Farm Spies

So what exactly happens if your AI opponent has a population-capped planet and then you drop a spy on a farm they have? Im guessing nothing, because thats the easiest answer, but I was hoping something else. I've tried to experiment with it but get no noticeable results.

I know if you decommission a farm on your world it will show your population something like 11(6.0), which means too many people not enough food and I assume people start dying. Does that happen on the AI worlds, also? If so, at what rate per turn? Seems like a pretty neat tactic to soften up a tough planet or cripple an economy...
15,448 views 32 replies
Reply #1 Top
Usually it drops to the population cap within one turn.
Reply #2 Top
Cool, what would the result be if you tried the same thing witrh a spy on a "fell good" building? will they revolt and drop the population?
Reply #3 Top
Dropping spies onto a world you are about to invade is a real easy way to reduce the amount of people you are facing. I am not sure now if multiple hits at once reduce the population by (x) times the number of spies or if there is a cap per turn. I do know it does work well

Maybe Kryo or someone else can clarify the amount lost perturn to starvation.

Drengin


Creator -Transformers the Mod
Webmaster - The Galactic Core
Emperor - The Galactic Diplomats
Reply #4 Top
Hi!
Maybe Kryo or someone else can clarify the amount lost perturn to starvation.

There's nothing special to clarify. A spy blocks a farm, so it doesn't produce any food, and all unfeed pop dies, when game processes the turn. Pop dies even if AI immediately nullifies the spy. Cheese if you ask me, but I'm using this tactics anyway.

BR, Iztok
Reply #5 Top
im gonna start using that as well. too bad i cant do it to the minors.

I agree that its makes it easier but its not necessarily cheese, its a tactic. Maybe if the defender had the chance to nulify it would be better.

so instead of placing a spy ion an economic capital it may be better to just kill a farm. may even register as a lower prority to the AI but still kill its economy.
Reply #6 Top
Freakin' Schweet. Thanks for the answers, my dilemma is solved
Reply #7 Top
I tried placing an agent on the Tri-Quan superproject to cause the enemy's soldiering to drop 25 before invading but their soldiering remained unchanged! Only after I captured the planet with the Tri-Quan did there soldier drop. I think this is a bug because when I place the agent it suggests the enemy is taking a soldiering hit but remains unchanged during the invasion.
Reply #8 Top
I tried placing an agent on the Tri-Quan superproject to cause the enemy's soldiering to drop 25 before invading but their soldiering remained unchanged! Only after I captured the planet with the Tri-Quan did there soldier drop. I think this is a bug because when I place the agent it suggests the enemy is taking a soldiering hit but remains unchanged during the invasion.


I was under the impression that the actual building was meaningless, that once it was built that race acquires the trade good, which is independent of the building.
Reply #9 Top
too bad i cant do it to the minors.


Wouldn't matter much, because in DA the capitals have a 16 billion population anyway.

Reply #10 Top
I was under the impression that the actual building was meaningless, that once it was built that race acquires the trade good, which is independent of the building.


I don't know about nullifying trade good buildings with spies, but if you do take the building, they lose it and you gain it. So I'd assume you can nullify them with spies and that it does work. I have used it on Tir Quan and have seen a difference, BTW.

Reply #11 Top
I was also under that assumption. I know I did some tech trading and recorded the numbers. Then reloaded, dropped a spy on the diplo translators that the AI had built, and it made a difference, also.
Reply #12 Top
Hi!
I was also under that assumption. I know I did some tech trading and recorded the numbers. Then reloaded, dropped a spy on the diplo translators that the AI had built, and it made a difference, also.

I tried to block Xinathium Hull Plating, but have noticed no difference - their ships had the same amount of HPs than before.

BR, Iztok
Reply #13 Top
Doesnt work on super projects as once you learn the advancement you cannot lose it.
Reply #14 Top
I tried placing an agent on the Tri-Quan superproject to cause the enemy's soldiering to drop 25 before invading but their soldiering remained unchanged! Only after I captured the planet with the Tri-Quan did there soldier drop. I think this is a bug because when I place the agent it suggests the enemy is taking a soldiering hit but remains unchanged during the invasion.


I was under the impression that the actual building was meaningless, that once it was built that race acquires the trade good, which is independent of the building.


Cool! I'm going to experiment with building things like Tri-Quan and trade-goods on a small planet configured Just to buiid them up, then destroying the colony! It would be great if you could get the capability, then save the tile, them maybe even build the item again!!

drrider
Reply #15 Top
Possibly a good use for your small 2nd home system planet before you get it fully terraformed.

Sort of the Bikini Atoll of your civ.

drrider
Reply #16 Top
Hi!
Doesnt work on super projects as once you learn the advancement you cannot lose it.

You sure? When I conquered the planet with a "wonder", it looked like AI LOST the advanatage it was giving. I was also able to sell the wonder back to the AI that has originally built it.
What little research I did in this, it looked like the only secure way to not losing the bonus from a "trade wonder" was to actually buy it.

BR, Iztok
Reply #17 Top
Possibly the xianthium hull plating works slightly different since the ships already have the HP. Blocking the building might stop NEW ships from getting hp, but not ones already built. Whereas the diplo translators effect each diplomatic encounter as they occur. Or maybe theres just a random difference in what the AI will offer for techs when you trade.

And there is a difference between trade goods and a super project, correct? A trade good you can lose, and buy and trade etc. but a super project, after you build it, is always yours?
Reply #18 Top
And there is a difference between trade goods and a super project, correct? A trade good you can lose, and buy and trade etc. but a super project, after you build it, is always yours?


Yes, a trade good can be sold to other players, but a Super Project... it can be conquered certainly, and I suspect that the super project changes hands depending on the ownership.

As such, it doesn't change much if you conquer the trade good... only that you have it.

Reply #19 Top
Was it an intensional change in the latest update that we can now use trade goods to trade multiple times? It used to be that once you gave it to someone you couldnt do it with someone else.
Reply #20 Top
I did some testing. Built ALL the trade goods on one planet. Destroyed the colony. (BTW, I didn't realize that would make the planet CLASS 0!) I still certainly had the trade goods available to trade, and I seemed to retain the other benefits as well (my research didn't go down etc.)

drrider
Reply #21 Top
I did some testing. Built ALL the trade goods on one planet. Destroyed the colony. (BTW, I didn't realize that would make the planet CLASS 0!) I still certainly had the trade goods available to trade, and I seemed to retain the other benefits as well (my research didn't go down etc.)

drrider
Reply #22 Top
Was it an intensional change in the latest update that we can now use trade goods to trade multiple times? It used to be that once you gave it to someone you couldnt do it with someone else.


It's always been that way. Only the treaties are limited in such a manner.

Built ALL the trade goods on one planet. Destroyed the colony. (BTW, I didn't realize that would make the planet CLASS 0!) I still certainly had the trade goods available to trade, and I seemed to retain the other benefits as well (my research didn't go down etc.)


Definitely a bug, then. Please zip up a before and after save from doing this, with a description of the problem and how to reproduce it and send it to [email protected].
Reply #23 Top
Actually, I don't consider it a bug. I just figured that once your civilization knew how to make Xanthium Hull Plating, and it was in the databases, merely catastrophic politically induced coriolis tsunamis (or whatever) washing away the original development shop/site could not get rid of the knowledge.

I would still comply with your request, but I don't have a save of that game...and it was a lot of work to get them all accumulated in one place, on Obscene.

drrider
Reply #24 Top
Maybe if the farm didn't have to work constantly for a population that has to eat every second. If food was used as a resource.
Reply #25 Top
So did this ever get worked out?