[BTS] The Complete Guide to Espionage

Well, I've read the whole guide, but I didn't see any section that was like a simple overview of all buildings that affect espionage. Did I miss something? Or maybe a link to another thread that has this presented neatly.

Seems like it would be worth having here, even though it is on the basic side. Something like all buildings that provide an EP boost and wonders that contribute to Great Spies. And maybe any other building that could help a spy strategy.

Also, have you ever done an analysis on how to best use a great spy? Seems like the 3k spy mission would only be best if you need a big EP boost right then or there weren't many turns left in the game. Also, have you ever made a city to specifically be for generating EP points and maybe even a GP farm for spies? I saw that you got a really early culture win using espionage, thats pretty cool.
 
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Well, I've read the whole guide, but I didn't see any section that was like a simple overview of all buildings that affect espionage. Did I miss something? Or maybe a link to another thread that has this presented neatly.

Seems like it would be worth having here, even though it is on the basic side. Something like all buildings that provide an EP boost and wonders that contribute to Great Spies. And maybe any other building that could help a spy strategy.
Something like this from the reference guide provided here
upload_2019-4-3_14-0-6.png

upload_2019-4-3_14-6-15.png
upload_2019-4-3_14-7-3.png


So the list of ways to get a Great Spy is this, right?
  • Spy specialist
  • Forbidden palace
  • West Point
  • Great Wall
  • Kremlin
  • Pentagon
  • Scotland Yard?
I Guess Scotland Yard doesn't give GPP, but there is a note saying it increases the chance a great spy will appear, so maybe it just counts as a source for that city? That'd be nice, considering it seems so difficult to ensure you get a great spy, especially until you can run a bunch of spy specialists, which is also not easy to get to.

So I've answered my own question. Maybe it doesn't need to be a part of this guide as it is fairly available, but still don't think it would hurt. @Kaitzilla
 
Something like this from the reference guide provided here
View attachment 521911
View attachment 521913View attachment 521914

So the list of ways to get a Great Spy is this, right?
  • Spy specialist
  • Forbidden palace
  • West Point
  • Great Wall
  • Kremlin
  • Pentagon
  • Scotland Yard?
I Guess Scotland Yard doesn't give GPP, but there is a note saying it increases the chance a great spy will appear, so maybe it just counts as a source for that city? That'd be nice, considering it seems so difficult to ensure you get a great spy, especially until you can run a bunch of spy specialists, which is also not easy to get to.

So I've answered my own question. Maybe it doesn't need to be a part of this guide as it is fairly available, but still don't think it would hurt. @Kaitzilla

Thanks Madwheel. :)

Yes, I need to add a bunch more stuff to the guide, but I ran out of energy.
Knowing people are reading it really motivates me to finish.

Will put in a spy economy section with buildings and GPP generation.

That super early spy win was the fruit of my sgotm team's efforts.
I will detail it later.
 
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Thanks Madwheel. :)

Yes, I need to add a bunch more stuff to the guide, but I ran out of energy.
Knowing people are reading it really motivates me to finish.

Will put in a spy economy section with buildings and GPP generation.

That super early spy win was the fruit of my sgotm team's efforts.
I will detail it later.

I get feeling drag about adding to something that must have taken a lot of work already, particularly for an older game that maybe not nearly as many play. So don't feel pressure on my account, haha. FWIW, I think this article would be worthy of adding to the sevopedia in the BUG mod, even if not quite complete (though it might need to be formatted/shortened to accommodate being in that). And I don't know that anyone still maintains that part of the BUG mod.

When you say that game was a team effort, do you mean you played it with other humans, that were on the same team vs some AI?

I guess I also just wonder how you can do anything so espionage heavy related so early in the game. I'm playing my first game, a normal speed small map, and barely have 3 courthouses, for a grand total of 10EP per turn, and its turn like 155 or 800AD. I might have enough EP to run one spread culture mission, haha. Plus, I'm dominating the AI in teching/production on Prince, so I don't think its like I'm doing bad and that why I'm so behind. It just seems like you must get your economy/research rate pretty high before you could even really get to EP production.

