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==Expelling Diplomats/Spies==
 
==Expelling Diplomats/Spies==
Combat units may expel a diplomat from a civilizations territory without diplomatic consequences. The spy/diplomat is returned to the unit's capital or nearest city.
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Combat units may expel a diplomat from a civilization's territory without diplomatic consequences. The spy/diplomat is returned to the unit's capital or nearest city.
   
 
==Diplomat and Spy actions==
 
==Diplomat and Spy actions==
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Allows the player to peak into the city screen.
 
Allows the player to peak into the city screen.
 
*'''Diplomats''' are lost when taking this action.
 
*'''Diplomats''' are lost when taking this action.
*'''Spies''' are not lost and the investigation is more revealing
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*'''Spies''' are not lost and the investigation is more revealing.
   
 
===Establish Embassy===
 
===Establish Embassy===
* Gives player access to basic information about target civilization for the rest of the game. May be exchanged diplomatically, or provided for by [[Marco Polo's Embassy (Civ2)|Marco Polo's Embassy]]
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* Gives player access to basic information about target civilization for the rest of the game. Embassies may also be exchanged diplomatically, or provided for by the wonders [[Marco Polo's Embassy (Civ2)|Marco Polo's Embassy]] or [[United Nations (Civ2)|United Nations]].
  +
 
*'''Diplomats''' are lost when taking this action.
 
*'''Diplomats''' are lost when taking this action.
*'''Spies''' are not lost
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*'''Spies''' are not lost.
   
 
===Industrial Sabotage===
 
===Industrial Sabotage===
Destroy's a city's improvements or production. May cause an international incident.
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Destroys a city's improvements or production. May cause an international incident.
 
*'''Diplomats''' are guaranteed to be successful, but will be lost when complete.
 
*'''Diplomats''' are guaranteed to be successful, but will be lost when complete.
*'''Spies''' have "Give primary target option which lets the player choose a target to hit. But this may not be successful. The spy has a high probability of being lost The "use her judgment" option which is guaranteed to work, and the spy has a lower chance of being lost.
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*'''Spies''' have "Give primary target" option which lets the player choose a target to hit. But this may not be successful. The spy has a high probability of being lost. The "use her judgment" option is guaranteed to work, and the spy has a lower chance of being lost.
   
 
===Steal Technology===
 
===Steal Technology===
 
Steals an advance from target civilization if available. May cause international incident
 
Steals an advance from target civilization if available. May cause international incident
*'''Diplomats''' will be successful if no spy/diplomat is in the city, but the diplomat is lost. This can only be done once per city
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*'''Diplomats''' will be successful if no spy/diplomat is in the city, but the diplomat is lost. This can only be done once per city.
 
*'''Spies - First attempt''': the Spy has a choice in what technology to steal. The spy may be lost.
 
*'''Spies - First attempt''': the Spy has a choice in what technology to steal. The spy may be lost.
 
*'''Spies - Future attempts''': If technology has been stolen from the city in the past, the player does not have a choice in what technology will be stolen. They may not be successful, and the spy has a higher loss probability.
 
*'''Spies - Future attempts''': If technology has been stolen from the city in the past, the player does not have a choice in what technology will be stolen. They may not be successful, and the spy has a higher loss probability.
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===Incite Revolt===
 
===Incite Revolt===
Allows the player to purchase the city. It causes an international incident and causes the disappearance of Temple, Courthouse and Cathedral and Hydro Plant in the city. The cost depends on the size of the city if the city is under civil disorder and the distance from the capital. Civilizations that have democratic governments and capital cities are immune to this.
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Allows the player to purchase the city. It causes an international incident and causes the disappearance of any Temple, Courthouse, Cathedral, and Hydro Plant in the city. The cost depends on the size of the city if the city is under civil disorder along with the distance from the capital. Civilizations that have democratic governments and capital cities are immune to this.
 
 
Players may capture a technology, plunder, and the city's defending units if successful
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Players may capture a technology, plunder, and the city's defending units if successful.
*'''Diplomats''' Pay the full price of revolt and the unit is lost
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*'''Diplomats''' Pay the full price of revolt and the unit is lost.
*'''Spies - Inciting revolt''': Player pays 5/6 cost of revolt, or 2/3 if spy is a veteran
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*'''Spies - Inciting revolt''': Player pays 5/6 cost of revolt, or 2/3 if spy is a veteran.
 
*'''Spies - subvert city''': Cost to bribe the city is double that of inciting a revolt, but there is no international incident, and buildings are not destroyed.
 
*'''Spies - subvert city''': Cost to bribe the city is double that of inciting a revolt, but there is no international incident, and buildings are not destroyed.
   
 
===Bribe Unit===
 
===Bribe Unit===
Pay units to switch sides. Cost depends on the distance the unit is from its owner's capital. Stacked units and Civilizations that have democratic governments are immune to this.
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Pays unit to switch sides. Cost depends on the distance the unit is from its owner's capital. Stacked units and Civilizations that have democratic governments are immune to this.
   
*'''Diplomats and Spies''' are not lost when this happens
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*'''Diplomats and Spies''' are not lost when this happens.
   
