Great Spy Make Spies Great Again

BackArrowGreen.png Dorsum to Culture Half-dozen
Espionage is a game organisation in Civilization Half-dozen which allows undercover activities in other civilizations' cities, such as stealing technologies, Gold Gold, or even Great Works. The system has been profoundly expanded compared to Civilisation V: Gods & Kings, and is at present pretty similar to the one from Culture: Beyond Globe.

Espionage Mechanics [ ]

Espionage operatives screen

Espionage becomes possible in the Renaissance Era, cheers to Civics evolution. The Diplomatic Service Borough allows yous to train your first Spy, and subsequent Civics (and the Computers tech) volition allow you to maintain more than one. Notation that you can ever maintain a certain maximum number of Spies in your empire, similarly to Traders. The maximum number of Spies a civilization can have is v in Vanilla and 6 from Rise and Fall onward. Catherine de Medici tin have one more than Spy than normal (vi in Vanilla and seven from Rise and Autumn onward). If the Secret Societies Game Mode is enabled, the Owls of Minerva can further increase the Spy capacity by 2, allowing for a full of 8 spies, 9 if playing as Catherine de Medici.

Spies [ ]

Spies in Civilization VI are nigh like other units - they must exist produced in cities (via the normal Production queue) and moved around. They can too go killed, or captured, admitting not past normal Military units but rather through rival civilizations' counterespionage forces. Note that you can never take more Spies than your current empire'southward development allows!

Spies have quite some time to produce, but this fourth dimension may be reduced with the Machiavellianism Diplomatic Policy. Besides, each Spy has a unique name to help y'all distinguish them from your other Spies.

Spy Activity [ ]

Spies act in cities. Spy missions may be performed in enemy cities and your own (spies cannot be sent to cities of a culture you take an alliance with), and what exactly they will do depends on the metropolis you transport them to. Prior to Rising and Fall, Spies could not human activity in City-States.

Spies aren't moved like regular units; they jump from urban center to metropolis using air, sea, route, or foot travel, each with their own travel time. You lot may send a Spy to any urban center you take revealed (provided yous don't have an brotherhood with that civilization), regardless of any actual concrete constraints - they are clever, they will find a way. The simply difference is how many turns they'll have to go far at their destination. Whenever you are prompted to choose this destination, the dialogue will reveal all possible target cities, the District Districts they have, the fourth dimension it will have to movement at that place, and what possible Operations the Spy may undertake. Once established in a city, a Spy tin begin their mission. Notation that a single city may comprise more ane Spy, but no two spies may perform the same Mission in the aforementioned city.

Spy Experience [ ]

Spies brainstorm at the Recruit level and may proceeds levels from successful offensive operations or capturing an enemy Spy during Counterspying. Upon reaching level ii, Spies may also earn special Promotion Promotions. These usually make them more effective at certain types of missions, or at remaining undetected during missions. Spies are able to choose i of three promotions each fourth dimension they gain a level, which are chosen at random from the puddle below (though in Gathering Storm, slotting Non-State Actors volition let them to choose whatever promotion).

Promotion Effect
Ace Commuter If caught on a mission, have a much higher chance of escape (+4 levels).
Cat Infiltrator Steal Neat Works as if 2 levels more experienced.
Con Artist Siphon Funds equally if 2 levels more experienced.
Covert Action R&F-Only.png Foment Unrest as if two levels more experienced.
Demolitions Demolition Production as if two levels more than experienced.
Disguise Takes no time to establish presence in an enemy city.
Guerrilla Leader Recruit Partisans as if 2 levels more than experienced.
License to Kill R&F-Only.png Neutralize Governor as if 2 levels more than experienced.
Linguist Time to consummate all missions reduced by 25%.
Polygraph GS-Only.png If this Spy is in home territory, enemy Spies in your lands operate at one level below usual.
Quartermaster If this Spy is in dwelling territory, all your Spies operate at +one level.
Rocket Scientist Disrupt Rocketry equally if 2 levels more experienced.
Satchel Charges GS-Only.png Breach Dam as if 2 levels more experienced.
Seduction Counterspy every bit if 2 levels more experienced.
Smear Campaign R&F-Only.png Fabricate Scandal equally if 2 levels more experienced.
Surveillance GS-Only.png When Counterspying all city districts are defended (and +1 level at districts within 1 hex).
Technologist Steal Engineering as if two levels more than experienced.

R&F-Only.png Added in the Rise and Fall expansion pack.
GS-Only.png Added in the Gathering Storm expansion pack.

The level of a Spy also increases their full general chances of success at what they are doing. Here are the spy levels:

  • Recruit
  • Agent
  • Secret Agent
  • Master Spy

A Spy that reaches Master Spy level stops gaining experience. This means that each Spy tin take upwardly to three Promotions - yous should choose which ones they will acquire carefully.

Mission Details [ ]

Espionage Missions [ ]

When a Spy arrives at their destination, a listing of possible Missions appears. Their range depends on the Districts in the destination city. When yous choose a specific mission, a Mission Briefing screen will announced, listing the Mission duration, the chances of Success and Failure, and the risk of the Spy being Captured or Killed.

Mission Location Effect
Gain Sources (Civ6).png Gain Sources Metropolis Center Spies in this city operate at ii levels higher for 24 turns.

100% success rate, and no risk of being discovered

Listening Post (Civ6).png Listening Postal service Urban center Center Increases Visibility Diplomatic Visibility with this civilization past 1 rank.

100% success rate, and no risk of existence discovered. The Diplomatic Visibility bonus is active but during mission duration.

Siphon Funds (Civ6).png Siphon Funds Commercial Hub The Spy will steal the Gold Gold income this district has accumulated for the duration of the mission. That means that richer cities/districts will yield more.
Great Work Heist (Civ6).png Dandy Work Heist Theater Square The Spy volition attempt to steal a Bully Work residing in the commune. If there are no Great Works hither, this mission cannot exist executed. Each dissever mission will specify the exact Great Work which will be targeted. If at that place are multiple Great Works in the target district, Great Work of Writing Cracking Works of Writing will be displayed first, Great Works of Art and Artifact Artifacts will be displayed second, and Great Work of Music Great Works of Music volition be displayed final. That ways that the Spy can't but become ahead and steal a Great Work of Music Great Work of Music if there are other Smashing Works in the same district - he or she will have to steal them in the order specified above.
Sabotage Production (Civ6).png Sabotage Production Industrial Zone The Spy will demolition (i.e. pillage) all buildings existing in the district at the aforementioned time. The district itself is not sabotaged!
Steal Tech Boost (Civ6).png Steal Tech Boost Campus The Spy volition steal the boost (i.e. Eureka Eureka) for a technology you have notwithstanding to detect. Cannot exist executed if this civilization hasn't discovered any of the techs you don't have. Each separate mission clarification will mention the current technology the Spy will target.
Recruit Partisans (Civ6).png Recruit Partisans Neighborhood The Spy volition crusade ii-4 rebel (i.e. barbarian) anti-cavalry units to spawn around the district. Their level will match the current World Era. These insubordinate anti-cavalry units will be at to the lowest degree Industrial Era-level (since the target district becomes available only and so). Once performed, this mission pillages the Neighborhood district (to forestall spies from spamming the mission).
Disrupt Rocketry (Civ6).png Disrupt Rocketry Spaceport The Spy will sabotage (i.due east. pillage) the district. Whatever Scientific discipline Victory projection that city was currently undertaking volition be postponed until the Spaceport is repaired.
Foment Unrest (Civ6).png Foment Unrest R&F-Only.png City Middle The Spy will galvanize support for radicals and fringe groups, reducing the urban center's Loyalty past 25. (The upshot of Loyalty loss from Espionage is capped at 25 fifty-fifty if multiple Foment Unrest actions are successively performed on the same city.)
Neutralize Governor (Civ6).png Neutralize Governor R&F-Only.png City Center The Spy will incapacitate the Governor assigned to the city, removing them from duty for the next few turns. Tin merely be performed in a city with a Governor.
Fabricate Scandal (Civ6).png Fabricate Scandal R&F-Only.png Urban center-State The Spy will spread rumors and plow public opinion against the party in power, removing the top-ranked civilisation's Envoy Envoys from the city-state.
Breach Dam (Civ6).png Breach Dam GS-Only.png Dam The Spy volition damage (i.e. pillage) the district, causing a Alluvion and leaving the urban center vulnerable to damage from Floods until the Dam is repaired.
Zombie Outbreak (Civ6).png Zombie Outbreak (Zombie Defense force mode only) Metropolis Center The spy will spawn a Zombie for each tile worked by this city

