Spies take quite some time to produce, but this time may be reduced with the Machiavellianism Diplomatic Policy. Also, each Spy has a unique name to help you distinguish them from your other Spies. Spies act in cities. Spy missions may be performed in enemy cities and your own spies cannot be sent to cities of a civilization you have an alliance with , and what exactly they will do depends on the city you send them to.
Spies aren't moved like regular units; they jump from city to city using air, sea, road, or foot travel, each with their own travel time. You may send a Spy to any city you have revealed provided you don't have an alliance with that civilization , regardless of any actual physical constraints - they are clever, they will find a way. The only difference is how many turns they'll take to arrive at their destination.
Whenever you are prompted to choose this destination, the dialogue will reveal all possible target cities, the Districts they have, the time it will take to move there, and what possible Operations the Spy may undertake. Once established in a city, a Spy can begin their mission. Note that a single city may contain more than one Spy, but no two spies may perform the same Mission in the same city.
Spies begin at the Recruit level and may gain levels from successful offensive operations or capturing an enemy Spy during Counterspying. Upon reaching level 2, Spies may also earn special Promotions. These usually make them more effective at certain types of missions, or at remaining undetected during missions.
Spies are able to choose one of three promotions each time they gain a level, which are chosen at random from the pool below though in Gathering Storm , slotting Non-State Actors will allow them to choose any promotion. Added in the Rise and Fall expansion pack. Added in the Gathering Storm expansion pack. The level of a Spy also increases their general chances of success at what they are doing. Here are the spy levels:. A Spy that reaches Master Spy level stops gaining experience. This means that each Spy can have up to three Promotions - you should choose which ones they will acquire carefully.
When a Spy arrives at their destination, a list of possible Missions appears. Their range depends on the Districts in the destination city.
When you choose a specific mission, a Mission Briefing screen will appear, listing the Mission duration, the chances of Success and Failure, and the chance of the Spy being Captured or Killed. The Diplomatic Visibility bonus is active only during mission duration. A Spy can also be assigned to one of own cities on Counter-Espionage missions.
The Spy can be stationed in either the City Center or one of the city's districts. Your Spy's district and all those adjacent to it will benefit from his or her vigilance, so if enemy Spies are performing missions in those districts, there is a much higher chance than normal that they will be caught. All missions have uniform duration. The missions now are quick, brutal and effective - the results will come much quicker, but the enemy will also have more chances to catch your Spy.
The aforementioned Machiavellianism Policy will speed missions up even more, as will the Linguist Promotion. Building the National Intelligence Agency will level all existing and future Spies by one level and give one additional Spy slot. Police Stations require Constabulary to be constructed. At Dominant, the same bonuses apply only at 2 levels higher.
Sharing Intrigue and Intelligence From time to time when working in another Civilization, your Spy may pick up valuable information about another Civ's plans. If they intend to harm another, you can warn the other Civ through the Discuss menu when talking to the target Civ. You may only Share Intrigue when you get a notification with a specific Civ's name, and only with that Civ. This will give you a valuable Diplomacy Boost with that Civ, which will gradually degrade over the next 30 turns but may lead to better things like Declarations of Friendship if you also trade with them.
You will also gather valuable intelligence, such as if a Civ is building a Wonder , and if they are amassing Military Units for a sneak attack on another Civ.
The higher the level of the Spy, the more likely they are to provide specific information about the target. A Spy placed in any secondary City will automatically attempt to steal tech, but when you choose the Capital you must select 'Spy' to be able to do this. When looking at the Espionage Overview Screen, you can see the Potential meter - a Star rating displaying how easy it will be to Steal Tech there.
Sometimes this is unknown. If you want a good target, look to the Demographics Screen and see who the Tech leader is. Cities with a low Population tend to have a low potential - the lower the Potential is, the longer it will take to Steal Technologies. Potential is based on the other City's Scientific Output relative to the Techs available to Research. A City with high population will present an easy target if you are behind in Tech, so long as another Spy is not working counterintelligence there.
When no techs are available to steal, it will tell you that you've 'Totally Eclipsed them in Research'. Move on to another Civ if that occurs. Spy Steal Rate is directly related to the amount of Scientific Output a City has, related to the costs of Tech that Civ has available to research. Thus, big Cities of Civs with a high Science output will be the best targets.
This is why the turns to steal a tech vary so wildly. Small Cities of Wide Empires make the worst targets, even if that Civ is technologicaly superior. Move on to another City with a higher Population and greater Scientific Potential, else move to another Civ entirely. As a user on reddit. When you have only cheap techs to research that can be completed quickly, your Cities will be very high potential targets because you're able to research those techs in just a few turns.
Bring your Spies home to help with Counterintelligence in your biggest City. When another Civ has just moved up in Era, they've likely knocked out their most expensive tech and have some lower-cost ones available to research.
You can use that as the opportunity to move on them and hopefully catch them with some low-cost tech, which can be stolen at times in just a few turns.
Just to present an in-game example, you are in the Atomic Era, thus Tech costs are high. Categories Categories. Special Sections. Player Support. Read full story. Patch 5. Patch V4. And some dungeon Fixes.
Bug fixes: Fixed some bugs of not getting in some dungeons and better crafting. Debuff the monsters in the first dungeon! If you haven't already, check out our recent news announcement for a sneak peak at our next map, The Town.
This technology is one that the target civilization already has, and you have yet to discover, but have it available for research. Successful technology theft levels up the spy. Be careful, though! On the turn when they steal a technology, spies expose themselves to a certain degree. If they're inexperienced, and the enemy has good counter-intelligence measures in the city, they may discover the theft and who's responsible for it, leading to diplomatic outrage.
Also, if there is an enemy spy in the city, doing counter-intelligence, they may discover and kill your spy, preventing the theft altogether. Stationing a spy in a City-State will set them to rig the local elections which occur regularly every 12 turns.
If they're successful, the new City-State government will be more friendly to your civilization, and less so to others, meaning you'll gain Influence with the City-State, while others will lose it.
Enemy spies may also be acting in the same City-State, and then the spy with better experience will have better chance to rig elections. Other bonuses may improve chances at rigging elections. While in a City-State, your spy may also stage a coup.
This is only possible when the City-State already has an ally. It is a dangerous course of action, because you risk losing your spy if the coup is unsuccessful. However, if successful, the City-State immediately allies itself with you, while their previous ally's Influence is reduced to the level of Influence you previously had on the City-State.
The success rate of the coup tends to depend on your spy's experience level, the presence of other spies in the City-State, and your current Influence level with them. The higher your Influence, the greater the chance of success, because your spy may use the existing sympathizers to bolster the coup attempt. Staging a coup may be the only way of making a City-State an ally when their current ally has enormous Influence and you have no practical hope of eclipsing it.
It is also the only way of getting out of war with the City-State if you're already at war with their current ally. In this case you will be able to immediately make peace with them note that peace won't be declared automatically after the coup! Stationing a spy in one of your own cities will have them do counter-intelligence work. Whenever there are enemy spies acting there, besides slowing down their acquisition rate your spy will have a chance to discover and kill them.
0コメント