpiesGrantedForEveryone="1" SpiesGrantedForPlayer="0"/>
<Where Type="ERA_CLASSICAL" />
</Update>
<Update>
<Set SpiesGrantedForEveryone="0" SpiesGrantedForPlayer="2"/>
<Where Type="ERA_MEDIEVAL" />
</Update>
<Update>
<Set SpiesGrantedForEveryone="0" SpiesGrantedForPlayer="2" />
<Where TYPE="ERA_RENAISSANCE" />
</Update>
<Update>
<Set SpiesGrantedForEveryone="0" SpiesGrantedForPlayer="2"/>
<Where Type="ERA_INDUSTRIAL" />
</Update>
<Update>
<Set SpiesGrantedForEveryone="0" SpiesGrantedForPlayer="2"/>
<Where Type="ERA_MODERN" />
</Update>
<Update>
<Set SpiesGrantedForEveryone="0" SpiesGrantedForPlayer="2" />
<Where TYPE="ERA_POSTMODERN" />
</Update>
<Update>
<Set SpiesGrantedForEveryone="0" SpiesGrantedForPlayer="2" />
<Where TYPE="ERA_FUTURE" />
</Update>
</Eras>
PirateGal8  [author] 21 Oct, 2013 @ 9:49pm 
dunno. try it yourself.
Sol 21 Oct, 2013 @ 8:43pm 
What happens if I make some adjustments and get more than 10 spies? Does the game crash? Fail to produce the 11th? Does it steal a name from other civ's lists? Does it give a generic name like Spy_11?
Chetvert 2 Sep, 2013 @ 5:53pm 
Any ideas if we could make the spies count map size dependent? To my taste, spies are best for getting alies from CIty States and scouting target cities for easy artilery/air bombardment. For small map even 3 spies are likely enough while for largest even 6 are insufficient...
PirateGal8  [author] 19 Aug, 2013 @ 8:09pm 
Everyone in the game get a spy when the FIRST civ reach Renaissance and this is SpiesGrantedForEveryone, after that each nation only get the extra spy when they themselves go to the next eras, which is the other tag.
Traveler 19 Aug, 2013 @ 7:26pm 
This SpiesGrantedForEveryone variable determins the number of spies. Oddly it's set to 0 for most eras im CIV5Eras.xml. If you set it to 1 you get an extra spy each era. I think it also give the AI more spies.
Traveler 19 Aug, 2013 @ 3:37pm 
That's not how many I got.
PirateGal8  [author] 19 Aug, 2013 @ 1:08pm 
the picture above is start at information era. Did you copy file?
Traveler 19 Aug, 2013 @ 12:13pm 
I used this as the lone mod in a test game. I started in Information Era and I had the same number of spies as in a non-modded game. Does this only work if you start in Ancient Era?
Chetvert 15 Aug, 2013 @ 2:48pm 
Yeah, just edited the config and launched the new game. Player - means the civ that achieves a new age while Everyone means all civs. My idea was that Player is "not AI" =)
PirateGal8  [author] 15 Aug, 2013 @ 12:38pm 
Everyone in Renaissance get a spy when the FIRST civ reach Renaissance, after that each nation only get the extra spy when they go to the next eras.
Chetvert 15 Aug, 2013 @ 12:23pm 
I mean you can find those params for each era:
<SpiesGrantedForPlayer>0</SpiesGrantedForPlayer>
<SpiesGrantedForEveryone>1</SpiesGrantedForEveryone>

And the thing is Everyone get 1 spy in Renessaince while Player gets more in upcoming eras. Does that make sense now?
Chetvert 14 Aug, 2013 @ 2:24pm 
I'm looking though the original file. It appears to me that AI only get one spy in Renaissance Era and pretty much that's it. To me it looks like complete inbalance. Can someone confirm this info?
PirateGal8  [author] 13 Aug, 2013 @ 5:15pm 
C:\Users\YOURNAME\Documents\My Games\Sid Meier's Civilization 5\MODS is where the mod is
jeffr700 9 Aug, 2013 @ 8:44am 
how do i find the mod folder
PirateGal8  [author] 5 Aug, 2013 @ 10:55pm 
you have to subscribe then go to the mod folder to get the file
Traveler 5 Aug, 2013 @ 10:46pm 
So I can't install this using the MOD menu?
Col. Hathi 5 Aug, 2013 @ 4:55am 
Sweet. I'll take that.