I was just curious as to how many players regularly use spies? Think they're too effective? Not effective enough?
In my latest game I had to rely completely on them in order to win. My only option for victory was points so I had to find a way to stall until 2050. With 66 turns left and three other AI's working on the spaceship, I used spies to completely destroy any chances of my rivals completing the necessary parts.
I set research and culture to 0% each to rake in $1500 a turn, money to simply fund my unsavory agents in the field. First I tried directly sabotaging construction, but it was not only very expensive but very risky and it soured relations with my rivals for every captured spy. So I started destroying their improvements. Not only is their a higher chance of success but it's very cheap to do.
One rival had only the Stasis Chamber to complete, and this was with 50 turns left in the game, and it was 15 from being completed. I destroyed every improvement around the city and then sabotaged it directly a few times. I found that taking all those hammers away and making the city starve out is nearly as effective in the long run. I also located every source of Aluminum and destroyed the improvements on that and made sure I was the one who built the Space Elevator even though I never even researched the Apollo Program.
I had figured spies to be a very last ditch strategy, a way to keep someone from building something before you did, or to slightly delay the space race. In my game it was the ONLY strategy. I amassed around 50 nukes in case it came to a point where my spies failed, but they were effective enough to do the job for 66 turns!! I won my 2nd game on Prince, on the backs of spies. Terra Map/Standard size/6 AI's, I was the Aztecs.
In my latest game I had to rely completely on them in order to win. My only option for victory was points so I had to find a way to stall until 2050. With 66 turns left and three other AI's working on the spaceship, I used spies to completely destroy any chances of my rivals completing the necessary parts.
I set research and culture to 0% each to rake in $1500 a turn, money to simply fund my unsavory agents in the field. First I tried directly sabotaging construction, but it was not only very expensive but very risky and it soured relations with my rivals for every captured spy. So I started destroying their improvements. Not only is their a higher chance of success but it's very cheap to do.
One rival had only the Stasis Chamber to complete, and this was with 50 turns left in the game, and it was 15 from being completed. I destroyed every improvement around the city and then sabotaged it directly a few times. I found that taking all those hammers away and making the city starve out is nearly as effective in the long run. I also located every source of Aluminum and destroyed the improvements on that and made sure I was the one who built the Space Elevator even though I never even researched the Apollo Program.
I had figured spies to be a very last ditch strategy, a way to keep someone from building something before you did, or to slightly delay the space race. In my game it was the ONLY strategy. I amassed around 50 nukes in case it came to a point where my spies failed, but they were effective enough to do the job for 66 turns!! I won my 2nd game on Prince, on the backs of spies. Terra Map/Standard size/6 AI's, I was the Aztecs.