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| Hideout (Pre 8.8) |
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| Function: |
| Training and using spies |
| Requirements: |
| Espionage ( Science ) |
| Expansion requirements: |
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| Use requirements: |
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Building information[]
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:
Use of spies[]
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 accumulative time (in seconds) it takes to upgrade up to the next level is determined by the following formula:
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![]() | This section may need to be updated! Please update this section to reflect newly available information. You may want to check the Test server GF for any new updates as well. |
Template:Buildings (Pre 8.8)

