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  1. #1
    Sports Freak Member dgfred's Avatar
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    Default Re: Spies

    I've tried to keep 2 or 3 star assassins and a spy/bishop/border fort in each
    province after reading great post here from you guys . Although I get the
    messages of enemy assassins/spies getting killed off in the empire , none
    of my assassins or spies seem to be getting any credit for it. Also if I move
    an assassins or its target moves somewhere with a border fort in the province, they are dead meat . What are your thoughts on it?
    PB-PL Commander/CC2 Commander/MTW Commander

  2. #2
    Die Frenchy! Member Joshwa's Avatar
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    Default Re: Spies

    It's damn annoying that's what! I always check what the target's mission is. Sometimes, an emmisary can be just passing through on his way somewhere else, and it would be suicide to send your man trekking through europe after him. It the mission is just spying, however, its a good chance theyll be staying put

  3. #3
    Minion of Zoltan Member Roark's Avatar
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    Default Re: Spies

    Border forts steal potential valour from your counterspying agents. Don't build them in thoroughfares.

  4. #4

    Default Re: Spies

    Can anybody give any more info on the Syria valor bonus for spies, please? In my many years of playing and visiting these forums, I'd never actually heard about it!

    Are there any other such 'hidden bonuses'?

    Any idea why they are hidden?

  5. #5
    Member Member Knight Templar's Avatar
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    Default Re: Spies

    Syria has valor bonus for training assassins. No province has valor bonus for spies.

  6. #6
    Minion of Zoltan Member Roark's Avatar
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    Default Re: Spies

    EYG: I try to be succinct, because I'm posting from work. (Naughty naughty...)

    Kudos to you, though mate. Your thorough explanations have resolved many an issue for me concerning game mechanics. Keep up the good work.

    Quote Originally Posted by Zild
    Can anybody give any more info on the Syria valor bonus for spies, please? In my many years of playing and visiting these forums, I'd never actually heard about it!

    Are there any other such 'hidden bonuses'?

    Any idea why they are hidden?
    All assassins trained in Syria start with 2 stars, plus any upgrades you give them (via Alehouse, Drinking Den and/or Rookery).

    My guess is that this is supposed to be representative of the presence of the Old Man of the Mountain, effectively the "Grandmaster" of the Hashashin. Nasty guys.

  7. #7
    Sports Freak Member dgfred's Avatar
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    Default Re: Spies

    Quote Originally Posted by Roark
    EYG: I try to be succinct, because I'm posting from work. (Naughty naughty...)

    Kudos to you, though mate. Your thorough explanations have resolved many an issue for me concerning game mechanics. Keep up the good work.



    All assassins trained in Syria start with 2 stars, plus any upgrades you give them (via Alehouse, Drinking Den and/or Rookery).

    My guess is that this is supposed to be representative of the presence of the Old Man of the Mountain, effectively the "Grandmaster" of the Hashashin. Nasty guys.
    I second that on the Kudos! Thanks EYG.
    PB-PL Commander/CC2 Commander/MTW Commander

  8. #8
    Yesdachi swallowed by Jaguar! Member yesdachi's Avatar
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    Default Re: Spies

    Quote Originally Posted by dgfred
    I second that on the Kudos! Thanks EYG.
    Kudos from me too!

    and i also post from work. sshhhhh, alt tab.
    Peace in Europe will never stay, because I play Medieval II Total War every day. ~YesDachi

  9. #9
    The hair proves it... Senior Member EatYerGreens's Avatar
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    Default Re: Spies

    Quote Originally Posted by Roark
    Border forts steal potential valour from your counterspying agents. Don't build them in thoroughfares.
    I've repeated this advice many times. I only wish I could have done it in as few words.

    To expand slightly, ports are like magnets to all travelling agents. Use one of your own as a 'training zone' and, at most put a BWT on it, since BWT plus counterspy (ideally, better than 1*) means two chances of making a capture.

    As enemy Emissaries pass through your port, enemy assassins may follow a year behind them (you know what it's like when you're the one on the chase). Behave as if you were trying to protect your own Emissary from a 'tail' and move your trainee assassin (or, optionally, your best one for further advancement) to that port on that turn. He should make any potential catch the following year.

    Also, I tend to avoid putting BFs on any province bordering on enemy/neutral/allied territory. In the event that they captured such a BF'd province off me, even with 'facilities damaged' that just gifts them a free BWT to immediately spy into my interior provinces and advances their building programme by one year, assuming I'm somehow unable to regain it rapidly.