A Spy tin also be assigned to one of ain cities on Counter-Espionage missions. The Spy can exist stationed in either the City Center or i of the urban center's districts. Your Spy's district and all those adjacent to information technology will benefit from his or her vigilance, so if enemy Spies are performing missions in those districts, there is a much higher take chances than normal that they will be caught.

Mission Duration [ ]

All missions have compatible elapsing. Dissimilar Civilization Five: Gods & Kings, there won't be long periods of time a Spy will laissez passer without evidently doing annihilation (such as going as long as 60 turns trying to steal a tech). The missions now are quick, brutal and effective - the results will come up much quicker, only the enemy volition besides take more chances to catch your Spy. The same Machiavellianism Policy will speed missions up fifty-fifty more, as volition the Linguist Promotion.

Spy Discovered [ ]

The Chase sequence

At the determination of most missions, whether succeeded or failed, your Spy may be discovered by the constabulary of the target culture. When your spy is discovered, the target culture's leader will demand you cease spying on them. The leader volition also proceeds a Casus Belli against y'all.

Furthermore, if a Spy is discovered, he or she volition need to escape from the target city. You will be prompted to select the way of escape. There are iv possible options:

  • Airplane (requires an Aerodrome District in this metropolis) - The Spy attempts to fly away. Very dangerous, considering the police always spotter airports! Simply they will take only 1 plough to go far in HQ.
  • Boat (requires a Harbor District in this metropolis) - The Spy attempts to escape by a vessel. Quite unsafe, since the enemy police e'er watch seaports as well. They will return in 2 turns.
  • Vehicle (requires a Commercial Hub Commune in this city) - The Spy attempts to escape by a state vehicle. Somewhat dangerous, only the police force commonly have trouble watching all roads leading out of the city. They will render in iii turns.
  • Pes (always bachelor) - The Spy attempts to flee on human foot. Not very unsafe. Call back of it, who tin can surround the entire metropolis with agents? They will, nonetheless, return in four turns.

If your Spy fails the escape, they may be captured or killed. The faster the escape fashion, the less likely your spy can escape successfully. The dice roll occurs within the turn. That is, deportment during the electric current plow tin bear on the outcome of the roll. The Ace Driver Promotion greatly increases his or her chances of escape.

If the Spy manages to escape, they will appear in your Capital Capital after the respective number of turns, ready for a new assignment. Even if the mission is interrupted, a successful escape may still bring dorsum the boodle or a successful pillage report.

Spies may also fail to accomplish a mission without being discovered. In this case you won't proceeds annihilation, but the Spy may continue working normally.

Captured Spies [ ]

Captured Spies are imprisoned, but not killed, and their original owner can so attempt to "trade" with the civilization who captured the Spy, securing their release to return to agile service. If the merchandise goes through, the Spy is immediately returned to the original owner'due south Capital Uppercase, ready for a new consignment. If not, the Spy is held indefinitely, but can be traded for again at whatever fourth dimension.

