Spies are my favourites, they are my eyes and ears:
When attacking a player they are always first in the field, without them you are blind:
To set up a spying mission you don't have to send a general with them, however they take a march slot!
Stats:
Melee/Defense: 5 (no ranged attack)
Life: 10
Speed: 3000 (the are extremly fast 3x SSD or 4x BD speed)
Upkeep: 5
Clairvoyance (Researched at Science Center lvl1-10)
Training
Spies are trained pretty fast they don't need much resources per unit, only need a lvl2 Garrison or Training Camp and lvl 1 Clairvoyance.
They won't make much use until lvl 5 Clairvoyance: the higher the tech is the more details you will find out I'd recommend to research to lvl 8 (9 preferably of course)
This is the point when you get exact details of defndeing troops and amount of resources except gold (you never know how much gold the defender has)
Lvl 10 Clairvoyance seems to work properly these days.
I experienced that spies are affected by Metallurgy, Medicine, Rapid Deployment and Walls too (Dredd reported extreme unbalance on the defensive side, like losing 9K spies to 150).
You may ask why all these important for a spy they won't fight any time soon: beleive me they will. And here comes the point of the whole:
Spies are countering spies! <- what would that mean?
Whenever you set up a defensive force and order some spies to defend it means you have a chance to resist enemy spying on your property:
Once my city was spied by 610 -> I quickly set up a defence with 1000 spies guess what happened: (My Clairv: lvl 9 enemy Clairv: lvl 7)
All the attackers spies were dead and I lost none of mine! Surprised? I was too, I decided to do some testing on spies and found out:
I spied an enemy city with 800 spies where he had 30 spies countering and I lost 13 of my most precious units. (My Clairv: lvl 9 enemy Clairv: lvl 2)
I got the conclusion: while spying defender takes initiative (or at least defender hits first regardless of battlefield size and research lvls)
You may set up a defensive force of mixed troops with spies: doing so will result the enemy spying mission to be countered only by your spies.
Enemy may lose and not know what is exactly defending: only a few K spies or 90K BDs there?
To work around that he has to ping attack you (a standard attack with some cheap cannonfodders) to find out your defences (but he still wont know the resources you hold)
The cheapest and less risky way of gaining intel is to send out 1 spy normal spying mission and 1 spy in standard attack!
The primary goal of defensive spies is to hide resources and disorient attackers troops, however I'd not recommend to remain in defense while offline as it might end up losing all your troops to large attackers.
Defensive spies are good against mid lvl players who won't dare to attack when they don't know exact defenses.
Spying on anthropus
The Anthropus equivalent of spies are Stenches. Wilds and Camps from lvl2 include stenches and they will counter your spies. It is not very wise to spy on them unless you are prepaired to lose a few K spies on higher lvl camps and wilds. You can easily find out spying on them makes no sense at all: Camps cannot be held by players so you may know what to attack with. Clicking on wilds always displays the onwer of the wild if it has any...
[COLOR="#0000FF"]Note:
Also, the troop counts for Wilds and Camps are listed later in this Guide.[/COLOR]
Alternative use and special notes
Alternative use of of spies include ping and spam attacking. Use them for quick hits on empty camps and wilds to farm for item drops.
I have to admit that I never sent a standard attack with spies mixed in but I don't think it is a good idea as spies have extremely weak combat stats.
I usually train a few K spies they will do their job and no more is needed in standard circumstances.
All in all spies are great when used properly!
Any questoins, comments or notices are absolutely welcome

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