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Spy Units
Posted: Mon Sep 01, 2014 4:26 am
by Bleedinbob
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?
Posted: Mon Sep 01, 2014 4:36 am
by DrPostman
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.
Posted: Mon Sep 01, 2014 4:40 pm
by Shri
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.
Posted: Mon Sep 01, 2014 5:44 pm
by fred zeppelin
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?
Posted: Tue Sep 02, 2014 7:27 am
by PhilThib
I don't think they are immortals, it seems to me there is an event for each with the capture. Will check though
Posted: Tue Sep 02, 2014 4:26 pm
by DrPostman
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.
Posted: Wed Sep 03, 2014 7:20 am
by PhilThib
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

Posted: Wed Sep 03, 2014 12:49 pm
by DrPostman
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.
Posted: Thu Sep 04, 2014 1:55 am
by Altaris
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?
Posted: Thu Sep 04, 2014 4:06 am
by DrPostman
I'd say 10%
Posted: Thu Sep 04, 2014 4:18 am
by Merlin
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.
Posted: Thu Sep 04, 2014 5:08 am
by HerrDan
I'd say 5% at most.
Posted: Thu Sep 04, 2014 6:00 am
by Merlin
At 5%, they may very well last until 1919, so I'm definitely in favor of something higher. Sorry, HerrDan.
Posted: Thu Sep 04, 2014 7:44 am
by Wallensteinwojtek
And this value should increase from turn to turn.
Posted: Thu Sep 04, 2014 8:59 am
by Shri
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.