- For other units with the same name, see Spy.
Description[]
The Spy is a unit in Empire Earth II with no attack, but a variety of different powers.
Strengths[]
Spies are always invisible to other players unless detected by other Spies or Outposts. If spotted by another Spy, it appears in its regular player color, but if seen by an Outpost, the Spy will be grey, making it harder to know which player owns the Spy.
With the Subterfuge technology, Spies can sabotage enemy buildings to briefly make them completely inactive. They can also reverse the effects of sabotage with the Restore ability.
With the Fifth Column technology, Spies can briefly inflict Toxic Contamination on a City Center or Warehouse, which causes nearby Citizens to become poisoned and lose hit points. They can also clean up contaminated buildings.
Spies can use the Gather Intelligence power to gain information. If a Spy uses the skill on an enemy Stable, they gain Line of Sight to all Stables that the enemy player owns for a brief time. The same applies to all other buildings. If the power is used on a City Center, then the player will be able to see the enemy's crown information (score and qualifications) for five minutes.
Spies can return to their player's City Center with the Extraction ability. An extraction point appears a few tiles away, and the Spy automatically moves toward it. If the Spy reaches it safely, it is automatically moved back to the City Center. If the player doesn't have any City Centers, the power does not work.
Weaknesses[]
Spies have no attack, and no powers which can be used on enemy units.
Relevant Technologies[]
- Prophecy (I) - Increases Spies hitpoints and their Speed by 10%
- Class Structure (II) - Reduces cost and build time of Spies by 10%
- Subterfuge (IV) - Grants Sabotage and Restore Abilities to Spies
- Logic (V) - Gives Spies -15% Power Recharge Time
- Monasticism (VI) - Increases Spies hitpoints and their Speed by 10%
- Inquisition (VII) - Reduces cost and build time of Spies by 10%
- Secret Societies (VII) - Gives Spies +3% Tech Points from Gathering Intelligence
- Fifth Column (IX) - Grants Spies Contamination and Decontamination abilities
- Public Education (X) - Gives Spies -15% Power Recharge Time
- Intelligence Agencies (XII) - Increases Spies hitpoints and their Speed by 10%
- Gene Therapy (XIV) - Reduces cost and build time of Spies by 10%
- Special Forces Teams (XIV) - Gives Spies +20% Sabotage Duration and Contaminate Damage
- Cybernetic Organisms (XV) - Gives Spies -15% Power Recharge Time
In-game description[]
The Spy is a covert operative trained in the art of deception and sabotage.