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Spy

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Image:Spy.PNG Cost: 150  Gold and 80  Crystal Glass

As soon as you build a Hideout you can train spies. For each expansion stage you can train an additional spy. To deploy a spy, click the town on the Island Map which you want to gather information on. The option to deploy a spy will appear on the left menu. When you select this, one of your spies will try to infiltrate the town. When a spy has successfully infiltrated a town, you can assign missions from your hideout.

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Contents

[edit] The math

Add mission risk base to current risk, subtract target town hall level multiplied by 2, subtract your hideout level multiplied by 2, add risk generated by defending spies working in target city multiplied by 5 (your opponent's spies, not yours). If calculated value is between 5 and 95 then this is Total Risk, if it's below 5 then Total Risk is 5%, if it's above 95 then Total Risk is 95%.

The algorithm:
math
math
math

Where math is equal to the Mission Risk Base; math is equal to the target town level; math is equal to your hideout level; math is equal to the enemy's hideout level; math is risk generated by each spies working defense in target city; math is equal to Current Risk.

[edit] Risks

There are three different kinds of risks calculated in this game.

  • Calculated Risk
This is the intermediate risk after performing the calculations in the formula above. This number can have a wide range of values from -255% up to 255%. There currently is a bug where if calculated risk is above 255%, the total risk shows 0% with a full bar. This is instant death for the spy.
  • Total Risk
This is the risk seen when you look at the spy. No matter what this risk % is, your spy can not be caught. Only by performing actions can a spy be caught. This ranges from 5% to 95%
  • Current Risk
This is the risk associated after a successful Spy action. This is usually the number seen on the bar that slowly decreases. There is actually a number behind the scene that counts down past 5% total risk seen on the bar. This value is always between 0% and 95%

[edit] Risk Levels

Risk 1 Base: 5%: Infiltrate Town

Risk 2 Base: 24%: Spy out treasure chamber

Risk 3 Base: 30%: Inspect Warehouse, Recall Spy

Risk 4 Base: 40%: Spy out level of research

Risk 5 Base: 50%: Online status

Risk 6 Base: 70%: Spy out garrison

Risk 7 Base: 80%: Observe fleet and troop movements

Risk 8 Base: 90%: Observe communication

[edit] Example

The algorithm:
math

Current risk: None math

Mission: Spy out garrison math

Enemy Spies: One spy in defense math

Level of target town's Hideout: Level 1 math

Level of target town: Town hall Level 6 math

Level of your Hideout: math

math

The risk for the mission is then math

Current risk is increased every time a spy performs an espionage mission; but it cannot be greater than 95%. Current risk drops gradually until it reaches 0% (5% total risk still visible). If current risk is high, it can make even easy missions (like checking online status) hard to perform; so it is advisable to wait a certain amount of time until current risk drops to a lower level.

[edit] Protecting your town from being spied

With this information we can calculate the enemy's current number of spies in defense. One can also set themselves up with 95% defense in every town to prevent any spy from infiltration. The following table assumes that the enemy's hideout is level 20 or lower and you have a level 20 hideout. The number of spies in the column represent the minimum number one needs in defense (in your town) to guarantee 95% defense against enemy spy infiltration.

Town level Minimum spies
1 20
2 20
3 21
4 21
5 21
6 22
7 22
8 23
9 23
10 23
11 24
12 24
13 25
14 25
15 25
16 26
17 26
18 27
19 27
20 27
21 28
22 28
23 29
24 29

[edit] Caught spies

Occasionally, spies are being caught due to high level of spy out chance. However, the level of spy out chance will decrease after a certain amount of time and will increase again after another mission.

If unfortunate, you may get a report like this:

  • "Your spy doesn´t answer anymore"

This means that your spy has been caught and executed , so he won't be able to return to your town. Based on a random chance, he may give a report as shown in the above section, so the player you wanted to spy may be informed of what he was trying to do, how many resources you have in your town, how many workers you have assigned on your island or how many and what units are stationed in your town. There also a chance that they may receive no information other than the spy's capture. You will need to train and deploy a new spy as a replacement.

Some times you may also get a report like this:

  • Status: Mission aborted...
Report: Your spy was discovered, but could flee in time. He is now returning to your home town. You should give him a little rest...

The player you wanted to spy will be informed about your spy that has been caught and maybe the mission he was trying to complete.

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