Results 1 to 7 of 7

Thread: Spies

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    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?

  2. #2
    Member Member dismal's Avatar
    Join Date
    Jun 2004
    Location
    Texas
    Posts
    404

    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.

  3. #3

    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!

  4. #4
    Senior Member Senior Member Oaty's Avatar
    Join Date
    May 2003
    Location
    Indianapolis
    Posts
    2,863

    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

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO