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	<title>TWC Wiki - User contributions [en]</title>
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	<updated>2026-06-19T00:51:42Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Spy&amp;diff=60989</id>
		<title>Spy</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Spy&amp;diff=60989"/>
		<updated>2014-07-22T10:45:51Z</updated>

		<summary type="html">&lt;p&gt;Andy5: /* Tactics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
A spy is an agent character that may be trained in settlements that have the required structures. Spies cannot take part in battles, or negotiate with other characters. Their purpose is to reveal:&lt;br /&gt;
: 1. What lies within another faction&#039;s settlement.&lt;br /&gt;
&lt;br /&gt;
: 2. The make-up of another faction&#039;s army on the map.&lt;br /&gt;
&lt;br /&gt;
: 3. Any hidden armies laying in ambush on the map.&lt;br /&gt;
&lt;br /&gt;
: 4. Monitor the movement of military forces in another faction&#039;s territory.&lt;br /&gt;
&lt;br /&gt;
: 5. Counter spying - staying in friendly settlements to expose espionage and assassination attempts.  &lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
: 1. Moving spies next to a settlement or army will often give the required information. Clicking on a settlement or army will increase the risk of the spy being discovered and perhaps slain.&lt;br /&gt;
&lt;br /&gt;
: 2. Correctly positioning two or three spies in a bordering faction&#039;s territory - with the spies &#039;line of sight&#039; slightly overlapping - can provide forewarning of that faction&#039;s intention to launch an attack against you or could highlight if that faction&#039;s settlements have become vulnerable because they are warding off attacks from other factions. &lt;br /&gt;
&lt;br /&gt;
: 3. Spies that enter a settlement that has the plague, may contract the disease and can carry that with them to another settlement. This can be considered &#039;biological warfare&#039; to affect your enemies. (Example - I was playing as Illyria.  Macedon was my primary threat.  Overtime I recruited 10-15 spies and when plague erupted in Macedon, I had my spies continually infect the Macedonian cities, so the Macedonian cities would never fully recover.  Once infected a city suffers from depopulation at a rate of 8-9% affecting the tax base and ability to recruit troops.  Using this strategy over 25-30 turns, I was able limit Macedonian attacks, build up my military forces and eliminate the weakened Macedonian faction.)&lt;br /&gt;
&lt;br /&gt;
: 4. Moving to, or keeping a spy in your own settlements can improve public order and help to reveal enemy agents. When teamed up with an [[Assassin]] in a settlement, there is a higher probability enemy spies and assassins will be caught and executed.  The probability that enemy spies and assassins will be caught and executed is also dependent on the Governor&#039;s Xenophobia (hates foreigners) or Xenophilia (welcomes foreigners) trait levels.  The maximum xenophobia level (3) provides +3 public security, in contrast the maximum xenophilia level (3), which provides -3 public security.  If you have a very capable governor who has a high xenophilia trait level, you can provide additional protective security measures by stationing a spy and/or an assassin in the settlement.&lt;br /&gt;
&lt;br /&gt;
: 5. Spies can also attach themselves to armies in order to protect them, or board ships. A spy attached to an army can increase the line of sight of that army depending on the spy&#039;s subterfuge level.&lt;br /&gt;
&lt;br /&gt;
: 6. Spies can be used to increase unrest in other factions&#039; settlements, possibly tipping their towns into revolt.&lt;br /&gt;
&lt;br /&gt;
: 7. Spies can improve the chance of an enemy settlement&#039;s gates being opened, thus avoiding the need to build siege engines.&lt;br /&gt;
&lt;br /&gt;
== Concept of Subterfuge for Spies==&lt;br /&gt;
An increase in subterfuge provides a number of advantages for your spies:&lt;br /&gt;
: 1.  Increased line of sight reducing the &#039;fog of war&#039; in the spy&#039;s immediate vicinity.&lt;br /&gt;
&lt;br /&gt;
: 2.  Increased probability of a successful intelligence gathering mission.&lt;br /&gt;
&lt;br /&gt;
: 3.  It is possible that higher subterfuge levels will improve the spy&#039;s counter-intelligence ability (I am not certain on this one; it is hard to test).&lt;br /&gt;
&lt;br /&gt;
== RTW Ancillaries ==&lt;br /&gt;
courtesan: +1 subterfuge&lt;br /&gt;
: To obtain a courtesan your spy needs to remain in a settlement with a Lyceum for one turn.  There is a 4% chance the spy will be awarded a courtesan.&lt;br /&gt;
&lt;br /&gt;
dancer: +1 subterfuge&lt;br /&gt;
: To obtain a dancer your spy needs to remain in a settlement with a Lyceum for one turn.  There is a 4% chance the spy will be awarded a dancer.&lt;br /&gt;
&lt;br /&gt;
pet monkey: +2 subterfuge&lt;br /&gt;
: To obtain a pet monkey your spy needs to remain in a settlement that has a market or better for one turn.  There is a 2% chance the spy will be awarded a pet monkey.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Andy5</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Talk:Spy&amp;diff=16014</id>
		<title>Talk:Spy</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Talk:Spy&amp;diff=16014"/>
		<updated>2008-05-21T21:16:04Z</updated>

