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Civilization 6 spy
Civilization 6 spy








It gives you a chance in mid-late game to catch up. When I started playing, I found spies really useful and it's fun to use. Some people play to have fun, some play to optimize everything. Situationally spies can help you to flip a border city.Īll in all, spying is a great and profitable side activity both for peaceful and aggressive play. Smear Campaigner will help to secure desired City States. Disguise and Linguist turns a spy into a roadrunner. If you get to combine Quartermaster, Seduction and Surveillance, that will be a defensive super-spy for your Pingala, Reyna or Spaceport city.

civilization 6 spy

And finding an AI CH is required for the fastest way to promote your fresh spies and increase their life expectancy, because, as said above, first things you want to do with your spies is gain sources and siphon funds a few times until they hit 3 promotions.Īnd spy promotions are great. There aren't a lot of AI built CHs early on, so unless there's Mali in the game, finding them may take some doing. And when you buy AI's great works with the funds you've just stolen from the same AI, that does have some intangible added value tooĪnyway, efficient spying requires some homework done beforehand, so buy open borders from everyone and send some scouts or cavalry to find spying targets. So the great works theft mission is mostly skippable. And AI are willing to sell their great works until quite late into the game, when you come very close to victory. During the same time a spy could steal, let's say, ~800–1200 gold, which would buy you 2–3 great works, and you can choose what to buy for theming purposes, while great work theft is more dangerous and would yield only one great work and you can't choose too much which one. As long as AI are willing to sell their great works, this mission should probably be avoided, as it is the least efficient one in my eyes. On the high end 2000+ gold theft per op, 400 on the low end.Ĭlick to expand.Among other useful missions I find this one rather wasteful. People have said the gold is insignifcant. In the elimination thread I offered some numbers. I can’t speak directly to this but heard they also protect spaceports when going for science victory. It is a huge hassle and they take 15 turns to reinsert.

civilization 6 spy

I find when I don’t counterspy my governors are frequently neutralized. With the right promotions and/or policies, failure is uncommon.Īlso, if you want to avoid a war for whatever reason, they are one of the few tools in your arsenal for stifling an opponent, especially sabotaging spaceports.įurthermore, without any spies defending you, you can fall victim more readily to enemy spy ops. Once they are built you can use them again and again. Domination and religion: +6 combat strength Extremely useful regardless of victory path.










Civilization 6 spy