Spies
Population type

Spies

#Spies
🔒 Locked
Value: 6 pts

Reduce Corruption by 20% and Mutiny by 5%.

Description

Masters of secrecy who gather intelligence and sabotage enemies. Spies have no production but reduce Corruption by 20% and Mutiny by 5%. They consume 5 Food and 10 Gold per tick. Requires Academy level 3.

📖 Full Encyclopedia Entry

Spies move unseen through courts, shadows, and enemy lands. They gather secrets, spread misinformation, and eliminate threats before they emerge. Trained in deception and subtlety, their actions rarely earn glory, yet they decide the outcome of wars long before armies clash. Knowledge, when wielded in silence, becomes the empire's deadliest weapon. Though they produce no resources, Spies provide crucial internal security: -20% Corruption (the strongest anti-corruption modifier) and -5% Mutiny reduction.

Creation

Requirements

Must be present (NOT consumed)

Buildings:
🏠 Academy 3 lvl
💰

Costs

Consumed when created

Time 8000
8s
💰 Gold 50
Population
Citizen
👤 Free 1

Maintenance

💰

Periodic Costs

Consumed repeatedly over time

💰 Gold 10
Resources
💎 Food 5

Effects

All values are RATIOS. +% = bonus, -% = penalty. Effects multiply other systems.

Event Probability

Modifies chance of city events occurring

Corruption -20%
Mutiny -5%
Protests ±0%
Famine ±0%
Epidemic ±0%

Strategic Context

Advisory information only. Does not affect gameplay mechanics.

Role Anti-corruption and intelligence operations
Relevance 👑 Late Game
Type Quantifiable

Advantages

  • + -20% Corruption probability per worker (strongest modifier)
  • + -5% Mutiny probability per worker
  • + Essential for protecting wealthy cities
  • + Counter Storehold +30% Corruption risk
  • + Counter Capital +10% Corruption risk

Disadvantages

  • - Requires Academy building level 3
  • - Training cost: 50 Gold, 8000ms (most expensive)
  • - Consumes 1 Free Citizen per training
  • - 6 population points (highest capacity burden)
  • - Dual maintenance: 5 Food AND 10 Gold per tick
  • - NO production output - pure utility
  • - No Famine, Protests, or Epidemic modifiers

Warnings

  • ! Academy level 3 requirement is significant investment
  • ! Gold drain is severe: 10 per Spy per tick
  • ! 6 population points - severely limits Spies per city
  • ! No production means pure defensive investment
  • ! Corruption modifier: 5 Spies = 0.8^5 = 33% Corruption risk
🤝

Synergies

Academy: Required at level 3Storehold city: Counter the high Corruption riskCapital city: Protect valuable administrationPriests: Combined protection against most eventsDwarves: Counter their +10% Corruption probability
🚫

Countered By

Gold shortage: Spies have highest gold maintenance (10/tick)Low Academy level: Cannot train Spies without Academy 3Warcamp city: Already has low Corruption risk
📈

Scaling

Spies produce nothing but multiply Corruption by 0.8 and Mutiny by 0.95. Consume 5 Food + 10 Gold. Highest point cost (6) limits quantity per city.