		<summary type="html">&lt;p&gt;Andy5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;With regard to subterfuge improving a spy&#039;s counter-intelligence ability, is there a file that calculates the probability of success for intelligence-gathering missions? [[User:Andy5|Andy5]] 20:43, 10 May 2008 (UTC)&amp;lt;br&amp;gt;&lt;br /&gt;
I have never played Shogun Total War so I can&#039;t comment on this edition of the Total War Series [[User:Andy5|Andy5]] 21:16, 21 May 2008 (UTC)&lt;/div&gt;</summary>
		<author><name>Andy5</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Talk:Assassin&amp;diff=16013</id>
		<title>Talk:Assassin</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Talk:Assassin&amp;diff=16013"/>
		<updated>2008-05-21T21:15:01Z</updated>

		<summary type="html">&lt;p&gt;Andy5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;sorry that last edit was me [[User:Captain Blackadder|Captain Blackadder]] 07:17, 18 April 2008 (UTC)&amp;lt;br&amp;gt;&lt;br /&gt;
I have never played Shogun Total War so I can&#039;t comment on this edition of the Total War Series [[User:Andy5|Andy5]] 21:15, 21 May 2008 (UTC)&lt;/div&gt;</summary>
		<author><name>Andy5</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Spy&amp;diff=15994</id>
		<title>Spy</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Spy&amp;diff=15994"/>
		<updated>2008-05-19T01:31:48Z</updated>

		<summary type="html">&lt;p&gt;Andy5: /* Tactics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
A spy is an agent character that may be trained in settlements that have the required structures. Spies cannot take part in battles, or negotiate with other characters. Their purpose is to reveal:&lt;br /&gt;
: 1. What lies within another faction&#039;s settlement.&lt;br /&gt;
&lt;br /&gt;
: 2. The make-up of another faction&#039;s army on the map.&lt;br /&gt;
&lt;br /&gt;
: 3. Any hidden armies laying in ambush on the map.&lt;br /&gt;
&lt;br /&gt;
: 4. Monitor the movement of military forces in another faction&#039;s territory.&lt;br /&gt;
&lt;br /&gt;
: 5. Counter spying - staying in friendly settlements to expose espionage and assassination attempts.  &lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
: 1. Moving spies next to a settlement or army will often give the required information. Clicking on a settlement or army will increase the risk of the spy being discovered and perhaps slain.&lt;br /&gt;
&lt;br /&gt;
: 2. Correctly positioning two or three spies in a bordering faction&#039;s territory - with the spies &#039;line of sight&#039; slightly overlapping - can provide forewarning of that faction&#039;s intention to launch an attack against you or could highlight if that faction&#039;s settlements have become vulnerable because they are warding off attacks from other factions. &lt;br /&gt;
&lt;br /&gt;
: 3. Spies that enter a settlement that has the plague, may contract the disease and can carry that with them to another settlement or army. This can be considered &#039;germ warfare&#039; to affect your enemies.&lt;br /&gt;
&lt;br /&gt;
: 4. Moving to, or keeping a spy in your own settlements can improve public order and help to reveal enemy agents. When teamed up with an [[Assassin]] in a settlement, there is a higher probability enemy spies and assassins will be caught and executed.  The probability that enemy spies and assassins will be caught and executed is also dependent on the Governor&#039;s Xenophobia (hates foreigners) or Xenophilia (welcomes foreigners) trait levels.  The maximum xenophobia level (3) provides +3 public security, in contrast the maximum xenophilia level (3), which provides -3 public security.  If you have a very capable governor who has a high xenophilia trait level, you can provide additional protective security measures by stationing a spy and/or an assassin in the settlement.&lt;br /&gt;
&lt;br /&gt;
: 5. Spies can also attach themselves to armies in order to protect them, or board ships. A spy attached to an army can increase the line of sight of that army depending on the spy&#039;s subterfuge level.&lt;br /&gt;
&lt;br /&gt;
: 6. Spies can be used to increase unrest in other factions&#039; settlements, possibly tipping their towns into revolt.&lt;br /&gt;
&lt;br /&gt;
: 7. Spies can improve the chance of an enemy settlement&#039;s gates being opened, thus avoiding the need to build siege engines.&lt;br /&gt;
&lt;br /&gt;
== Concept of Subterfuge for Spies==&lt;br /&gt;
An increase in subterfuge provides a number of advantages for your spies:&lt;br /&gt;
: 1.  Increased line of sight reducing the &#039;fog of war&#039; in the spy&#039;s immediate vicinity.&lt;br /&gt;
&lt;br /&gt;
: 2.  Increased probability of a successful intelligence gathering mission.&lt;br /&gt;
&lt;br /&gt;
: 3.  It is possible that higher subterfuge levels will improve the spy&#039;s counter-intelligence ability (I am not certain on this one; it is hard to test).&lt;br /&gt;
&lt;br /&gt;
== RTW Ancillaries ==&lt;br /&gt;
courtesan: +1 subterfuge&lt;br /&gt;
: To obtain a courtesan your spy needs to remain in a settlement with a Lyceum for one turn.  There is a 4% chance the spy will be awarded a courtesan.&lt;br /&gt;
&lt;br /&gt;
dancer: +1 subterfuge&lt;br /&gt;
: To obtain a dancer your spy needs to remain in a settlement with a Lyceum for one turn.  There is a 4% chance the spy will be awarded a dancer.&lt;br /&gt;
&lt;br /&gt;
pet monkey: +2 subterfuge&lt;br /&gt;
: To obtain a pet monkey your spy needs to remain in a settlement that has a market or better for one turn.  There is a 2% chance the spy will be awarded a pet monkey.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Andy5</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Assassin&amp;diff=15993</id>
		<title>Assassin</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Assassin&amp;diff=15993"/>
		<updated>2008-05-19T01:29:13Z</updated>

