What can Spies do?

don_lahnum_jr

Chieftain
Joined
Jul 2, 2004
Messages
49
I was only able to steal plans and sabotage production! Is there anything else that they can do? If so...how do I do it?
 
That's all I noticed too. They also have a level when they're selected but I couldn't figure out a way to increase their level. Anyone know how? I successfuly completed some sabotages but nothing happened.
 
Spies can also destroy improvements. Comes in pretty handy when you can destroy the only aluminum mine and oil well the other civ has so the can't make modern units anymore or go after his food and luxury resources to cripple his health and happiness. Food is especially nasty since he can't make up for it by spending money.

I guess they don't level up. Air units also have level displayed but they don't gain exp from successful missions. It's a pity.
 
APushkin said:
Spies can also destroy improvements. Comes in pretty handy when you can destroy the only aluminum mine and oil well the other civ has or go after his food and luxury resources to cripple his lealth and happiness. Food is especially nasty since he can't make up for it by spending money.

I guess they don't level up. Air units also have level displayed but they don't gain exp from successful missions. It's a pity.

WOW...that is very powerful!!! Thanks!!!
 
#1 when i spy enters another civ's city, you can see it's city screen.

#2 the spy can carry out missions that can be successful or not (and if not, the spy dies and your relations with that civ get negative). Missions include:


Destroy Production if successful the city looses all production points towards whatever is currently being worked on.

Sabotage Improvements: I fsuccessful the improvement is destoryed

Steal Plans: If successful you get to see everything that is visible to the foreign civ.
 
bayareastank said:
#1 when i spy enters another civ's city, you can see it's city screen.

(double-click on their city - handy for determing whether you want to take or raze a city when you're fighting and unsure)

And even if your spy is just sitting in a city you can see all the summary popup info for quick reference.

This ability is my most common use of spies, usually during wars, to keep an eye on what my enemies are doing, which cities I want first, and where I might do some minor sabotage to stop them from building more units.

Destroy Production if successful the city looses all production points towards whatever is currently being worked on.

In my experience they do not lose all production. Maybe there's an option I'm missing. I've done production sabotage a few times and it never fully wipes it, just a portion - if you have several spies or do it repeatedly you can wipe it all or most of it. Note that doing this on big items is brutally expensive and it's expensive in general. For ex, doing sabotage on SS parts costs 1000's of gold. When an AI is half way done with an SS part and it costs you 2500g to drop that down to 1/4 it's painful (to you).

You can deploy spies with subs (my favorite mechanism unless you have borders and can just walk in). Since both units are "invis" you can enter unfriendly territory, drop off a spy, and get busy.

My only real beef with spies is that I wish they were available earier in some capacity. Maybe do em like trade routes. Start out with the ability to only have 1 spy and over time build up to the 4 max via wonders and/or civics or something.
 
WWWWWWAAAAAAAAAAAA I want to be able to steal techs from other Civs, I wish they left that in the system.
 
elderotter said:
supposedly they can detect spies in your country also - tho I am not sure how that works.
Just leave the spy in your own city, and he has a greater chance at detecting them.
 
So what your saying is a spy(Being invisable) can destory improvments without the other civ finding out or being pissy about it unless they have a spy to catch you :D if this is the case I have a new idea for when i play my friend next time we play multiplayer mwahahahah.

Me: Hey man hows it going over there
Friend: WTH all my improvments keep disapearing !
Me: That is strange. Strange indeed ?? strange indeed :D ohh by the way can you trade me fusion i could really use that :P
 
NO it's not that easy with the Spy. The person (or computer) playing the Civ can't see your spy walking around in their territory. But when you carry out a mission, there's a risk factor dependant on things such as the type of government in place there, the population etc. If you're successful, yes you can do your damage and get out and no one's the wiser. But if the game calculates your efforts failed, your spy is exposed, killed and your relations with that country immediatly go in the toilet.

So carrying oout spy missions have a greater chance at success on the outer cities that aren't as built up as much as the capital.
 
Rustypipe said:
Me: Hey man hows it going over there
Friend: WTH all my improvments keep disapearing !
Me: That is strange. Strange indeed ?? strange indeed :D ohh by the way can you trade me fusion i could really use that :P

HAHAHAHAHA, I can so picture that in my MP games!
 
In my last game I had a neighbor that was gaining on me but I wasn't at the point I wanted to go to war with him so I sent in a spy and destroyed every special improvement like rice, oil, metals etc. Drastically reducing his ability to make new units or trade with other Civs. What really surprised me was like 10 turns later he had only rebuilt one of them. What is even more surprising is that he 'detained' for questioning one of my spies who had failed and yet my relations to this Civ did not get worse.

I too wish that stealing Tec's was possible, maybe with a high risk of failure and negative effects on relations with that Civ. but it should be in game.
 
Nilrim said:
In my last game I had a neighbor that was gaining on me but I wasn't at the point I wanted to go to war with him so I sent in a spy and destroyed every special improvement like rice, oil, metals etc. Drastically reducing his ability to make new units or trade with other Civs. What really surprised me was like 10 turns later he had only rebuilt one of them. What is even more surprising is that he 'detained' for questioning one of my spies who had failed and yet my relations to this Civ did not get worse.

I too wish that stealing Tec's was possible, maybe with a high risk of failure and negative effects on relations with that Civ. but it should be in game.

Maybe the spy didn't talk...and never let them know who sent them!!! I also wish for the stealing of tech's! Maybe someone could mod that in?!?!
 
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