Counterespionage

allan2

Gone Fishing
Joined
Apr 2, 2002
Messages
1,746
Location
Minneapolis, MN, USA
I'm around turn 120 in my first game, and there have been TWO instances where my Imperial Seat of Government has been destroyed by "suspicious accidents", neither time where I was able to find out who was responsible. This was like 9/11 happening TWICE in my empire, and I couldn't even find an "Osama" to pin it on and go after! Both times I had at least two spies still at home, supposedly doing counterespionage. I'm playing as the Humans btw, who are supposedly "dangerous" in Cunning (espionage), according to the Strategy Guide. My government is Republic, and while the "oppressometer" was set at medium tolerance (in the middle between the two arrows) when my first seat went, I had it well towards the right (high) arrow afterwards, so it was there when my second seat (on a different world than my original) went. What's more, after that second seat went, the system seat on the same world was destroyed the next turn.

So, any tips on effective counterespionage? How do the spy stats work when it comes to their defensive role? Does the "type" of spy (military, political, etc.) dictate what sort of acts they can defend against when they're doing counterops?
 
The best way to protect yourself against enemy spies is to build spies and leave them at home, I assume e.g. social spies protect against social spies etc... but not 100% sure, and setting the oppressometer higher. Be careful though, setting the oppressometer too high can lead to unrest, it is usually best to start the game by setting the oppressometer higher.
 
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