OK, this is my first ever strategy article and I hope it helps. I look for any advice on how to improve it as I know it's pretty raw right now. The power of espionage in the BTS game, marathon speed. We all love the idea of espionage in BTS. Spy specialists, Great Spies, eps, plus the ability to adjust the slider! But how do we utilize this into a game? Do we adjust the slider, beeline constitution/democracy/communism, or run spy specialists in all our cities. And how best to use a Great Spy? Well, here is an article on my view on how to use espionage to support mostly weaker teching leaders. You do not need to be industrious, financial, or philosophical although philosophical certainly helps. I works very well for Imperialistic, spiritual and Protective leaders although the war-monger traits work well also. This plan assumes there will be at least one tech leader even if you have a well established CE going. A SE is not compatible here because that produces A LOT of scientists which is NOT what we want. The basic idea here is to force out an early Great Spy with the Great Wall wonder and play a normal teching game with an emphasis on early diplomacy. Diplomacy may be tossed aside once you “Get over the hump” and access jails and intelligane Agencies. So let’s start Buildings we want Palace (+4 eps): For the reason, your capital will be your espionage city. Courthouse (+2 eps, opens up 1 spy specialists) Opens with Code of Laws so we want to target this tech Jail (+4 eps, +50% espionage, allows 2 spy specialists) opens with constitution, so if you can manage to get nationalism before being the first to liberalism, take constitution as the free tech. Be warned, this is not easy. Intelligence agency (+8 eps, +50% ep, opens up 2 spy specialists) Opens with Communism which also get’s us a free Great Spy! So beeline communism if possible Security Bureau (+8ep, 50% defense against enemy spy missions, helps the twart spy missions, open 2 spy specialists) Open with democracy. Scottland Yard: (100% ep bonus) must be founded with a GSpy. Castle: (+25% ep) obsolete with economics, so we want to delay this tech as long as possible. Wonders we want: Great Wall: of prime importance for the GSpy points, keeping the barbs out, and getting GGs from defensive wars. Basically if you miss this wonder, adjust you game and try a different strategy. Kremlin: allows 2 additional spy specialists, so you want this in the capital if possible. National Epic: To speed up GSpy production Another point to mention here, there is a randon event called "Best Defense Quest" where if you build enough castles in the required time you get a +25ep bonus to the city with the Great Wall. A very valuable event in this game, be on the look out for it. That’s it, I would not recommend any others except the Parthenon IF you can build it in a different city. Best Civics Nationhood (Mandatory here) Pacificism (providing it does not kill the economy) Any other is fine Great Spies: give you three options, infiltrate which gives you a certain number of eps but only against one AI, Scotland yard which is great (but you need eps to actually use it), and settling which get’s you +3 beakers and +12 eps. Later in the game you can use some Gspies for Golden Ages. So this technique requires patience and diplomacy. Warring is fine as long as you have 1 or 2 buddies who are technologically advanced. Feel free to kill off the others at your will. Adopt a state religion that the other AIs have, especially AIs with cities close to your borders and the nearest city has that religion. If the religion is not there, spread it there. You will save on eps to make up for the small hammer cost. Finally before discussing the nuts and bolts of the play, a few comment on what techs you need to prioritize. Understand that you should NOT be neglecting military, nor useful beaker producing techs especially education (you should optimally try to get one Great Scientist to bulb most of education). Alphabet: opens up the ability to build a spy Code of Laws: opens courthouses Philosphy: Pascifism Engineering: opens castles Nationalism: opens nationhood civic Constitution: opens jails Democracy: opens security beurea Communism: opens Intelligence Agency. Now with all of those civics, techs and building are not what get’s you an advantage. What get’s you the edge is Settled Great Spies! 1) After building the Great Wall, wait patiently for your first GP. If you can avoid the urge to run a scientist, it should be a Gspy. SETTLE Him. Do NOT build Scotland yard. That settle GSpy is enough to get you some techs. 2) Once you unlock CoL, build a courthouse in the capital and run a spy specialist. That get’s you +3 GSpy points to go wit the 2 from the GW. Now you may add a scientists or two to speed up GP production. Hopefully the second GP is a GSpy which you can use to build scottland yard. 3) As simples as that. Once you have the frame work of a settle GSpy and Scotland yard, you are on the way to stealing yourself to a win!!! 4) Future Great Spies should be settled in the capital, but if you are ambitious and know you can get the Free GSpy with communism, you may want to build a second espionage city with a settle Gspy and scottland yard! 5) Once you have gotten 4 Gspies, you should be up to constitution/democracy/communism so those buildings will start to take the bulk of the espionage work. Now use those extra GSpies to infiltrate specific AIs or burn them for GAs!! Where you want to send the spies? Look at the espionage screen and check out the AI cities. It is a simple matter to find which cities are cheaper, send the spies there! Also remember to get those cities to your state religion, and make sure you have open borders as that improves the ep cost of the mission. But most important, let your spy sit in that city 5 turns, each turn is a 10% reduction in ep cost. This technique also allows you to have a steady stream of stolen techs, not just one region of history like an early infiltration would do. Follow the links to my RPC game and look at “Chairman Mao’s RVISED Plan” (http://forums.civfanatics.com/showthread.php?t=268640)for an excellent game illustrating the power of this espionage game. In that game I was able to steal, in order Horseback Riding Meditation Polytheism calender Compass Optics Music Banking Military Tradition Steel Physics Steam Power Corporation Military Science Railroad Assembly Line Radio Biology Rocketry Fission Fascism Ecology All from essentially 6 Great People. 4 settle Gspies, 1 scottland yard, a great Scientist which we used to bulb education. This also work veru nicely with Ghengis Khan of all people. Get the Great Wall at all costs, he has enough starting techs to get some sort of military, use imperialistic to get a few good military producing cities. Target horseback riding for the UU/UB and fight defensive war with the agile UU to get several GGs. War-monger you most hated civilizations while you play nice and spy on your friends. It is a very powerful and interesting way to get Ghengis Khan to win a space race!! Here is a walkthrough for using this strategy for ghengis khan http://forums.civfanatics.com/showthread.php?p=6683061#post6683061 EDIT: I have in the past said using the espionage slider is a poor idea as you end up playing from a position of weakness, always behind in tech. In light of another RPC of mine "Return of the Russian Spy" http://forums.civfanatics.com/showthread.php?t=306844 I retract that statement since I played a very powerful game with the espionage slider (No science slider AFTER Code of Law) and got a Space Race victory. The point of this article is still using settled spies to supplement the traditional research path so I will leave it as it is.