Sid Meier's Civilization VI

Sid Meier's Civilization VI

View Stats:
Symbolz Nov 2, 2016 @ 9:21pm
sooo how the f do i disable spies?
Anyone found a tweak yet? So over trying to defend against them, and then renewing orders every friggin turn is driving me insane. Why is this game so addictive bah
< >
Showing 1-15 of 16 comments
The_Pastmaster Nov 2, 2016 @ 9:31pm 
Renewing orders every turn? The counter-spy missions takes a while to complete.
Mike Nov 2, 2016 @ 9:36pm 
Just activate the police state policy and get your spies out on the offensive! much more fun
seanzy Nov 2, 2016 @ 9:38pm 
Don't use them. They annoyed me, so I just put up with others spying on me. If the civs that are spying on me annoy me too much, I take em out.

I agree, I miss the spies you could just set to defend.
Last edited by seanzy; Nov 2, 2016 @ 9:39pm
katzenkrimis (Banned) Nov 2, 2016 @ 9:42pm 
Just do what i do.

Use 1 spy in your home city as a counter.

Forget the rest.
Saxon Nov 2, 2016 @ 9:42pm 
Originally posted by The_Pastmaster:
Renewing orders every turn? The counter-spy missions takes a while to complete.

I'm not sure if it's bugged then, because I have the exact same problem. I eventually got the police state policy because it was driving me insane.
Originally posted by seanzy:
Don't use them. They annoyed me, so I just put up with others spying on me. If the civs that are spying on me annoy me too much, I take em out.

I agree, I miss the spies you could just set to defend.

Pretty sure you can set them to defend. You can choose your own cities, but then you have to select a mission in a district to defend that specific district.

In any case, I have also quit using spies because if you run out of things to do, it doesn't seem like you can ever change cities. I've tried and nothing happens so I'm stuck reactivating the same useless mission every 6 turns. Blah.
I never build a spy until the AI runs a mission in one of my cities. Then I build a spy and set it to defend against the mission the AI just ran. The AI is very repetitive in its spying behavior, often across different civs. Sometimes one or two spys can defend your entire empire, catching or killing tons of enemy spies. Having to reorder the spys to defend every few turns is annoying (seriously, didn't they learn anything from the outcry over trade routes in Beyond Earth?) but ransoming a captured spy back to another civ is very satisfying.
Last edited by tempest.of.emptiness; Nov 2, 2016 @ 10:16pm
Yaya's Thai Food Nov 2, 2016 @ 10:18pm 
I just capture spies and never give them back so I don't have to deal with lying ai's.
There is a way to increase time between being asked to renew a spy job:

https://www.reddit.com/r/civ/comments/58tbvd/list_of_answers_to_bugs_and_ui_issues_answers_to/
The_Pastmaster Nov 2, 2016 @ 11:12pm 
Originally posted by Jurjen:
Originally posted by The_Pastmaster:
Renewing orders every turn? The counter-spy missions takes a while to complete.

I'm not sure if it's bugged then, because I have the exact same problem. I eventually got the police state policy because it was driving me insane.

You have to click on the mission button twice though. Then select the district you want him to guard.
RasaNova Nov 3, 2016 @ 4:24am 
Originally posted by angel.wings:
In any case, I have also quit using spies because if you run out of things to do, it doesn't seem like you can ever change cities. I've tried and nothing happens so I'm stuck reactivating the same useless mission every 6 turns. Blah.

You can re-locate a spy with the unit action button on the bottom righr, same way as traders, great people etc.
HeLLfire Nov 3, 2016 @ 4:42am 
You can tweak the counterspy operation timer in the gamefiles.

From: https://www.reddit.com/r/civ/comments/58tbvd/list_of_answers_to_bugs_and_ui_issues_answers_to/

Guide by /u/civ6stuff:

I found the spying interface to be annoying, but it can be improved by increasing the amount of turns that the "Counterspy" operation lasts, so you don't have to redo it so often.

At: C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization VI\Base\Assets\Gameplay\Data\UnitOperations

Search "Counterspy"

At the end of this section:

<Row OperationType="UNITOPERATION_SPY_COUNTERSPY" VisibleInUI="true" HoldCycling="false" CategoryInUI="MOVE" Icon="ICON_UNITOPERATION_SPY_COUNTERSPY" Description="LOC_UNITOPERATION_SPY_COUNTERSPY_DESCRIPTION" InterfaceMode="INTERFACEMODE_SPY_CHOOSE_MISSION" Turns="8"/> <Row

You can change Turns="8" to whatever value you like. This determines how long the operation lasts.
SamBC Nov 3, 2016 @ 5:02am 
You have to move your spy, which takes time, and once it gets there, you have to give them a mission. That mission will then last a set time, including counterspying.
wynillo Nov 3, 2016 @ 9:54am 
Ye, reactivating the same freaking mission every freaking 6 turns really annoys the freaking ♥♥♥♥ out of me. Is there a freaking way to disable them, or to do something like repeat until i freaking decide to do something else with it?
HeLLfire Nov 3, 2016 @ 10:38am 
Originally posted by wynillo:
Ye, reactivating the same freaking mission every freaking 6 turns really annoys the freaking ♥♥♥♥ out of me. Is there a freaking way to disable them, or to do something like repeat until i freaking decide to do something else with it?

Read up two posts. Put value like 99 instead of 8
< >
Showing 1-15 of 16 comments
Per page: 1530 50

Date Posted: Nov 2, 2016 @ 9:21pm
Posts: 16