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Thread: Spies

  1. #1

    Default Spies

    Hi everyone,

    I'm new to these type of games and was looking up for information regarding rome total war. I picked this game up two weeks ago after reading all the great reviews for it and I'm enjoying it really much right now.

    I'm still getting use to the game but have recently encountered some problems with public unrest. The tax rate is very low and I've built structures that should increase public happiness such as temples . I've also built public baths and everything else to keep the public clean. However, public unrest is still strong and I was wondering if it could be enemy spies.

    Does having my own spy in the city always prevent another spy from staying in it? Or does my spy have to be at a higher level or something or do I have to have more spies?

    Can watch towers detect spies once they are in my city and do they detect spies coming up to the city?

    Thanks

  2. #2
    Member Member Ar7's Avatar
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    Default Re: Spies

    If I remember corretly then if your town is infected with a spy and you put your own spy inside, then there will be a chance that the enemy spy will be discovered and that may help the unrest problem.

    On another note, maybe you should increase the garrison in the town as the troops you have stationed are the biggest factor in keepeng your towns peaceful. The troop quality doesn't matter, the quantity does.

    Hope this helps

  3. #3

    Default Re: Spies

    For helpful info on spies and unrest see:
    https://forums.totalwar.org/vb/showthread.php?t=39591

    EDIT: On second thought after rereading your post, I'm not entirely sure that your problem lies with spies. It appears to be me that your main issue is with public order. Apart from tax which you've already kept at very low, the other factors which negatively influence public order are
    Squalor (https://forums.totalwar.org/vb/showthread.php?t=37586)
    Distance to Capital (https://forums.totalwar.org/vb/showthread.php?t=38085)
    Unrest (https://forums.totalwar.org/vb/showthread.php?t=40421)
    Culture (https://forums.totalwar.org/vb/showthread.php?t=40420)

    Have a look at all of the above threads to see which is the problem. In any case Distance to Capital can be adjusted easily for an immediate fix.
    Last edited by zhuge; 01-18-2005 at 21:10.

  4. #4

    Default Re: Spies

    Alright thanks, I'll look through all of those.

    I don't think it's the distance from capital problem since one of the problems is occuring in the capital city. I also have a full set of garrison there.

    I'll look at the spy thread but if you know, can you quickly answer one question for me?

    In order for me to catch a spy in my city, do I just need a spy of my own there or does it have be more skillful (have more eyes) than the enemy spies?

  5. #5
    Member Member dismal's Avatar
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    Default Re: Spies

    Unrest seems to be one of the better understood variables in the game.

    - Each city has a base unrest of 30, 15 or 0 (see unrest thread linked by zhuge for city list)
    - After a takeover, unrest increases by 30 and then declines 5 per turn back to the base level

    If you have a city with unrest that doesn't fit this model, odds are it's a spy or your governor's VnV. And it's fairly easy to check to see if your governor have a vice related to unrest.

  6. #6

    Default Re: Spies

    After reading all that, I believe the problem is either with the governor or squalors. This is because the populace of the cities were once really really good, even at a high tax rate but over time they have decreased to the point where even at a low tax rate they are on the brink of revolt. So I'm guessing that the number of squalors have increased with an increas in population and/or the governor has picked up so bad traits over the years. I'll check it out once I get home.

    But I'm still interested in knowing how to to improve the chance that an enemy spy can be detected.

    Thanks guys!

  7. #7
    Senior Member Senior Member Oaty's Avatar
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    Default Re: Spies

    And to answer your million dollar question..... I charge 5 dollars an answer, until then hust keep wondering.


    The comp does use spies but if it is in most of your cities I highly doubt it is spies causing this. To catch a spy put your own spy in the suspicious settlement. On the norm it will take up to 5 turns to find the spy but there is a chance the spy never get's found. Most cities with a permanent unrest have a low population, Jerusalum is one of the few high populace cities.

    First of all when you first own a province it takes 6 turns to reduce the unrest penalty

    To see if it is likely a spy causing this, check the current unrest then move your governor out. If the unrest dissapears, it's your governor not a spy. Now since you have unrest in your capital you can never lose your capital to a rebellion or a bribe. But rebellions can damage buildings reducing happiness and need to be repaired to be functional. Also it was stated by a dev that poor economical conditions can cause unrest but from my observations it is not working.............. anyone mention this to the devs so it can get in this next patch ........ umm why are all these people at the org looking at me in a strange way I'm out of here

    Anyways I'd be glad to take a look at your game if you do'nt mind you can e-mail just PM me if your interested
    When a fox kills your chickens, do you kill the pigs for seeing what happened? No you go out and hunt the fox.
    Cry havoc and let slip the HOGS of war

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