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Spying


Spying is useful for telling how strong a target region's army is, if they have any armies away, as well as to steal resources, and to kill enemy spies and hackers so that you can defend against their spying and hacking attacks better, plus break down their spying and hacking defense. When spying, the more spies you send, the better your chances at succeeding, and the more spies your target has, the harder it is to succeed against them. Also, when you use spies, their rating temporarily goes down, which means that they are less effective. When their rating is at 100%, it means that they are at their full effectiveness, it doesn't mean that they have a 100% chance to spy on an enemy. When their rating is at 80%, then they are at 80% of their effectiveness, and then however many spies you send, it's as if you sent 80% of that. The rating goes down by 5% if you send 1/4 or less of your total spies, 10% if you send 1/2 your spies, and 20% if you send all of them, plus several other amounts in between. Your rating regenerates by 5% per day. Also, when your target's spy rating is down, then it's easier to spy on them, although you wont be able to tell if its down or not, unless you know that they just used spy attacks, and even then, you don't know how much it went down, except it went down at least 5% per attack they made. So if their rating is at 75%, it's as if they only had 75% of their current number of spies. So if they have 200 spies, and their rating was at 75%, then it would be the equivalent of them having 150 spies. When you make a spy attack, the target receives a notice saying that a spy attack was done on them, and if you fail, it tells them your region name and location, as well as that you were caught. If you succeed, it will tell them they were the victim of a spying attack, and any losses they suffered. Even if you do succeed, there is about a 50% chance that it will tell them who made the attack, but the chance is slightly less the higher your rating is, and slightly more the lower your rating is. The exception is the 'Spy on Military' attack, which is never reported, whether it succeeds or not. If you fail, you also lose a number of spies.
 
To see how the attack is calculated, go here for a walkthrough (long, complex, math):
 
For an Excel spreadsheet to calculate the chance of success for an attack, download spyhack.zip from the Files section.
 
The effects of each attack are as follows:
 
Spy on Military: Tells you how many of each military unit the target region has, and if they have any armies away. Example
Industrial Sabotage: Destroys some of the target's iron, destroys 10 iron per spy sent.
Farm Sabotage: Destroys some of the target's food, destroys 50 food per spy sent.
Rob Granaries: Steals excess food the target has saved up, takes 40 food per spy sent.
Rob Iron Depots: Steals iron the target has saved up, takes 8 iron per spy sent.
Steal Technology: Steals tech the target has saved up, takes 10 tech per spy sent.
Citizen Kidnapping: Steals target's citizens, takes 2 citizens per spy sent.
Food Poisoning: Poisons target's food, killing their citizens, kills 4 citizens per spy sent.
Murder Spies: Murders target's spies, if successful, enemy loses 20% of their spies.
Murder Hackers: Murders target's hackers, if successful, enemy loses 20% of their hackers.

©1999 David Simal