Espionage: 2nd guessing the enemy

stalin83

Chieftain
Joined
Jan 26, 2008
Messages
24
I'm considering using espionage in a combined arms fashion to ward off suprise attacks on my republic.Is it possible to 2nd guess an enemies intentions based on:
troop-movement & concentration
infrastructure investment
income
etc?

E.g: what are the early signs of an suprise attack from an AI Civ?Can ur well-funded spies warn u of such signs?
 
I would not say you cannot do it that way, but two big problems:

1) espionage is too late to matter, you are either getting the upper hand or you have already figured out what they are up to

2) it cost too much money.

Now troops movement is usually the tip off. You can see units moving to a staging area at times and you can see them coming your way. If they do not have a settler with 1 or 2 units, then they are probably looking to start something.

It may not be with you, bit either way you want to check them.
 
True, but usually the number of troops multiply with the Industrial Revolution so Espionage should help.(a freindly trading neighbour can launch sneak-attacks just as easily).What is the purpose of the 'Steal Enemy Plans' & Show troop locations spy mission?does it have any tactical value?
 
True, but usually the number of troops multiply with the Industrial Revolution so Espionage should help.(a freindly trading neighbour can launch sneak-attacks just as easily).What is the purpose of the 'Steal Enemy Plans' & Show troop locations spy mission?does it have any tactical value?

When you steal enemy plans you can see, plainly on the map, even in cities, where each and every of their units is - for one turn. Certainly that has tactical value, but it also is expensive. So expensive in fact that almost never plays any role at all.

If you want something to ward off surprise attacks, then simply keep the AIs occupied in wars amongst themselves. Being sneak attacked by a civ that already is at war elsewhere, would be a new experience to me.
 
The only strategic value I can see for knowing where all the enemy units are is if you are running low on time left to win and there is an enemy settler *somewhere*. Spy on their troops with their last city, find that settler, and you've just cut the amount of time required to eliminate it. Of course, you should never be that pressed for time, but it could happen.
 
Thats intresting to note.Tho how would u trigger small wars between powerful neighbours and yet keep out of the fight itself? is there a diplomatic action in which u can pay ur neighbour to attack ur rival , while keeping clear of the fight urself?sorta like a proxy war.
 
No you get everyone involved by ganging up on your biggest rival, you go to war but actually do as little as possible.
 
Thats intresting to note.Tho how would u trigger small wars between powerful neighbours and yet keep out of the fight itself? is there a diplomatic action in which u can pay ur neighbour to attack ur rival , while keeping clear of the fight urself?sorta like a proxy war.

Yes, of course there are diplomatic actions where you can pay your neighbor to attack rivals. Military alliances become available as soon as you have established an embassy, which in turn is possible with Writing.

Ideal enemies are civs that you do not share any borders with. Your neighbors on the other hand will be your partners in Military Alliances against your enemies. That way you will both be shielded from your enemies, and have only a theoretical probability of being sneak attacked. And ... nobody forces you to send any troops.

But I would suggest forming equal teams instead of ganging up on one civ, even if they are the strongest. That way the wars last much, much longer.

(Of course Nergal and Aabraxan said most of that already.)
 
True, but usually the number of troops multiply with the Industrial Revolution so Espionage should help.(a freindly trading neighbour can launch sneak-attacks just as easily).What is the purpose of the 'Steal Enemy Plans' & Show troop locations spy mission?does it have any tactical value?

I am not sure I understand the part about the number of troops. I mean I run into civs with 8 or 9 hundred units that have not gotten to the IA. It is not hard for a Sid civ to do that.

So yes you tend to see more units around as the game progress, that is not material in terms of a war breaking out. I am more interested in the free land. If there is none, then something is going to come down.

I seldom have friendly neighbors, they pretty much are unhappy with me from the day I see them. That is just the nature of high level games. If I not playing Sid, I am playing AW, so no friends for me.

I simply mark troop movement, if I can see them. If I am not at war with them and it is not a settler combo, then I have to presume war is coming.

Now if it is very early and it is just exploring or they are at war with someone else, then I am probably fine.

As has been said the Steal Plans will show all the units the civ has on the entire map for that turn. This is normally not that useful, it just cost too much.

Some exceptions are noted and the main two times I do it are,

1) late game and nukes are a concern. I want to know where the subs are or the icbm's.

2) it is late game and I just have no use for all the cash I am getting, so why not have some fun.

Down side to it is now you have to watch all of their units movement during the IBT.
 
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