Tips for spies in DA

While I am not a big fan of the current DA spy system, I have figured out a few tips and tricks to make it usefull. Under the Dread Lords spy system you just set your sliders on the first notch as early as possible and forgot about them.

The Dark Avatar system is obviously very different. On the other hand it is not as obvious how to use it in a efficient manner. Others have discussed what to target to use spies offensively, but I am going to concentrait on how to use them to gather info.

The first thing to note is that the magic number of spies is 3. If you have three spies or more in a given civ, you will gain information quickly. If you have 1-2 you gain info very slowly. I reccomend NOT sending any spies to any civ unless you can send 3 or more at a time.

The second thing I noted is to only keep you spies in any one civ until you have the moderate level of info on them. At this level you can get the full report of what techs they have and you can check their ships to see where they are going. In the early stages of the game this is 99% of the info that you want anyway. Getting this leve is easy and should only take you 5 turns to gain with 3 or more spies. After you have moderate info on everyone, then you can go back and shoot for higher levels where you find it necessary.

The last thing I have noted is to never hord spies for defence. I was one who was appauled at usuing my spies to cripple civs who had done nothing to me, so I just built up my spy levels to what I thought was an impenatrable defence (around 20.) This seemed to work out well as although I was being constantly attacked, no one could get through the sheer numbers I had. Then I got the 'every planet in the galaxy gets their own spy' event. I was playing in a gigantic galaxy and had over 250 worlds in my empire! Needless to say I never got rid of all of them and they were a constant thorn in my side. Because of the interactive way that mega-events work, the more spies you have, the more likely you are to get this event.

I have given up on using spies to actually steal techs. I have never found a consistant way to do this, so I have relagated it to the catagory of the occasional random bonus and not something you can work toward.

Scincerely,
Scintor
6,224 views 4 replies
Reply #1 Top
I generally find that spies are useful for two things.

1. Raising your Espionage level on a certain civilization to get more information on them.

2. Crippling a planet you are getting ready to invade.

In the first case, you do as you said. In the second, I usually target the enemy's production facilities to prevent them putting more ships into action.

I'll usually keep on hand a couple of spies, but it's often better to just put them in the field and use the Domestic screen to take them off active spying and nullify an enemy spy if and when they show up.

I do wish it were possible to A. place a spy without anyone knowing, and B. place a spy on my allies without shutting down their building, like placing a spy on a blank tile, or even just an "observe passively" option.
Reply #2 Top
I also think when you catch (Nulify) a spy, there should be a chance to find out where he came from. This should be based on your level of knowledge of the enemy civilization. Your spies on friendly planets should have the option of visiting as diplomats and thereby not hurt the ally while still raising your knowledge level. Nulified "Diplomats" should return to you as an available spy and their agent returns to them as well and a prohibition on diplomats exists on that planet.

Placed spys, should generate a message to the receiving nation that they have a spy on such-and-such planet. Depending on their knowledge level of you, they have a chance of discovering the spy. A discovered spy is revealed but not nulified. After he is "discovered" you then get a chance of learning he was discovered again depending on your level of knowledge of their civilization. A spy can be recalled and later replaced to restart the discovery process.

This would make espionage/diplomacy very intricate indeed.
Reply #3 Top
2. Crippling a planet you are getting ready to invade.


I have noticed that if you have a spy on a planet that you invade, you lose that spy.
So I remove any spies before invading.
Reply #4 Top
I have noticed that if you have a spy on a planet that you invade, you lose that spy.
So I remove any spies before invading.


I don't know about invading, but for certain if you flip a planet with one or more spies on it, they go into the "Spies Available" pool.

drrider