Spy Battles: Counter-Intelligence Gets Teeth
Everything here follows the classic playbook: deterministic battles with no dice rolls, fought in a fixed order you can reason about. The headline mechanics are below, then the supporting changes grouped by system.
Highlights
Covert ops are now spy battles
Every covert operation (lockdown included) is resolved as a battle. Your agent's infiltration is spent against the target's spy protection first, then against the owner's agent, then against each of their alliance-mates' agents on that target in descending infiltration order. Every point of the duel is mutual: defeated defending agents die, the surviving defender keeps the remainder, and if your pool runs dry your agent is discovered and eliminated. Bystander agents from uninvolved players never fight.
Failed attempts are no longer free
Attempting an operation only requires the op's own infiltration cost, so you no longer see a hard "not enough" wall that quietly reveals the defense. Instead the attempt goes in blind: energy is spent, the target's protection burns by what your agent threw at it, and the battle decides the rest. Hit confirm and hope your intel was right.
Your agents now defend your holdings
Agents planted on your own or allied colonies and outposts are no longer just future saboteurs. They stand guard. When an enemy runs a covert op there, your stationed agents fight in the spy battle, and both sides are notified of who fought, who fell, and what was absorbed.
A parked spy builds protection every tick
Station your spy on your own colony or any allied location and that location gains 1 spy protection per tick, outpacing the natural decay. Five ticks parked, five more protection, a steady counter-intelligence presence without burning energy.
Protect your allies at a reduced rate
You can now add spy protection to alliance-mates' colonies and outposts, not just your own. The exchange is 50 energy for 50 protection points, or 30 energy when your spy is stationed at the target, and the discount applies at home too.
No covert ops against your own alliance
Covert operations and lockdown can no longer be run against members of your own alliance. They're your spy battle's defenders, not your targets, and an attempt would only have burned your own side's spy protection. The action surface now disables the Covert Op and Lockdown buttons on alliance-mates with a clear reason, and the server rejects the attempt before any energy or infiltration is spent. Locking down your own outpost still works, and during havoc the block lifts if the realm's ruleset opts into alliance friendly fire.
Spies travel at defender speed
Spies now cross the map at the defender's pace: half the travel time of an attacking squad over the same distance, with oil costs scaled to match. A spy dispatched in response to an incoming attack can land before the attack does.
Player-held relics can be infiltrated
Once a relic is in player hands, spies can plant agents on it and the holder's alliance can defend it in spy battles like any other holding. Relics under admin control remain off-limits to infiltration.
Everything in this update
Spy battles
8 changesSpy protection
3 changesAgents
2 changesSpy travel
1 changeSquad command
2 changesAlliance & combat fixes
9 changesMap & UI
1 changeCounter-intelligence finally has teeth. Plant defensively, keep your protection topped up, and think twice before throwing a fresh agent at a hardened colony. If something feels off or breaks, tell us in-realm.
RealmConquest is a free-to-play, turn-based browser strategy MMO in the lineage of the classic persistent strategy games. It is an independent project, not affiliated with, endorsed by, or sponsored by any third-party game or its publisher. Trademarks are the property of their respective owners.