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Bleedinbob
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Spy Units

Mon Sep 01, 2014 4:26 am

Playing as Central Powers and just received the event Bolo Pasha and received a spy unit. What are the perks of this unit? Are they able to perform espionage functions or are they a benefit to a stack?

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DrPostman
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Mon Sep 01, 2014 4:36 am

They can go anywhere and see everything. Don't waste them in a stack, send them
to the enemy territory. They are a very powerful unit that can't be destroyed. At
least I've never seen that happen to one yet. Nothing is more annoying than having
one of those things parked behind your lines showing your opponent what your are
doing in the neighborhood.
"Ludus non nisi sanguineus"

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Shri
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Mon Sep 01, 2014 4:40 pm

Regarding Spy units- i feel 80% chance must be for Germany to get both of them. In many of my games- Entente has got them.

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fred zeppelin
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Mon Sep 01, 2014 5:44 pm

DrPostman wrote:They can go anywhere and see everything. Don't waste them in a stack, send them
to the enemy territory. They are a very powerful unit that can't be destroyed. At
least I've never seen that happen to one yet. Nothing is more annoying than having
one of those things parked behind your lines showing your opponent what your are
doing in the neighborhood.


I really like the concept, but there ought to be chance of their being detected and either expelled (they flee) or destroyed. Anyone know for sure if they are immortal in the game?

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PhilThib
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Tue Sep 02, 2014 7:27 am

I don't think they are immortals, it seems to me there is an event for each with the capture. Will check though
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DrPostman
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Tue Sep 02, 2014 4:26 pm

PhilThib wrote:I don't think they are immortals, it seems to me there is an event for each with the capture. Will check though

I figured there was an event, because Mata Hari got captured, but in my
PBEM game where we went 62 turns I never saw it, and it is very very
aggravating to have someone being able to see your lines so clearly for
so long. That's my fault for not thinking spy units were very important.
"Ludus non nisi sanguineus"

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PhilThib
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Wed Sep 03, 2014 7:20 am

In any case I'll do some check about that and if not present will build something. The spy "career" of those characters was quite short in fact, so I'll include some rather 'high' chance of them being captured...like you need to make the best out of them while present :)
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DrPostman
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Wed Sep 03, 2014 12:49 pm

PhilThib wrote:In any case I'll do some check about that and if not present will build something. The spy "career" of those characters was quite short in fact, so I'll include some rather 'high' chance of them being captured...like you need to make the best out of them while present :)

Thanks. It's pretty frustrating to see them constantly running around and
not be able to do anything about them. I would say that they should be
caught after no more than a year.
"Ludus non nisi sanguineus"

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Altaris
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Thu Sep 04, 2014 1:55 am

Being added to the items to work on. What do you guys think is a good percentage? Maybe 8% chance per turn to be captured?

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DrPostman
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Thu Sep 04, 2014 4:06 am

I'd say 10%
"Ludus non nisi sanguineus"

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Merlin
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Thu Sep 04, 2014 4:18 am

Anything slightly less or greater than 10%-15% should get them caught within a year or so. Honestly, once you start playing with a handful of percentage points, the difference is minimal in relation to the game scale.

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HerrDan
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Thu Sep 04, 2014 5:08 am

I'd say 5% at most.
"Das Glück hilft dem Kühnen."

German Empire PON 1880 AAR:http://www.ageod-forum.com/showthread.php?35152-German-Empire-not-quite-an-AAR

Merlin
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Thu Sep 04, 2014 6:00 am

At 5%, they may very well last until 1919, so I'm definitely in favor of something higher. Sorry, HerrDan.

Wallensteinwojtek
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Thu Sep 04, 2014 7:44 am

And this value should increase from turn to turn.

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Shri
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Thu Sep 04, 2014 8:59 am

Maybe incremental growth as suggested about by- Wallenstein .
5% for first 6 months, increasing to 10% after that for next 6 months and 15% after that, 20% after that and so on.. so they will surely die sometime.

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