Espionage Guide 1.0

Mikkow

Chieftain
Joined
Aug 19, 2008
Messages
71
HOW TO GENERATE ESPIONAGE RESOURCES:

1. Define one city as an espionage city. This is done either with code of laws, or the great wall, which ever you get first. If you don't have code of laws, try to make the espionage city the same one you put the forbidden palace in - so you don't have to forgo the reduced maintenance costs.
2. Always run as many spy specialists as possible in this city, and build any espionage generating building here first. It will generate great spies only. Settle the first one and build scotland yard with the second. After that, settle each and every one in this city.
3. Be first to communism and recieve a free great spy.
4. Use the nationhood civic.
5. A few turns of 100% espionage slider targeted at one single person.
6. Use this city to output all your spies.
7. Try to run the slider at 10% espionage early.


DEFENSIVE ESPIONAGE TACTICS:

1. Generate points, and towards the right opponents.
2. Place one spy in every city, every resource or other point that might be pillaged.
3. Place spies in a row, and a wall, to cover an area an enemy spy must cross to get to an anticipated target (i.e. capital, military city, border city). Can also place them along the border as a wall.
4. Target his espionage city/cities and destroy espionage point generating buildings.
5. Run the "counter-espionage" missions every 10 turns if needing extra defenses (such as before a war declaration or otherwise).


NON-AGGRESSIVE, INFORMATION GATHERING ESPIONAGE TACTICS:

1. Scout out his entire territory, map out all cities.
2. Reveal his research.
3. Locate and track his stack of doom.
4. Note strategic resources and their locations.
5. Analyze city defenses.
6. Attempt to ascertain where the specialized cities are (wonders, production, military, science, gold etc).
7. Steal Technologies.
8. Position spies next to each of his cities instead of inside them, as if he uses spies to defend himself, you are far more likely to get caught. You retain the ability to see units in the city and the surrounding area.

Mark 3-6 with SIGNS in the game engine. For defenders and stack of doom, also write which turn it was last updated. Non aggressive does not mean risk free - the spies may still be caught.


ECONOMIC WARFARE ESPIONAGE TACTICS:

1. Destroy terrain improvements on commerce generating resources, which are usually also happy resources.
2. Destroy buildings in the specialized cities (i.e. bank of the gold city, observatory/library of the science city).
3. Run poison if he has little health resources, and unhappiness if he has few happy resources in the most critical cities.
4. Destroy Towns/villages.
5. Destroy the mines surrounding the wonder production cities.
6. Destroy production of wonders.


CULTURAL BORDER ESPIONAGE TACTICS:


1. Use the "spread culture" to his critical border cities.
2. Sabotage the culture producing buildings.


MILITARY STRATEGIC ESPIONAGE TACTICS:

1. Destroy the military improvements in his main unit producing cities: Barracks, forge, factory, drydock etc.
2. Disconnect strategic military resources: Copper, iron, ivory, horses, oil, uranium, coal, aluminum; by destroying the terrain improvement and also destroying roads connecting them.
3. Destroy the mines surrounding the military production cities.
4. When taking cities, use the 'city revolt' mission to avoid needing to bombard the city.

DIPLOMATIC ESPIONAGE TACTICS:

1. Force change a civic (if favourite of the AI) or a religion on either one of parties you wish to worsen the relationship of.
2. False flag operations are possible to sour the relationship between two human players. The further away from yourself they are, the better. A different continent is ideal. Perform the Cultural Border Espionage missions on one of their border cities. As you have nothing to gain from a cultural war far away from yourself, they will be more likely to suspect each other.


INTERCONTINENTIAL SPY INSERTION METHODS VS HUMAN PLAYERS:

1. If he has neighbors, send them in bulk in galleons/transports, and offload near their borders within their neighbors borders. Then cross the borders by land.
2. Can be smuggled in Galleons and Transports under the guise of sending a great merchant/missionaries.
3. If there are no open borders agreement, caravels, east indiamen and attack submarines can sail into their borders to drop off a spy. Try to make it seem as if the caravel is merely exploring. Otherwise, sail into the edge of his borders, drop off the spy, and make sure you can sail away on the same turn. And hope he didn't notice. This is not practical due to the limited transport capacity, and only for special occassions where there are no neighbors to go through.