		<summary type="html">&lt;p&gt;Andy5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Assassins are a campaign map unit which have been featured in all of the [[Total War]] Games.  In Shogun and Medieval Total War II the results of missions are shown in short movies depicting the assassin&#039;s mission. These range from the comical (an assassin&#039;s own snake biting his foot) to the professional (The crossbow and the pope).&lt;br /&gt;
Assassins gain Valour/Subterfuge through assassinating victims. Sometimes &#039;&#039;hero&#039;&#039; Assassins are created (Medieval:Total War only as far as I know) that already have a lot of valour.&lt;br /&gt;
&lt;br /&gt;
Assassins can only be recruited in a settlement which contains the appropriate building.  For RTW it is a forum or greater whereas in MTW the building is an Inn or greater. Assassins cannot take part in battles, or negotiate with other characters. Their purpose is to:&amp;lt;br&amp;gt;&lt;br /&gt;
1. Assassinate other factions land-based units, Faction leaders, family members, diplomats, [[Spy|spies]] assassins and in MTW, princesses and merchants.&amp;lt;br&amp;gt;&lt;br /&gt;
2. Conduct acts of sabotage in enemy settlements&amp;lt;br&amp;gt; &lt;br /&gt;
3. Assassinate your own units if they are likely to rebel&amp;lt;br&amp;gt;&lt;br /&gt;
4. Improve the protective security in a settlement or for a family member.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
1. Assassins should be trained when first recruited.  Target captains of armies only when the mission has a greater than 50% probability of success.  Continue this until the Assassin&#039;s subterfuge level improves at least by 1, then you can start targeting better protected characters such as Princesses, Merchants (for MTW only), Diplomats, Spies and other Assassins, before trying to assassinate Generals, Faction leaders or even the Pope.&amp;lt;br&amp;gt;	&lt;br /&gt;
2. Assassins can also be trained through acts of sabotage but always check the mission&#039;s probability of success.  A lower probability could mean the enemy faction has a spy and/or an assassin in the settlement.&amp;lt;br&amp;gt;&lt;br /&gt;
3. Assassins can be used to improve protective security arrangements for your capable Generals, Governors and Faction leader from enemy spies and assassins.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Moving to, or keeping an assassin in your own settlements improve the protective security levels in the settlement. When teamed up with an spy in a settlement, there is a higher probability enemy spies and assassins will be caught and executed.  The protective security level of a settlement is also dependent on the Xenophobia (hates foreigners) and Xenophilia (welcomes foreigners) trait levels of the governor.  The maximum xenophobia level (3) provides +3 public security in contrast the maximum xenophilia level (3) provides -3 public security.  If you have a very capable governor who has a high xenophilia level, he will need additional protection by using spies and assassins.&amp;lt;br&amp;gt;&lt;br /&gt;
5.  It is an effective strategy to use a spy and assassin in tandem. The spy can advise you about a family member&#039;s traits (i.e if the family member is Xenophobic or Xenophilic) or the structures that can be sabotaged in a settlement.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Concept of Subterfuge for Assassins ==&lt;br /&gt;
An increase in subterfuge provides a number of advantages:&amp;lt;br&amp;gt;&lt;br /&gt;
1.  Increased probability of a successful assassination or sabotage mission.&amp;lt;br&amp;gt;&lt;br /&gt;
2.  Higher subterfuge levels might also increase the assassin&#039;s protective security ability in armies and settlements. (I am not certain on this one; it is hard to test)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== RTW Ancillaries ==&lt;br /&gt;
Catamite +1 subterfuge&amp;lt;br&amp;gt;&lt;br /&gt;
To obtain a catamite the assassin needs to successfully complete a mission.  On completing a mission successfully there is a 15% chance the assassin will be awarded a catamite.  If your assassin has a courtesan then it will not get a catamite.&amp;lt;br&amp;gt;&lt;br /&gt;
Agent Type - Assassins only&amp;lt;br&amp;gt;&lt;br /&gt;
Culture Type - Excludes Barbarian cultures&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Courtesan +1 subterfuge&amp;lt;br&amp;gt;&lt;br /&gt;
To obtain a courtesan the assassin needs to remain in a settlement with a lyceum for on turn.  There is a 4% chance the assassin will be awarded a courtesan.&lt;br /&gt;
If your assassin has a catamite then it will not get a courtesan&amp;lt;br&amp;gt;&lt;br /&gt;
Agent Type - [[Spy]] and Assassin&amp;lt;br&amp;gt;&lt;br /&gt;
Culture Type - Excludes Barbarian cultures&amp;lt;br&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
Dancer +1 subterfuge&amp;lt;br&amp;gt;&lt;br /&gt;
To obtain a dancer the assassin needs to remain in a settlement with a lyceum for on turn.  There is a 4% chance the assassin will be awarded a dancer.&amp;lt;br&amp;gt;&lt;br /&gt;
Agent Type - Spy and Assassin&amp;lt;br&amp;gt;&lt;br /&gt;
Culture Type - All cultures&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Skilled Courtesan +2 subterfuge&amp;lt;br&amp;gt;&lt;br /&gt;
To obtain a skilled courtesan the assassin needs to successfully complete a mission.  On completing a mission successfully there is a 15% chance the assassin will be awarded a skilled courtesan.&amp;lt;br&amp;gt;&lt;br /&gt;
Agent Type - Spy and Assassin&amp;lt;br&amp;gt;&lt;br /&gt;
Culture Type - All cultures&amp;lt;br&amp;gt;&lt;br /&gt;
   &lt;br /&gt;
Pet White Cat +2 subterfuge&amp;lt;br&amp;gt;&lt;br /&gt;
To obtain a pet white cat your assassin needs to remain in a settlement that has an awesome temple associated with a god of war/battle for one turn.  There is a 15% chance the assassin will be awarded a pet white cat.  If your assassin has a pet monkey it will not get a pet white cat&amp;lt;br&amp;gt;&lt;br /&gt;
Agent Type - Assassin only&amp;lt;br&amp;gt;&lt;br /&gt;
Culture Type - Only Egyptian and Parthian cultures&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pet Monkey +2 subterfuge&amp;lt;br&amp;gt;&lt;br /&gt;
To obtain a pet monkey you need to remain in a settlement that has a market or better for one turn.  There is a 2% chance the spy will be awarded a pet monkey.  If your assassin has a pet white cat it will not get a pet monkey&amp;lt;br&amp;gt;&lt;br /&gt;
Agent Type - Spy and Assassin&amp;lt;br&amp;gt;&lt;br /&gt;
Culture Type - All Cultures&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Poisoner +2 subterfuge&amp;lt;br&amp;gt;&lt;br /&gt;
When a family member of a culture other than Carthaginian, Eastern, Egyptian, Greek, Barbarian suffers an assassination attempt and that family member has the Paranoia trait level &amp;gt;= 2 and DeceiverVirtue trait &amp;gt;= 1 then an assassin has a 10% chance of be awarded a poisoner.&amp;lt;br&amp;gt;&lt;br /&gt;
Agent Type - Assassin only&amp;lt;br&amp;gt;&lt;br /&gt;
Culture Type - Only Egyptian and Parthian cultures&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
*[[Assassins|Modding Assassins in Medieval 2]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Andy5</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Spy&amp;diff=15974</id>
		<title>Spy</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Spy&amp;diff=15974"/>
		<updated>2008-05-15T01:13:19Z</updated>

