MTW Spy

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Spy
Cost: 100
Faction Discount: Byzantines
Turns to Build: 1
Culture: Catholic, Orthodox, Muslim
Buildings Needed: Brothel
Unit Card: Western: Spy.gif Muslim: SpyM.gif

The Spy is used to snoop, pry, and spread dissent. He has many uses, both at home and abroad. Spies are invisible on the campaign map to other factions, generally the only way to know if they are around are weird occurrences and effects, or when they are caught.

Passive Abilities

  • A spy positioned in a province owned by another faction will reveal all buildings and troops present in the province.
  • When stationed in a province owned by his faction, a spy will root out dissenters and act as the secret police, increasing the province happiness. The happiness increase is equal to 40% + 20% for each star of valour the spy has. Only the highest valour spy in the province will generate this effect.
  • When stationed in a province owned by another faction, a spy will spread dissent and generally cause trouble, decreasing the province happiness. The happiness decrease is equal to 40% + 20% for each star of valour the spy has. Only the highest valour spy in the province will generate this effect. (what about 2 spies from different factions?) A spy will gain valour if he causes a rebellion due to these actions.
  • When stationed in a province owned by his faction, the spy has a chance to catch assassins and other spies that travel through the province. The chance is dependent on the valour of both the defending spy and the valour of the assassin/spy in the territory. Catching assassins/spies will increase the spy's valour, but the presence of a Border Fort in the province will reduce the chance of a valour increase. (need to detail this effect more).
  • When stationed in his own provinces, a spy may be able to uncover planned attacks by the AI. Doing this will earn him valour. The attacks may or may not occur, depending on the players actions in preparation.

Active Abilities

  • Dropping a spy on an enemy general will attempt to find and make public any secret vices that general may have. The chances of success depend on whether a secret vice exists, as well as the valour of both the general and the spy. Generals that are spied on will develop spy related virtues/vices under repeated attempts. Before the Viking Invasion expansion, this could be done to friendly generals as well.
  • Dropping a spy on an friendly general will attempt to frame him for treason. This can be used to get rid of generals that have become useless due to low loyalty or bad vices. The success depends on the valour of the spy and the valour and loyalty of the general. Success means that the general will be killed and will give a loyalty boost to other generals in the faction (spy valour increase?). Failure will cause the general to lose loyalty and gain spy-related vices, and may cause other generals to lose loyalty as well.
  • A spy can be used to open the gates of a besieged castle. Success depends on the valour of the spy, the valour fo the defending general, and the number of defenders in the fortification. (valour increase?) Success will allow the besieger's to storm the castle and take the province intact.

Survival

Spies require no upkeep once they are recruited, and will not die of old age. Spies can be caught by counterspying spies and assassins, or Border Forts from other factions. Spies will need to have pretty high valour to survive in Border Fort provinces, generally they will need to have 4 or 5 stars before having much longevity in enemy territory.

Credits

Entrance Hall Agents thread

Main Hall Subterfuge Thread

sbroadbent's MTW: Total Subterfuge Guide, found in the downloads section



Medieval: Total War | Grand Campaign : Agents
Alim | Assassin | Bishop | Cardinal | Emissary | Grand Inquisitor | Imam | Inquisitor | Orthodox Bishop | Priest | Princess | Spy