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heretk
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While I do enjoy the expanded options with espionage in MOO3, I do not like the amount of damage and at what frequency it can occur.
Let me elaborate. I was keeping a constant amount of spies (about 8) in my empire at all times. The thought was to use them to protect myself from spies. Now, as the Humans, I have a great bonus to Cunning, but that and the eight spies didn't do too much. I stopped playing last night right at the peak, where I was getting four to five spy attacks each turn. There are only five AI empires.
My question is: just how many spies does one need to provide adequate defense against enemy infiltration? And does the type of spy matter, like needing political spies to protect leaders, scientific spies to guard your reseachers, etc.
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heretk
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quote: Originally posted by Asmodean
How low do you have your oppressometer. The lower it is, the easier spies get into your empire.
Asmodean |
I have my Oppressometer set to the high setting (within the brackets).
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Yolky
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Ontario Canada
Oct 2001 time: 00:26
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quote: Originally posted by heretk
I have my Oppressometer set to the high setting (within the brackets). |
do what I had to do and bite the bullet and make the oppressometer even higher and lower the taxes too make the people happy. Remeber the brackets is where you won't have any problems with you population.
I guess you don't complain when your spies do all the damage eh? just have to make the oppmeter higher.
I could be wrong but any spy will help dosn't matter if it is military or scientific. its the oppmeter that really makes a difference.
hope this helps
Davor
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Vince278
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I always have a spy and a spare in each category but I rely on the O-meter yo-yo to do the cleaning.
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Vince278
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I thought you needed that type spy to defend against that type attack.
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Yolky
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Ontario Canada
Oct 2001 time: 00:26
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quote: Originally posted by Vince278
I thought you needed that type spy to defend against that type attack. |
I have read that any spy in the reserve will help in defence, only when they are specilized for military or scientific or whatever, that is what they are only good for.
I had a scientific spy for defence and the enemy was still attacking my scientific leaders and stealing my tech. only when i bumped up my oppmeter did it stop. lower the taxes to make people happy.
Davor
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ArmaGeddin
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The whole spy thing sucks in my opinion. The game would be great if we could just turn off that part of it at the start.
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moomaster
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build lots of ground military units in each planet, and couple of spies in each category
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Hydro
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Winfield, IL, USA
Jun 1999 time: 05:26
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Another option is to use one of the mods that are out to decrease the influence of spies. Some of the methods suggested: longer build time (so fewer spies), lower luck (die off faster), increase cost (bankrupt spy-happy empires - likely to hamstring the AI).
A friend of mine is playing with this since he hates spies and wants this to be an option he can turn off. He currently has spies taking 100 turns to build and living about 4 turns and, so far, he is happier. I'm likely to take a middle road make build times higher, but am undecided.
One side benefit of toning down spies is that leaders can now actually help your empire, as opposed to being a bloody assassinated mess found in your Imperial Council Room the year after they join you.
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Noone
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Ive found that counter spies are no where as usefull as O-metre, but that has been said about 5 times already....
Ive found that when you get a sudden spike in spy actvity its often cos uve "annoyed" the new orions, cos when they send spies i dont think anything stops them (well a slight exageration :|) and they can smash you up pretty bad.
moonmaster mentioned that having troops on a planet helps, do they? i havn't bothered to put troops on planets cos of the passive ai.
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MichaeltheGreat
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Apolyton Grand Executioner
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mooning the house that Ruth built.
Oct 1999 time: 21:26
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After reading this thread, I decided to play around a bit, and with Humans and corporate government, I've been able to crank the oppressometer all the way up, get more or less viable tax rates (15-17% planet, 6% empire) and waste enemy spies on a regular basis. I've had no asset losses, and no leaders assassinated (I've got some I'd actually rather keep). This is with 7 to 8 of my spies hanging around.
Previously, with the oppresometer at 5 or 6, I was getting reamed on a regular basis, and really hurting with it at 2 or 3, no matter how many spies I had sitting around, or what types.
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Dr. A. Cula
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Slightly off-topic: how do you get so many spies? I can only get 4 or 5 before they die of old age, and that's only one time, at the beginning of the game. For the rest of the game, I only have about 2 or 3 spies at one time. By the time I finish training a new one, at least one of the others has died.
And about leaders: after the 2 leaders I started the game with were assasinated, no other leader came to join me. Did this mark my empire as one where important people get killed (so nobody wants to come here anymore), or was it just bad luck?
Edit: can't spell
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gloob
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To Dracula: increase their luck by picking cunning level "dangerous". Some social techs as well as some leaders also increase spy luck.
Setting random events to high yields more leaders. I also think being a low ranked empire heightens the chance for getting leaders, despite the text "leader joins our successful empire".
Having events set to frequent produces leaders faster than they die naturally. Having bad relationships with someone, especially with the NOs, is disasterous. I played Nommo (O-meter at 7) and got my 4 leaders killed by NOs in 4 consecutive turns. After that, they blew up every gov seat I had. Every 2 turns I caught a spy, but apparently NOs can produce spies faster than that.
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