User Guide
SPIES
Spies are special “invisible” units which can sneak around the
map and have a variety of special abilities. Spies also function
defensively by increasing the odds of an enemy spy being
exposed if it performs a mission in a nearby tile.
Constructing Spies
Spies may be built only in a city with the Scotland Yard nation-
al wonder.
Invisible
Spy units are invisible.They cannot be seen, attacked, or oth-
erwise interacted with.
Movement
Spies move like other units, except that they do not cause an
automatic declaration of war when crossing foreign cultural
borders. Being invisible, spies can move through neutral,
friendly and enemy territory without risk.
Investigate City
When a spy enters a foreign city, you are able to see that city’s
city screen.This is not a “mission” (see below) and the spy is at
no risk.
Spy Missions
Spies may perform a variety of missions, some of which are
automatically fatal and others of which contain a chance of
destruction. Spies can perform these missions anywhere on the
map, including in territory belonging to allies or to civiliza-
tions you are at war with.
DESTROY PRODUCTION
A spy performs this mission in a city. If successful, the spy sur-
vives and the city loses all production points towards whatever
it is currently producing. (This can be quite devastating if the
city is just a couple of turns from completing construction of
a wonder.) If the mission is unsuccessful, no production is lost
and the spy is destroyed.
SABOTAGE IMPROVEMENT
This is performed on any space containing an improvement. If
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successful, the improvement is destroyed and the spy survives. If
unsuccessful, the spy is destroyed and the improvement survives.
STEAL PLANS
This mission has a much higher chance of success in one of a
civilization’s “centers of government” – a city containing a
Palace, Forbidden Palace or Versailles wonder. If successful, the
spy survives and you get to see everything that is visible to the
foreign civilization.This includes everything in its territory or
within sight of its units and borders. If unsuccessful, the spy dies
and you don’t get to see anything.
Determining Success or Failure of a Spy
Mission
The odds of success or failure of a spy’s mission depend upon
the number of units the other civilization has in the space the
mission takes place. If a space is unoccupied, the chances of
success are quite high. The chances of detection and failure
increase with each unit in the target space.
USING SPIES TO CATCH SPIES
Spies are especially adept at catching and foiling enemy spies.
If a spy is in the target space, the chance of exposure increases
significantly.
Diplomatic Effects of Missions
If a mission is successful, the target civilization will not know
who performed the mission; thus that civilization’s opinion of
you will not change (see “Diplomacy,” page 99). If the mission
is a failure, the target civilization will know exactly who is
responsible for the outrage and will adjust its opinion of you
appropriately. It is quite possible for a failed spy mission to cause
the victim civilization to declare war on your civilization!
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