I have talked about this before here: Nearly outdated stuff that could be useful. (Potential improvements), but I think it is very complex and deserves its own topic and an open discussion.
Currently the stealth ability is very underutilized because it doesn’t actually grant a true tactical advantage as one would expect. That is why I propose the following:
Ranged units will be able to fire their first shot from 2 points of range farther than in ‘discharge mode’.
For example the Navajo Rifleman in case of entering ‘stealth mode’, their first shot may be made from a little further away if the target is within their visual field.
Units of type ‘stealth’ + ‘view stealth’ will be able to see the technologies or upgrades / units that it investigates / creates if they are close to the respective buildings. (For example, if you pass near the urban center you can see how many villagers it has in the production queue or if it is advancing in age).
You will also be able to see the destination of the metropolis and the shipment in progress in case of passing near the destination of metropolis. They will also be able to see how long it takes for the opponent to win a new send from the metropolis in case of being close to the destination of the metropolis.
For the espionage skill, both skills (stealth + see stealth) are required, such as nijas, spies or native trackers. Or it could be a new label called ‘espionage’ for these types of units.
Note: I would like the spy upgrade not to affect units with the ‘stealth’ ability. That is, they are not revealed with the spy upgrade if they are in stealth mode.
Hot air balloons and emissaries could have this ability even if they don’t have both abilities (stealth + see stealth).
In team games implementing spies is usually too expensive and many times it does not reach the budget, so I propose the following:
It could become a temporary ability similar to that of ‘Great Buddha’ (Maybe 5 minutes (?)), but much better and only applicable to one player at a time. That is, you can see everything a player does in the ‘player summary’ in addition to his presence on the map:
Economy and income per minute.
Number of villagers and military units.
Units production in progress.
Technologies or improvements in research or investigated.
Cards received or in progress of sending.
Destination of metropopli.
Make the opposing player temporarily stop gaining experience (Maybe 2 minutes) for a price of 2000 (To say something) coins, and the opposing player could pay the same amount to lift the block immediately. This must be a skill that takes a considerable time to recharge (8-10 minutes (?)).
In case of being a team game, you must choose from the player’s summary which one you want to block. That is, you will not block everyone, only one at a time.
If the game is in a team, in case someone has already blocked his metropolis and he has unlocked it there. It cannot be blocked by other team members for a specified time. (This to prevent it from being blocked consecutively)