Loupdinour Loupdinour

Espionage in DA/TA

Espionage in DA/TA

Formerly "Espionage Intel Levels"

I'm trying to compile a guide on everything one would need to know about the Espionage system in DA/TA, so far, here's what I got:

First off though, props to jpinard for his DA guide, and for this post the page on espionage.

Intel Levels:

Low:  5
Medium:  15
High:  43
Advanced:  147

Those are totals, not how many more you need to get to the next level.

Spy-weeks: each week a single spy is planted on a planet is 1 spy week.  If multiple spies are planted, then multiple spy-weeks are accomplished.

Example, if you have 15 spies to use and placed them all on the same race w/o ever placing them on a race before, you should get Medium intel level that next turn.

The +Espionage skill:

-the +Espionage skill seems to only affect the amount of money you spend to train spies.  Unlike research/social/military bonuses that you only pay for 1/2 of the bonus, espionage you pay for all of it.  Whatever your +% is, you'll spend that much more money than what the slider would have been for a race w/o the skill.  So a 1,000 bc income race with +0 set at 25% would spend 250bc a week, a race with +50 would spend 375 bc a week.  The effect of this skill and tech stealing is still not known to me...give me some more time.

Spy Costs

When there is only 1 week remaining to train a spy and the funds devoted to training exceed whats required to train the spy, the balance will be refunded to you the next week.

I tried to find a formula for the costs, to just post that up on be the end all, well...that ended up not being what I was seeing for a pattern.

The first spy is 100bc, it escallates to 180bc by the 5th, then has a huge jump at 6th, 10th, 18th.  With those exceptions in mind, the rest were pretty much just a 1bc increase in cost change.  To give some milestones, 25th spy, 2,975bc, 50th spy 5,230bc, 75th spy 8,165bc, 100th spy 11,650bc.

In my test, the overall cost for 100 spies put me to 554,644bc

For average Joe Spy User, I'll post the first 20 spy costs:

1-100, 2-109, 3-127, 4-150, 5-180, 6-710, 7-745, 8-785, 9-822, 10-1167, 11-1215, 12-1260, 13-1315, 14-1367, 15-1422, 16-1480, 17-1540, 18-2499, 19-2562, 20-2628.

By this point, it's a very linear change in cost.

DA 2.0/TA 2.0

1 large change has happened to espionage in 2.0.  Now you can passively spy on a race.  This is done by devoting a spy (up to 4 per race) permantly to a race.  In order to reach each of the above intel levels, you must have 1 (low), 2 (medium), 3 (high), or 4 (advanced) spies placed to reach it, as well as the wait time to accrue spy-weeks.  This passive spy system is now the ONLY way to get intel, agressive/planetary spies won't gain intel anymore.

For example, if you only place 1 spy on the Korx, 5 weeks later you'll hit Low.  If you don't change the number of spies allocated to them, then even if you wait another 10 rounds, you won't see Medium.  Upon placing the 2nd spy, you'll start acrruing spy-weeks again, at the rate of the number currently placed.  So in this case, placing a 2nd spy on the Korx after hitting Low will net you 2 spy-weeks and thus hit Medium in 5 more weeks.  Nothing is stopping you from dumping 4 on the race right off the bat and forgetting about it, but I just wanted to point out the thresholds.

Also changed in espionage is the ability to spy on minor races....hellooo dread lords, gimmie your tech!!!

Version Bugs:

-2.00 thru 2.02 Any passive spies on a race that gets destroyed, will perish, unlike planetary spies which get refunded to you.  (Bug confirmed in 2.00-2.02, a fix should be in place for 2.03)

Other FAQs:

-Planetary spies will temporarily shut down an improvement.  Some wonders/trade goods effects however don't seem to be affected by the shut-down.  Once the spy gets nullified, the building is fully operational again.  In the case of farms, the next turn after being sabotaged, the population cap that it provided will be gone and any excess population will die off.  Once that spy moves on/is nullified, then the population begins to grow again like normal.

-Best way to avoid spies being nullified is either move them around constantly, or better yet, send them in a lrage wave(like 12 or so).  Some will be nullified, but the AI doesn't seem to stockpile spies and will have to train new spies slowly from then on.  Target their economic buildings/farms to har mtheir income since spy training is linked to raw income.

-Any of your planetary spies on a planet that you aquire (by any means) will return to you.


*edits*
06/26/08   Re-confirmed Low and I have a non-range number for Medium, High & Advanced.  No comment on a +Espionage race yet though.  Once I reconfirm those last three, I'll move onto one of those races.

09/27/08   It's been a long time, but 2.0's beta is now out so I'm rekindling my look into espionage.  spy-weeks have been nailed down.  Right now b4 I hit the hay, I have spy costs up to the 37th spy, hoping to hit 100 before I calc.

09/28/08   Found answer on destroyed race & passive spy question.  I got first set of spy costs (up to spy 100), nothing on this will get posted until I go thru the espionage skill check since I want to collect these costs multiple times to confirm.

