Cloak and Dagger: A Basic Guide to Espionage

MrCynical

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It has occurred to me that, while there is an excellent article on the maths behind the costs of espionage missions in BtS here, there still isn't one on effective strategies for using those missions. I'm therefore going to try and write one:

Espionage can be broken down into two basic aspects; passive and active missions.

Passive Missions
These are the simplest element of espionage - if you have enough espionage points against a given civ, you automatically receive a certain level of information about them, without any active intervention by your spies. The four possible levels of information are:

Demographics
The most basic level of information shows you the civ's demographics in the information panel. Not particularly important except to see their power graph, but also requires very few espionage points.

Research
This one shows in the score panel what the civ is researching, and how long they'll take to research. Requires rather more espionage points, but can be very useful, for instance to tell you another civ is a turn ahead in getting to a religion or Liberalism. That can give enough warning to scrounge some gold for heavy deficit research, or even to burn a GP on a lightbulb that would normally be unfavourable. Also handy to give you an idea how long a military tech advantage will last. If you see a civ you're planning on attacking is only a few turns from Rifling, it's time to move fast.

City Visibility
This level gives you line of sight to known enemy cities, analogous to having a spy standing in each one. This is calculated by city rather than by civ, so you'll seee for example the cities that have your state religion first. I'm dubious about the value of this one - as already mentioned, the effects can be duplicated by having a spy in the city, though this is vulnerable to getting caught. Of some use for tracking AI military.

Investigate City
The most expensive level of passive mission gives you access to the city screens of the rival civ. Generally requires heavy investment in espionage, or takes until the late phases of the game, but is well worth it. In a wonder race you can see exactly how long you've got to build it. You already have a view of virtually all the civ's military, and can now see their capacity for building more. You can track down the locations where spaceship components are being built instantly, and destroy them. Personally I find this passive mission one of the most powerful aspects of espionage, and particularly in the later stages it is worth focusing enough espionage on your main rival(s) to get this, even if you have to push up the espionage slider.

Active Missions
These are the missions which require a spy unit to carry them out. They're generally more localised in effect than the passive missions, but if targeted carefully can still have a huge impact.

Steal Treasury
One of the cheapest in terms of espionage points, this steals a (usually small) percentage of the other civ's gold. Unlike for most missions, it does matter where this is carried out, as the amount you steal is related to the size of the city relative to the civ's total population. As a means of acquiring gold, this is not very efficient - the EP to gold conversion rate is simply too low. Conceivably depriving the other civ of the gold could be worth it, but AIs rarely run that close to 0. Not one of the more useful missions.

Spread Culture
This mission does not function remotely as the documentation would suggest. While it claims to add a chunk of your culture to their city equal to 5% of their current culture, this culture is not recognised in all circumstances. For future epionage missions the culture increase does have a small effect (~2-2.5% reduction in espionage costs in the city). If stealing multiple expensive techs from a single civ, this can be worth running in a vulnerable city to reduce net espionage costs.

The culture also applies when a city changes hands - when the city comes out of revolt, it will have the specified amount of your culture in it, resulting in immediate border expansions as appropriate.

What it does not do is have any effect on culture flipping cities or shifting an enemy cultural border. The added culture is not recognised here, so there is no effect on the ratio of your culture to theirs, their cultural borders, or the odds of the city flipping. This may be a bug.

Support City Revolt
Now we get to a useful mission. This pushes the targeted city into a revolt (identical to the slave revolt random event) for a single turn. Crucially this completely eliminates the city's defense bonus for that turn. It can therefore be used as an alternative to catapults when they either haven't been invented yet, or are taking too long to remove the city defense bonus. If you focus all your EPs on one civ, even the palace alone can give enough for one or two revolts pre-catapults. It can also be used to slow a city working on a wonder or spaceship component down, as it will produce nothing on the turn of revolt. One small difference from normal revolt is that it does not affect cultural borders.

