Spies can destroy spaceship parts?

Interesting. Certainly won't station 2-3 spies in my capital any more ;)

What about what was mentioned earlier in the thread, can spaceship parts really be destroyed from any city?
 
Indeed. You can sabotage any completed part from any enemy city. So go with the shortest distance to your cap, and put your shrine religion and/or state religion there (if you aren't FR). If you're losing, open borders, if you're winning and worried about spies close them* (this also affects espionage from "-x% for trade"). Between trade, proximity to cap, and religion and waiting 5 turns, it's not even that expensive anymore.

*unless this will precipitate a war you have to commit production to. If you have the units to handle it already, just close them and the AI will guarantee its loss by committing hammers to a war it can't win.
 
I wish CIV had a function to record the faces of someone who loses their first game to this 'feature'. I'd have much less of a problem with it if HAD to be the city you built the part in. Without this feature I could proudly say I haven't reloaded in years.
 
The best way to prevent this is to use "counter espionage" missions against the civ that is sending spies against you. This multiplies the cost of espionage missions by a huge factor, something like 10. Of course another thing you can do as well is to bump the espionage slider up towards the end of the game, but really, the single most effective thing is the counter espionage missions. It's a pain to have to do it every 10 (or is it 20) turns, but it really puts a stop to spies blowing up spaceship parts.
 
The best way to prevent this is to use "counter espionage" missions against the civ that is sending spies against you. This multiplies the cost of espionage missions by a huge factor, something like 10. Of course another thing you can do as well is to bump the espionage slider up towards the end of the game, but really, the single most effective thing is the counter espionage missions. It's a pain to have to do it every 10 (or is it 20) turns, but it really puts a stop to spies blowing up spaceship parts.

Like I said counter is Plan A. But it just doubles the cost. Bureau adds on another 50%. One of the issues is that high-level AIs can generate some rather enormous amounts of EP because they can build all the EP buildings in a flash and max their EP sliders against the player who is closest to launching. Garrison spies provide a super-cheap logistical barrier they need to overcome, so they are a no-brainer. As to the Bureau, it defends passively against all spies, not just the ones you countered, so it becomes more useful when there are more rivals. I don't get many games into the future era, but I have had a couple of neck-and-neck races where multiple civs were 100% EP.

Even in these games espionage is not everything. I have seen an AI or two get it in their heads to start making a big vassal network when someone else gets all the space research. Beware!
 
This is absolutely one of the things that drives me insane in CivIV. The worst thing is that they can do it in any city you control, so if in late game war, you conquer some cities on another continent, you'll have your space ship parts getting destroyed there. Doesn't really make much sense. If they are so valuable/fragile that you'd be building it in a war zone in a conquered city.

Your best bet is to shift to 100% espionage after you research the last tech you need for the ship.
 
The best way to prevent this is to use "counter espionage" missions against the civ that is sending spies against you. This multiplies the cost of espionage missions by a huge factor, something like 10. Of course another thing you can do as well is to bump the espionage slider up towards the end of the game, but really, the single most effective thing is the counter espionage missions. It's a pain to have to do it every 10 (or is it 20) turns, but it really puts a stop to spies blowing up spaceship parts.

This too, although it is a pain. Sometimes late in a game I will have a single transport out doing nothing but delivering spies around to whoever is left to do counter-espionage.
 
Spaceship parts can be destroyed by using spies. I've had spies destroy my parts before so there had to be a good amount of EPs to have the parts secure along with counterespionage efforts.
 
If you've been conquering other continents why not just go for a conquest/domination victory? Usually I don't go for space unless I have to, when there is another civ that's too strong for me to conquer
 
While on the topic of Spies I have a question. Do the AIs ever send there Spies via ship to other continent or island cities? I ask because I would rather not build a Security Bureau in my capitol (which is an island this game) unless the AIs will send there Spies to it from the main land.
 
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