Keep in mind, the Inn Chain of buildings can apply negative traits to the governor of the settlement. The higher the level of building, the worse the trait.
Hi thanks for your comment. This was something I found when I was researching for the video, they can become alcoholics and get all sorts of debauched traits, but with videos sometimes you have to draw a line with how exhaustively you cover the topic.
I've always used spies as an offensive weapon in attrition wars. If you are fortunate enough to be blessed with a plagued settlement early game, you can give your assassins the plague and send them to infect enemy settlements and armies. Keep the plague alive and you have the perfect weapon. Biological warfare. Playing as Russia, this strategy kept me alive against the Mongol hordes.
Spies area also supposed to affect battles by increasing the distance you can see in a battle, or some other way. beneficial way I've never been able to really work it out . if there's one attached to your army it is supposed to help, and not just by preventing ambushes. I think you really see the difference in a night battle. Remember that whatever percentage chance of success is shown, it is fake. The percentage chance is set and can't be changed except by save scumming - you have to save the game to reset the RNG. Didn't know that buildings like markets could affect spies, but I've always been careful to not build the spy creating buildings and only use ones that the AI opponent has built in settlements I capture. You can still have them to some extent safely if you move any leaders out of the town on the turn that something is built there.
is the "spies makes assassins less likely to kill your agents" really true? From what I tested this doesn't seem to be the case. Is there confirmation on the manual or game files that support this?
Having a spy in a settlement doesn't decrease the chance of an assassination, it increases the chance that the assassin will be discovered before he can do it.
A passive but little known feature of spies is, when inserted into a enemy army, there is a small chance they can lead the army astray or slow down its movement on the campaign map. In my games this works better in provinces with fewer roads or more wilderness. Correction: This is a mechanic from Empire Total War, not M2TW I got my spies and rakes mixed up!
Moving speed of an army in a province with dirt roads or no roads at all, is reduced anyway. Also, how could you insert a spy in a enemy army? A spy can be merged only with your armies.
@@cristianmarin5020 I just fired up an old save to check, it's been a while since I played. You're right I must have mistaken this spy mechanic for another title. You can only view an ememy army/general. Thanks for the correction.
This can be modded to reduce the effect. Go to "export_descr_character_traits" and find "LeaderOrderedSpyingMission". Change the "Affects Spymaster" from 100 to any number you desire. If you set that 0, then your leader never gets negatives from recruiting spies.
Hey there, this is great guide you made, insightful and well edited too. There is a mechanic that you haven't touched on tho, maybe because you aren't certain, but do you have any insight or clues as to how to get rid of an enemy spy once it's inside one of your settlements? I should add that my question is specific to the Divide and Conquer Mod, but since every other mechanic mentioned in this video behaves the same way in the mod as it does in the base game, I'm hoping the "kicking out" mechanic follows the trend. I'm not sure if you take video suggestions, but I'd love to see you dive into the effects of a general's command stars on his troops during a battle, cheers!
Couldn't find out much about this unfortunately. Defensively placing spies reduces this chance of them getting in the first place. But a lot things I find out by trial and error, old obscure websites, or old forum posts from 2007 that you test in game, so if its not out there somewhere then sometimes its hard to find out if that makes sense.
Thank you for your answer, I never bothered looking up information about this myself to be honest, especially since you seemed to know a lot about it already. It seems that having a spy doesn't really help with the kicking out process, having a 9 infiltration spy for over 15 turns now hasn't yielded any results as the gates keep opening in battles. Currently trying to test the "Public Security" stat that's found on certain traits like "Distrusts Foreigner" or some ancilliaries like "Guard Dog". Maybe the answer is in the governors.
Oh welcome back! I loved your princess guide, and was looking forward to the next upload.
Keep in mind, the Inn Chain of buildings can apply negative traits to the governor of the settlement.
The higher the level of building, the worse the trait.
Hi thanks for your comment. This was something I found when I was researching for the video, they can become alcoholics and get all sorts of debauched traits, but with videos sometimes you have to draw a line with how exhaustively you cover the topic.
18 years and I never noticed. Thats great advice
But better population growth effect than farm chain building.
Gotta spec into dread maxing. Mass assassins. Use violent alcoholic lunatics to conquer the map.
omg omg omg.
A new Kitti upload.