Forment Unhappiness
Increases the number of :mad: faces in a city by 8 for 8 turns (does not scale with game speed). Could be used to slow down a crucial city, or on a larger scale to slow down a civ's research by generating angry citizens. Obviously most effective on fast game speeds, and against cities at the happiness cap. You cannot carry out multiple missions of this in the same city at the same time - no pushing unhappiness up until all citizens stop working.

Poison Water
The health analogue of forment unhappiness - generates 8 :yuck: for 8 turns in a city. Generally this is the less useful of the pair, as since unhealthy citizens still work it isn't as effective at slowing a city's production. Particularly on the slower speeds, the granary provides enough of a buffer that they probably won't lose population. Against a city with no granary, and that has just grown, you might be able to reduce it in size significantly though, so this mission is not completely useless. Also in the later stages cities tend to run nearer the health cap than the happiness cap, making this the more effective of the pair.

Steal Tech
Probably the most powerful of the active missions, to the extent that it is possible to steal the majority of the tech tree – known as the Espionage Economy (EE). If you can get the spy's -50% to costs for being stationary in the enemy city, the conversion rate for espionage to science is quite favourable. You can carry out this mission in any city, so pick one that’s nearby, shares a religion with you, and has a lot of your culture for cheapest techs and best success rate. The aforementioned Spread culture mission can also be used to reduce costs in a specific city.

Influence Civics
Simply allows you to switch one of the other civ’s civics. You can only switch their civics to ones which you are currently using. This can be handy to open up a civ to your religions or corporations if they are staying in Theocracy or Mercantilism/State Property. It may also be the case that civics which are good for your civ are weak for others. E.g. if you’re playing a peaceful builder game pacifism may be fine for you, but a neighbour with a huge military will suffer if switched to it. Similarly a neighbour with a lot of corporation branches will have trouble if switched from Free Market to Enviromentalism. If you have Cristo Redentor, it might even be worth switching to a less favourable civic for one turn to drag an opponent into a weak civic.

Again, this mission can be carried out in any city, so pick the cheapest one. Most civs will not stick with the civics you force on them, but they have to run it for at least 5 turns unless they have Cristo Redentor, giving a decent window for missionaries/executives. Non-spiritual civs will also have to waste turns in anarchy switching their civics back.

Influence Religion
Works in basically the same way as influence civics except that it switches the other civ to your state religion (you must have one for this to work – you can’t force them into no state religion). Can be useful for a quick boost to diplomatic relations – opening up trading options and war allies. Again, the civ is unlikely to stick with the new religion for long unless they were likely to switch of their own accord but this wastes time for them with anarchy.

Sabotage Building
This mission is crippled by a bug. It seems to be impossible to carry out this mission in any city that does not have a monument – it simply is not listed as available. In those cities with monuments any building can be sabotaged. Due to the very cheap cost of this mission relative to the hammer values of the building it is very powerful where possible. For example, you could destroy the bank in the shrine/corporation HQ city, or the power plant in a city working on a spaceship component. Unfortunately the vast majority of cities are impervious to this, so what should be a very powerful mission is rarely an option.

Sabotage Production
Destroys all hammers put towards the current project in the city. Could in theory be used to slow a wonder or spaceship component, but is a very expensive way of doing it if they have invested a lot of hammers. Unfortunately there is no way to destroy some hammers – it’s all or nothing, which makes this extremely expensive if they are very close to completion. In practice I find other active missions such as Forment Unhappiness and Incite Revolt to be more cost effective delaying tactics.

Sabotage Project
Destroys an already constructed spaceship component. Despite the name, it only applies to spaceship components – other projects such as SDI or Apollo cannot be destroyed. This is the most expensive mission, but can be critical in a very close space race. Counter intuitively this mission does not have to be carried out in either the capital, or the cities where the components were constructed. As for the other cases, pick the city with lowest costs and highest success odds.

Counter Espionage
If you carry out this mission in another civ, it will triple the cost of all their espionage missions against you for a short period. Quite cheap, but many AI civs make so little use of espionage that it is unnecessary.