It is a difficult logistical task to transport enough spies to another continent, and slow to replace them once used.

------------

This was a thought experiment of mine. I had been longing to use the spy feature of BtS, but I never really made any good use of it. It seemed wasted. I spent a few hours thinking about it and wrote down what came to mind. I am sure many of these things will benefit me greatly in future games, things I just never considered before yet seem so obvious now.

Any thoughts? More usages? Is something incorrect in the guide?
 
Nicely written, Mikkow. That gives me a few ideas for how I'm going to keep Sulemein's borders from encroaching on my one supply of oil...

One question I've always had about espionage: when you use a spy to force a civics change in an opponent, does the civic change go through immediately, without the 1-3 turns of anarchy that it would require if you were to change from the civics screen? If there's anarchy, is there a cooldown time between forced civic changes, and could you theoretically keep them in anarchy long enough to pull ahead in a wonder race? If there ISN'T anarchy, how does it work in team games? Can you use a spy to flip your teammate to the civic you both want to run, with only one player suffering anarchy for it?
 
A nicely structured set of ideas Mikkow :), although I hesitate to call it a guide. I'll comment more when I have time.

Nicely written, Mikkow. That gives me a few ideas for how I'm going to keep Sulemein's borders from encroaching on my one supply of oil...

One question I've always had about espionage: when you use a spy to force a civics change in an opponent, does the civic change go through immediately, without the 1-3 turns of anarchy that it would require if you were to change from the civics screen? If there's anarchy, is there a cooldown time between forced civic changes, and could you theoretically keep them in anarchy long enough to pull ahead in a wonder race? If there ISN'T anarchy, how does it work in team games? Can you use a spy to flip your teammate to the civic you both want to run, with only one player suffering anarchy for it?

Firstly, the espionage forced civics switch does not have any anarchy. But if the AI decides to change back then that change is a normal change and has anarchy unless they are Spiritual or in a golden age or have Christo Redento. The change does count as a civics change for all leaders including Spiritual ones and they can't change anything for another 5 turns, so there is a cooldown. But you can only change their civics to your current civics (assuming they can adopt that civic) so unless you're swapping yours around frequently they will eventually have all the same civics as you and there is no chance of further changes from espionage.

I don't play team games so I've no idea what happens there.
 
Code:
[SIZE="3"]bool CvUnit::canEspionage(const CvPlot* pPlot, bool bTestVisible) const
if (kTarget.getTeam() == getTeam())
{
	return false;
}[/SIZE]
No spying on / messing with your own team! IIUC you can't allocate :espionage: towards yourself in the first place.

Nice guide. I believe Espionage is the most underused feature of the game.
 
Indeed, so terribly underused it would appear. It's probably the most difficult concept to deal with (apart from combat, but people MUST learn it to survive), and one can do well even without using espionage. But the designers must have put it there for a reason. So many possibilities that most never tap into.

I'm trying my best to find more things to tap into when it comes to espionage.

I've added more entries to the opening post
 
Interesting to do list for a game... I totally forget to use active espionnage effects, most of the times. It involves a lot of micromanaging and unless you divert a significant portion of your economy towards EP production (GP farm, slider...) it is rarely that useful except dor conterespionage.

If you don't have code of laws, try to make the espionage city the same one you put the forbidden palace in

IIRC one of the requirements for FP is building a bunch of Courthouses... only possible w/ CoL
 
Can you really do a false flag operation?

You're sure the AI will sour on their border-buddy?
 
No one said you can do false flag vs the AI - it said it was vs other humans only. I wish though!