		<summary type="html">&lt;p&gt;Andy5: /* RTW Ancillaries */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
A spy is an agent character that may be trained in settlements that have the required structures. Spies cannot take part in battles, or negotiate with other characters. Their purpose is to reveal:&lt;br /&gt;
: 1. What lies within another faction&#039;s settlement. &lt;br /&gt;
: 2. The make-up of another faction&#039;s army on the map.&lt;br /&gt;
: 3. Any hidden armies laying in ambush on the map.&lt;br /&gt;
: 4. Monitor the movement of military forces in another faction&#039;s territory.&lt;br /&gt;
: 5. Counter spying - staying in friendly settlements to expose espionage and assassination attempts.  &lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
: 1. Moving spies next to a settlement or army will often give the required information. Clicking on a settlement or army will increase the risk of the spy being discovered and perhaps slain.&lt;br /&gt;
: 2. Correctly positioning two or three spies in a bordering faction&#039;s territory - with the spies &#039;line of sight&#039; slightly overlapping - can provide forewarning of that faction&#039;s intention to launch an attack against you or could highlight if that faction&#039;s settlements have become vulnerable because they are warding off attacks from other factions. &lt;br /&gt;
: 3. Spies that enter a settlement that has the plague, may contract the disease and can carry that with them to another settlement or army. This can be considered &#039;germ warfare&#039; to affect your enemies.&lt;br /&gt;
: 4. Moving to, or keeping a spy in your own settlements can improve public order and help to reveal enemy agents. When teamed up with an assassin in a settlement, there is a higher probability enemy spies and assassins will be caught and executed.  The probability enemy spies and assassins will be caught and executed is also dependent on the Governor&#039;s Xenophobia (hates foreigners) or Xenophilia (welcomes foreigners) trait levels.  The maximum xenophobia level (3) provides +3 public security, in contrast the maximum xenophilia level (3) provides -3 public security.  If you have a very capable governor who has a high xenophilia trait level, you can provide additional protective security measures by stationing a spy and/or an assassin in the settlement.&lt;br /&gt;
: 5. Spies can also attach themselves to armies in order to protect them or board ships. A spy attached to an army can increase the line of sight of that army depending on the spy&#039;s subterfuge level.&lt;br /&gt;
: 6. Spies can be used to increase unrest in other factions settlements, possibly tipping the town into revolt.&lt;br /&gt;
: 7. Spies can improve the chance of an enemy settlement&#039;s gates being opened, thus avoiding the need to build siege engines.&lt;br /&gt;
&lt;br /&gt;
== Concept of Subterfuge for Spies==&lt;br /&gt;
An increase in subterfuge provides a number of advantages for your spies:&lt;br /&gt;
: 1.  Increased line of sight reducing the &#039;fog of war&#039; in the spy&#039;s immediate vicinity.&lt;br /&gt;
: 2.  Increased probability of a successful intelligence gathering mission.&lt;br /&gt;
: 3.  It is possible higher subterfuge levels will improve the spy&#039;s counter-intelligence ability (I am not certain on this one; it is hard to test)&lt;br /&gt;
&lt;br /&gt;
== RTW Ancillaries ==&lt;br /&gt;
courtesan +1 subterfuge&lt;br /&gt;
: To obtain a courtesan your spy needs to remain in a settlement with a Lyceum for one turn.  There is a 4% chance the spy will be awarded a courtesan.&lt;br /&gt;
&lt;br /&gt;
dancer +1 subterfuge&lt;br /&gt;
: To obtain a dancer your spy needs to remain in a settlement with a Lyceum for one turn.  There is a 4% chance the spy will be awarded a dancer.&lt;br /&gt;
&lt;br /&gt;
pet monkey +2 subterfuge&lt;br /&gt;
: To obtain a pet monkey your spy needs to remain in a settlement that has a market or better for one turn.  There is a 2% chance the spy will be awarded a pet monkey.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Andy5</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Spy&amp;diff=15970</id>
		<title>Spy</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Spy&amp;diff=15970"/>
		<updated>2008-05-12T07:05:34Z</updated>

		<summary type="html">&lt;p&gt;Andy5: /* RTW Ancillaries */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
A spy is an agent character that may be trained in settlements that have the required structures. Spies cannot take part in battles, or negotiate with other characters. Their purpose is to reveal:&lt;br /&gt;
: 1. What lies within another faction&#039;s settlement. &lt;br /&gt;
: 2. The make-up of another faction&#039;s army on the map.&lt;br /&gt;
: 3. Any hidden armies laying in ambush on the map.&lt;br /&gt;
: 4. Monitor the movement of military forces in another faction&#039;s territory.&lt;br /&gt;
: 5. Counter spying - staying in friendly settlements to expose espionage and assassination attempts.  &lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
: 1. Moving spies next to a settlement or army will often give the required information. Clicking on a settlement or army will increase the risk of the spy being discovered and perhaps slain.&lt;br /&gt;
: 2. Correctly positioning two or three spies in a bordering faction&#039;s territory - with the spies &#039;line of sight&#039; slightly overlapping - can provide forewarning of that faction&#039;s intention to launch an attack against you or could highlight if that faction&#039;s settlements have become vulnerable because they are warding off attacks from other factions. &lt;br /&gt;
: 3. Spies that enter a settlement that has the plague, may contract the disease and can carry that with them to another settlement or army. This can be considered &#039;germ warfare&#039; to affect your enemies.&lt;br /&gt;
: 4. Moving to, or keeping a spy in your own settlements can improve public order and help to reveal enemy agents. When teamed up with an assassin in a settlement, there is a higher probability enemy spies and assassins will be caught and executed.  The probability enemy spies and assassins will be caught and executed is also dependent on the Governor&#039;s Xenophobia (hates foreigners) or Xenophilia (welcomes foreigners) trait levels.  The maximum xenophobia level (3) provides +3 public security, in contrast the maximum xenophilia level (3) provides -3 public security.  If you have a very capable governor who has a high xenophilia trait level, you can provide additional protective security measures by stationing a spy and/or an assassin in the settlement.&lt;br /&gt;
: 5. Spies can also attach themselves to armies in order to protect them or board ships. A spy attached to an army can increase the line of sight of that army depending on the spy&#039;s subterfuge level.&lt;br /&gt;
: 6. Spies can be used to increase unrest in other factions settlements, possibly tipping the town into revolt.&lt;br /&gt;
: 7. Spies can improve the chance of an enemy settlement&#039;s gates being opened, thus avoiding the need to build siege engines.&lt;br /&gt;
&lt;br /&gt;
== Concept of Subterfuge for Spies==&lt;br /&gt;
An increase in subterfuge provides a number of advantages for your spies:&lt;br /&gt;
: 1.  Increased line of sight reducing the &#039;fog of war&#039; in the spy&#039;s immediate vicinity.&lt;br /&gt;
: 2.  Increased probability of a successful intelligence gathering mission.&lt;br /&gt;
: 3.  It is possible higher subterfuge levels will improve the spy&#039;s counter-intelligence ability (I am not certain on this one; it is hard to test)&lt;br /&gt;
&lt;br /&gt;
== RTW Ancillaries ==&lt;br /&gt;
courtesan +1 subterfuge&lt;br /&gt;
: To obtain a courtesan your spy needs to remain in a settlement with a Lyceum for one turn.  There is a 4% chance the spy will be awarded a courtesan.&lt;br /&gt;
&lt;br /&gt;
courtesan +1 subterfuge&lt;br /&gt;
: To obtain a dancer your spy needs to remain in a settlement with a Lyceum for one turn.  There is a 4% chance the spy will be awarded a dancer.&lt;br /&gt;
&lt;br /&gt;
pet monkey +2 subterfuge&lt;br /&gt;
: To obtain a pet monkey your spy needs to remain in a settlement that has a market or better for one turn.  There is a 2% chance the spy will be awarded a pet monkey.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Andy5</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Spy&amp;diff=15965</id>
		<title>Spy</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Spy&amp;diff=15965"/>
		<updated>2008-05-11T10:06:53Z</updated>

