Preventing espionage/terrorism

Mechanical_Animal

Chieftain
Joined
Jan 16, 2001
Messages
33
Location
Rye, Victoria, Australia
I was wondering whether fortifying spies/diplomats in your cities will prevent enemy civs from stealing advances or engaging in other undesirable behaviour.
I haven't had any success testing this theory as the AI didn't feel like stealing anything at that point in time.

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Spies in your cities do help to prevent espionagde but you'll have to consult you manual for exact percentage.

I do beleive this is the 6000th post on Civ Fanatic!!!

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I am disrespectful to Dirt! Can you not see that I am serious?
 
yes, fortifying spies in cities decreases chances of tech stolen/nuke planted/higher price for buying city. especially if it is veteran. always good to have spies in outer cities.
 
I tend not to worry about enemy spies. If someone commits espionage against me I take over their whole civilization.

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I am disrespectful to Dirt! Can you not see that I am serious?
 
I keep spies in ALL of my cities when playing ppl like MrSparkle http://forums.civfanatics.com/icons/icon18.gif

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Sever railroads just outside your major cities and spy/diplo intrusion will be hindered. Only link areas with railroad that are un-threatened. A direct railroad to your cities is like a nice fat welcome mat.
 
To prevent enemy units from freely using my railroads, I use engineers to build fortifications every so often directly on the tracks and fortify one of my military units there. I do this especially around my cities. This way the enemy has to stop to go around my unit and I get a chance to pick him off.
Of course if you build spiderweb rails like the AI then this method does not work. I tend to encircle my cities with rails, but use only single lines between cities.
It's easier for barbarians or the enemy to disrupt my lines fo travel, but it's also easier to defend.

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Let me make the superstitions on a nation, and I care not who makes its laws.
 
I believe 3 spies in each outer city will stop all spy intrusions, but you would need
a big city to support that many. Add diplomats as early on as you can, and let
Leonardo upgrade them to spies for you; it
costs less.
Originally posted by Mechanical_Animal:
I was wondering whether fortifying spies/diplomats in your cities will prevent enemy civs from stealing advances or engaging in other undesirable behaviour.
I haven't had any success testing this theory as the AI didn't feel like stealing anything at that point in time.


 
Dips don't need support, like caravans, so you can just build as many as you fancy.
 
Originally posted by Mechanical_Animal:
I was wondering whether fortifying spies/diplomats in your cities will prevent enemy civs from stealing advances or engaging in other undesirable behaviour.

Fortifying spies/diplomats in your cities will only HELP prevent enemy civs from stealing advances etc. The exact chances are:
* A Diplomat has only a 20% chance to prevent enemy espionage;
* A Spy has 40% chance;
* A veteran Spy has 60% chance of stopping espionage.

guderian said: "I believe 3 spies in each outer city will stop all spy intrusions". This is not correct, unfortunately. 3 spies will help but not guarantee protection.
* 3 Diplomats have 50% chance to prevent enemy espionage;
* 3 Spies have 80% chance to prevent it;
* 3 veteran Spies have a 94% chance.

And Pedro's comment is correct, Dips and Spies don't need support.

Veteran spies are excellent - Another benefit of taking of the world when using a communist government! But overall, I think Cerebral Nomad's strategy is best: pick 'em off before they get there.



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"Life shrinks or expands in proportion to one's courage" - Anais Nin
 
I'm really glad there are people here on this forum that know A LOT more than I do. This way I can at least learn something <IMG SRC="http://www.angelfire.com/scifi/exp/grad.gif" border=0>. I always thought if a dip met another dip they would fight instead of bribing eachother.
<IMG SRC="http://www.angelfire.com/scifi/exp/smiley_t.gif" border=0>

[This message has been edited by Pedro (edited February 18, 2001).]
 
Your dity's ability to defend against spy sabotage, theft or bribery is enhanced if you have a courthouse in the city.
Originally posted by Mechanical_Animal:
I was wondering whether fortifying spies/diplomats in your cities will prevent enemy civs from stealing advances or engaging in other undesirable behaviour.
I haven't had any success testing this theory as the AI didn't feel like stealing anything at that point in time.




[This message has been edited by guderian (edited March 07, 2001).]
 
Actually,courthouses only add to the cost of city bribing.Doubles the cost.

There is no practical way to stop sabotaging of city improvements.Gotta stop em before they get there.I've never had a failed attempt in solo or mp as long as I didn't choose a specific target with spys.Something always gets sabotaged.Dips have also sabotaged at 100%.
 
Originally posted by guderian:
I believe 3 spies in each outer city will stop all spy intrusions, but you would need
a big city to support that many. Add diplomats as early on as you can, and let
Leonardo upgrade them to spies for you; it
costs less.
I don't think Leo's upgrades dips to spies. I too have lots of trouble with enemy spies stealing my techs.



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You don't know you're falling until you crash
 
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