LETS GOOO
Always unlucky with spies. 95% succes chance and he gets caught by a half sleepdrunk guard. Every damn time haha
Castle library can be built by denmark, scotland, hungary and poland. (from export_descr_buildings)
Terrific stuff. Please do keep them coming for this great game…
I've always used spies as an offensive weapon in attrition wars. If you are fortunate enough to be blessed with a plagued settlement early game, you can give your assassins the plague and send them to infect enemy settlements and armies. Keep the plague alive and you have the perfect weapon. Biological warfare. Playing as Russia, this strategy kept me alive against the Mongol hordes.
Excellent breakdowns. Thank you. Commenting for the algorithm 👊
Spies area also supposed to affect battles by increasing the distance you can see in a battle, or some other way. beneficial way I've never been able to really work it out . if there's one attached to your army it is supposed to help, and not just by preventing ambushes. I think you really see the difference in a night battle. Remember that whatever percentage chance of success is shown, it is fake. The percentage chance is set and can't be changed except by save scumming - you have to save the game to reset the RNG. Didn't know that buildings like markets could affect spies, but I've always been careful to not build the spy creating buildings and only use ones that the AI opponent has built in settlements I capture. You can still have them to some extent safely if you move any leaders out of the town on the turn that something is built there.
Thanks for the informative video!
Very good base for new players,i can invite you to a hotseat server , which agents are key ofc along side with positioning of armies
is the "spies makes assassins less likely to kill your agents" really true? From what I tested this doesn't seem to be the case.
Is there confirmation on the manual or game files that support this?
Having a spy in a settlement doesn't decrease the chance of an assassination, it increases the chance that the assassin will be discovered before he can do it.
@@christopherwebber3804 this is exactly what I said...
And still, what you are saying isn't anywhere in the manuals or other official sources.
@@LucasCunhaRocha well it's only logical that counter-espionage should be one of the roles of spies
A passive but little known feature of spies is, when inserted into a enemy army, there is a small chance they can lead the army astray or slow down its movement on the campaign map. In my games this works better in provinces with fewer roads or more wilderness.
Correction: This is a mechanic from Empire Total War, not M2TW I got my spies and rakes mixed up!
Moving speed of an army in a province with dirt roads or no roads at all, is reduced anyway.
Also, how could you insert a spy in a enemy army? A spy can be merged only with your armies.
@@cristianmarin5020 I just fired up an old save to check, it's been a while since I played. You're right I must have mistaken this spy mechanic for another title. You can only view an ememy army/general. Thanks for the correction.
@@cristianmarin5020 Yes, you're right, I got my Rakes from Empire TW mixed up with spies from Medieval 2 TW.
It's unfortunate hiring spies causes negative traits with faction leaders.
This can be modded to reduce the effect. Go to "export_descr_character_traits" and find "LeaderOrderedSpyingMission". Change the "Affects Spymaster" from 100 to any number you desire. If you set that 0, then your leader never gets negatives from recruiting spies.
Respect my authoritaaahhh
A chick is into Total War?! Cool! 👍😊
I was baffled by that too.
Why not normalize a thing that everyone who loves history like to play this game
@@kunnu6752Don't disturb the virgin coomers view.
Huh, I never knew you could spy on ships
You can have more than 3 spies in a settlement but their effect is limited to 3 of them.
I think that if you have a spy in a settlement it will increase culture quite a lot. In Dac it works but I am not sure about vanilla.
More videos abut mtw2 please
Hey there, this is great guide you made, insightful and well edited too.
There is a mechanic that you haven't touched on tho, maybe because you aren't certain, but do you have any insight or clues as to how to get rid of an enemy spy once it's inside one of your settlements? I should add that my question is specific to the Divide and Conquer Mod, but since every other mechanic mentioned in this video behaves the same way in the mod as it does in the base game, I'm hoping the "kicking out" mechanic follows the trend.
I'm not sure if you take video suggestions, but I'd love to see you dive into the effects of a general's command stars on his troops during a battle, cheers!
Couldn't find out much about this unfortunately. Defensively placing spies reduces this chance of them getting in the first place. But a lot things I find out by trial and error, old obscure websites, or old forum posts from 2007 that you test in game, so if its not out there somewhere then sometimes its hard to find out if that makes sense.
Thank you for your answer, I never bothered looking up information about this myself to be honest, especially since you seemed to know a lot about it already.
It seems that having a spy doesn't really help with the kicking out process, having a 9 infiltration spy for over 15 turns now hasn't yielded any results as the gates keep opening in battles.
Currently trying to test the "Public Security" stat that's found on certain traits like "Distrusts Foreigner" or some ancilliaries like "Guard Dog". Maybe the answer is in the governors.