AU needs an esponiage course. Then again everyone might skip class.
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Spies...who needs them?????
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Hi everyone. I've got a tip or two, and one question.
The question is this: does distance from your enemy dictate the cost of various espionage actions?
In my games, the cost of most espionage actions is prohibitively expensive. I see a few posts here referring to getting techs cheaply, and effectively, using espionage. In my games, a "safe" operation on this scale generally costs upwards of 3000. By the time I get Espionage (mid-late Industrial era), I might have that kind of money, but I'm saving it for upgrades, either to Infantry or Mech. Inf.
So in other words, I hardly ever use steal technology, steal map, enemy troop position, expose enemy spy, etc. It's just too pricey. In the late game, I would consider it, but if I make it to the late game, I'm at least somewhat ahead in terms of tech.
Here's the tip:
Use propaganda, or rather, don't be afraid to try, when you are at war with a large communist empire. Say the Zulus, in the industrial-modern era, conquer Britain, which borders you. If your culture is sufficiently greater than Zululand, throw around a few hundred to subvert those border cities (which ought to be resisting, unhappy, or tiny at this point). They will join you, at least 75% of the time.
As far as I can tell, for a propaganda mission to succeed, you must at least be adjacent to the city you wish to subvert.
Propaganda has proved useful at times for me in large modern war, though I wouldn't rely on it... it's just an option if I have a large treasury.
But almost all other espionage options are too damn expensive!!!You can't fight in here! This is the WAR room!
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I've had a couple of times the AI initiate propaganda in my capital or FP city, which has really little chance of flipping...
Other than that, I usually can buy techs roughly the same amount of gold it would need to steal them... The only disadvantage is that the gold is going to the other civ when buying, but who cares!
--Kon--
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I have stopped researching espionage in my games. The only espionage option I feel is worth it is the F3 info you get from successfully planting a spy.
My Industrial Age tech route goes like this:
Steam Power, Industrialization, Medicine, Electricity, Theory of Gravity, Replaceable Parts, Atomic Theory + Electronics from ToE, Nationalism, Communism, Sanitation*, and then beeline for Motor Transport, Radio, Flight (to preserve Colossus as long as possible, unless I don't have it, of course) and on to the Modern Age (also skipping Adv. Flight & Amphib War).
* - I have also put Sanitation in front of Nationalism... it depends. If I have the happiness wonders and luxuries to support my pop growth easily, I'll do Sanitation earlier. If I don't (and am perhaps preparing to engage in a little expedition to go get some extra luxuries), I will go for police stations first, and then double back for hospitals.
-Arriangrog want tank...Grog Want Tank... GROG WANT TANK!
The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.
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I never bother with adv. flight or amphib. war either. However, I also never bother with Police Stations. I thought that Universal Suffrage was supposed to make life easier in this sense. But I do note that I can build Police Stations even after US... how often would you say you build police stations, and how helpful are they?You can't fight in here! This is the WAR room!
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I always build PS's. They not only lower WW (on top of what Universal Suffrage does), they lower CORRUPTION too, cumulative to a courthouse. It's the corruption reduction I'm after mostly, with WW being a lesser consideration.
-Arriangrog want tank...Grog Want Tank... GROG WANT TANK!
The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.
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Originally posted by Arrian
I always build PS's. They not only lower WW (on top of what Universal Suffrage does), they lower CORRUPTION too, cumulative to a courthouse. It's the corruption reduction I'm after mostly, with WW being a lesser consideration.
-ArrianYou can't fight in here! This is the WAR room!
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I think it's the same as courthouses. So they're pretty powerful improvements, all in all.
Plus, if you beat the AI to communism (given all the stuff I do first, that doesn't happen all that often) you can sell it to them. They love it, of course, and then if they go to war, they will almost certainly go commie.
-Arriangrog want tank...Grog Want Tank... GROG WANT TANK!
The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.
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Originally posted by Arrian
I think it's the same as courthouses. So they're pretty powerful improvements, all in all.
Plus, if you beat the AI to communism (given all the stuff I do first, that doesn't happen all that often) you can sell it to them. They love it, of course, and then if they go to war, they will almost certainly go commie.
-Arrian
(I'm referring to propaganda, during wartime)You can't fight in here! This is the WAR room!
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My research is similar to Arrian's though I have come to the point where I don't even research communism. Polica stations are nice, but at that point in the game, I'm too powerful for the other AIs and am beelining for spaceship win or MA domination, whichever I'm in the mood for. I'll buy communism from them when they get it.
Using ToE for atomic theory and electonics is a very good strategy cause those techs are high priced. If my ToE is taking too long to build, I'll research sanitation, corporation, etc. in the meantime.badams
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