ahsingjai said:I think spys can detect spys. So having a few spys every few cities will help.
It was max 4 the last time I built one, but it could be depending on number of civs, mapsize, difficulty, and what ever.oper said:4-5 spies per civ, right?
4 spies is enough to have it in 4 corners of your civ, so if u see trouble, just move that spy around on ur railroads to intercept the trouble maker.
Can expose rival spies in nearby tilesjoesf35 said:spies can't see other spies
romelus said:park units on vital resources too. the more units are present the more likely the enemy spy will be caught when sabotaging. very satisfying when you are informed an enemy spy had been "liquidated" hehehe
ahsingjai said:Will having military units on the tile increase the chances of exposing the spy?
Yea the chance of the sabotage failing increases with the amount units guarding it. I seen the AI do this. I blew up a mine, then ran off. He moved a worker with an SAMinfantry in to repair it. I went back to watch and the chance of success had dropped from 90% to 74% because of the guard.ahsingjai said:Will having military units on the tile increase the chances of exposing the spy?