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Espionage

Knowledge wins wars before the first volley is fired. Spy ships slip past harbour patrols, count stockpiles, sketch fortifications, and tally garrisons — returning with the intelligence that separates a decisive strike from a costly blunder.

The Art of Reconnaissance

A spy mission dispatches one or more Spy ShipsSpy Ships to a rival settlement. The ships sail under cover, attempt to gather intelligence, and return with whatever they observed — or nothing at all, if detected. More ships and deeper Espionage research improve the odds, while the target's Watch TowerWatch Tower and KennelsKennels work against the mission.

Reconnaissance may be conducted against any foreign settlement. The only shore barred to a Governor's own spies is one already under that same Governor's authority. Alliances and friendships offer no shelter from secret scrutiny — only political consequences.

Marshal Voss
Marshal Voss notes
Never commit a war fleet without first sending scouts. The cost of a spy mission is trivial compared to the cost of a failed assault.

Success Chance

The probability of a successful mission is always between 5% and 95% — no mission is guaranteed, and no target is impenetrable. Base chance starts at 50%, improved by additional spy ships and Espionage research, but reduced by the target's Watch Tower (3% penalty per level) and Kennels (1% penalty per level).

Morale adds another layer. Low happiness at the launching settlement weakens spy execution (about 10% at the first penalty tier), while low happiness at the target weakens local counter-intel (about 10% at that tier).

Quick Chance Table (Espionage 0, Kennels 0)

Spies \ WTWT 0WT 3WT 5WT 8WT 10WT 15WT 20
150%41%35%26%20%5%5%
258%49%43%34%28%13%5%
366%57%51%42%36%21%6%
474%65%59%50%44%29%14%
582%73%67%58%52%37%22%
685%76%70%61%55%40%25%

Intelligence Depth

Not all spy reports are equal. The depth of intelligence gathered depends on the number of ships sent and the level of Espionage research — more capable missions reveal more about the target.

Intel LevelRevealsRequirement
1ResourcesAny successful mission
2Resources + BuildingsEspionage research 3+ or 3+ spy ships
3Resources + Buildings + UnitsEspionage research 6+ or 5+ spy ships

Common Missteps

Most failed spy networks break for predictable reasons. Correcting these early saves ships and prevents costly blind assaults.

  • Sending a lone spy into a fortified harbour — High Watch Tower levels punish small probes. Send additional spy ships or wait for better timing.
  • Attacking on stale intelligence — Garrison counts and stores change quickly. Run fresh reconnaissance before committing a war fleet.
  • Ignoring settlement morale — Low happiness weakens espionage at launch. Stabilise morale before high-value missions.

Kennels & Guard Hounds

The KennelsKennels serves a dual purpose. Its scent-ward patrols sniff out incoming spy ships — each level reduces enemy spy success chance by 1%, stacking with the Watch Tower penalty. Together, a fortified settlement becomes very difficult to scout.

The Kennels also raises Guard HoundsGuard Hounds — disciplined war dogs trained to hold the homestead. They cannot board ships or leave the island, but their defense value is formidable — ideal for bolstering a garrison cheaply. Each Kennels level supports up to 30 hounds.

Early Warning — Watch Tower

While spies gather intelligence abroad, the Watch TowerWatch Tower provides early warning at home. Higher levels reveal progressively more detail about incoming threats, giving time to muster a defense or evacuate resources.

Watch Tower LevelIncoming Intelligence
0No warning — fleets arrive unannounced
1–5Arrival time detected
6–10+ origin settlement identified
11–15+ approximate fleet strength
16++ exact unit composition revealed
Master Quill
Master Quill notes
A failed mission is still instruction. Track where detection occurred, adjust ship count or target order, and send again with purpose.