09/29/08  I added the effect of the +espionage skill to the OP.  Nothing else ground-breaking to note right now...just a ton more turn clickings and cost tallying.  Man I'm enjoying my dual monitors right now.

10/08/08  Well, I re-named the thread finally..."Espionage Intel Levels" just no longer fit the scope of this thread.  In doing so, I re-formatted a bit of the beginning of the post.

12/04/08  I need to revisit my last comment about passive spy loss now that we can remove passive spies.

12/07/08  Added Spy Cost section and added confirmation/bug report of passive spy loss.

12/15/08  Added info about 2.00-2.02 bug of passive spy loss

12/18/08  Added link to jpinard's DA guide as well as a FAQ section (which will get updated as I see questions asked on the forums)

06/05/09 Post spy cost information.  After a year of working on this project...I think I've completed it to my point.  Any future edits will be game version related.

248,195 views 67 replies
Reply #26 Top

so it is safe to say that if you desire techs from a race, you must place active spies on the planets

I'm glad to see you doing all this volunteer testing, but I'd hold off on a certainty statement like this until we get confirmation from a dev or a larger dataset. Tech stealing is a roll, and it can always fail. But I hope this is an accurate read b/c that would mean we *will* be able to defend against tech theft while still gathering intel without harming the target civ.

Reply #27 Top

Somewhere BoogieBac mentioned that tech stealing would be just like it was in DA and pre-2.0 TA.  In that instance, I only ever got techs while I had spies on a planet.  So taking his words, along with these years at Advanced...I would place a 99% chance that you can only tech steal w/ spies via active planetary spies.

Reply #28 Top

hum ... if espionnage works the way that other galciv2 abilities work then it should rather be :

-the Yor with +0 would spend, lets say 1,000bc when set at 25% spending
-the Kyrnn with their +50 would spend 1,500bc when set at 25% spending but would only really be charged for 1250bc (250 free bc added to calculations)
-the Iconians with their +100 would spend 2,000bc when set at 25% spending but would only really be charged for 1500bc (500 free bc)

That is: half the bonus is free of charge like for social production and all the others. well that's IF espionnage is in line with the general galciv2 way of dealing with bonuses

Ok, JUST started with a +espionage bonus and I have some interesting results already that may just show that this skill doesn't match the rest of the game's skills lol.

My income is 2020, I'm set on 4% espionage and have a +55% espionage skill (damned anomoly).  4% of my income should be 80bc, yet I'm spending 124bc.  That extra 55% from my skill I'm still paying 100% of.

So, the skill does make you pay more, but that will help you get spies quicker since they have a set price.

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Reply #29 Top

This is the way espionage bonuses have always worked, isn't it?  I'm not convinced that's actually useful unfortunately :(.  Thank you very much for testing it though!

Reply #30 Top

Quoting JustinSane4, reply 4
This is the way espionage bonuses have always worked, isn't it?  I'm not convinced that's actually useful unfortunately .  Thank you very much for testing it though!

They may have, but I just wanted to get a good look myself.  I hear from people in passing that all it does is this, but nothing has everr been brought forth.  Finding out if it helps tech stealing will be really hard since that's a random roll.  The only thing I could hope for in that case is a higher spike in steals...this would require a good number of games though to proove it wasn't just a lucky streak.

I guess the only thing that came out of this was finding out if 1/2 of the bonus was free or not.

Reply #31 Top

I really appreciate that you did the testing, since as you said, we did not know.  It was possible we never had understood the espionage bonus mechanics or that Stardock fixed their uselessness with 2.0, but alas, not to be.  I'm still very grateful you took the time to find out for sure.  :)

Reply #32 Top

I'm not going to rest until I figure out their plan on spy costs and perhaps something on tech stealing.  The latter will be really hard, far harder than this spy cost has been.  The rounding down for %'s has giving me wide number changes.  I think I may have to really suck it up and make a game on a tiny map, 1 or two planets for a really really small income to reduce that rounding tolerance.  THAT will make it hard to reach my 100th spy though.

100 seems to be my number to hit.  I doubt many people would be maso enough to meet my fawning over spies to reach this far.

I don't have my spreadsheet on me, but I do notice one heck of a price jump on the...10th spy or so.  I know spies cost down in the 100s or 200s, then jump to 700s.  It made my do a double-take when I first saw it happen.  My 2nd run thru proved it to be correct (jump-wise).

Tonight I may have my 2nd run thru complete.  3rd run will be as the Iconians, so that game will be shorter to hit 100 spies.  After that I'll try the constricted economy attempt to get more accurate costs.  Dropping about 12k on a spy will be a looong road if I try to keep my raw income around 400bc lol.  To ease that pain, I may have to turn on cheats to give myself money to keep the economy afloat.

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Reply #33 Top

Somewhere BoogieBac mentioned that tech stealing would be just like it was in DA and pre-2.0 TA. In that instance, I only ever got techs while I had spies on a planet. So taking his words, along with these years at Advanced...I would place a 99% chance that you can only tech steal w/ spies via active planetary spies.

