How to block power spy
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The level of a Spy also increases their general chances of success at what they are doing. Steal Technology as if 2 levels more experienced.Īdded in the Rise and Fall expansion pack.Īdded in the Gathering Storm expansion pack. When Counterspying all city districts are defended (and +1 level at districts within 1 hex). If this Spy is in home territory, all your Spies operate at +1 level.ĭisrupt Rocketry as if 2 levels more experienced.īreach Dam as if 2 levels more experienced.Ĭounterspy as if 2 levels more experienced.įabricate Scandal as if 2 levels more experienced. If this Spy is in home territory, enemy Spies in your lands operate at 1 level below usual. Time to complete all missions reduced by 25%. Neutralize Governor as if 2 levels more experienced.
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Recruit Partisans as if 2 levels more experienced. Takes no time to establish presence in an enemy city. Sabotage Production as if 2 levels more experienced.
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Siphon Funds as if 2 levels more experienced.įoment Unrest as if 2 levels more experienced. Steal Great Works as if 2 levels more experienced. If caught on a mission, have a much higher chance of escape (+4 levels). Spies are able to choose one of three promotions each time they gain a level, which are chosen at random from the pool below (though in Gathering Storm, slotting Non-State Actors will allow them to choose any promotion). These usually make them more effective at certain types of missions, or at remaining undetected during missions. Upon reaching level 2, Spies may also earn special Promotions. Spies begin at the Recruit level and may gain levels from successful offensive operations or capturing an enemy Spy during Counterspying. Note that a single city may contain more than one Spy, but no two spies may perform the same Mission in the same city. Once established in a city, a Spy can begin their mission. Whenever you are prompted to choose this destination, the dialogue will reveal all possible target cities, the Districts they have, the time it will take to move there, and what possible Operations the Spy may undertake. The only difference is how many turns they'll take to arrive at their destination. You may send a Spy to any city you have revealed (provided you don't have an alliance with that civilization), regardless of any actual physical constraints - they are clever, they will find a way. Spies aren't moved like regular units they jump from city to city using air, sea, road, or foot travel, each with their own travel time.
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Prior to Rise and Fall, Spies could not act in City-States. Spy missions may be performed in enemy cities and your own (spies cannot be sent to cities of a civilization you have an alliance with), and what exactly they will do depends on the city you send them to. Also, each Spy has a unique name to help you distinguish them from your other Spies. Spies take quite some time to produce, but this time may be reduced with the Machiavellianism Diplomatic Policy. Note that you can never have more Spies than your current empire's development allows! They can also get killed, or captured, albeit not by normal Military units but rather through rival civilizations' counterespionage forces. Spies in Civilization VI are almost like other units - they must be produced in cities (via the normal Production queue) and moved around. If the Secret Societies Game Mode is enabled, the Owls of Minerva can further increase the Spy capacity by 2, allowing for a total of 8 spies, 9 if playing as Catherine de Medici. Catherine de Medici can have one more Spy than normal (6 in Vanilla and 7 from Rise and Fall onward). The maximum number of Spies a civilization can have is 5 in Vanilla and 6 from Rise and Fall onward. Note that you can always maintain a certain maximum number of Spies in your empire, similarly to Traders. The Diplomatic Service Civic allows you to train your first Spy, and subsequent Civics (and the Computers tech) will allow you to maintain more than one. Espionage becomes possible in the Renaissance Era, thanks to Civics development.