		<summary type="html">&lt;p&gt;Andy5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
A spy is an agent character that may be trained in settlements that have the required structures. Spies cannot take part in battles, or negotiate with other characters. Their purpose is to reveal:&lt;br /&gt;
: 1. What lies within another faction&#039;s settlement. &lt;br /&gt;
: 2. The make-up of another faction&#039;s army on the map.&lt;br /&gt;
: 3. Any hidden armies laying in ambush on the map.&lt;br /&gt;
: 4. Monitor the movement of military forces in another faction&#039;s territory.&lt;br /&gt;
: 5. Counter spying - staying in friendly settlements to expose espionage and assassination attempts.  &lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
: 1. Moving spies next to a settlement or army will often give the required information. Clicking on a settlement or army will increase the risk of the spy being discovered and perhaps slain.&lt;br /&gt;
: 2. Correctly positioning two or three spies in a bordering faction&#039;s territory - with the spies &#039;line of sight&#039; slightly overlapping - can provide forewarning of that faction&#039;s intention to launch an attack against you or could highlight if that faction&#039;s settlements have become vulnerable because they are warding off attacks from other factions. &lt;br /&gt;
: 3. Spies that enter a settlement that has the plague, may contract the disease and can carry that with them to another settlement or army. This can be considered &#039;germ warfare&#039; to affect your enemies.&lt;br /&gt;
: 4. Moving to, or keeping a spy in your own settlements can improve public order and help to reveal enemy agents. When teamed up with an assassin in a settlement, there is a higher probability enemy spies and assassins will be caught and executed.  The probability enemy spies and assassins will be caught and executed is also dependent on the Governor&#039;s Xenophobia (hates foreigners) or Xenophilia (welcomes foreigners) trait levels.  The maximum xenophobia level (3) provides +3 public security, in contrast the maximum xenophilia level (3) provides -3 public security.  If you have a very capable governor who has a high xenophilia trait level, you can provide additional protective security measures by stationing a spy and/or an assassin in the settlement.&lt;br /&gt;
: 5. Spies can also attach themselves to armies in order to protect them or board ships. A spy attached to an army can increase the line of sight of that army depending on the spy&#039;s subterfuge level.&lt;br /&gt;
: 6. Spies can be used to increase unrest in other factions settlements, possibly tipping the town into revolt.&lt;br /&gt;
: 7. Spies can improve the chance of an enemy settlement&#039;s gates being opened, thus avoiding the need to build siege engines.&lt;br /&gt;
&lt;br /&gt;
== Concept of Subterfuge for Spies==&lt;br /&gt;
An increase in subterfuge provides a number of advantages for your spies:&lt;br /&gt;
: 1.  Increased line of sight reducing the &#039;fog of war&#039; in the spy&#039;s immediate vicinity.&lt;br /&gt;
: 2.  Increased probability of a successful intelligence gathering mission.&lt;br /&gt;
: 3.  It is possible higher subterfuge levels will improve the spy&#039;s counter-intelligence ability (I am not certain on this one; it is hard to test)&lt;br /&gt;
&lt;br /&gt;
== RTW Ancillaries ==&lt;br /&gt;
courtesan +1 subterfuge&lt;br /&gt;
: To obtain a courtesan your spy needs to remain in a settlement with a Lyceum for one turn.  There is a 4% chance the spy will be awarded a courtesan.&lt;br /&gt;
&lt;br /&gt;
courtesan +1 subterfuge&lt;br /&gt;
: To obtain a dancer your spy needs to remain in a settlement with a Lyceum for one turn.  There is a 4% chance the spy will be awarded a dancer.&lt;br /&gt;
&lt;br /&gt;
pet monkey +2 subterfuge&lt;br /&gt;
: To obtain a pet monkey your spy need to remain in a settlement that has a market or better for one turn.  There is a 2% chance the spy will be awarded a pet monkey.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Andy5</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Talk:Spy&amp;diff=15964</id>
		<title>Talk:Spy</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Talk:Spy&amp;diff=15964"/>
		<updated>2008-05-11T01:59:16Z</updated>

		<summary type="html">&lt;p&gt;Andy5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;With regard to subterfuge improving a spy&#039;s counter-intelligence ability, is there a file that calculates the probability of success for intelligence-gathering missions? [[User:Andy5|Andy5]] 20:43, 10 May 2008 (UTC)&lt;/div&gt;</summary>
		<author><name>Andy5</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Talk:Spy&amp;diff=15963</id>
		<title>Talk:Spy</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Talk:Spy&amp;diff=15963"/>
		<updated>2008-05-11T01:58:58Z</updated>

		<summary type="html">&lt;p&gt;Andy5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;With regard to subterfuge improving a spy&#039;s counter-intelligence ability, is there a file that calculates the probability of success for intelligence-gathering? [[User:Andy5|Andy5]] 20:43, 10 May 2008 (UTC)&lt;/div&gt;</summary>
		<author><name>Andy5</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Talk:Spy&amp;diff=15962</id>
		<title>Talk:Spy</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Talk:Spy&amp;diff=15962"/>
		<updated>2008-05-10T20:43:40Z</updated>

		<summary type="html">&lt;p&gt;Andy5: New page: With regard to subterfuge improving a spy&amp;#039;s counter-intelligence ability, is there a file that calculates the probability of success for intelligence-gathering and assassination missions? ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;With regard to subterfuge improving a spy&#039;s counter-intelligence ability, is there a file that calculates the probability of success for intelligence-gathering and assassination missions? [[User:Andy5|Andy5]] 20:43, 10 May 2008 (UTC)&lt;/div&gt;</summary>
		<author><name>Andy5</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Spy&amp;diff=15957</id>
		<title>Spy</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Spy&amp;diff=15957"/>
		<updated>2008-05-10T10:33:05Z</updated>

