Before someone links to them, I already read these threads: http://forums.civfanatics.com/showthread.php?t=289036 http://forums.civfanatics.com/showthread.php?t=274135 http://forums.civfanatics.com/showthread.php?t=269801 Some pretty good info on espionage, but mostly for games that are concentrated on espionage (which doesn´t appear to be a very viable strategy at higher levels, I play emperor). In most games you will ignore EPs, simply because beakers > EP. In most games you do not want to generate an early GSpy, because getting it will delay the academy in your capital. So assume you do not build the GW, you do not run spy specialists or yank up the espionage slider, what do you do with your EP (couple of 100s or 1000s)? I have found out that I do quite few with them, probably the only thing I do is cause city revolts when at war. I don´t use spies for scouting, I hardly use them during peacetime to disrupt. But maybe I should cause unrest or poison water. I´d like to hear some opinions about the most effective use for limited amounts of EP. Also a question on game mechanics. If my spy gets caught, it is always going to give a -1 relation penalty? Are my spies recognized if my EP> their EP? How long for this penalty to wear off?