I agree with that statement. In TA 2.0 beta, I haven't managed to steal techs unless my spies were on enemy planets (haven't bothered with friendly or neutral planets... yet), or I was invading them.

Reply #34 Top

wow, thanks for taking the time to do this Loup!  :waves hand in air, and karma magically appears for Loup:

Reply #35 Top

Well...nothing happened last night as I forgot about the premire of Chuck w/ another Heros after it.

I probably won't have any breaking news now for a few days.  With the combination of Fall TV and the fact I'm just needing multiple runs of the game to get spy costs...nothing will jumping out in short time.

*EDIT*

The other thing I'll look at is if planetary/active spies contribute to intel at all.

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Reply #36 Top

*EDIT*

The other thing I'll look at is if planetary/active spies contribute to intel at all.

Confirmed that they do nothing for intel now.  I placed 68 spies on 1 AI, ran it through about 50 turns while I finished off my 100 spy run.  Not a budge from Very Low.

DAMN I built the 2 Krynn buildings to bring me to +100 espionage....spending 1/2 of my income was sweeeet.  My 100th spy trained in 1 week.  Yes, I had a 24k income empire.

My next game will have the Krynn as an AI...just think of the spy training on a +100 Iconinan w/ those 2 Krynn buildings.../drool  +150 espionage....62.5% of my incomePerhaps w/ bought skills....mmm

Reply #37 Top

Curious:  Is tech steal still even possible?  To achieve it, is it now possible to use permanent, passive spies to get the infiltration level up, then active spies to steal the tech?  If tech steal is out, espionage may have just become less useful than it was to start with :(.

Reply #38 Top

Tech steal can even be done on non-existant (Very Low) level of intel.  Those 68 spies I tossed on the AI never raised my intel from the beginning level of...zilch, they stole  tech from that AI.  So I have yet to figure out if the rate changes as the level increases or what.  Thats on my to-do list though :)

This started out trying to find the intel levels, it's turned into my personal crusade wanting to know EVERYTHING to do with this portion of the game.

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Reply #40 Top

I finally broke down and renamed this thread..."Espionage Intel Levels" just no longer seems to fit the scope of this lol.

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Reply #41 Top

Great info Loup...thanks for all the hard work!  I'm especially interested to find out if the rate of tech-stealing increases with intel level.  If it does, this would make the heavy use of spies a lot more attractive.

Kzinti empire2.JPG Sentient species taste better...

Reply #42 Top

Well, with the Mercantile party and the Espionage bought points, I got the Iconians at +150 out of the gate.  After I snag those 2 buildings from the Krynn, I'll have a +200 so I could spend 75% of my income on spies.  This is going to breeze by!

Now, if I could only find some way to get another +100...that's 20 anomolies /shivver  Well, I did pick up abundant anomolies this game, since I now know the skill's effect on spies, I no longer care about holding to a static number.

It's still colony rush time, I got a map w/ the Krynn in the corner and I'm rushing right at them to keep them in there.  I may bite it by allowing the Korx to roam free though.  I'd rather a free roaming Korx than a strong Krynn.

Reply #43 Top

why don't you just mod starting abilities and give yourself a huge bonus to espionnage ? :borg:

it's not like at this point, the computer is of any challenge anyway ... :cylon:

just suggesting though ^_^

Reply #44 Top

Nah, I'd like to find a 'legit' way to pull it off.  Not that anyone would want a +300 espionage and use it to it's fullest.  The +200 I'm going to be able to get w/o anomolies figured in will be more than enough to tank somoene's economy.

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Reply #45 Top

Thank you very much Loupdinour!  Pure research like this is valuable and too often thankless.  Great work! :)

Reply #46 Top

Thanks and your welcome to all.  I typically just nod and smile when complimented...something is lost in that, I think it's lack of visuals.  Normally it's not something I thought that was anything special, so that gesture may come off as a "yeah, ok".  Just as this has pretty much just me blogging (blerg, did I just use that term?) about my learning of this portion of the game.

Get my thoughts and findings out there...so incase I get trampled by an elephant tomorow, all can see where I got up until that point.  Not many elephants around here...so, I think I'll be working on this for a bit longer.

Reply #47 Top

I'd crack a Republican joke, but that seems too easy

Reply #48 Top

Quoting Silverbeacher, reply 22
I'd crack a Republican joke, but that seems too easy

Wise move, cuz if anybody in my area would hear ya talk bad about them, they spit out their chaw, grab the shotgun and hop in the pickup.  Yeah, I'm in a heavily red(neck) area of PA.  Me?  Eh, I'm my own color I guess.

Reply #49 Top

To bad your neigbours have "- lots" in humor then Loup.

Reply #50 Top

I'm still alive and so is this project.  In the coming weeks (I'm taking the entire week of xmas off from work) I'll rekindle the spy costs.  Work's just been hectic and gc2 took a back burner.

I need to look at all that's changed since the beta of 2.00.  I need to see if passive spies get returned to you if the race gets destroyed for 1.  If anyone takes notice to this while playing, fee free to let me know.