A spy is far more likely to get caught if she's on a tile occupied by an enemy spy, so it follows that most people would put spies in their own cities to protect them, making the tiles around it much safer for one's own spies.

Also, I just now realized the PALACE gives 4EP, so moving the palace or making the capital your espionage city is quite a good idea.
 
Re: false flag ops

If you spread your culture in a foreign city far away from your cities won't your identity be revealed?

i.e. suddenly the tile reads 60% French, 39% English, 1% Dutch (if you are Dutch).
 
In my experience, capital is almost always the best espionage city:
Palace + GW (if you built it, you built it there) + courthouse (almost always is the first city where you built it) + run 1 spy specialist (almost always you have enough food in your capital to do it) and the city is already specialized!
It comes easy to continue in this way as the game goes on
 
http://forums.civfanatics.com/showthread.php?t=274135

Some very interesting Espionage based reading @ the above Link.

You can quite happily run an extreme amount of EP's without building courthouses everywhere.

Ideally being a philosophical leader:

1st build great wall (Chop chop chop!)

Then

REX until code of laws. (no need to worry about Barbs but keep an eye on rivals power graph)

then Courthouse.

(If you can afford philosophy then it will double the production of your great spy's)

Beeline to Engineering for some defensive units and the EP bonus provided by castle.

then nationalism

and then follow through to

Constitution AND Democracy.

This combination will give you the lead in espionage for most of the game. it really comes in to its own in the renaissance era. the only worry you will have is if a civ has far more city's than you it will catch up by running EP generating buildings in all of its city's

The vast investment of hammers they will have to deal with seriously damages there economy and military.

(Yeah and I know that I have skipped Liberalism. in my view it is not worth the detour for the bonus tech, - You'll be stealing techs left right and centre anyway - and can easily be stolen from other players with your spy's.

thanx to Mad scientist & Melted canary for the espionage Tips, the mechanic can be great fun and can relly anoy people in multipplayer games.
 
Welcome to the Forums VorsprungDurch. :beer:
 
Thanks for the guide!

In my current game I will be using espionnage for the first time really, as I've been able to chop the Great walls and had my first GS settled. Waiting for the second for scotland Yard.

I Have a question tho: My closest neightbor is Kublai Khan. I'm really annoyed by his cultural trait, as his borders are expanding really fast and they alreay overlap mine, and i fear losing very important tiles, like ones with Dye producing 5 commerce, thus crushing my economy.

Should I use the spy to spread my culture or either sabotage his culture buildings or cause his city to revolt until I catch up in culture?

I'm leaning toward sabotaging cause I will eventually fight for territory against him (he has access to some nice gold mines). Any thoughts?
 
thanks, this helped me decide what to do w/ my second Great Spy... (civ 4 newb)

desrves a bump anyway.
 
One note on Defensive Spies; placing the Security Bureau building in your city works the same as stationing a spy in your city. So once you get a Security Bureau in place, you can free up that spy for use elsewhere. (Just like 2 spies on a tile don't stack for spy detection, your spy's detection does not stack with the Security Bureau.)

The Security Bureau also boosts espionage mission costs in that city by 50%.

http://forums.civfanatics.com/showthread.php?t=344101
 
FYI: You reap what you sow.

Maybe it's just personal experience, but if you play cloak and daggers with the AI they will respond in kind -- sometimes a little worse. I've found the price for copping the blue prints to ride horses is to have your wells poisoned and your resources consistently sabotaged.
 
This is a bug-in-your-ear for what I would love to see: a spy mod.

A significant number of false-flag and let-it-happen operations have started wars and revolutions. Media controllers, sex scandeles/plants, blackmail, etc. can win or prevent wars. You might have to train and put together specialists for special spy units that work alone or together in different types of operations, like armies or different branches of the armed forces.

Your spy budget might have to be divided between types of agents that would be interchangable for certain operations, but not all. Units training (time and money) and combat would increase experience?

Computer hacking to find and expose/plant evidence?

All the spy things that are done today.
 
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