Sabotage Improvement
The one mission which is not carried out in cities, this destroys a tile improvement. Most useful for cutting off enemy resources (even in the modern age, it takes a lot of workers to replace an oil well immediately, and the AI will generally take several turns to reconnect it). Destroying towns is also of some use as it cannot be immediately repaired. However the mission only reduces the town to a village (and then another mission will reduce it to a hamlet, and so one), which makes it quite expensive. A final option is destroying the mines/watermills/workshops around an enemy city to slow a wonder. Other tile improvements tend to be repaired too fast to be worth the espionage cost.

General Strategies

Defending against enemy spies
While AI spies rarely manage to be more than an annoyance, you have a number of options for defending against them. The first is to maintain a high total output of espionage points relative to them. This will significantly increase their espionage costs when carrying out missions against you. The relevant values are the total amounts of epionage produced by your civ and theirs over the coure of the game. Unfortunately the ratios shown in the scoreboard tooltips are the current ratios, which may be wildly different from the totals if you are carrying out active missions. The espionage graph shows the real relative espionage totals.

The counter espionage active mission will also increase their costs, but requires you to know who is sending the spies.

Your own spies can also provide a defense. If one of your own spies is present in a city or tile other spies have much less chance of success than otherwise. The Security Bureau has the same effect. Multiple spies do not stack, and don’t stack with the bureau. One spy or the security bureau is the best defense you can have. Well worth doing if a city is getting attacked multiple times, or is working on something particularly important

Another option is to avoid cities which are very vulnerable – if you have one city stuck on a different continent, and with other civs' state religion present, the civs on the other continent will be able to carry out very cheap missions in it. At least put one of your own spies in it, or even get rid of the city completely.

Vulnerable Cities
The AI has an irritating habit of wedging cities on any scrap of land it can, regardless of how good it is. While a stray foreign city on your continent can be annoying, you can take advantage of it with espionage. Most active missions have the same effect wherever they are carried out. Their costs will be much lower in a city close to your capital, and far from theirs, that shares your culture and religion, and is unlikely to be big enough to have a security bureau.

The Espionage Economy
As mentioned earlier, this takes the approach of producing espionage rather than science, and stealing rather than researching techs. Particularly if you leave spies stationary for 5 turns to get the maximum bonus before stealing a tech, this can work out cheaper than direct research. It’s also always an options, even if you’re in a position where AIs refuse to trade with you, or you have nothing to trade for tech. Obviously it’s necessary to prioritise the buildings; Courthouse, Jail, Intelligence Agency and Security Bureau. Either running a high espionage slider and building cottages, or using spy specialists, is viable to produce enough espionage. If you want a mixture of science and espionage, then spy specialists under Representation are more efficient than towns. If you want pure espionage, the slider and towns are more effective. With a strong food corporation it becomes rather arbitrary, since you can then run the max of 7 spy specialists on top of most cottaged cities.

On the disadvantage side is that, with the exception of the courthouse, these buildings appear quite late. The earliest modifier building is the jail, which appears long after the library. You’re also limited to a maximum of seven spy specialists per city, as opposed to an unlimited number of scientists. This is somewhat balanced by the buildings producing a certain amount of EPs regardless of the tiles around the city.

Other snags are that you obviously cannot be first to a tech with this approach, a serious handicap to getting religions, Liberalism and free great people. Generating a mixture of science and espionage is possible, but relatively inefficient due to the greater number of modifier buildings required. You can’t get into a tech lead either, which hinders wonder construction, and makes it harder to go to war with technological superiority.

The final problem is diplomacy. No matter what, (and especially if you have spies standing around for 5 turns to minimise costs) you are going to have failures at stealing tech. While this doesn’t cost EPs, there is a chance each time this happens that the AI will discover which civ the spy came from. Each time this happens, you’ll get a -1 to relations with that civ, and that adds up over the course of the game, making it very hard to stay on good terms with the most advanced of the AI.

There are a number of games shown in the strategy forum which show the espionage economy in action.

