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ulyanov
11-22-2002, 06:41
There's a few threads on spies around, and how we love to cause riots for the bad guy (unless you're the bad guy, in which case we love to cause riots for the *other* bad guy) but one use for spies hasn't been touched on at in the last few weeks, if at all.

Spies can open the enemy gates, saving yourself the hassle of rebuilding your units after that lone Royal Knight holed up in a citadel caused you 100+ casualties by having the temerity to run from ballista tower to balista tower, while at the same time prancing around in the forecourt of the castle...

Solution, drop a spy on the castle.

Problem - My level 4 spies only have a 14% chance of success against a regular castle, in a province without a watchtower. Does anyone know how the odds for a spy are calculated? Would like to know, just to better the odds some.

Considering the hassle of building a level 4 spy, these aren't good odds...

On that subject - building a spy's valour... keep your spies moving, try to stick to port provinces without border forts. When you find a province with low troops, that the loyalty drops below 50% in, move *every* new spy tyou have into it - it will revolt the next turn, and all the little spies will earn the valour point. I'm currently using 10 - 16 spies to turn a province, many of them are now 4 stars...

Sandy-San
11-22-2002, 17:19
interesting one - I had a spy open the gates of a castle, he had a 100% chance of success - it was due to fall in the next year anyway, and it only had about 7 men left, so i guess that explains it.

rasoforos
11-22-2002, 17:53
it never works for me , i believe that this ability should be changed , it would be more realistic if the spy would relly on the fear the besieged feal to make some of them inside the castle betray and become members of the besieging faction in exchange for their lives. that would be much cooler and much more realistic....or maybe i m drunk http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif