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Caligastia
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I had a spy in one of my cities and the AI tried to steal one of my techs with a diplomat, and my spy caught the diplomat and stopped him from stealing.
But I had this other game, and with my spy in the city a diplomat was able to sabotage my barracks production.
Does anyone know exactly what spies can and can not prevent when they are in you city?
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SCG
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of less than all that I see
Jun 2000 time: 00:12
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spies and diplomats have a small chance of stopping just about any type of espionage outside of maybe having the city bribed itself (i've gotten countless diplomats when bribing cities, never had one stopped). How much of a chance they have to prevent depends on a variety of factors, including spy vs diplomant, vet status, corruption levels, what is being attempted, where it is being attempted etc. There also have been reports saying that the chance is cumulative with other spies/diplos in the city.
So, a green spy trying to plant a nuclear device in a capital with several vet spies stationed there will almost always fail. Meanwhile a vet spy engaging in random acts of violence in a small city manned by a diplomat on the outskirts of a monarchy will usually succeed.
If you want to prevent espionage altogether, catch the enemy dips/spies before they reach your city, short of that, place lots of vet spies in likely target cities.
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debeest
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If I remember correctly the manual and earlier discussions here, the only thing that a dip/spy in a city can defend against is civ-advance theft. Am I wrong? Also, I don't think the manual says anything about corruption being a factor for this, and I know of no evidence that it is.
SCG's fundamental advice is most pertinent: keepin' 'em out of your cities is the most important thing. Easy enough against the AI, if you pay attention, but I'll bet it's tough in multi-player.
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SCG
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of less than all that I see
Jun 2000 time: 00:12
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quote:

<font size=1>Originally posted by Jim W on 10-24-2000 10:47 AM</font>
I like the advantages of Democracy, but what do you do about nasty foreign people tramping all over your irrigated fields with their muddy boots on?
I think, in all the t imes I've ever been Democratic, the Senate has allowed me to start a fight maybe twice.
Jim W
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I generally try and keep them from entering the land in the first place by using ZoC and 2-movement terrain. If it is the first time I have encountered them, I refuse to speak to them and remove them by force. Barring that, I will recruit them to join the Ever Victorious Army Finally, if all else fails, I will try and goad them into war (make unreasonable demands in negotiations, use dips to continually place my troops on their land etc)
Of course if i expect war, I'll build a fort or 2 on defensive terrain (within 3 spaces of a city) and place at least 1 defensive unit and at least 1 offensive (attack or diplo) in it. Once at war, as long as the AI isn't democratic, I'll just buy off any nearby city and establish a new frontier.
For forts inside AI city zones, caravans and diplomats are great for manning forts even after you cede to the demands of removing all troops And then you can move those units back into the fort again that turn - the AI will declare war on you in no time 
Edit: darn disabled smiles instead of placing a sig 
[This message has been edited by SCG (edited October 24, 2000).]
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Matthew
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Manhattan, Kansas . USA
Jan 1970 time: 05:12
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Spies do have a very high chance of success in stopping dips from stealing techs. But not so much other spies.
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All times are GMT. The time now is 05:12. Apolyton Time is 00:12. |
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