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  1. #1
    Member Member BlueRobin's Avatar
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    Default Spies as a Means to Induce a Revolt

    Having a go with Sassanids in BI. As a tactic, I am introducing three spies into each settlement in order to induce a revolt for the presiding ERE. Result? ERE Rebels take over (unto whom I am allied). ERE Rebels do hold some of my key objectives so I will have to go to war with them soon. I am not quite done with the ERE, yet so breaking my pact would make matters complex and dangerous for my home defence. Geographically, my flanks are exposed.

    So the quuestion is, can I further weaken the ERE Rebels by inducing a further revolt with spies so the settlement is pure rebel?
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    RTW V1.5 & BI V1.6 Member Severous's Avatar
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    Default Re: Spies as a Means to Induce a Revolt

    Hi

    I dont have BI.

    In RTW I believe a city rebels to its previous owner.

    So might the city rebel back to ERE ?

    In RTW up to 50% unrest can be created (5% per eye of spy skill). Over that and no additional unrest is caused. Does that 50% limit apply to you in BI as well ?
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    Default Re: Spies as a Means to Induce a Revolt

    Who does a rebellion in a rebel city go to? The loyalists.

    If the ERE is weakened enough (and it sounds like it is) I'd suggest moving your hordes of spies in the rebel provinces to give them back to the ERE. That way you can conquer them without breaking your alliance.
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    Default Re: Spies as a Means to Induce a Revolt

    Brigadier Hanky has the right idea for using the spies. Move the wave of rebellions in front of you and you'll be conquering an enemy "already beaten" as wise Tzu would say. In RTW, the spy team can be augmented by saboteur assassins torching selected buildings (temples, taverns, etc.) that contribute to happiness -- I assume the same is available in BI.
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    Member Member BlueRobin's Avatar
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    Default Re: Spies as a Means to Induce a Revolt

    Now there's a good idea. Instead of radiating out from my position taking ERE, I can fix the territory with ERE Rebels and push in one direction with fewer armies.
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    Man with a Hat Member bedlam28's Avatar
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    Default Re: Spies as a Means to Induce a Revolt

    In RTW up to 50% unrest can be created (5% per eye of spy skill). Over that and no additional unrest is caused. Does that 50% limit apply to you in BI as well ?
    Severous

    Hi, I'm playing RTW, and had no idea about this, I thought it was just assasins that caused unrest by sabotage. Is this 5% per spy skill correct ???
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    Member Member BlueRobin's Avatar
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    Default Re: Spies as a Means to Induce a Revolt

    Not sure, go into RTW and move a spy in and out checking the unrest values before, during and after. Sounds about right iirc.

    Sabotage has little beneficial effect in my view compared to a mutliple spy team. The AI can manage low unrest values better then you, you can only sabotage once per turn. The rioters caused my your spies however will damage multiple buildings per turn including any that affect happiness/law and order so the onset of full revolt is much quicker.
    One person's general facing the wrong way could be somebody else's saviour

  8. #8
    RTW V1.5 & BI V1.6 Member Severous's Avatar
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    Default Re: Spies as a Means to Induce a Revolt

    This 5% is correct in unmoddified RTW V1.5.

    It is also how the enemy AI spies work. You cant see them in your city but you can see the orange unrest icons in the detail settlement screen. I once saw a 4 eye macedon spy near Thermon. Next turn he had moved somewhere...inside the city I believe... not that I could see him. Unrest had increased 20%. That turn Macedon was eliminated as a faction. The unrest had disappeared...so I assume had the spy.
    Last edited by Severous; 07-18-2006 at 20:17.
    Regards
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    Man with a Hat Member bedlam28's Avatar
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    Default Re: Spies as a Means to Induce a Revolt

    Thats a very interesting tactic to try, thanks peoples !!
    Let us create BEDLAM

    "We will screw them hard, fast, and in an elegant manner."
    Major General Haim


    "If you're in a fair fight, you didn't plan it properly."


    All right ... all right ... but apart from better sanitation and medicine and education and irrigation and public health and roads and a freshwater system and baths and public order ... what HAVE the Romans ever done for US?

  10. #10

    Default Re: Spies as a Means to Induce a Revolt

    Quote Originally Posted by BlueRobin
    Having a go with Sassanids in BI. As a tactic, I am introducing three spies into each settlement in order to induce a revolt for the presiding ERE. Result? ERE Rebels take over (unto whom I am allied). ERE Rebels do hold some of my key objectives so I will have to go to war with them soon. I am not quite done with the ERE, yet so breaking my pact would make matters complex and dangerous for my home defence. Geographically, my flanks are exposed.

    So the quuestion is, can I further weaken the ERE Rebels by inducing a further revolt with spies so the settlement is pure rebel?
    well they will turn back to EREm but what if you made the ERE a protectorate, and then made most of the rebel ERE's cities revolt, your protectorate would have loads of cities and so give you loads of cash, just an idea

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