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Difference between revisions of "Spy"

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: 2. The make-up of another faction's army on the map.
 
: 2. The make-up of another faction's army on the map.
 
: 3. Any hidden armies laying in ambush on the map.
 
: 3. Any hidden armies laying in ambush on the map.
: 4. Monitor the movement of military forces in another faction's territory
+
: 4. Monitor the movement of military forces in another faction's territory.
 
: 5. Counter spying - staying in friendly settlements to expose espionage and assassination attempts.   
 
: 5. Counter spying - staying in friendly settlements to expose espionage and assassination attempts.   
  
 
== Tactics ==
 
== Tactics ==
 
: 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.
 
: 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.
: 2. Correctly positioning two or three spies in a bordering faction's territory - with the spies 'line of sight' slightly overlapping - can provide forewarning of that faction'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.  
+
: 2. Correctly positioning two or three spies in a bordering faction's territory - with the spies 'line of sight' slightly overlapping - can provide forewarning of that faction's intention to launch an attack against you or could highlight if that faction's settlements have become vulnerable because they are warding off attacks from other factions.  
 
: 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 'germ warfare' to affect your enemies.
 
: 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 'germ warfare' to affect your enemies.
 
: 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.
 
: 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.
: 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's subterfuge level
+
: 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's subterfuge level.
: 6. Spies can be used to increase unrest in other factions settlements, possibly tipping the town into revolt
+
: 6. Spies can be used to increase unrest in other factions settlements, possibly tipping the town into revolt.
 +
: 7. Spies can improve the chance of an enemy settlement's gates being opened, thus avoiding the need to build siege engines.
  
 
== Concept of Subterfuge for Spies==
 
== Concept of Subterfuge for Spies==
An increase in subterfuge provides a number of advantages
+
An increase in subterfuge provides a number of advantages for your spies:
1.  Increased line of sight
+
: 1.  Increased line of sight reducing the 'fog of war' in the spy's immediate vicinity.
2.  Increased probability of a successful mission
+
: 2.  Increased probability of a successful intelligence gathering mission.
3.  It possible higher subterfuge levels the spy's improved counter-intelligence ability (I am not certain on this one; it is hard to test)
+
: 3.  It is possible higher subterfuge levels will improve the spy's counter-intelligence ability (I am not certain on this one; it is hard to test)
  
 
== RTW Ancillaries ==
 
== RTW Ancillaries ==
 
courtesan +1 subterfuge
 
courtesan +1 subterfuge
: 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
+
: 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.
  
 
courtesan +1 subterfuge
 
courtesan +1 subterfuge
: 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.
+
: 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.
  
 
pet monkey +2 subterfuge
 
pet monkey +2 subterfuge
: 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.
+
: 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.
  
 
[[Category:Characters]]
 
[[Category:Characters]]

Revision as of 04:33, 10 May 2008

Overview

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:

1. What lies within another faction's settlement.
2. The make-up of another faction's army on the map.
3. Any hidden armies laying in ambush on the map.
4. Monitor the movement of military forces in another faction's territory.
5. Counter spying - staying in friendly settlements to expose espionage and assassination attempts.

Tactics

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.
2. Correctly positioning two or three spies in a bordering faction's territory - with the spies 'line of sight' slightly overlapping - can provide forewarning of that faction's intention to launch an attack against you or could highlight if that faction's settlements have become vulnerable because they are warding off attacks from other factions.
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 'germ warfare' to affect your enemies.
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.
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's subterfuge level.
6. Spies can be used to increase unrest in other factions settlements, possibly tipping the town into revolt.
7. Spies can improve the chance of an enemy settlement's gates being opened, thus avoiding the need to build siege engines.

Concept of Subterfuge for Spies

An increase in subterfuge provides a number of advantages for your spies:

1. Increased line of sight reducing the 'fog of war' in the spy's immediate vicinity.
2. Increased probability of a successful intelligence gathering mission.
3. It is possible higher subterfuge levels will improve the spy's counter-intelligence ability (I am not certain on this one; it is hard to test)

RTW Ancillaries

courtesan +1 subterfuge

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.

courtesan +1 subterfuge

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.

pet monkey +2 subterfuge

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.