The Great Wall
As it is available very early, and generates 2GPP towards great spies, building the Great Wall can guarantee a very early great spy (especially if you’re playing a Philosophical leader). This great spy can be infiltrated into another civ to provide enough espionage to steal several cheap early techs (though you’ll still need to get to Alphabet on your own).

Other options would be to merge the great spy into the city, or to build Scotland yard for the 100% bonus to EPs. Depending on how much you intend to make use of tech stealing over the course of the game (and how advanced your neighbours are) this may be a better option.

Focused Espionage
By default the game distributes the espionage points generated by your civ equally against all the others. This is almost invariably a mistake. Far better is to focus on the one civ you’re aiming to steal tech from, or incite revolts in, or whatever. It is also far easier to reach the threshold for the passive missions to give information if you focus on a single civ, and some civs are always going to be more relevant than others.

In Conclusion
Even if you don't go for a full blown espionage economy, it is still worth putting some effort into the espionage aspect of the game. It is one of the best sources for (peaceful) delaying tactics, and an occasional tech steal can be a great help if the AI is uncooperative in trading (or if you've turned it off...). The passive information is invaluable whatever your approach to the game - conquering the AI or outbuilding them, it helps to know exactly what you're up against.
 
Hi, nice guide.

I don't think support revolt affects the ciies cultural radius however, that's what the manual implies and I thik that is how it works in practice, so it can't be used for sneaky settlers or allowing faster troop movement on roads (neutral territory).
 
Hmm, I think I've seen it collapse radii - maybe I'm mixing it up with slave revolts. Just a sec while I check in worldbuilder...

EDIT: You're right, it doesn't affect cultural radius. I must have got it mixed up with an ordinary revolt.
 
Sabotage Building
Another mission crippled by a bug. It seems to be impossible to carry out this mission in any city that does not have a monument – it simply is not listed as available. In those cities with monuments any building can be sabotaged. Due to the very cheap cost of this mission relative to the hammer values of the building it is very powerful where possible. For example, you could destroy the bank in the shrine/corporation HQ city, or the power plant in a city working on a spaceship component. Unfortunately the vast majority of cities are impervious to this, so what should be a very powerful mission is rarely an option.

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This is pretty interesting. If I am playing a creative civ and going for cultural win I often build monuments in my cities just for the extra culture, maybe will forget about that (too risky losing a cathedral).

Has this been reported as a bug (same with the spread cultue one) in the BtS bug reports forum and does Bhruic know about it as well?
 
Spread Culture
This mission is supposed to assist in culture flipping cities. For a moderate expenditure of EPs you should get a chunk of your culture in the enemy city equal to 5% of its existing culture.

This bug has screwed me in the past. NEVER AGAIN!

After all this time, I figure Firaxis probably isn't even aware it's broken.
 
Counter Espionage
If you carry out this mission in another civ, it will triple the cost of all their espionage missions against you for a short period. Quite cheap, but many AI civs make so little use of espionage that it is unnecessary.

I had one recent game on Prince (I was in a space race with no real contenders...) where an annoyed Brennus AI next door harassed me by regularly destroying wells, mines and factories.

I ended up positioning spies on top of the improvements in question, having Security Bureaus and triple spy watches in border cities and ran the counter espionage missions everytime its bonus ran out. Still not 100% bulletproof and more than annoying...
 
AndiD said:
I had one recent game on Prince (I was in a space race with no real contenders...) where an annoyed Brennus AI next door harassed me by regularly destroying wells, mines and factories.

I ended up positioning spies on top of the improvements in question, having Security Bureaus and triple spy watches in border cities and ran the counter espionage missions everytime its bonus ran out. Still not 100% bulletproof and more than annoying...

Occasionally an AI does decide to be a nuisance with espionage (Willem van Oranje tried a few hundred missions against me in a recent game, and those were only the ones that worked. Then counterespionage is worth trying.

Small note; triple spy watches are a waste of spies. One spy or one security bureau is the maximum defence against enemy spies as the effect doesn't stack.
 
