User Guide

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COUNTERESPIONAGE
Diplomats and Spies stationed in friendly cities have a chance to thwart “steal technology”
attempts by enemy Diplomats and Spies. Each Diplomat has a 20 percent chance to do so
per attempt. Spies have a 40 percent chance; veteran Spies have a 60 percent chance of
catching their fellow envoys. Getting caught ends the interloper’s turn.
ENTERING ENEMY CITIES
Diplomats and Spies can slip past enemy armies without pausing to observe zones of control,
using superior powers of persuasion and/or diplomatic immunity as a shield. Diplomats and
Spies are also subject to deportation (a special form of “attack”) even from civilizations with
which they are not at war. Any military unit can “attack” a Diplomat or Spy from a civilization
with which it is at peace, provided that the envoy is nearer to a city of the military unit’s
culture than to one of its own cities. The offending envoy is returned to friendly territory.
Diplomats and Spies can travel overseas in ships as do other ground units.
Diplomats and Spies are two of only four units that can enter defended enemy cities
(Caravans and Freight are the other two). A menu listing the tasks a Diplomat or Spy can
perform appears whenever you send your envoy on an urban mission. If, after you’ve
looked over your choices, you decide not to take any action, click the CANCEL button to
back out of the menu. Each task is fully explained below.
INTERNATIONAL INCIDENTS
Whenever a Diplomat or Spy successfully steals technology, sabotages a city
improvement, poisons the water supply, or incites a revolt in a city of a
civilization with whom you have signed a treaty, an international incident
almost inevitably occurs. Your victim is likely to treat your treachery as an
act of war, although a victim with whom you are allied may sometimes
choose to disregard your act. In addition, if you are governing your
civilization as a Republic or Democracy, there might be domestic
repercussions as well. Your government may collapse into Anarchy when the
scandal reaches the Senate floor.
Do not confuse international incidents with a Spy’s ability to escape
unharmed after a mission the two events are completely independent.
The only times when incidents do not occur are when you are already at war
with your victim and when the Diplomat or Spy fails in its mission.
Units
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