So your map was probably epic or marathon which makes the biggest difference in that regard, right? Still seems like a massive gap to close, even for a slower game. Plus, isn't spread culture worth a lot more culture when you and the AI civ have built up more culture in the city, which also implies waiting to use EP for as long as possible and spending some time on culture generation? Anyway, just me musing on how I must be missing more than something basic to understand how one would get a culture win very early in the game with the help of espionage, haha...
 
I've just encountered something very odd. Working boat is supposed to cost 18:hammers:, isn't it? How could Elizabeth have built it in 3 turns? She could not have more than 12:hammers:. I remember that Noble AI has 10:hammers: in warrior before the game even starts. May be, Deity AI receives similar bonuses to other units?
Spoiler :
Civ4ScreenShot0009.JPG
 
I've just encountered something very odd. Working boat is supposed to cost 18:hammers:, isn't it? How could Elizabeth have built it in 3 turns? She could not have more than 12:hammers:. I remember that Noble AI has 10:hammers: in warrior before the game even starts. May be, Deity AI receives similar bonuses to other units?

Yup, exactly right. :)

The Deity AI gets a free 10:hammers: in their capital at the start of the game, and when a new colony AI forms into existence I think.
Spoiler :
 
Whao, that's impressive work, thanks alot Kaizilla. I have a question about this:
Spoiler :

There are 2 ways for the player to get :culture: in the target AI city.

The 1st is to generate city culture while the city is under player control
, then gift the city to the AI.
Plot culture goes to 0, but the City Culture remains.
A good way to ensure a very high bonus is to perform a Great Work with a Great Artist for +4000:culture: in the city, then gift it to the target AI.

The 2nd way to generate city culture in the target city is with the Spread Culture mission.
Using spies, if the target city is inside the border influence of the player, then 5% of the total culture of the target city can be generated as the player city culture and added to the target city with spy missions.

If the target AI city is within the cultural "ring"/range of one of your city, it gets some of your culture each turn, doesn't it ? So, that would be a 3rd way. Or maybe I'm not understanding correctly the difference between plot and city culture ?
 
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Whao, that's impressive work, thanks alot Kaizilla. I have a question about this:
Spoiler :

There are 2 ways for the player to get :culture: in the target AI city.

The 1st is to generate city culture while the city is under player control
, then gift the city to the AI.
Plot culture goes to 0, but the City Culture remains.
A good way to ensure a very high bonus is to perform a Great Work with a Great Artist for +4000:culture: in the city, then gift it to the target AI.

The 2nd way to generate city culture in the target city is with the Spread Culture mission.
Using spies, if the target city is inside the border influence of the player, then 5% of the total culture of the target city can be generated as the player city culture and added to the target city with spy missions.

If the target AI city is within the cultural "ring"/range of one of your city, it gets some of your culture each turn, doesn't it ? So, that would be a 3rd way. Or maybe I'm not understanding correctly the difference between plot and city culture ?

Oops, I meant to write "There are 2 ways for the player to get city culture in the target AI city"

Plot Culture is something totally different than city culture.
https://forums.civfanatics.com/threads/plot-culture-mechanics.633767/

I'll fix it now.
If the target AI city is within the cultural "ring"/range of one of your city, it gets some of your culture each turn, doesn't it ?
It gets plot culture each turn in this situation as long as the player city generates positive city culture each turn.


To be totally clear;
City Culture is:
Spoiler :

Plot Culture is:
Spoiler :


 
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Thanks for the answer and the links. I've read (a bit hastily) the link you provided (aswell as DerangedDuck's post). I still have the feeling that I'm not understanding things very well, though.
Some more careful reading is needed.

I still do have a question, if you don't mind ;) :

If I spread some culture to an AI city (using spies) and then conquer that city... does it mean that once conquered, the city will have more than 0 culture ?
 
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I still do have a question, if you don't mind ;) :

If I spread some culture to an AI city (using spies) and then conquer that city... does it mean that once conquered, the city will have more than 0 culture ?

Yup!