City Visibility
This level shows you the location of all of the civ's cities on the map, even if you haven't yet found them conventionally. Requires considerable investment of espionage points, and is unfortunately near useless in practice. By the time you've accumulated that level of espionage, you probably have the world fully explored anyway.

i don't think this is right. what it does IIRC is:

  • allows visibility equivalent to having a spy in enemy city
  • only functions in cities you can already see
  • cost depends upon the city/civ

and it is very useful for planning military attacks - for instance, you can easily locate the enemy SoD and destroy it on the first turn of war
 
Spread Culture
This mission is supposed to assist in culture flipping cities. For a moderate expenditure of EPs you should get a chunk of your culture in the enemy city equal to 5% of its existing culture. Unfortunately tests indicate that this mission is broken. Even repeating it a hundred times had no effect on either the city's total culture, or the relative percentage of the civ's cultures. It might be handy in a cultural battle if it worked, but as it is bugged it is a waste of EPs.

Your article has insightful observations, but some of the points on missions are plain wrong :-/

The primary effect of spread culture mission is not culture flipping, but reducing future mission costs. Each successful mission increases your city culture by %5 of the total city culture inside the city. Then, when your portion of the city culture is taken into the future mission cost calculations, this %5 gets multiplied by 0.5

For example, if you use 4 spread culture missions, then all future steal tech missions for that turn will cost roughly %10 cheaper. Since total city culture increases each turn depending on how much culture the city is generating, your %10 city culture will drop slowly over time, but it will stay near %8-10 for a long time. Then, all future mission costs would be reduced by %8-10. After some time, you can refresh this modifier by sending another spy.

Additionally, if you use spread culture mission a city you are just about to capture, then after your capture and after the city revolt is over, the city will grow borders automatically, since it already contains enough culture.

This is a very important mission type for espionage economy. 6 cheap culture spread missions could reduce the price of a 15000 :espionage: base costing tech by 15000*0.15=2250 :espionage:

Don't neglect it ;)

This bug has screwed me in the past. NEVER AGAIN!

After all this time, I figure Firaxis probably isn't even aware it's broken.

Refer to the espionage economy article in my signature to figure out why spread culture mission is not broken. Look at the picture explaining modifier math.

Generating a mixture of science and espionage is possible, but inefficient due to the greater number of modifier buildings required.

It's not as inefficient as you think, since the espionage buildings start to appear near the middle and end-game, when most of your cities should already have Universities. Under best modifier effects, an EE clearly outperforms a manual research economy in terms of :commerce: to :science: convertion rate, so it makes sense to switch to an EE when you control a holy city. Tech lead has better trading and free GP potential, so to get best of the two worlds, a hybrid EE&manual research economy seems optimal.
 
Defending against enemy spies
While AI spies rarely manage to be more than an annoyance, you have a number of options for defending against them. The first is to maintain a high ratio of espionage points against the civ. This will greatly increase their espionage costs when carrying out missions against you. If you want to use your EPs for active missions, it can however be difficult to maintain this high ratio.

This is incorrect - it's not the ratio of current EPs, it's the ratio of total EPs. And it's not targeted (ie, it counts all EPs generated, not just vs that particular Civ).

Bh
 
This is incorrect - it's not the ratio of current EPs, it's the ratio of total EPs. And it's not targeted (ie, it counts all EPs generated, not just vs that particular Civ).

Bh

True, another catch.

Total EP generated can be estimated through looking at the espionage power screen. Just measure roughly with a ruler on your screen, how much higher your espionage power (EP) is compared to the target AI.

Then use the following formula to calculate the final modifiler:

(2 * enemy EP + 1 * your EP) / (2 * your EP + 1 * enemy EP)

so if you have double the espionage power of the target empire, then your espionage spending modifier becomes: (2*1 + 1 * 2) / (2 * 2 + 1 * 1) = 0.8

You can also backwards calculate from the espionage spending modifier how much your EP is stronger/weaker compared to the enemy.
 
