Please help me understand 2.02 Espionage
Hi, I'm trying to understand espionage better. In a previous game, I was losing ground sandwiched between both the Korath and the Drengin. I had a fledgling Terran empire of about 10-12 planets when The (@#?!%*) Jagged Knife hit everyone and took 3 of them, including my just-completed Manufacturing Capital and the Tech Capitol I was grooming. I hadn't yet researched much military tech and the Drengin declared war on me. With things rapidly deteriorating, I decided to try out espionage to see if I could mess with them a bit. I put 2 spies on their low-morale capital (%40 approval), setting them to sabotage their morale centers. The spies were nullified the very next turn though, and the planet went back up in morale. I looked into espionage a bit more, started a new game as The Krynn.
Some questions (2.02 ruleset):
1. Can active spies destroy any planetary improvements, or do they only interfere with them to stop their productivity until they're nullified?
2. Are there any hints/tips to keep your active spies less likely to be nullified, or is the answer simply to have more spies than your enemy?
3. Can passive spies tech-steal? If not, what are the benefits of achieving an "advanced" espionage rating on an opponent, rather than simply leaving off at a "high" level?
4. If only active spies can tech-steal, are there any strategies for setting them onto an opponent's planet *only* for stealing tech, without sabotaging anything?
5. Do I have to achieve a certain level of espionage on an opponent before my active spies will begin stealing tech from him?
6. Is tech-stealing totally random? For example, if I inherit a stolen tech from a planet-based spy, will the tech have to be one that's present on that planet, or will it be a random tech from the opponent's entire tech tree? Are my spies smart enough only to steal techs that I don't have yet, or will they transmit stolen tech that I've already researched? Can I designate what type of tech I want them to focus on stealing?
7. Are certain races more susceptible to my espionage efforts than others..... perhaps because they tend not to produce counter-espionage agents? Will certain races be more or less likely to nullify my active spies?
8. If I set an active spy on an opponent, does he learn of its presence that turn, or not until some time later?
Thanks for any help. ![]()
-As an aside, if I had managed to continually sabotage the Drengin homeworld's morale (let's say that, all things equal, I was able to out-produce them in spies and kept putting them on their morale centers keeping the planet's approval rating in the toilet (<30%). What would have been the likely outcome? Difficulty for that match was set to "challenging" with "intelligent" or just below for the AI. Would the capital have revolted and turned pirate? If so, would the empire collapse, or just switch its capital to a different planet? If the planet did revolt, would it have flipped to the next-nearest civilization or become a minor race? If they turned pirate, would they have behaved like Drengin if I invaded? Might the Drengin have countered by lowering taxes in order to bring up the morale.... thus stunting the entire empire's economy?