Originally posted by Scouse Gits
Simply not true!
Simply not true!
(Five in a row.)Sparrow -- I count the defenders, sabotage the infra (spy's choice -- better odds, but takes more spies; better chance of growing vets, I think.) Once walls are down, poisen until #defenders +1; smack away with vet cavs -- should get to an empty size one city -- enter with most wounded attacker & voila! Fresh land!
Took a few turns to get the system in gear -- also too many turns roading to next set of targets.
The Mongols are easy -- look how lokg the barbarians have held them at bay. -- Feel free to send a boat with a couple of spies that way to buy up some None units...Maybe get a second city?
(but I don;t think that quality cities are in that direction.Razing a couple of Egyptians cities would be appreciated -- not only will it solidify that front, but it will add to our presence on the rock & prepare us for more customers...
)?
) and have accomplished them all already, so I am pleased. Will let you know as soon as I am done, and will post a detailed log (I am on page 7 right now of my notes, and I write small!!
(-Jrabbit and bloody monk should be happy...I think they are the ones who appreciate detailed logs!)
I wonder if the only time a spy returns to the capital is when it is expelled by the opponent? Does it return to the closest city on surviving all other encounters?? Exceptions being establishing embassies and inventigating cities which both leave the spy outside the city? (Sparrowhawk asks his longest winded question yet
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of threads in Slow Thinkers post, but even reading through the first two threads I have a much bettter understanding of spies (and more importantly vet spies 
), with significant detail I hope, but to summarize...
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