Grille
panel insect
doc mabuse said:i got that thank u but HOW can u advance? And WHAT is an advance in diplomacy?
Not sure waddya mean. First, forget civ1,2.
Facist and communist governments have veteran spies, other govs have regulars. That's just it, spies are never promoted to a higher rank (if that's the idea of an "advance").
Some techs enable certain diplomatic/spy abilities/missions.
Know writing, have a contact, have some gold to spare > can establish embassy by e.g. clicking the "E" right next to the info box in the bottom right corner. (must not be at war with civ in question and must not be in anarchy yourself).
If you have an embassy in a specific civ's capital, you can undertake certain missions at/with that civ only. As for a diplo option, you could e.g. sign a military alliance (you or/and your partner must be at war with the target civ). As for a diplomat's mission, you can try to steal a tech (must be peace). Your diplomats aren't "units", they're just flocking around in your rivals' capitals' streets, sit in dark corners or hang around in bars to pick up bits that stick.

Pretty much the same with spies, just that they have more missions. Very important difference, though: during war time, the embassy gets closed (to be re-opened automatically at peace time). A spy, however, is not supposed to be a spy (which is certainly the main idea behind the concept of spying

(note: chances on tech stealing are higher for spies than for diplomats, while it costs the same and a failed attempt dooms the spy anyhow!)
A working embassy helps to gather some intel info (who trades with whom and alike), that's what F4 is for. If there's a "dot" next to a leader-head on F4, you have an embassy in place (and, logically, a peace treaty).
(On world map, if you have an embassy in a foreign capital, there's a dot in the star-icon of your rival's capital; a 'crest' or something if there's a spy in it).
With the exceptions noted already, opening an embassy will always succeed and they work both ways (other civ will have an embassy in your capital, too). The civ that opened an embassy gets a free capital investigation (map around the capitals is revealed for both civs if it was under the FOW yet).
Of course it's different for spies. You could fail to plant them. A spy does not work bi-directional.
Note that failed missions involve the risk of getting a war declaration.
(which could be [ab]used to avoid deal breaking from your side...)
A failed plant attempt leads to a deadsure fail on any follow up attempt(s) during the same turn at the same civ.
A spy caught in the act of a spy mission is used up and must be re-planted.
So... how to contact your spies/diplomats and make stuff with them?
They sit in a tavern which could be entered by clicking the "E" next to the info box.
Other than that, a double click on your capital star icon or on the intel-agency-city's 'crest' icon (if your intel agency was not built in your capital) also helps to build embassies/plant spies.
([hmm]IIRC double clicking the rival star with dot'ed/crest'ed star-icon would let you issue commands for your diplomat/spy in it).
Finally, I recommend this great thread by Oystein on spy chances:
http://forums.civfanatics.com/showthread.php?t=97042&page=1
Gweeto just completed morsing latest news out of your capital, hence it's time to stop my spammy red herring...[

And happy spying!