If you use the Spread Culture mission to spread 10:culture: to an AI city, then when you capture it and it comes out of resistance it will have 10 city culture.
That means the borders will already be popped when the city becomes usable, and the city can use the full 20 tiles instead of 9. :)

Don't forget the spread culture mission can only be done on AI cities near your border that fall within the influence of your own cities' cultural borders.
 
Oh great, that's a game mechanic I was completely unaware of.

Until now, the only way I've used espionnage was by setting the slider as high as possible after discovering the Internet (while lowering science to 0%) and sabotaging Spaceship parts (as well as stealing a tech if really needed).

Thanks again for the great work :)
 
@Kaitzilla
Thanks for writing this, this is a great guide! I like how you managed to cover all the nitty-gritty but still make it readable.

For strategy- it seems like the total EP points that you've generated affect the *cost* of the mission a lot, but they don't affect the chance of success (or chance of your spy being killed) very much. Those seem to depend much more on the other factors (closed borders, no wait bonus, counterespionage, and spy/security bureau). So if I'm in a spy war with someone that has way more EP, and I want to defend, I should focus on those factors rather than boosting raw EP, is that right?
 
So if I'm in a spy war with someone that has way more EP, and I want to defend, I should focus on those factors rather than boosting raw EP, is that right?
Glad you liked the guide! :D

Yes, your sentence is correct, and focusing on those other factors is the correct path if you want to defend.

The #1 defense against spies during war is the Counterespionage Mission.
It makes the enemy spy mission cost double :espionage:, lowers the mission's success odds by 20 percentage points (modified by mission difficulty multiplier), and increases the odds of the enemy spy dying by 5% every time they move inside your borders or attempt a mission or try to return home after a successful mission.

If the AI with a huge :espionage: advantage against you is having good success against one of your border cities, consider placing a spy in that city for added defense.
This spy can later be replaced by a security bureau.
Additional spies do nothing.

If you are not in an actual war with the AI and it is just peaceful annoying sabotage you are dealing with, closing borders is the cheapest solution, followed by counterespionage mission, and then placing 1 spy in each of your vulnerable cities.

Boosting raw EP is usually very expensive since it takes away from teching speed, especially when dealing with Deity AI.
It is not something I have ever focused on when trying to defend against enemy spies.
Raw EP is for more offensive purposes.
 
Even worse, being forced to change civics by a spy also triggers the 5 turn "Cannot Change Civics Because of Revolution" timer. The AI is stuck with its new civic for 5 turns.

Even worse, the player can switch the AI's civics and reset the 5 turn "Cannot Change Civics Because of Revolution" timer.
Spoiler :

This means a Spiritual civ can flip the AI's civic every 5 turns and the AI will never be in control of its own civics again.
Imagine putting an AI into Despotism/Barbarism/Tribalism/Decentraliziation/Paganism.
Then every 5 turn flip them into Org. Religion/Theocracy/Pacifism/Free Religion. :lol:

Probably too expensive with Spy deaths and :espionage: points to be practical, but still a fun idea.


To finish this espionage guide, I need to make a city gifting guide. :hmm:
Espionage victories are just too technical to give vague pointers.

Then once the espionage and city gifting guides are done, I can finally go back to that Willem-Lain game which spawned this guide 1 year ago.
 
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Absolutely superb guide @Kaitzilla <3

I have attached a save from a game I'm currently fiddling around with. Had some initial bad luck going for the marble wonders and losing out, then had a DoW that I was ill prepared for.
Have never really paid that much attention to active espionage, but here I tried my luck with it abit, as I had a city in close proximity of the capital paired with the fact that I'm playing Monty who is SPI.

If you want to take a look at it, and give some pointers as to what I have done right, what I have screwed up and what options that might be available continuing the game, I would appreciate it!

Save attached (T193), and here is a screenshot from T182 when I steal some techs:
Spoiler :


Made sure to close borders with a few AIs to make sure I got traderoutes here.
Have also flipped Sury out of mercantalism, and then juggled him onwards to nationalism to keep him from flipping back.
I got islam spread as the first religion, which is a religion noone has, but I made sure to spread it in the spy-city and got that -15% bonus.

