Other things that're great about spies is that you can use them for multiple missions in one turn. Say you drop off the spy onto land (1 MP) next to the target city. For 1/3rd MP you may Establish Embassy (if you haven't yet: btw did I mention that you should ALWAYS have embassies with a potential enemy?), 1/3rd more move you Investigate City (again, knowledge is crucial). Now you have 1 and 1/3 MP's left to scout around and steal, sabotage, etc. with your 1 spy. Since by then the enemy usually has railroads (you DID drop her on a rail, right?), feel free to scout as far as you can go and still have enough move left to reach your target.
Now you have to decide what you're going to use the spy for (actually, you should have planned this before). Is it a walled town? Walls are hard to take out, but at least spies have the option. Try to plan for easier sabotage targets. Coastal forts are easy targets, and good ones if you have cruisers offshore. Do you plan on buying it? Target temples, cathedrals, and COURTHOUSES! Does the enemy have a powerful defense? Consider destroying his barracks: no more new vet defenders AND damaged units are not instantly repaired.
Should you lose a city to an enemy, make the best of it. Try to have 3 diplomats at all times, especially early on. Say some superior tech civ who you haven't met before comes along and takes your city. Send in the dips: 1st one Est. Embassy, 2nd steals tech, 3rd buys back city. Now you have your city back, and likely have his invading army as well, and are 2 techs up from where you were!
Now you have to decide what you're going to use the spy for (actually, you should have planned this before). Is it a walled town? Walls are hard to take out, but at least spies have the option. Try to plan for easier sabotage targets. Coastal forts are easy targets, and good ones if you have cruisers offshore. Do you plan on buying it? Target temples, cathedrals, and COURTHOUSES! Does the enemy have a powerful defense? Consider destroying his barracks: no more new vet defenders AND damaged units are not instantly repaired.
Should you lose a city to an enemy, make the best of it. Try to have 3 diplomats at all times, especially early on. Say some superior tech civ who you haven't met before comes along and takes your city. Send in the dips: 1st one Est. Embassy, 2nd steals tech, 3rd buys back city. Now you have your city back, and likely have his invading army as well, and are 2 techs up from where you were!
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