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 1
and 10
and a per-tick maintenance cost of 1
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 1
maintenance cost. All infiltration points will also be lost.

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)
![]() | Costs: Reduces all infantry in the Colony/Outpost to 1HP, weakening any army for easy capture. |
Poison Water Supply
![]() | Costs: Kills 1-10% of the colony's workers possibly slowing down all areas of production, training and construction. |
Ignite Oil
Advance Covert Ops
To perform advance covert ops, you need to have a Spy Academy built.
Power Overload
![]() | Costs: Where did my energy go? |
Activate EMP Charge (OP Possible)
![]() | Costs: 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
50 Energy for 50 Spy Protection Points a time. You may exchange multiple times for more protection.
| 1. Click on your Colony. 2. Click on the spy icon. |
|
| 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:







