Investigating a city you are about to assault can tell you what the defenses are and whether it has Civil Defense. The trick is to do it at the right time, not just BEFORE he adds/conscripts reinforcements. Or do it multiple times.
Announcement
Collapse
No announcement yet.
Spies: Useless or Indispensible?
Collapse
X
-
F3, but I sure wish it included the "death tolls" from Civ2.The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.
Duas uncias in puncta mortalis est.
Comment
-
Originally posted by Theseus
F3, but I sure wish it included the "death tolls" from Civ2.
If I have a spy, I would much rather not have to (1) check F3 and take count of each significant # of troops, (2) sink the transport, (3) check F3 again and compare.
BTW Theseus, I recently did this and the single transport was fully loaded (guerillas, cavalry & infantry)!
Comment
-
Agathon, I am convinced that having higher culture helps. Whether relative spy 'experience' is a factor I'm not sure. If at first you don't succeed, just try again 4-5 turns later; I just had a game where it worked on my 3rd attempt. If you already have an embassy, you can still plant a spy after war is declared.
If you were asking about using the editor to make it more likely to succeed: No, only the 'Base Cost' can be adjusted.
Comment
-
Originally posted by Ephesos
What do you mean by making spies elite and veteran? I thought spies weren't units in Civ III, like caravans. If this is something in the manual, I didn't find it.
Anyway, I always run short on cash after just one or two missions, and when I fail (quite often), it's always war or possibly worse (______ is displeased). Is there a way to cut costs and risks besides communism?
This will change the difficulty of a succesful spy. Then to cut costs, change the base cost in the editor
Comment
-
Originally posted by Jaybe
Agathon, I am convinced that having higher culture helps. Whether relative spy 'experience' is a factor I'm not sure. If at first you don't succeed, just try again 4-5 turns later; I just had a game where it worked on my 3rd attempt. If you already have an embassy, you can still plant a spy after war is declared.
If you were asking about using the editor to make it more likely to succeed: No, only the 'Base Cost' can be adjusted.
I uncheck the space race option so I never have to use them for that. All I use them for is to give me an idea of how many units the enemy has.Only feebs vote.
Comment
-
One question for 2manyusernames: I have the Mac version, version 1.16, and I don't have the editor. Is there another way to make spies "veteran"?People want to know why I do this, why I write such gross stuff. I like to tell them that I have the heart of a small boy... and I keep it in a jar on my desk. - Stephen King
Comment
-
Ephesos, you can:
Go communist, not that it will ensure you success, but if you are a religious civ at least the cost isn't prohibitive since you can switch right back; or
With Mac OS X and version 1.21g you can download the Editor. See the Apolyton/Civ3/News, or the Civ3 Macintosh forum here or on CivFanatics.
You could also just keep on trying. Back in 1.16 I am pretty sure you could try every turn. On the current Windoze version (PTW??) if you fail then it won't do any good to try again for 3-4 turns. And YOU have to keep track, the game doesn't do it for you!
Comment
-
I do have OS X, so I'm not prohibitively behind you Windows people. I will make a note to get v. 1.21 and the editor. Thanks for the tip.People want to know why I do this, why I write such gross stuff. I like to tell them that I have the heart of a small boy... and I keep it in a jar on my desk. - Stephen King
Comment
-
Two threads about exactly the same subject in the front page.
Comment
Comment