Spies & Covert Ops

From Guide

In Battledawn, every colony can be infiltrated by a spy. Spies are covert units created from Workers at the time of infiltration. They only exist when they've infiltrated a colony as they only do it on demand. When a spy has infiltrated a colony, it can then cause damage from the inside, useful if you can't touch someone yourself.

Spies have a one-time cost of 1Image:Worker Symbol.jpg and 10Image:Energy Symbol.jpg and a per-tick maintenance cost of 1Image:Food Symbol.jpg as long as the Spy is undercover.

Contents

Conducting Covert Ops

Infiltrating A Colony

1. Click on the Colony/Outpost to be infiltrated
2. Click the diagonal down arrow pointing to the 'S'
3. Click "plant spy" in the window that appears.

This will create a dark orange box with the number "0" in it. This number will rise by 1 for every tick that the Spy has been inside. To perform a Covert Op, a Spy must be in for at least 6 ticks or more.

Conducting A Covert Op

Each tick the planeted spy gains +1 to his infiltration points. Once the spy reaches 6 inflitration points, the owner of the Spy can click on the infiltrated Colony/Outpost and on the big "S" to select a Covert Op and commence it.

Disbanding A Spy

Spies are only one use. In other words, once you've conducted a covert operation, the spy no longer exists success or fail. You can also disband your spy yourself at any time by clicking on the big "S" and then "Disband". Disbanding will remove the 1Image:Food Symbol.jpg maintenance cost. All infiltration points will also be lost.

spydisb.jpg

Losing Inflitration Points

If another player's spy commences a spy action on the same colony, all other spies in that target lose 50% of their inflitration points.

Basic Covert Ops

To perform basic covert ops, you need to have a Spy Center built.

Spread Virus (OP Possible)

image:spy4.jpgCosts: Image:Energy Symbol.jpg 50 Energy & 6 Infiltration Points
Reduces all infantry in the Colony/Outpost to 1HP, weakening any army for easy capture.

Poison Water Supply

image:spy1.jpgCosts: Image:Energy Symbol.jpg 50 Energy & 6 Infiltration Points
Kills 1-10% of the colony's workers possibly slowing down all areas of production, training and construction.

Ignite Oil

image:spy2.jpgCosts: Image:Energy Symbol.jpg 50 Energy & 6 Infiltration Points
There goes half of their oil.(This is useful when there are lots of hostile squads settled,with igniting oil the hostile colony won't be able to attack with full power.)

Advance Covert Ops

To perform advance covert ops, you need to have a Spy Academy built.

Power Overload

image:spy3.jpgCosts: Image:Energy Symbol.jpg 50 Energy & 6 Infiltration Points
Where did my energy go?

Activate EMP Charge (OP Possible)

image:spy5.jpgCosts: Image:Energy Symbol.jpg 50 Energy & 6 Infiltration Points
Inflicts 50% damage upon all vehicles and tanks in the Colony/Outpost, weakening any army for easy capture.

Spy Protection

Spy protection or spy alert is important to avoid the possibly fatal effects of spies on yourself. The amount of spy protection you have is shown as a little orange box at the button right of your colony. Your colonies spy protection does not extend to your outposts.

Adding Protection

To add more protection, you exchange Image:Energy Symbol.jpg 50 Energy for 50 Spy Protection Points a time. You may exchange multiple times for more protection.

Colony Buttons
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Colony Buttons
1. Click on your Colony.
2. Click on the spy icon.
Protection Menu
Enlarge
Protection Menu
3. In the window that appears, click "Increase Spy Alert"
4. Then click "Commence"

If this is the first purchase of Spy Protection, a dark orange box with the number "50" will appear at the bottom-right of the purchaser's Colony. Additional purchases will increment this number by 50 points each time.

Losing Protection

For every tick that passes, 1 Spy Protection point is automatically lost. More is lost if someone attempts to carry out a covert op.

Success?

If someone tries to carry out a Covert Op on a Colony with Protection and has more infiltration points that the Colony has Protection points, the Covert Op will succeed. If the Protection points are greater than the enemy's infiltration points, the Colony's Protection points are reduced by the number of the enemy's infiltration points.

For example:

  • Colony A has had a spy at Colony B for 7 days now (Image:Tick Symbol.jpg168 ticks) and therefore has 168 infiltration points.
  • Colony B has regularly topped up his/her protection and has a total of 248 spy protection points.
  • Colony A tries to conduct a covert op (any would do).
  • Results:
    • Covert Ops fails and Colony A's spy is lost.
    • Colony B spy protection falls to 80.
    • Colony B receives a message telling him that Colony A has tried to conduct a covert op.