Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
There's only 1 thing I do with my spy, open the damn gates. Early on its not really worth to spend or can be able to spend much on siege equipment + upgrades, after a while these are faster than the spy but until then sometimes its critical that you get your spy working on opening the gates otherwise its a siege for 3 kings lifetime.
Sometime its worth having a marshal slot open, again, early on only, to bribe an entire army for your cause if you're lucky so thats another one you could do.
Thats the problem. The game doesnt tell you and you can only really do these things through a combo of skills which the game doesnt tell you. You have to do it through playing and testing it out. I guess this is the replay-ability part.
1) get a spy that's good at bribery and murder (either directly or by the hunting accident)
2) Use the spy to bribe court members of a kingdom and make them puppets as the quests to do it randomly come up.
3) Kill the king in the hopes that one of the puppet court members becomes king, giving you a king in your pocket.
4) In time a quest will come up to burn that puppet king and make the kingdom your vassal.
However, spies are marshals with economic bonuses (and bonus security). Manpower bonuses are worth nothing since each troop costs the same per manpower if you have actual standing armies, and your spies will be leading armies rather than milling around wasting money and getting arrested, so other than marshals having a better archery tradition and different secondary skills there's no huge bonus.
If you want to leech provinces from neighbors just use shamans and max your culture power bonus, loyalist rebellions from culture seem to ignore stability and eat e.g. your perfectly stable vassals.
Given how disproportionately expensive it is to deal with enemy spies I imagine they're mostly for bullying other players in mp with.
Make sure your spies are governing a province with a good castle and village combination to best use their bonuses.