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Thread: RTR VII Feature highlight: Spies, informers, conspirators and traitors

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  1. #1
    SoulBlade's Avatar Vicarius
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    Default Re: RTR VII Feature highlight: Spies, informers, conspirators and traitors

    Interesting approach on the spy role division. +rep!
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  2. #2

    Default Re: RTR VII Feature highlight: Spies, informers, conspirators and traitors

    Damn now i've got that Informer reggae song stuck in my head lol

  3. #3
    Finn's Avatar Total Realism
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    Default Re: RTR VII Feature highlight: Spies, informers, conspirators and traitors

    Unfortunately spies cannot be disbanded.


  4. #4

    Default Re: RTR VII Feature highlight: Spies, informers, conspirators and traitors

    get your assassin to kill him

  5. #5

    Default Re: RTR VII Feature highlight: Spies, informers, conspirators and traitors

    Quote Originally Posted by -Stormrage- View Post
    get your assassin to kill him
    Heh, that's always fun. An assassin can only get at them whilst the spy is in a settlement correct? I think I tried assassinating a spy while he was out and about, but it didn't work.

  6. #6
    AngryTitusPullo's Avatar Comes Limitis
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    Default Re: RTR VII Feature highlight: Spies, informers, conspirators and traitors

    I don't think you can assasinate your own spy/diplomat/assasins/FM..

    Get him (or her) on a boat and go fight pirates or whatever enemy navies you can find and hope that the boat with all hands sinks.


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  7. #7
    Muizer's Avatar member 3519
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    Default Re: RTR VII Feature highlight: Spies, informers, conspirators and traitors

    you can still use your spy for "normal" purposes. There's no penalty for using them as such.
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  8. #8
    debux's Avatar Senator
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    Default Re: RTR VII Feature highlight: Spies, informers, conspirators and traitors

    Or you can simply send him to a far away city. Once he looses the "Informer" trait, their ability to get into cities is severely reduced (that happened to me IIRC), so they might fail in their mission.

    Is it normal that the starting spy for each faction doesn't have any affiliation to any city, nor gets the "Informer" trait? Was it on purpose? Or has someone noticed it too?
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  9. #9
    Muizer's Avatar member 3519
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    Default Re: RTR VII Feature highlight: Spies, informers, conspirators and traitors

    Quote Originally Posted by debux View Post
    Is it normal that the starting spy for each faction doesn't have any affiliation to any city, nor gets the "Informer" trait? Was it on purpose? Or has someone noticed it too?
    Yeah I know it isn't very...........polished, to have one spy without a city of origin when all others do. However, it also seemed quite pointless to randomly assign one.

    From a consistency point of view I advocated to have none of the factions start with any spies. With the origin being of importance, we might as well let the player choose. And they're not that expensive to recruit, are they?

    Opinions welcome
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  10. #10
    debux's Avatar Senator
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    Default Re: RTR VII Feature highlight: Spies, informers, conspirators and traitors

    Quote Originally Posted by Muizer View Post
    Yeah I know it isn't very...........polished, to have one spy without a city of origin when all others do. However, it also seemed quite pointless to randomly assign one.

    From a consistency point of view I advocated to have none of the factions start with any spies. With the origin being of importance, we might as well let the player choose. And they're not that expensive to recruit, are they?

    Opinions welcome
    First of all, thanks for the answer

    You do have a point of randomly assign a city to a spy, even so more to big factions like Epirus or Carthage, where the expansion option are limitless. In that sense, you are right on removing the starting spies. But could it affect the AI behaviour? I remember a thread talking about AI way of thinking, and the OP suggested that the assignment of priorities on conquering cities had to do with the LoS it had (if it was explored or not), between other factors... maybe if you remove the spy factions have at the beginning some factions might get stalled.

    If I'm wrong I'd support your idea completely. And, no, spies aren't expensive at all
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