Espionage Operations

As there are magic spells, there are also quite a loot of espionage operations to be carried out by your spies, which are common between all races and trains the same way as military units. There are three types of espionage operations in Fantasy Empire. The INFO operations will give you some information of the target province. OFFENSIVE operations are operations that direct harm other provinces. And THEFT operations are operations when your spies steel resources from your opponents.

To go on a mission takes some strength from your spies. This strength rises with a rate of 4% per hour, but can never rise above 100%. Every time you do an INFO operation your spy strength will decrease with 3%, and every time you perform an OFFENSIVE or THEFT operation it will decrease with 5%. When it reaches below 30%, you cannot send your spies on new missions. In addition, when your spy strength decrease you will fail more operations, and other will succeed better on their operations against you, as described below...

The formula deciding if you will succeed with an operation is:
[Your_Spy_Strength] * ( [Your_Spies]) / [Your_Land] ) * (0.75 + rnd() * 0.5 ) > [Operation_Difficulty] * [Target_Spy_Strength] * ( [Target_Spies] ) / [Target_Land] )

Operation Name Operation
Difficulty
Description
Infiltrate Barracks .25 INFO - By spying out target barracks you will get information on the military forces located in target province.
You're spies can't count all heads accurately in an entire army, and numbers reported can be as much as 15% off from actual numbers.
Roam the Lands .5 INFO - By running around the countryside, your spies will provide you with information on target provinces lands, and the buildings upon them.
Castle Spy .5 INFO - By infiltrating a target's castle, they can gain knowledge on the amount of resources invested in different areas, thus informing you of their improvement bonuses.
ToDO: Fix when mike has fixed improvements
Research Spy .75 INFO – By infiltrating your targets research facilities you can find out what exotic technologies he posses.
Steal Lumber 1 THEFT - Your spies will on your orders act the thief and try to return with some of you're targets lumber.
Steal Stone 1 THEFT - Your spies will on your orders act the thief and try to return with some of you're targets stone.
Steal Food 1 THEFT - Your spies will on your orders act the thief and try to return with some of you're targets food.
Steal Iron 1.25 THEFT - Your spies will on your orders act the thief and try to return with some of you're targets iron.
Steal Gems 1.25 THEFT - Your spies will on your orders act the thief and try to return with some of you're targets gems.
Steal Mercury 1.25 THEFT - Your spies will on your orders act the thief and try to return with some of you're targets mercury.
Steal Money 1.25 THEFT - Your spies will on your orders act the thief and try to return with some of you're targets CC.
Infiltrate counterespionage 1.25 OFFENSIVE – By sending your spies on a suicide job, you can make them blame another empire of your choice for trying to infiltrate target province. (i.e. you will lose spies whenever you succeeds or fail, but if you succeeds it will appear as if they was from somewhere else.)
Burn the Shipyards 1.5 OFFENSIVE - If your spies succeds at geting into the enemy shpyards, they can make havoc of their ability to launch any military assoults by burning some of their ships.
Poison Draftees 1.5 OFFENSIVE - Lots of draftees may be an easy way to boost defence for your enemies, but untraind as they are, they don't know anything of realm battle, and just a tad of poison in the water suplies will kill lots of them until discovered.
Assassinate Wizards 2 OFFENSIVE - Wizards are capable of defending themselves, making this a difficult operation to complete. If successful, however, you can cripple the magic potential of an opposing Province by killing some wizards.
Assassinate Advisor 2.25 OFFENSIVE – The lord’s advisors is heavily guarded, but if you succeed, their lord will not get some of his information until a new one has learned his duties. One random advisor screen will be unavailable for 6 hours
Assassinate lord 2.5 OFFENSIVE – The lord himself is guarded even better, but if he dies, his entire empire will be in uproar until an heir is elected. The player of the empire will be able to log in, but not give any orders nor post any messages for 6 hours.
Demoralize Army 2.5 OFFENSIVE, Halfling ONLY - A difficult operation, and only thieves as expert as the Halflings can complete this task. While difficult, if successful you can severely weaken a target Dominion's military willingness to commit military operations. Dominions with under 70% morale may not attack. Morale also slightly affects battle performance. A Dominion extremely low on morale will fight up to 10% less effectively on defense and 50% on offence.