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Rehber ·07.09.2026

Espionage

Sending spies, counter-espionage, the Espionage branch and reading the reports.

Espionage is the cheapest part of warfare. Next to the cost of an expedition, sending spies is negligible, yet it is the step most often skipped.

What a spy does

Spy units do not fight. They travel to the target city, gather information and return. A successful operation reveals the target's army, resources and the state of its defensive structures.

The chance of success depends on the intelligence strength of both sides: the number of spies you send and your Espionage research are weighed against the target's own spies and research. Sending a handful of spies against a strong target achieves nothing but losing them.

Forecast

You can request a forecast before sending. It estimates your odds with the spies you currently have. Decide how many to send from there.

Counter-espionage

Spies kept at home catch incoming ones. A border city under constant attack should keep a few spies so the enemy cannot strike blind.

Espionage research raises both your success rate and your resistance to enemy spies.

The Watchtower

Unlike espionage, the Watchtower works passively. It gives early warning of incoming attacks and information about the approaching army. Higher levels extend both the range and the detail. Even if you forget to send spies, the tower warns you.

Espionage reports

Every operation leaves a report. Reports are kept, and opening an old one to compare how much a target's army has grown is faster than running a fresh operation.

When to send spies

  • Right before an attack. Yesterday's information is already stale.
  • When choosing a raid target. Hitting an empty city wastes the whole expedition.
  • When planning a conquest. Wall level and defensive mix decide how many waves you need.
  • When a neighbour goes quiet. Silence usually means an army is being stockpiled.
Diğer dil: Türkçe