View Full Version : Spies
michaelwest777 Feb 08, 2006, 04:12 PM Okay, I've learned to appreciate spys, the wonder of watching another country's hard work going up in smoke is great fun, or smashing all their oil wells :)
But how do I stop them doing it to me? Any tips would be appreciated. I have located spies in major cities for counter-espionage duties. BUT there appears to be no scouting option. Is it okay to sit them there sleeping, will they activate when a spy comes near?
King Jason Feb 08, 2006, 04:16 PM I don't think I've ever been victim to the handiwork of an enemy spy.
michaelwest777 Feb 08, 2006, 06:19 PM Was that the case in both multiplayer and single?
ShaLouZa Feb 08, 2006, 06:24 PM AFAIK, you can only sit and wait until the spy gets caught. Increasing the number of guards in a particular city or spot reduces the odds when a spy tries something, but you can't get rid of them if they just sleep in your cities.
michaelwest777 Feb 08, 2006, 06:30 PM But if I have guards and spies, surely thr chances are very small? I was wondering if I can see an enemy spy if my spy is sleeping in the city:crazyeye: ?
ShaLouZa Feb 08, 2006, 06:34 PM A spy of yours idling in your city greatly reduces the odds if an enemy spy tries something, much more than a normal unit. But no, they don't see enemy spies.
I've never seen the odds of my spies lower than 1-51%, it might be the minimum. Still, to keep a spy idling in a city where you're building an important wonder is a good thing to do IMHO. I always do that when I'm building the 3 Gorges Dam or the Space Elevator. Until I have enough money to rush-buy it, of course. ;)
King Jason Feb 08, 2006, 07:40 PM was that the case in both multiplayer and single?
Yes.
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mystikmind2005 Feb 08, 2006, 08:28 PM I kept chasing ghosts with my spies! I did not know my spies cannot see enemy spies. Anyway i solved the problem by putting enough workers on the targeted recources to rebuild the mine in one turn
mgdpublic Feb 08, 2006, 11:27 PM I kept chasing ghosts with my spies! I did not know my spies cannot see enemy spies. Anyway i solved the problem by putting enough workers on the targeted recources to rebuild the mine in one turn
I don't know if this is a bug or not but at one point late game I had 10-12 workers just idling away and they would rebuild a broken oil well on the SAME turn.
mgdpublic Feb 08, 2006, 11:29 PM A spy of yours idling in your city greatly reduces the odds if an enemy spy tries something, much more than a normal unit. But no, they don't see enemy spies.
I've never seen the odds of my spies lower than 1-51%, it might be the minimum. Still, to keep a spy idling in a city where you're building an important wonder is a good thing to do IMHO. I always do that when I'm building the 3 Gorges Dam or the Space Elevator. Until I have enough money to rush-buy it, of course. ;)
I don't get why the percentage is given as a range (and such a wide one at that). Are there two die rolls or are those numbers intended to cover defending units, etc.? The actual percentage often seems higher than the highest percentage stated.
ShaLouZa Feb 09, 2006, 01:05 AM As I see it, it's a dice roll : if you get a number between 1 and 51, the mission succeeds. Otherwise it fails.
The default sabotage odds on a tile are 1-90%. If the tile is protected by a military unit, it drops to 1-70%. In a city, the more units there is, the smaller the range you get.
mgdpublic Feb 09, 2006, 11:42 AM As I see it, it's a dice roll : if you get a number between 1 and 51, the mission succeeds. Otherwise it fails.
The default sabotage odds on a tile are 1-90%. If the tile is protected by a military unit, it drops to 1-70%. In a city, the more units there is, the smaller the range you get.
That doesn't make sense to me. If the odds were 1-90% then they'd be 90%. Given that the game uses the typical convention in other areas (like battle odds)
I would suspect that it's not a simple die roll but that something first effects the percentage chance of winning within that original band.
Canadian Bacon Feb 09, 2006, 02:20 PM For tile sabotage, the default odds are 40-90%. The number drops to 20-70% with one unit, as far as I have noticed. Im not sure how the computer rolls the dice. Perhaps it first chooses a random percentage within the shown range, and then a second dice roll to see if you pass that percentage.
Krikkitone Feb 09, 2006, 02:44 PM Perhaps it does have to do with known units, ie with no unit at all there is a 90% chance, with a spy there ther is a 40% chance, but since you can't see the enemy spy, there is no way to know if it is a 90% or 40% chance
kernok Feb 10, 2006, 05:25 AM hello!
i've got a question... :confused:
have spies a sight range to seek enemy spies around them or do they look only at the tile where they are?
and a disapointment :(
it sounds strange to me that we must pay 200-400 gold to try to destroy (or to try destroying??.. grrrr bad english i've got) a improvment whereas the counter to this strategy is as simple as cheap:
let 10 workers on the tile to be able to rebuild the broken improvment in one single turn!
workers shouldn't be able to join to speed up their work
DaveMcW Feb 10, 2006, 10:15 AM You are paying 200-400 gold to sabotage 1 turn production of all units that require oil. (Or whatever resource you destroyed.) I think that is a good deal.
RED DIAMOND Feb 10, 2006, 02:19 PM For those of you that are into the sneak game. Roger Bacon has made an excellent mod that adds the Assassin. This is a spy type unit that can cause riots, kill rival "city" leaders etc.. Check it out in this thread. Any further questions, post them there.
http://forums.civfanatics.com/showthread.php?p=3687004#post3687004
:D
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