Tip 28 - Spies

If you've been putting some of your funds into espionage at some point you'll have a spy available to place.  The spy has three functions:

You get general information that accumulates over time about that opponent.  Go to foreign stats and then click the Report tab.  You can cycle through all your opponents.  Of course at this point in the game I know very little about the Altarians.

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You can disable an improvement on an opponents planet.  This is very easy to do:

First click the spy icon.

  Then click the planet and what improvement you want to disable.

Now there are several strategic ways to use spies, and since it's a new game element, my advice here may not be perfect.

 

Probably the best way to use spies is either super piece-meal, or save them up for a big assault. 

  1. Piece-meal means just apply them one at a time one each different enemy to get some baseline activity.  Sometimes if you only have one an enemy, they won't bother to disable it.  But if the race is really good in espionage it won't be much for them to remove it.
  2. Save them up for a big assault.  Get like 10 or so spies, and when you go to invade, place them all at once on critical installations.  You can hurt the where you feel it will do the most benefit to you.  Their manufacturing, their economy etc.  If you sold that race some stuff to drain their bank account beforehand, it will be even more effective since they can't go far (for long) into massive deficit spending to neutralize them all.  Then as you get each spy, keep placing hem until you've conquered their empire.

 

 

 

 

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