A wise leader always has a eye on both his allies and his enemies. The Hideout allows you to hire spies who are able to provide you with information from the inside of other towns. A larger hideout provides space for more spies.
Spy recruitment[]
Recruiting spies costs 150 and 80 , as well as a short amount of time spent on training. Unlike military units, spies require no upkeep costs. However, like military units and ships, the higher level the hideout is, the less time is used for training a spy.
The formula that calculates the training time (in seconds) of a spy on the nth level of Hideout is the following:
Once "activated" and sent on an espionage mission, the spy (for a fee) will try to infiltrate the target town. After the infiltration has been successful, the spy remains stationed in the target town, and can be assigned new orders, or recalled back to his original Hideout. While a spy is stationed in a foreign town you will be able to see the levels of all the infiltrated town's buildings. Seeing an enemy town's building levels after a spy infiltrates a town does not increase the risk at all.
Any trained spies, which have not been sent with espionage orders and remain in the Hideout, are working in defense, increasing the chance of failure of enemy's espionage missions on the town they are stationed in.
Expansion Details[]
The time (in seconds) it takes to upgrade to the next level is determined by the following formula:
The accumulative time (in seconds) it takes to upgrade up to the next level is determined by the following formula:
For information about the coefficients of formulas: see Construction Time
Research and Reduction Building bonuses are shown in the following charts by mousing-over over the research abbreviations (P – G – SL – MR) in the chart.
You can mouse-over the letters in the "Minimum " column to see how many Warehouses are needed for that level.
You can also mouse-over the numbers in the "Build " column to get the longer version of what the numbers/Letters represent.
These reductions are separate and in addition to the researches, for up to an additional 50% reduction. providing a minimum of 64% reduction in resources.
An Architect's Office reduces requirements by 1% for every level built. (up to 50%)
A Carpenter reduces requirements by 1% for every level built. (up to 50%)
A Firework Test Area reduces requirements by 1% for every level built. (up to 50%)
An Optician reduces requirements by 1% for every level built. (up to 50%)
A Wine Press reduces requirements by 1% for every level built. (up to 50%)
These increases are separate and in addition to the production buildings, for 7 day increments, making the maximum possible increase in production 172%.