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. |