The Spy is a more advanced version of the Diplomat. Like their predecessors, Spies are able to steal technology, provide a more detailed view of the city, establish embassies, and so on.
Spies have significant benefits over Diplomats: first, they have 3 movement points instead of 2, so they can move faster. In addition, the preexisting function that Diplomats are able to do Spies do better: Spies may establish embassies or investigate the city for just 1/3 of a movement point, can survive an attempt at stealing technology or industrial sabotage with bonuses, and lastly can directly harm the opponent by sabotaging units, poisoning water supplies or planting a nuclear device.
One of the most effective ways to compile information about an enemy (or potential enemy) is by infiltrating the enemy's ranks. This is the job of the spy. Spies can bring back all sorts of information concerning the size and strength of an enemy army. They can also find dissidents within the enemy's forces and influence them to defect. In times of crisis, spies can also be used to steal technology and to sabotage the enemy in various ways. Counterintelligence operatives can feed false information to enemy spies, protecting important domestic secrets and preventing attempts at subversion. Nearly every society has very strict laws concerning espionage, and the penalty for being caught is often death. However, the benefits that can be gained through espionage are generally felt to outweigh the risks.
|Civilization II Units|
Alpine Troops • Archers • Armor • Artillery • Cannon • Caravan • Catapult • Cavalry • Chariot • Crusaders • Diplomat • Dragoons • Elephant • Engineers • Explorer • Fanatics • Freight • Horsemen • Howitzer • Knights • Legion • Marines • Mech. Inf. • Musketeers • Paratroopers • Partisans • Phalanx • Pikemen • Riflemen • Settlers • Spy • Warriors