Note that you are not immune to "supplant" captured spies with newly-trained ones! Captured or not, they still count towards your civilization'southward current Spy limit.

Strategy [ ]

In the hands of a good strategist Spies can become a lethal weapon, or a great instrument for advancing your culture! Send them on Siphon Funds missions to get solid sums of Gold Gilded; or send them on Steal Tech boost missions to speed up your scientific advancement! Bully Work heists can make full your empty Great Work slots and speed up your Cultural victory while slowing downwardly theirs.

At the same time y'all could hamper the opponent'southward evolution by Sabotage Production, Neutralize Governor and Foment Unrest missions; you can fifty-fifty forcefulness them to fight off attacks with the Recruit Partisans mission (although this i is just possible in cities with Neighborhoods).

Targeting an opponent's Spaceport districts with Spies is one of the virtually effective ways to hamper an opponent'due south progress towards a Scientific victory. If one of your rivals is progressing quickly through the Technology Tree, plan alee by upgrading at least one of your Spies with the Rocket Scientist promotion, and ideally some other with the Quartermaster promotion. Keep in mind your rival might accept multiple Spaceport districts – information technology might be necessary to apply multiple Spies, or utilise the aforementioned Spy for multiple missions. In either case, Disguise and Linguist would also exist useful promotions to take - they volition allow you to perform missions much quicker, and hamper both Spaceports and Industrial zones.

Commune placement can be used to make counter-espionage more than effective. During Counterspy missions, Spies protect non only the District in which they're placed, but any next Districts also. Forming clusters of Districts – particularly Commercial Hubs and Industrial Zones, which are frequent targets for enemy Spies – tin can therefore allow a unmarried Spy to protect multiple Districts. Use this fact to protect Theater Squares, if y'all're going for a Cultural victory, or Spaceports and Industrial Zones if you're pursuing a Scientific victory.

Using spy-related Policies in the belatedly game could be a game-changer. They can ensure both the success of your ain Spies and the failure of rival spies; they tin can also advance missions considerably. You should e'er keep an eye on your rivals' progress towards Cultural and Scientific victories - these are the ones Spies are very effective at slowing down.

Civilization VI [edit]
Rise and FallGathering StormNew Frontier Pass

Lists
Agendas • Beliefs • Buildings (Unique buildings) • Metropolis-states • Civics • Civilizations • Competitions GS-Only.png • Districts • Improvements • Leaders • Natural wonders • Pantheons • Policy cards • Projects • Promotions • Religions • Resource • Technologies • Terrains • Units (Unique units) • Wonders

Concepts
Calendar • Age R&F-Only.png (Historic Moment R&F-Only.pngTimeline R&F-Only.png) • Barbarians • Boosts • Edifice • City (AmenitiesCapitalGovernor R&F-Only.pngHousingLoyalty R&F-Only.pngPopulation) • City-state (EnvoySuzerain) • Borough • Climate GS-Only.png (Disaster) • Combat (Air gainsayCity gainsayFlanking and SupportZone of command) • Competition GS-Only.png • Difficulty level • Affairs (AllianceDiplomatic Visibility and GossipEmergency R&F-Only.png Espionage Grievances GS-Only.pngWarmongeringEarth Congress GS-Only.png) • District • Era • Government • Great People • Great Work • Improvement • Map (AppealBordersContinentTile) • Natural wonder • Policy card • Project • Promotion • Religion (Pantheon) • Resources • Speed • Technology • Terrain • Trade Route • Unit (MovementRangeSightForce) • Victory • War weariness • Wonder

Miscellaneous
DLC • Game mode • Modding • Persona Packs • Scenarios • Soundtrack • Starting a new game • Steam Achievements • Steam trading cards • Updates

R&F-Only.png Added in the Rise and Fall expansion pack.
GS-Only.png Added in the Gathering Storm expansion pack.

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Source: https://civilization.fandom.com/wiki/Espionage_(Civ6)

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