Espionage

> *Thus, what enables the wise sovereign and the good general to strike and conquer, and achieve things beyond the reach of ordinary men, is FOREKNOWLEDGE.*
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## Introduction to Espionage

**Espionage** is a tool given to Guilds, Houses, and Kings in order to garner information and reports on activities of other entities. With the information, you can begin to grasp what they have done, what they are doing, and what they will do in the near-future. As one can imagine, there is a lot you can do with said information, and it'll be up to you to take action on it.

### Forms of Espionage

**Espionage in RFK takes two forms:**

The first one is provided through Server Mechanics, through the creation and deployment of "**spies" that exist only in name.** You can receive information on certain subjects depending on where you deploy them. This page will mostly cover the usage of the first form.

The second way to spy on another is through an unofficial way of directly **secreting an actual player within the ranks of those you need spying on, and then having them report back to you.** Unlike the first form, there is no particular "way" this has to take place and it'll be up to the players to determine how this system is made. RFK doesn't necessarily condone nor approve of this sort of gameplay so feel free to treat it as you wish. Note that actual "spies" are rather unpopular, but you could work something out (*I can't wait to see an Information Broker Guild, would be really awesome o-o*).

## Types of Spies

Upon the formulation of an Espionage Group (20 KP), you will henceforth be notified if any nominal spies enter or exist within your domain. Additionally, the training of spies are available to you.

Two types of spies exist, "conventional" spies and "counter" spies. Normal spies are able to be held in reserve or deployed into an entity where they will begin giving reports at intervals depending on how many spies are on a task. On the other hand, counter spies are always actively at work at discovering spies, learning where they come from, etc, depending on where they are situated in.

### Conventional Spies

Conventional spies can be trained up for 3 KP each. Upon their creation they will be held in reserve and will await further orders. Spies can be deployed onto a multitude of assets which can be seen in the table: Conventional spies scale on a concept known as "**Infiltration Level**", where the amount of spies deployed onto an asset leads to the frequency of reports (One Spy = 1 Less Day) Scaling differs depending on the asset, which you can see on the table below.

### Counter Spies

Counter Spies can be trained for 1 KP each. Unlike conventional spies, counter spies instead seek to undermine the activity of foreign spies with certain actions available to them. By default, counter spies are automatically stationed in your Espionage Center, and can then be deployed to other assets that you own. Counter Spies scale on "**Operation Capacity"**, which increases the efficiency and rate as how often spies can be found/detected (*Every Counterspy adds a 10% chance to discovering a Conventional Spy within the Asset, capping out at 5 or 50%. Note also that this rate is doubled within their own Espionage Center)*, and then act upon said information. Like Conventional Spies, Counter Spies scale in a constant basis, with one additional spy increasing the efficiency of the operation.

## Deployment And Actions:

Conventional Spies may be deployed onto these assets which foreign entities own. Similarly, Counter Spies may also be deployed onto these assets which you own.

Spy Deployment
 Keep/Guildhall
 Village/POI
 Espionage Center
 Fielded Army