The Spy is a unit in Civilization: Call to Power.
Summary[]
The Spy slips behind enemy lines, unleashing a campaign of deception and terror with special abilities. The Spy can incite a revolution, encouraging an enemy city to start its own Civilization; spy into a city, showing the player the city's contents; steal advances; or plant a nuke in a city. A Spy inside a city can also defend against an enemy Spy who is attempting to attack that city. Exercising these abilities, however, is not free. Each time one is used, the Civilization is charged gold. The Spy can also detect other Spies, Clerics, Slavers, Abolitionists, Ecoterrorists, and Infectors.
Great Library entry[]
Spies are as old as time, but the impact of the Spy increased greatly with new technology. Whereas in ancient times technology limited spies to eavesdropping, assassination, and bribery, in modern times, explosives give spies the ability to wipe out entire groups of important officials like parliaments and cabinets.
See also[]
- Spy in other games
Civilization: Call to Power Units |
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Abolitionist • Aircraft Carrier • Archer • Artillery • Battleship • Bomber • Cannon • Caravan • Cargo Pod • Cavalry • Cleric • Corporate Branch • Crawler • Cyber Ninja • Destroyer • Diplomat • Eco Ranger • Ecoterrorist • Fascist • Fighter • Fire Trireme • Fusion Tank • Infector • Interceptor • Knight • Lawyer • Legion • Leviathan • Longship • Machine Gunner • Marine • Mobile SAM • Mounted Archer • Musketeer • Nuke • Paratrooper • Phalanx • Phantom • Pikeman • Plasma Destroyer • Plasmatica • Samurai • Sea Engineer • Settler • Ship of the Line • Slaver • Space Bomber • Space Engineer • Space Fighter • Space Plane • Spy • Spy Plane • Star Cruiser • Stealth Bomber • Stealth Sub • Storm Marine • Submarine • Subneural Ad • Swarm • Tank • Televangelist • Trireme • Troop Ship • War Walker • Warrior • Wormhole Probe |