Spies, Nukes and the Ion Cannon: Covert and Heavy Weapons Explained
Armies win battles. Information and timing win wars. Battle Of World gives every ruler a spy network and two heavy weapons, and knowing when to use each is what separates a good ruler from a great one.
Spies and agents
You train one spy. Your spy travels to an enemy site and plants agents there, up to ten at a time across the map. Agents stay where they are planted and keep working for you.
What they are for:
- Information: what a rival is holding, building and sending, before you commit your army.
- Sabotage: covert actions such as burning a rival's oil reserves, which can take half of the oil they have stored.
Spying is not free, and a rival can lock a site down against your agents. Use them where the information is worth it.
Missiles
A missile is launched from a silo at a target colony or outpost. It flies on its own and hits without a battle, damaging what it lands on and leaving radiation behind. A missile already in flight still lands, even if its target becomes an ally on the way, so choose your target carefully.
The ion cannon
The ion cannon strikes from orbit and is paid for in energy. It is your answer when a rival's army is too big to fight head on, or when a squad has to be stopped before it arrives.
Putting it together
- Plant agents to see what your target really has.
- Weaken them with sabotage or a strike.
- Time your army's arrival to the tick, while they are still recovering.
Want help with the timing? Our beginner's guide explains ticks and travel.
Questions
How many spies can I have in Battle Of World?
One. Your spy plants agents in enemy sites, up to ten at a time, and the agents stay where they are planted.
Does a missile still land if the target becomes my ally?
Yes. A missile already in flight still lands on its target.
What does the ion cannon cost?
The ion cannon is paid for in energy, so plan your energy production if you want to use it.