Spies
Spies gather information like other agents, but spies are invisible, can warn you of imminent attacks and cause discontent in enemy provinces as well. And they have even more functions:
- Secret police in own provinces: they improve loyalty by {40% + 20 * spy_valour}, but only the highest-valour spy is taking into calculation (except in vanilla MTW).
- Intercepts enemy spies and assassins in own provinces. A spy gains valour through this, even if he is aided by a border fort. Valour helps catching even more spies.
- Gather information in enemy provinces
- Causes unrest in enemy provinces: as spy decreases loyalty by {40% + 20 * spy_valour}. Before VI you could wolf pack enemy provinces with spies but after VI this doesn't work anymore. Only the most experienced spy now lowers loyalty. A spy gains valour for every rebellion he causes.
- Warns you of planned attacks by the AI factions. The information will include the attacker, the target and the number of years before the attack can be expected. This gains him stars. Keep in mind however, that the AI can also make opportunistic attacks, and that planned attacks can be cancelled, for example if the target strengthens his garrison.
- Reveals hidden vices of enemy (VI/MTW) and friendly (MTW-only) generals. The general also gains a spy-defence vice (even if nothing was revealed). If several repeated attempts at revelation occur, the general will get severe anti-spy vices that will lower loyalty of his province. This is a rather cheesy tactic to cause revolts.
- Frames friendly generals for treason. The success of this action depends on the loyalty of the general, the skill of the spy and perhaps the command rating of the general. If successful, the accused general will die
and your other generals will gain a loyalty boost. If unsuccessful, the general loses loyalty, gains a spy-protection vice and perhaps there is a loyalty-penalty for your other generals as well. - Can open the gates of besieged castles. Success depends on the skill of the spy and the number of defenders.
Spies are invisible, but can be caught by other spies and border forts. High valour protects them from detection. EatYerGreens suggested a training strategy for spies that involved an assassin trap. Place a spy and a zero-star emissary in a border province without border forts. This will lure in enemy assassins that will be captured by the spy, thus gaining him valour. A port in the province will also draw in agents that try to take an oversea shortcut.
Have at least one spy in every province and when you go conquering, take a number with you. They are cheaper then garrisons. Also keep a cordon of spies around your important generals (the king, his sons, etc.) to protect him from assassins, but don't have those spies follow him into enemy territory if there are border forts present! Framing generals for treason is useful early in the game when your influence is low and you don't have many options, but it tends to go awry even on low loyalty generals and with disastrous results, so do not undertake this lightly.
Requirements: brothel. If you have VI, the brothel can be upgraded to bawdy house (+2 valour) in MTW campaign and to cunny warren (+3 valour) in VI campaign.
Cost: 100.
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