Has anyone found a use for the various spy missions that become available after building the Espionage Agency?
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Stealing plans is a good way to find out where a potential enemy's forces are concentrated prior to attacking. It's pretty much the only one I use.
I guess sabotaging production would work well in conjunction with investigating cities to find wonders/small wonders/costly buildings/etc. that would provide good targets.... but I can't be bothered to constantly investigate a bunch of cities. Too bad there isn't a mission akin to the steal plans one that just reveals production in all of a Civ's cities. Or is there already?? I can't remember. Guess I don't use Espionage all that much. Never mind."Stuie has the right idea" - Japher
"I trust Stuie and all involved." - SlowwHand
"Stuie is right...." - Guynemer
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I use investigating cities a lot during war to plan my attacks and knowing if I have enough available units to take it. Sabotaging is also something I occasionally do to get a wonder before the AI. And initiate propaganda is also fun when it works!
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I haven't used Initate Propaganda yet; perhaps it would be useful especially if I've got a lot of Culture in my Civ.
I think it might be fun to play, say, the Babylonians and do all sorts of nefarious spy activities to dominate, instead of war. Be sort of like a cross between Spock, the Medici's, Fuggers and Machiavelli.Let Them Eat Cake
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Not me, I'm still playing vanilla Civ3.
I tried propaganda during my last bout of playing and the chance of success seemed a bit too low to be routinely useful.
Although I suspect there may be rare cases where it could be needed - gaining a critical resource, say, in circumstances where to seize it by force would be too costly.
Investigating cities looks to be worth experimenting with. I'll give that one a try.
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A bit off topic, but a nice side effect of the gpt bug in C3C is that the AI has lots of cash lying about, and they are actually using it for espionage missions.
In my current game, I've had at least two techs stolen (there's no other way the Babylonians could have gotten them so fast), one city experiencing a negative propaganda campaign, and my military plans have been stolen at least four times. My production has been sabotaged in several cities, too. I've never noticed any of this before."Stuie has the right idea" - Japher
"I trust Stuie and all involved." - SlowwHand
"Stuie is right...." - Guynemer
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I thought 'Initiate Propaganda' might be useful in cultural warfare, but never had any luck (It's rather costly to move your palace around . ). Maybe I'm doing it all wrong !?
Is there a lock-up period, so you have to wait a certain number of turns after each attempt ? (as with the 'Plant Spy' mission)
Is the effect perhaps cumulative ?
What are the chances actually that it will succeed ? (I assume that some of the same factors that determine culture flips also govern this.)
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I stopped even to plant spies at some time. The whole espionage is just not worth the effort. Too expensive, too frequently failed and too harsh consequences. I mean, in reality moles are caught all the time, even among allies. If this would lead to a declaration of war as frequently as in the game, we all would be in a never ending world war. I think, Firaxis just wanted to counter the overpowered espionage mission of Civ2 and greatly overdid it.
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The two uses I have for spies is to investigate a city (usually a small city, but connected to their capital) so I can check what resources they have access to, and calculate whether removal of a resource will do them damage.
The second and most commonly used is to steal technology. this is effective about 2/3rd of the time and if you are behind late in the game, it is your only option to gain techs at a reasonable price. Learning the tech or buying the tech will often cost 4 times the amount.
Of course there is a risk of war, so a gpt deal with the target civ prior to the theft is good, because you will not get the blame for any broken deal as a result of a declared war. So buying a tech for a large gpt from the target civ, then immediately stealing another with a spy can be good business and result in either 1 or 2 techs a t a reasonable price. Hopefully these can then be traded to other civs so that you get all your money back. I often find stealing techs gian me more money than I spend if I select the right one
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Planting spies is worthwhile even if you never use them, just to be able to see the enemy's order of battle, especially where air and naval power are concerned. That said, I'll usually use them to investigate cities before attacking, and rarely, but sometimes, steal plans or sabotage production. I tried propaganda back in a warlord or regent game over and over with no success (and a very commanding culture lead, target city in disorder and target gov't in anarchy). I've pretty much written it off as an option since that game.Solomwi is very wise. - Imran Siddiqui
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The spy is useful even if you never use him for giving more info about your oppoents armed forces in the "Military Advisor" screen.
Also, if your really in a space race, the spy will also help keep track of how far along they are.1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
Templar Science Minister
AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.
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