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Here's a guide for all guild specifics:
https://steamcommunity.com/sharedfiles/filedetails/?id=256234465
Ah yes, being able to train level 5 spies is useless. Gotcha.
But how exactly is a level 5 better then a standard spy or watchtower? That's my point. I get that you can get better spies, but what does that "better" entail? Perhaps i just don't use spies enough...
High level spies are amazing. As for watchtowers, you can't build those in enemy territory.
High level spies have a higher chance of successfully infiltrating a city; they grant a much larger penalty to public order and a higher chance to open the gates. 2-3 level 10 spies will get a somewhat unstable city to revolt in a few turns.
Plus, high level spies have a huge radius for detecting enemy agents, which is always a nice bonus.
Edit: Sorry my original post sounded dickish.
1) No apology required.
2) Rebellion you say? That i can accept as a benefit (Using priests to cause rebellion in Shogun 2 is my fave!) i shall try for a thieves guild then!
Important to note: it works best, at least in my experience, in cities with religious unrest, i.e. newly established crusader states, Mongols that have just settled or Islamic/Orthodox conquests in catholic lands.
Considering I never use spies unless I have a castle Library or a muslim version of the inn...
Yes its useless.
The negative traits from inns aren't worth having spies/assasins. But when I do have spies, they never infiltrate armies/cities so they don't have to be level 5.