Diplomatic Units, This Time
Last time, I got in to the different types of military units. Today, I want to do a quick overview of the diplomatic side. The six types of diplomat are Scouts, Spies, Thieves, Saboteurs, Assassins, and Messengers.
Like military units, each unit has two tiers, except Messengers, who are kind of an oddball. More on that later. Generally, tier one units are cheaper to build and maintain for defensive use, while advanced units have better offensive stats, as well as additional functionality when used.
Scouts are the first type of diplomat most players will build, and probably the most widely used in the game. Scouts are basically there to tell you what is on a square and how much of it there is. Troops, harvestable resources, or trade units, these are your guys and gals.
Basic scouts are the cheapest diplomats in the game, and the best investment for keeping other players’ prying eyes away from your armies. They are also up for most of your day-to-day scouting tasks.
Advanced scouts are a bit more suited to punching through another player’s defending scouts. They also move faster and, when scouting a players town, in addition to telling you what armies are there, will tell you where that cities are and what they are doing. This can be extremely important.
Spies are used for looking in on other player’s cities. They will tell you what buildings they have, what level they are at, and how many resources are present. They are also useful in several of the known Mysteries.
Basic spies are the most cost effective way to keep out spies, if that’s all you’re looking to do. If you are looking for spie defense though, check out the Human Statues Mystery first.
Advanced spies are specialized for infiltration, and will tell you what is being built and researched in a town in addition to the information from a basic spy. This can be interesting, but rarely terribly useful. Advanced spies also move faster than their first-tier counterparts.
Thieves go to other cities and take their stuff. That’s really pretty much all there is to it.
Basic thieves have the chance to steal basic resources, food, books, and beer from a target city. They are also best suited to defending your own supplies.
Advanced thieves move faster, take more*, and can steal any basic or advanced resource, except for horses, cows, and siege blocks. They can also steal food and gold.**
Saboteurs work to delay other player’s progress by stopping their building upgrades.
Basic saboteurs delay building, and defend your own.
Advanced saboteurs are tuned to attack, and will sabotage a second building project and set back research as well.***
Assassins kill enemy commanders off the battlefield so your soldiers don’t have to fight them on it. This can be pretty major, considering that a good commander can add a 10-15% bonus to an army.
Basic assassins protect your commanders, and can take a shot at your opponents’ when the occasion calls for it.
Advanced assassins move faster, are more specialized for attacking, and can kill an additional commander in each successful hit. Both tiers have among the highest upkeep in the game, and are usually used in small numbers.
Messengers are a weird one. Their sole purpose is to bring your armies and harvesters orders to come home. The main use of messengers is to deliver recall orders to armies, and maybe save a harvester here and there. They don’t have stats, like all the other units, and they are one use diplomats that die after their ride. Mostly you are not going to want to keep these on hand, as they are extremely expensive, and will want to just build a few when needed.
Diplomatic units are useful both as a specialization and as a supplement to military forces. The build from a different building than military units, the consulate, and so can add to the effect of your armies without sacrificing precious barracks build time. A diplomatic specialist will find they have a lot of flexibility, due to the fact that all diplomat build time bonuses come from the same sovereignty structure, the Finishing School. There are also upkeep reduction buildings for diplomats, but I’m not aware of anyone using them, and I can’t see the use for any, with the possible exception of the Lookout’s Rest.
Technically, each race specializes in one type of diplomatic unit, too. However, this matters so little I couldn’t even say off the top of my head what they are, and don’t frankly care to look it up. The stats are here if you do.
*Though not relative to their upkeep, notably.
**It should be noted that both spies and thieves are significantly less useful than they used to be since the advent of trading hubs. In the past, any resources you had stored up had to be kept in some city, somewhere. You could defend them, but other players could, feasibly, find them and steal them from you. These days, any caches of any significant size are in a hub, which you can’t spy or steal from. Essentially, everyone has easy access to perfect thief defenses. Kind of a bummer for the footpads of the world. And spies where really most useful for their ability to find where people had their resources. Now, it’s a pretty safe bet where they are, but it doesn’t help you much.
***You may notice this section is a little sparse. Gonna level with both of my readers here, I have not found much use for saboteurs over the course of my Illyriad career. There are a very few situations where they are useful, but probably you will not benefit from keeping them around full time. Also, their effect on building queues can be pretty much negated by anyone willing to drop a couple prestige.














