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Espionage

Spies have been an integral part of politics for hundreds of years. They can provide inside information on another government's actions, military forces, and even political leanings. In times of war, they can act as assassins, saboteurs, and insurgents.

To train spies, you need a training facitlity. Any Small Military Garrison on a Major Planet may be converted to an Intelligence Academy for 500EP. This takes one turn, and is a permanent conversion.

Each Academy may produce one Spy per turn at a cost of 50EP. The resulting Spy has all the skills of an ambassador, plus a few covert abilities. He may gather information from any planet that he is on, providing turn-based reports on Planetary Information, defenses present (or under construction), and the number of military vessels in orbit.

Academies may also be used for advanced training of Spies. Each Academy may train one Spy (instead of producing one) per turn in one ability. Planetary abilities must be learned before their shipboard counterparts. You will get a more specific description of each ability when your Spies learn it.

Ability Planetary Cost Shipboard Cost
Information Gathering N/A 25EP
Sabotage 50EP 50EP
Assassination 75EP 100EP
Mass Poisoning 50EP 100EP
Subversion 150EP 200EP
Counterespionage 100EP Included

A Spy may be trained at any time he is on a world with an Academy. The more training a Spy has, and the more successfully completed missions, the more chance he will have of returning alive from dangerous assignments.


next up previous contents
Next: Status Effects Up: Political Activities Previous: Trade Agreements   Contents
Charles E Leiserson Jr 2004-09-10