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The Spy is a Modern-era espionage unit in Civilization II, available with the Espionage advance. It succeeds the Diplomat and features enhanced abilities, including access to a wider range of espionage missions.

Strategy[]

Spies have the same Shield (Civ2) Shield cost as Diplomats while featuring significant improvements: in addition to higher movement, they have a two-tile line of sight, allowing better evasion in the field. Spies can perform several unique missions, including unit sabotage, city poisoning, and nuclear terrorism, and can establish embassies and spy on cities without forfeiting their turn. Most importantly, spies can evade detection and return to the player's nearest city, avoiding an international incident.

A garrisoned spy provides the city a 40% chance to intercept tech theft; this chance compounds with multiple units, with three spies supplying an effective defense of 78%. Veterancy is much more important for spies: counter-espionage effectiveness rises to 60% (for a maximum possible defense of 94%);[1][2] furthermore, veterancy reduces the detection risk both before and after conducting certain city missions.[3] Communism Communist civilizations produce veteran spies by default.

Civilopedia entry[]

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.

Modding[]

The Spy is defined at Line 48 of the @UNITS section of Rules.txt. Only this unit benefits from the advanced espionage rules when assigned the diplomat role.

Spies are the only explicitly gendered unit in the game; pronouns are defined in the associated popup messages in Game.txt.

References[]

  1. SlowThinker (21 February 2003). "Info: Diplomats and spies". Accessed 6 March 2024.
  2. stormerne (4 June 2001). "RE: Diplomats and Spies - im on a steep learning curve here". Civilization Fanatics' Center. Accessed 6 March 2024.
  3. La Fayette (1 February 2001). "Poisoning and sabotaging". Apolyton Civilization Site. Archived from the original on 7 June 2003. Accessed 6 March 2024.

See also[]

  • Spy in other games
Civilization II Units
Ground

Alpine TroopsArchersArmorArtilleryCannonCaravanCatapultCavalryChariotCrusadersDiplomatDragoonsElephantEngineersExplorerFanaticsFreightHorsemenHowitzerKnightsLegionMarinesMech. Inf.MusketeersParatroopersPartisansPhalanxPikemenRiflemenSettlersSpyWarriors

Sea

AEGIS CruiserBattleshipCaravelCarrierCruiserDestroyerFrigateGalleonIroncladSubmarineTransportTrireme

Air

BomberCruise Msl.FighterHelicopterNuclear Msl.Stlth Bmbr.Stlth Ftr.

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