		<summary type="html">&lt;p&gt;Andy5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
A spy is an agent character that may be trained in settlements that have the required structures. Spies cannot take part in battles, or negotiate with other characters. Their purpose is to reveal:&lt;br /&gt;
: 1. What lies within another faction&#039;s settlement. &lt;br /&gt;
: 2. The make-up of another faction&#039;s army on the map.&lt;br /&gt;
: 3. Any hidden armies laying in ambush on the map.&lt;br /&gt;
: 4. Monitor the movement of military forces in another faction&#039;s territory.&lt;br /&gt;
: 5. Counter spying - staying in friendly settlements to expose espionage and assassination attempts.  &lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
: 1. Moving spies next to a settlement or army will often give the required information. Clicking on a settlement or army will increase the risk of the spy being discovered and perhaps slain.&lt;br /&gt;
: 2. Correctly positioning two or three spies in a bordering faction&#039;s territory - with the spies &#039;line of sight&#039; slightly overlapping - can provide forewarning of that faction&#039;s intention to launch an attack against you or could highlight if that faction&#039;s settlements have become vulnerable because they are warding off attacks from other factions. &lt;br /&gt;
: 3. Spies that enter a settlement that has the plague, may contract the disease and can carry that with them to another settlement or army. This can be considered &#039;germ warfare&#039; to affect your enemies.&lt;br /&gt;
: 4. Moving to, or keeping a spy in your own settlements can improve public order and help to reveal enemy agents. When teamed up with an assassin in a settlement, there is a higher probability enemy spies and assassins will be caught and executed.&lt;br /&gt;
: 5. Spies can also attach themselves to armies in order to protect them or board ships. A spy attached to an army can increase the line of sight of that army depending on the spy&#039;s subterfuge level.&lt;br /&gt;
: 6. Spies can be used to increase unrest in other factions settlements, possibly tipping the town into revolt.&lt;br /&gt;
: 7. Spies can improve the chance of an enemy settlement&#039;s gates being opened, thus avoiding the need to build siege engines.&lt;br /&gt;
&lt;br /&gt;
== Concept of Subterfuge for Spies==&lt;br /&gt;
An increase in subterfuge provides a number of advantages for your spies:&lt;br /&gt;
: 1.  Increased line of sight reducing the &#039;fog of war&#039; in the spy&#039;s immediate vicinity.&lt;br /&gt;
: 2.  Increased probability of a successful intelligence gathering mission.&lt;br /&gt;
: 3.  It is possible higher subterfuge levels will improve the spy&#039;s counter-intelligence ability (I am not certain on this one; it is hard to test)&lt;br /&gt;
&lt;br /&gt;
== RTW Ancillaries ==&lt;br /&gt;
courtesan +1 subterfuge&lt;br /&gt;
: To obtain a courtesan your spy needs to remain in a settlement with a Lyceum for one turn.  There is a 4% chance the spy will be awarded a courtesan.&lt;br /&gt;
&lt;br /&gt;
courtesan +1 subterfuge&lt;br /&gt;
: To obtain a dancer your spy needs to remain in a settlement with a Lyceum for one turn.  There is a 4% chance the spy will be awarded a dancer.&lt;br /&gt;
&lt;br /&gt;
pet monkey +2 subterfuge&lt;br /&gt;
: To obtain a pet monkey your spy need to remain in a settlement that has a market or better for one turn.  There is a 2% chance the spy will be awarded a pet monkey.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Andy5</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Spy&amp;diff=15956</id>
		<title>Spy</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Spy&amp;diff=15956"/>
		<updated>2008-05-10T10:17:42Z</updated>