The primary effect of spread culture mission is not culture flipping, but reducing future mission costs. Each successful mission increases your city culture by %5 of the total city culture inside the city. Then, when your portion of the city culture is taken into the future mission cost calculations, this %5 gets multiplied by 0.5

Thanks virus. Looks like I may have learned something new for the day. Firaxis REALLY needs to have made this more documented and less misleading...
 
One thing that's worth mentioning... spy specialists and particularly Great Spies provide a greater amount of faux-commerce than scientist and merchants. Scotland yard also provides a greater multiplier than an academy.

Hence, it usually makes more sense to channel commerce into gold and science and rely on specialists for espionage rather than the other way round.
 
VirusMonster said:
The primary effect of spread culture mission is not culture flipping, but reducing future mission costs. Each successful mission increases your city culture by %5 of the total city culture inside

Interesting, there is a small but usuable decrease in mission costs with spread culture. Need to steal multiple expensive techs to come out ahead on espionage points, but that's Ok for an EE.

I'm also seeing the culture applied when a city is captured - hence cultural expansion, though I'm uncertain how useful that will be. However...

VirusMonster said:
Each successful mission increases your city culture by %5 of the total city culture inside

The problem I'm having here is that if the culture is being applied properly, the ratio of your culture to theirs in the city should increase. It doesn't - I've tested that on numerous times now. The culture is taken into account if the city changes hands, or for espionage, but not in other areas (cultural borders/ratios).

I don't think this mission is functioning as intended - and certainly not how it is documented. I'll edit in the possible uses that remain for it though.

Tycoonist said:
i don't think this is right. what it does IIRC is:

allows visibility equivalent to having a spy in enemy city
only functions in cities you can already see
cost depends upon the city/civ

and it is very useful for planning military attacks - for instance, you can easily locate the enemy SoD and destroy it on the first turn of war

Yeah, I didn't explain that one very well - I'll fix it.

Bhruic said:
This is incorrect - it's not the ratio of current EPs, it's the ratio of total EPs. And it's not targeted (ie, it counts all EPs generated, not just vs that particular Civ).
Bh

Is there anywhere the actual number for the total EPs are listed? As that is the relevant value for espionage costs, the in game ratios using the current values seems rather stupid. Reading off a graph is not as accurate as I'd like.

Also, do you know anything about the monument problem with the Sabotage building mission? That one is definitely bugged.

Iranon said:
One thing that's worth mentioning... spy specialists and particularly Great Spies provide a greater amount of faux-commerce than scientist and merchants. Scotland yard also provides a greater multiplier than an academy.

Hence, it usually makes more sense to channel commerce into gold and science and rely on specialists for espionage rather than the other way round.

It's a fair point about spy specialists - with Representation you're looking at 4 sci and 4 EPs, so a match for a financial town, and ahead otherwise. It is however a mixture, so for maximum possible EPs you want cottages and a maxed slider, not specialists. If you are going to run a hybrid of espionage and conventional research then specialists are clearly better.

Scotland Yard applies to EPs regardless of source, so has no effect on choosing between cottages and specialists to generate them.
 
Nice guide.
Maybe you should add a "combo" of crippling the civ thoroughly by multiple spy operations?
For example, you have an AI with a good capital. You could simultaneously attack him with Poison Water and Spread Unhappiness operations.
Although it's not probably all that useful.
 
I've been wondering about that combo. But I noticed it doesn't really do anything on the highest levels. I used to think it gets a negative modifier for these effects, but the real truth is probably that the AI just has too many happiness benefits on those levels that it makes this effect minimal.
 
The problem I'm having here is that if the culture is being applied properly, the ratio of your culture to theirs in the city should increase. It doesn't - I've tested that on numerous times now. The culture is taken into account if the city changes hands, or for espionage, but not in other areas (cultural borders/ratios).

I don't think this mission is functioning as intended - and certainly not how it is documented. I'll edit in the possible uses that remain for it though.

