Terra Invicta

Terra Invicta

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Artur Oct 21, 2022 @ 10:30am
How to keep double agents under control?
They usually fleep back in 2-3 turns.
Takes longer to capture them.


Also, how do I know if my councilor is double agent?
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Showing 1-15 of 29 comments
ulzgoroth Oct 21, 2022 @ 10:33am 
To the first - try suberting them without caging them, and don't heavily abuse the turncoat so they aren't obvious.

To the second, waste a ton of time inspecting your people until you see their true loyalty value.

Or don't bother checking, I've gotten by quite well with that.
corisai Oct 21, 2022 @ 10:35am 
a) AI will not dispose him if he's only remaining agent :)

b) On turn they will dispose him - you still have vision of every their agents so a some work and you will have another traitor.
thomashenders Oct 21, 2022 @ 10:36am 
I run all my Councillors through inspire once every 6 months or so and run a "mole hunt" around the same or whenever I'm feeling paranoid
corisai Oct 21, 2022 @ 10:38am 
Originally posted by thomashenders:
I run all my Councillors through inspire once every 6 months or so and run a "mole hunt" around the same or whenever I'm feeling paranoid
You need to spam several Inspires once per agent - as long as they get 25 loyality it will never go down except as result of event (so you will know it) or you're using Ethical agent (WHY?!).
Artur Oct 21, 2022 @ 10:46am 
Originally posted by ulzgoroth:
To the first - try suberting them without caging them, and don't heavily abuse the turncoat so they aren't obvious.

I'm keeping it on def 50%. Is it too much? Or should I make it more?
RawCode Oct 21, 2022 @ 10:59am 
just turn agents of other factions time to time and instantly resign, if servants turned your agent and you turn them, this will be discovered.
Captiva Oct 21, 2022 @ 11:04am 
The only way to be safe is to routinely assassinate your own agents so the others know to stay in line and to remind them that the beatings will continue until morale improves. :WHII_Death:
Belligerent Engine Oct 21, 2022 @ 11:09am 
Set the slider all the way to 0 when you flip them as intel is more useful than a few failed missions.
Damedius Oct 21, 2022 @ 2:07pm 
Originally posted by Belligerent Engine:
Set the slider all the way to 0 when you flip them as intel is more useful than a few failed missions.
Doesn't always work.
I finally flipped an agent and lost him a few turns later. I had two enemy agents for a couple years but they don't seem to last long.
I'm really not sure they are worth the time and effort.
corisai Oct 21, 2022 @ 2:13pm 
Originally posted by Damedius:
I'm really not sure they are worth the time and effort.
They're absolutely worth it and still allow to soft-lock a faction. Just kill everyone else on next turn after turning enemy agent.
lightvsdarkness Oct 21, 2022 @ 2:17pm 
Originally posted by Damedius:
Originally posted by Belligerent Engine:
Set the slider all the way to 0 when you flip them as intel is more useful than a few failed missions.
Doesn't always work.
I finally flipped an agent and lost him a few turns later. I had two enemy agents for a couple years but they don't seem to last long.
I'm really not sure they are worth the time and effort.
Yes, AI will inspire and investigate its agents. So the only way is to regularly kill enemy agents having Inspire and Investigate missions.
It means you have to spend resource on absolutely destroying one faction.
Last edited by lightvsdarkness; Oct 21, 2022 @ 2:18pm
Artur Oct 21, 2022 @ 2:22pm 
Originally posted by corisai:
They're absolutely worth it and still allow to soft-lock a faction. Just kill everyone else on next turn after turning enemy agent.
Not the best option...
I did it, and faced dooms day from aliens.
Last edited by Artur; Oct 21, 2022 @ 2:23pm
corisai Oct 21, 2022 @ 2:26pm 
Originally posted by Artur:
Not the best option...
I did it, and faced dooms day from aliens.
The best. Aliens care about Servants and (to less degree) Protectorate. They're don't care what're you doing with other factions as you stay below MC soft cap (ofk story-driven invasions will still happen if you do not stop their ships).

So either avoid those two or be prepared to fight them early (doable on normal 100%).
Last edited by corisai; Oct 21, 2022 @ 2:26pm
lightvsdarkness Oct 21, 2022 @ 2:26pm 
Originally posted by Artur:
Originally posted by corisai:
They're absolutely worth it and still allow to soft-lock a faction. Just kill everyone else on next turn after turning enemy agent.
Not the best option...
I did it, and faced dooms day from aliens.
Yes, if chose Servants as an enemy you have to do it only before alien hate meter appears and after you went to war with aliens.
Artur Oct 21, 2022 @ 2:29pm 
Originally posted by corisai:
Originally posted by Artur:
Not the best option...
I did it, and faced dooms day from aliens.
The best. Aliens care about Servants and (to less degree) Protectorate.
But those 2 actually is my enemies. Why would I want to eliminate my allied factions?

By the way, when this invasion should start?
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Date Posted: Oct 21, 2022 @ 10:30am
Posts: 29