 
===Poison Water Supply===
 
===Poison Water Supply===
 
Reduces a city's population by 1. Can not be done on cities with populations of 1.
 
Reduces a city's population by 1. Can not be done on cities with populations of 1.
 
*'''Diplomats''' are unable to perform this action.
 
*'''Diplomats''' are unable to perform this action.
*'''Spies''' may be lost when doing this
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*'''Spies''' may be lost when doing this.
   
 
===Plant a Nuclear Device===
 
===Plant a Nuclear Device===
Target city experiences a nuclear explosion. Causes an international incident
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Target city experiences a nuclear explosion. Causes an international incident.
 
*'''Diplomats''' are unable to perform this action.
 
*'''Diplomats''' are unable to perform this action.
*'''Spies''' may be lost when performing this
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*'''Spies''' may be lost when performing this.
   
 
===Sabotage Unit===
 
===Sabotage Unit===
 
Removes the majority of hit points of the target unit. Stacked units are immune to this.
 
Removes the majority of hit points of the target unit. Stacked units are immune to this.
 
*'''Diplomats''' are unable to perform this action.
 
*'''Diplomats''' are unable to perform this action.
*'''Spies''' may be lost when performing this
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*'''Spies''' may be lost when performing this.
<nowiki>*</nowiki>Spies only
 
   
 
==Government Influence==
 
==Government Influence==
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==References==
 
==References==
 
*https://web.archive.org/web/20140908084918/http://apolyton.net/showthread.php/20590-Info-Diplomats-and-Spies?s=
 
*https://web.archive.org/web/20140908084918/http://apolyton.net/showthread.php/20590-Info-Diplomats-and-Spies?s=
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{{Civ2}}
 
{{Civ2}}
 
[[Category:Game concepts (Civ2)]]
 
[[Category:Game concepts (Civ2)]]

Revision as of 13:50, 17 April 2020

Espionage is a special ability of Spies and Diplomats.

Expelling Diplomats/Spies

Combat units may expel a diplomat from a civilization's territory without diplomatic consequences. The spy/diplomat is returned to the unit's capital or nearest city.

Diplomat and Spy actions

Investigate a city

Allows the player to peak into the city screen.

  • Diplomats are lost when taking this action.
  • Spies are not lost and the investigation is more revealing.

Establish Embassy

  • Gives player access to basic information about target civilization for the rest of the game. Embassies may also be exchanged diplomatically, or provided for by the wonders Marco Polo's Embassy or United Nations.
  • Diplomats are lost when taking this action.
  • Spies are not lost.

Industrial Sabotage

Destroys a city's improvements or production. May cause an international incident.

  • Diplomats are guaranteed to be successful, but will be lost when complete.
  • Spies have "Give primary target" option which lets the player choose a target to hit. But this may not be successful. The spy has a high probability of being lost. The "use her judgment" option is guaranteed to work, and the spy has a lower chance of being lost.

Steal Technology

Steals an advance from target civilization if available. May cause international incident

  • Diplomats will be successful if no spy/diplomat is in the city, but the diplomat is lost. This can only be done once per city.
  • Spies - First attempt: the Spy has a choice in what technology to steal. The spy may be lost.
  • Spies - Future attempts: If technology has been stolen from the city in the past, the player does not have a choice in what technology will be stolen. They may not be successful, and the spy has a higher loss probability.

Incite Revolt

Allows the player to purchase the city. It causes an international incident and causes the disappearance of any Temple, Courthouse, Cathedral, and Hydro Plant in the city. The cost depends on the size of the city if the city is under civil disorder along with the distance from the capital. Civilizations that have democratic governments and capital cities are immune to this.

Players may capture a technology, plunder, and the city's defending units if successful.

  • Diplomats Pay the full price of revolt and the unit is lost.
  • Spies - Inciting revolt: Player pays 5/6 cost of revolt, or 2/3 if spy is a veteran.
  • Spies - subvert city: Cost to bribe the city is double that of inciting a revolt, but there is no international incident, and buildings are not destroyed.

Bribe Unit

Pays unit to switch sides. Cost depends on the distance the unit is from its owner's capital. Stacked units and Civilizations that have democratic governments are immune to this.

  • Diplomats and Spies are not lost when this happens.

Poison Water Supply

Reduces a city's population by 1. Can not be done on cities with populations of 1.

  • Diplomats are unable to perform this action.
  • Spies may be lost when doing this.

Plant a Nuclear Device

Target city experiences a nuclear explosion. Causes an international incident.

  • Diplomats are unable to perform this action.
  • Spies may be lost when performing this.

Sabotage Unit

Removes the majority of hit points of the target unit. Stacked units are immune to this.

  • Diplomats are unable to perform this action.
  • Spies may be lost when performing this.

Government Influence

  • Communist governments always produce veteran spies.
  • Democracy provides immunity to bribery of units and cities.

References

Civilization II [edit]
Conflicts in CivilizationFantastic WorldsTest of Time
Lists
Concepts
Miscellaneous
Standalone remake with different graphics, units, etc.