    Not forgetting that a 0* spy/assassin of yours, within the lost province, might be caught immediately, if BWT's were still up. IIRC, facility damages aren't inflicted until the castle/fort finally falls, so it's not even safe to send in no-star spies to trigger a populist revolt until whatever BWTs or BFs you had built are finally broken down.

    EYG

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  10. #10
    The hair proves it... Senior Member EatYerGreens's Avatar
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    Default Re: Spies

    Quote Originally Posted by dgfred
    Also if I move an assassins or its target moves somewhere with a border fort in the province, they are dead meat . What are your thoughts on it?
    BFs are equivalent to a Valour-2 spy/assassin and I've a feeling the odds are stacked in favour of the defending counterspy, such that 2* spy isn't good enough to beat BF's. I'd say get them to 3*, as a minimum, before letting them stray into enemy territory.

    WHen the target and your assassin start the turn in the same province and you order the attack, sometimes you find that, after End Year, you find the target has moved and your assassin is still where he was. If you see that, just pick him up and drop him, to cancel the mission. He has achieved the objective of getting the enemy agent off your lands. Rather than risk an almost certain loss, in a now pointless pursuit, just set him back to counterspying.

    The AI does appear to 'cheat' in that it will leave an Emissary/Priest on spying duty and not move them for years, then you move your assassin into the province and order an attack. Suddenly they decide to bugger off and suck you into the BF trap. Where no port is involved, they always manage to keep one province ahead and don't stop moving again until your agent is dead. Evidently, it knows what you're doing! With ports present, it's the same result, only quicker, since they know where all the 'safe' ports are located.

    Here's an example of a method I found to work just about infallibly (only exceptions being failures by 0* vs 0* on 86% chance of success).

    Enemy target is in Naples, my territory, which has a port. It thinks it's safe due to BWTs and ability to do the port-escape trick.
    My assassin is in any one of my other ports. I do not move him to Naples then drop on the target, I pick him up where he is and drop him on the target. He will move on autopilot and make the attack. Port to port is unambiguously a direct route (overland they take seemingly crazy paths). Mission success after end year, since the AI didn't see it coming and hadn't planned to move out that turn. If they did move, the attack 'misses' and can be cancelled at that point and, being my province, he doesn't get caught.
    Even if other easy targets are in Naples, I move that assassin out to another home port and use a different one for the next attack.
    Alternate the attacks in this manner until the Pope stops sending his Ems/Bishops/Inquisitors onto my turf.

    I got a pair rapidly up from 0* to 4* in this manner but the game got its own back when I ventured to let both of them out of friendly territory for the first time, in pursuit of alliance missions and lost both of them on the same turn, having passed through maybe two BF ports on the way.

    EYG

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  11. #11
    Member Member Knight Templar's Avatar
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    Default Re: Spies

    Quote Originally Posted by dgfred
    Also if I move an assassins or its target moves somewhere with a border fort in the province, they are dead meat . What are your thoughts on it?
    Today I sent 30 assassins, mostly ranks 1 and 2, three of them had rank 3, in province with BF to kill Sicilian king. Result: 1 assassin caught while trying to kill the king, 1 assassin managed to assassinate king , 25 assassins killed by BF and 3 assassins left. In total.......4/30 alive

  12. #12
    Sports Freak Member dgfred's Avatar
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    Default Re: Spies

    Quote Originally Posted by Knight Templar
    Today I sent 30 assassins, mostly ranks 1 and 2, three of them had rank 3, in province with BF to kill Sicilian king. Result: 1 assassin caught while trying to kill the king, 1 assassin managed to assassinate king , 25 assassins killed by BF and 3 assassins left. In total.......4/30 alive
    Holy mackeral , I knew it was bad, but not that bad .

    Are you testing on normal, hard or expert?
    PB-PL Commander/CC2 Commander/MTW Commander

  13. #13
    Member Member Knight Templar's Avatar
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    Default Re: Spies

    Quote Originally Posted by dgfred
    Holy mackeral , I knew it was bad, but not that bad .

    Are you testing on normal, hard or expert?
    I was playing on normal

  14. #14
    Yesdachi swallowed by Jaguar! Member yesdachi's Avatar
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    Default Re: Spies

    Quote Originally Posted by Knight Templar
    4/30 alive
    Training cost vs. result is still a good deal for a dead king. right?
    Peace in Europe will never stay, because I play Medieval II Total War every day. ~YesDachi

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