Abit annoying that I had not managed to get hardly any culture in the city when it got conqured. :'(

How are these things added together? Why don't I get everything for free now? 20+15+1-5+50 = -81%, then -31% added to that would be -112% (I would get EP from spy missions? :D )
But 1216/5070 = 0.24, hence I'm getting -78% discount.

Is it multiplicative all over the board? O_o
0.8 * 0.85 * 0.99 * 1.05 * 0.5 * 0.69 = 0.244, which should give a total of -75.6%, or reducing the cost of constitution from 5070 to 1237.
Close to the stated 1216, but not exacly... Cumulative rounding errors perhaps?
Civ4ScreenShot0027.JPG


 

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  • T193 - Krikav_RandomMonty AD-1330.CivBeyondSwordSave
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How are these things added together? Why don't I get everything for free now? 20+15+1-5+50 = -81%, then -31% added to that would be -112% (I would get EP from spy missions? :D )
But 1216/5070 = 0.24, hence I'm getting -78% discount.

Is it multiplicative all over the board? O_o
0.8 * 0.85 * 0.99 * 1.05 * 0.5 * 0.69 = 0.244, which should give a total of -75.6%, or reducing the cost of constitution from 5070 to 1237.
Close to the stated 1216, but not exacly... Cumulative rounding errors perhaps?
Spoiler :
Ya, cumulative rounding errors.
Start with the number 100.
Then perform Floor (100 * 0.8) = Floor(80) = 80
Floor (80 * 0.85) = Floor(68) = 68
Floor (68 * 0.99) = Floor(67.32) = 67
Floor (67 * 1.05) = Floor(70.35) = 70
Floor (70 * 0.50) = Floor(35) = 35
Floor (35 * 0.69) = Floor(24.15) = 24

Floor (5070:science: * 0.24) = Floor (1216.8) = 1216:espionage:
I have attached a save from a game I'm currently fiddling around with. Had some initial bad luck going for the marble wonders and losing out, then had a DoW that I was ill prepared for.
Have never really paid that much attention to active espionage, but here I tried my luck with it abit, as I had a city in close proximity of the capital paired with the fact that I'm playing Monty who is SPI.

If you want to take a look at it, and give some pointers as to what I have done right, what I have screwed up and what options that might be available continuing the game, I would appreciate it!

Whoa, you are playing Deity and quite far behind the rest of the world tech-wise.
I see you are running Hinduism to get to barely get to Friendly with the world leader Ottomans within 20 turns or so. :)
Being Friendly with the world's #1 power is a good idea.


What I would do if it was my game:
You've already indulged in espionage stealing quite well against Sury, and you have a golden opportunity to rob Ethiopia blind thanks to Kushans and Fish Island. :goodjob:

Use your Great Engineer for Golden Age immediately.
Switch to Free Market and Pacifism.
I know it would be great to use the Great Engineer for Mining Inc. or IronWorks, but the game-changer Kremlin is already built in Spain, your capital can build IronWorks in good time with Bureaucracy + Workshops, and you don't have enough resources for Mining Inc. to be good.
Run 3 Spy specialists and 1 Engineer in your Heroic Epic city to get a Great Person in 4 turns.
Run spy specialists in your capital as needed to get a Great Spy in 5 turns.
Ideally you will get 2 Great Spies, but it is not realistic to expect more than 1.
Use any you get to infiltrate Ethiopia for +3000:espionage:

Ship 12 spies to Kushans within the next 3 turns. (More is even better)
Sign Open Borders with Ethiopia immediately.
Run 100% :espionage: slider vs. Ethiopia. (Try to build up 7000 or 8000 espionage points)
Whip 2 more spies in Kushans. At Size 2 use fish and +1:hammers: citizen to speed up the spies.
Spread Hinduism to Kushans some time within the next 10 turns.

In about 10 turns on T203 or T204, you should be able to gift Kushans which has 12:culture: to Zara and then steal a whole bunch of techs on the same turn. :)
You will have -50% culture espionage bonus for 1 turn because the city will have 12:culture: from you and 0:culture: from Zara.
If you don't have -20% trade route bonus with Zara, close borders with other AI until you achieve it.
Or try stealing Corporations first and see if +1 trade route in every city does the trick to give you the Open Borders bonus.

Kushans should not have a very large distance penalty.
I could calculate it probably.
It should just about cancel out the Open Borders bonus.
I recommend stealing Corporation, Gunpowder, Chemistry, Steel, Replaceable Parts, Sci. Method., Communism.
Physics is nice for Airships. :hmm:
Zara does not yet have Steam Power, Rifling, Biology, or Electricity, but any of these would be quite nice to have.
Rifling is great because you can draft Rifleman. Can't draft Genadiers.
Try to steal Rifling so you can bash Sury hard!

The main limiter to how many techs you can steal from Zara will be espionage points and -50% wait bonus spies.
Once Zara has Kushans, he will build :culture: quickly and your -50% culture bonus will quickly vanish making tech steals cost twice as much.

Jails and Intelligence Agencies (Communism) in all your cities will give you +100% :espionage: bonus.
Combined with Nationalism and trade routes, and your small empire should be able to steal techs comfortably.
Once you get another huge pile of :espionage: points piled up against Zara, you can gift him Fish Island with a whole bunch of spies to repeat the trick a 2nd time.
Even better, at that point you might have captured the Confucian holy city from Sury.
You could spread Confu to Fish Island, adopt Confu, and then get a -40% bonus for stealing techs from Zara instead of -15%.

Eventually, leverage your tech advantage over Sury to conquer him.
He is your main neighbor and has all the resources you need to have a proper empire.
All his resources can be traded to the main continent for advantages.


The main continent is quite tricky.
The Ottomans are quite far ahead of everyone. :(
I see they have a Destroyer (Combustion) and have Rock and Roll already (Radio)
I'm not sure you can stop them from winning a Space Race.

Zara and Isabella also have a defense pact, ugh.
I would say Zara is the weakest link, but at that point things will most likely go nuclear.
If you can capture one of his cities, you could build culture in the city for 1 turn and then gift it to Spain to steal some of her techs for 1 turn.

**Edit**
I'm not sure about running Representation during the Golden Age.
You don't really need :science: and I don't remember if the +4 shared civic with Zara decays or not.
 
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Thank you so much for that perspective! I had not thought about gifting away cities to Zara at all!
Makes perfect sense now when you lay it out like this. What a glorious toolbox espionage seem to be!

I liked that things went dandy against Sury, but it was problematic that he was so far behind the rest of the crowd.

The GEng I got recently, my main idea was to keep him for building UN, but I think that is a non-starter as Sully has culture flavour and is one tech away from it.
Don't mind if I lose to Sully, but crushing Sury would be nice, after all he did screw things up for me with his annoying invasion. ;)
 
Thank you so much for that perspective! I had not thought about gifting away cities to Zara at all!
Makes perfect sense now when you lay it out like this. What a glorious toolbox espionage seem to be!

I liked that things went dandy against Sury, but it was problematic that he was so far behind the rest of the crowd.

The GEng I got recently, my main idea was to keep him for building UN, but I think that is a non-starter as Sully has culture flavour and is one tech away from it.
Don't mind if I lose to Sully, but crushing Sury would be nice, after all he did screw things up for me with his annoying invasion. ;)

Good luck on your game Krikav.

If the Ottomans launch their spaceship, you can try to capture their capital during war.
It would be extremely difficult since the capital is not coastal.

My guide was not correct earlier when I said razing the capital was required to scuttle the space ship.
Capturing it is enough.

Razing is something I do since the capital is usually impossible to hold due to railroads.
I fixed the guide.
 
Steal technology is not an extremely expensive way to get tech, it's a very cheap way to get tech. With -50% stationary spy and -40% religion it costs a fraction the research points in espionage points to steal a tech. Like a 6000 science point tech might cost less than 1500 or something to steal. That's a bargain.

Also I still don't understand how spread culture works after having read this thread including the part on that.
 
Fixed so Deity AI Settlers cost 92:hammers: now to start the game.
Fixed so iAIPerEraModifier bonus does not affect AI teching costs at all.

Please let me know if any more errors are spotted and I'll fix them. :)
 
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