Spies, informers, conspirators and traitors
In this thread we will explain the various roles spies can fulfill in RTR VII. In our timeframe, the capture of a besieged cities tended succumt to starvation and treachery more often than assaults. Without taking away the fun of taking settlements by storm, the role of treason is given a higher profile in RTR VII and spies are instrumental in this regard. Spies still fulfill all roles that you are familiar with, but VII introduces several special abilities.
The home town as basis of operations
For easy identification, spies have the town they were recruited in as part of their name. If you want to make use of a spy's special abilities, this town is their basis of operations.
Informers
The informer is a locally recruited spy. In other words, a spy currently residing in his home town. Informers have superior spying skills (subterfuge). As long as he returns to his home town at the end of his turn, the informer trait is maintained. In any other case, the trait is lost. It will not be regained until he once again ends a turn in his home town.
Conspirators
If you manage to infiltrate a spy with the informer trait into an enemy settlement, he will become a conspirator instead. As the informer trait is lost if a spy ends outside his home town it follows you can only obtain a conspirator by moving him in a single turn from his home town into the enemy settlement. While not as skilled as an informer, the conspirator still enjoys considerable subterfuge benefits. The conspirator may open the gates to your besieging armies of course, but that is not the only reason to plant a conspirator.
Traitors
When you capture a settlement you will be confronted with considerable unrest. It is your task to guide the settlement through a period of transition (see the thread about conquest). A couple of turns after you capture the town, the conspirator will reveal himself to the traitor he is. The traitor will substantially reduce the period of transition and thus increase your chances of pacifying the town. If the base-level of unrest (distance to capital, culture penalty) is already high, his role may prove to be vital.
Example [reference to image]
Here I have recruited a spy in Arretium. As you can see, he has both a trait [1.1] and a name [1.2] identifying him as a native of this town. As he is currently residing in his home town, he also has the "informer" trait [1.3] which confers a considerable subterfuge bonus [1.4].
The barbarian town of Bononia is within reach of my informer. Having infiltrated the town, the spy obtains the "conspirator" trait [2.1] the next turn.
Having captured the town, a few turns later the trait "traitor" appears [3.1] in the spies' character scroll. This has an immediate and substantial effect on the speed with which the transition is completed [4.1]




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