There are two types of culture: Plot culture and city culture. If you don't know the culture mechanics, you might get easily confused just as I did. In my writeup where Espionage mission cost modifiers is discussed, there is a link to a culture spread mission discussion where Krikkitone explaines almost everything related to the mission. The mission does what it says, but the documentation is ambiguous.

edit: there are more subtle details involved, but the main idea is that city culture is the sum of all past culture produced in that city regardless of civilization. Say AI already produced 1000 culture inside the city. When you use the spread culture mission successfully, the city culture becomes 1050. If done successfully on the same turn, the next spread culture mission would add 1050*0.05=52.5 of your culture to the city culture. So the total city culture would be 1000 :culture: AI + 102 :culture: you = 1102 :culture:.

Culture spread mission cost, iirc, 3 times the culture to be injected into the city. So it makes more sense to steal techs from culturally weak cities, as the cost of spread culture missions could be quite expensive for high culture cities. For a 5000 :culture: city, spread mission base cost would be 5000*0.05*3= 750 :espionage: Under best odds, this mission will cost 1/5th cheaper. So actual mission cost would be 150 :espionage: Not a big deal, but for a 10k culture city, a 300 :espionage: final cost per mission could be problematic.

Keep in mind the city will continue generating culture each turn such that your culture precentage of the total city culture will go down slightly every turn. Say a city is producing +4 culture every turn and it has already produced 1000 culture. Then, after 25 turns, city total culture component by the AI will reach 1100 culture. Say your spies did 2 spread culture missions 25 turns ago. Your precentage of city culture would drop from 102/1000=%10,2 to 102/1100=9,3% Not a big deal considering you should have already stolen any techs you wished for within a couple of turns of the initial spread culture mission.
 
Nice guide.
Maybe you should add a "combo" of crippling the civ thoroughly by multiple spy operations?
For example, you have an AI with a good capital. You could simultaneously attack him with Poison Water and Spread Unhappiness operations.
Although it's not probably all that useful.

Here is the best combo ever for a tech stealing mission :)

1. 6 consequtive culture spread missions = -15% future mission cost reduction
2. you wan't to use the mission cost reduction religious modifier, ie AI must have a different state religion than yours, and target city must have your state religion. What if the AI is running Theocracy and prevents you from using a missionary on target city.

Influence civics first. Change from Theocracy to anything else. Then send the missionary, and target city gains your state religion. -15% cost reduction in effect.

3. What if the AI's state religion is same as yours? Can you force him to adopt another religion to get the religious modifier cost reduction bonus? What if he does not have another religion to switch to? What if he is already running Theocracy as well?

:) Influence civic first to something other than Theocracy. Next, spread a religion other than your state religion to any of his cities. Next, influence religion to be this recently spread religion. (last step pointed out to be not possible, since you can only switch their religion to your state religion, but you can still change your own state religion) Finally, if required, you can also spread your state religion to the target city to get the desired effect.

Total result is 0.85 (city culture modifier) * 0.85 (religion modifier) = 0.72 mission cost reduction. A nice combo ;)

4. You need to divert focus of a warmonger AI away from you. You switch warmonger AI's religion to be yours, and switch civic of another AI to be not the favorite civic of the warmonger AI.
 
I am still under the impression that you can only change civics/religions to ones you are currently running. Am I mistaken here?
 
I am still under the impression that you can only change civics/religions to ones you are currently running. Am I mistaken here?

You are right :) I added your correction to my post. The above post assumes you are running a non-theocracy civic.

You are also right you can only force them to change to your state religion, so to change their state religion to be something other than your own, you would have to switch to another religion, switch their religion, then switch back. Probably that much anarchy is only doable during a Golden Age or if you are Spiritual.

To get the religious modifier, all you need to do is to not run theocracy. You don't have to change their religion, you can change yours :-) Again, the anarchy is probably not worth it, so best done with a Spiritual leader or during a Golden Age.

On the other hand, if you want to get the -25% holy city bonus, you can always switch them out of theocracy and spread your holy city religion to the target city, regardless of your state religion.
 
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