		<summary type="html">&lt;p&gt;Andy5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
A spy is an agent character that may be trained in settlements that have the required structures. Spies cannot take part in battles, or negotiate with other characters. Their purpose is to reveal:&lt;br /&gt;
: 1. What lies within another faction&#039;s settlement. &lt;br /&gt;
: 2. The make-up of another faction&#039;s army on the map.&lt;br /&gt;
: 3. Any hidden armies laying in ambush on the map.&lt;br /&gt;
: 4. Monitor the movement of military forces in another faction&#039;s territory&lt;br /&gt;
: 5. Counter spying - staying in friendly settlements to expose espionage and assassination attempts.  &lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
: 1. Moving spies next to a settlement or army will often give the required information. Clicking on a settlement or army will increase the risk of the spy being discovered and perhaps slain.&lt;br /&gt;
: 2. Correctly positioning two or three spies in a bordering faction&#039;s territory - with the spies &#039;line of sight&#039; slightly overlapping - can provide forewarning of that faction&#039;s intention to launch an attack against you or could highlight if they have become vulnerable because they are warding off attacks from other factions. &lt;br /&gt;
: 3. Spies that enter a settlement that has the plague, may contract the disease and can carry that with them to another settlement or army. This can be considered &#039;germ warfare&#039; to affect your enemies.&lt;br /&gt;
: 4. Moving to, or keeping a spy in your own settlements can improve public order and help to reveal enemy agents. When teamed up with an assassin in a settlement, there is a higher probability enemy spies and assassins will be caught and executed.&lt;br /&gt;
: 5. Spies can also attach themselves to armies in order to protect them or board ships. A spy attached to an army can increase the line of sight of that army depending on the spy&#039;s subterfuge level&lt;br /&gt;
: 6. Spies can be used to increase unrest in other factions settlements, possibly tipping the town into revolt&lt;br /&gt;
&lt;br /&gt;
== Concept of Subterfuge for Spies==&lt;br /&gt;
An increase in subterfuge provides a number of advantages&lt;br /&gt;
1.  Increased line of sight&lt;br /&gt;
2.  Increased probability of a successful mission&lt;br /&gt;
3.  It possible higher subterfuge levels the spy&#039;s improved counter-intelligence ability (I am not certain on this one; it is hard to test)&lt;br /&gt;
&lt;br /&gt;
== RTW Ancillaries ==&lt;br /&gt;
courtesan +1 subterfuge&lt;br /&gt;
: To obtain a courtesan the spy needs to remain in a settlement with a Lyceum for on turn.  There is a 4% chance the spy will be awarded a courtesan&lt;br /&gt;
&lt;br /&gt;
courtesan +1 subterfuge&lt;br /&gt;
: To obtain a dancer the spy needs to remain in a settlement with a Lyceum for on turn.  There is a 4% chance the spy will be awarded a dancer.&lt;br /&gt;
&lt;br /&gt;
pet monkey +2 subterfuge&lt;br /&gt;
: To obtain a pet_monkey you need to remain in a settlement that has a market or better for one turn.  There is a 2% chance the spy will be awarded a pet monkey.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Andy5</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Spy&amp;diff=15955</id>
		<title>Spy</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Spy&amp;diff=15955"/>
		<updated>2008-05-10T03:06:54Z</updated>

		<summary type="html">&lt;p&gt;Andy5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
A spy is an agent character that may be trained in settlements that have the required structures. Spies cannot take part in battles, or negotiate with other characters. Their purpose is to reveal:&lt;br /&gt;
: 1. What lies within another faction&#039;s settlement. &lt;br /&gt;
: 2. The make-up of another faction&#039;s army on the map.&lt;br /&gt;
: 3. Any hidden armies laying in ambush on the map.&lt;br /&gt;
: 4. Monitor the movement of military forces in another faction&#039;s territory&lt;br /&gt;
: 5. Counter spying - staying in friendly settlements to expose espionage and assassination attempts.  &lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
: 1. Moving spies next to a settlement or army will often give the required information. Clicking on a settlement or army will increase the risk of the spy being discovered and perhaps slain.&lt;br /&gt;
: 2. Correctly positioning two or three spies in a bordering faction&#039;s territory - with the spies &#039;line of sight&#039; slightly overlapping - can provide forewarning of that faction&#039;s intention to launch an attack against you or could highlight if they have become vulnerable because they are warding off attacks from other factions. &lt;br /&gt;
: 3. Spies that enter a settlement that has the plague, may contract the disease and can carry that with them to another settlement or army. This can be considered &#039;germ warfare&#039; to affect your enemies.&lt;br /&gt;
: 4. Moving to, or keeping a spy in your own settlements can improve public order and help to reveal enemy agents. When teamed up with an assassin in a settlement, there is a higher probability enemy spies and assassins will be caught and executed.&lt;br /&gt;
: 5. Spies can also attach themselves to armies in order to protect them or board ships. A spy attached to an army can increase the line of sight of that army depending on the spy&#039;s subterfuge level&lt;br /&gt;
: 6. Spies can be used to increase unrest in other factions settlements, possibly tipping the town into revolt&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Andy5</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Spy&amp;diff=15950</id>
		<title>Spy</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Spy&amp;diff=15950"/>
		<updated>2008-05-09T09:11:57Z</updated>

		<summary type="html">&lt;p&gt;Andy5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
A spy is an agent character that may be trained in settlements that have the required structures. Spies cannot take part in battles, or negotiate with other characters. Their purpose is to reveal:&lt;br /&gt;
: 1. What lies within another faction&#039;s settlement. &lt;br /&gt;
: 2. The make-up of another faction&#039;s army on the map.&lt;br /&gt;
: 3. Any hidden armies laying in ambush on the map.&lt;br /&gt;
: 4. Monitor the movement of military forces in another faction&#039;s territory&lt;br /&gt;
: 5. Counter spying - staying in friendly settlements to expose espionage and assassination attempts.  &lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
: 1. Moving spies next to a settlement or army will often give the required information. Clicking on a settlement or army will increase the risk of the spy being discovered and perhaps slain.&lt;br /&gt;
: 2. Spies that enter a settlement that has the plague, may contract the disease and can carry that with them to another settlement or army. This can be considered &#039;germ warfare&#039; to affect your enemies.&lt;br /&gt;
: 3. Moving to, or keeping a spy in your own settlements can improve public order and help to reveal enemy agents. When teamed up with an assassin in a settlement, there is a higher probability enemy spies and assassins will be caught and executed.&lt;br /&gt;
: 4. Spies can also attach themselves to armies in order to protect them or board ships. A spy attached to an army can increase the line of sight of that army depending on the spy&#039;s subterfuge level&lt;br /&gt;
: 5. Spies can be used to increase unrest in other factions settlements, possibly tipping the town into revolt&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Andy5</name></author>
	</entry>
</feed>