Game Guide
Learn to Play Age of Space - Complete beginner's guide to Age of Space. Learn how to build, attack, spy, colonize, and dominate the galaxy!
Espionage & Intelligence
In Age of Space, information is power. Before sending your combat fleet anywhere, you must know what awaits you. Espionage lets you peek at an enemy's resources, fleet, defenses, buildings, and research — all without committing to a battle. A few Spy Probes and a higher Espionage Technology level can mean the difference between a profitable raid and a devastating fleet loss. This chapter covers everything you need to know about the spy game.
Espionage Technology
Espionage Technology is the foundation of your intelligence-gathering capability. It determines how much information your spy reports contain and how well you can defend against enemy spying attempts.
Each level of Espionage Technology increases the detail of your spy reports when you have a tech advantage over your target. Conversely, a higher level also makes it harder for enemies to spy on you successfully.
Spy Probes
Spy Probes are tiny, extremely fast unmanned ships designed solely for espionage missions. They have virtually no combat capability and carry zero cargo, but they are the cheapest and fastest ships in the game.
| Cost: 0 Titanium, 1,000 Graphene, 0 Deuterium | Speed: Extremely fast (base 100,000,000). Cargo: 0. Combat: Negligible. |
You should always have a healthy stock of Spy Probes on your main planets. Build at least 50-100 probes so you can spy on multiple targets without running out. They are extremely cheap to produce.
How to Send a Spy Mission
There are two ways to initiate a spy mission:
- From the Galaxy Map: Click on a target planet and select the spy icon. This is the fastest and most convenient method for quick scans.
- From the Fleet Page: Select your Spy Probes, enter the target coordinates, and choose the "Espionage" mission type. This gives you more control over how many probes to send.
- Navigate to the Galaxy Map or Fleet Page.
- Select a target planet or enter coordinates manually.
- Choose the spy action (Galaxy Map) or select Spy Probes and "Espionage" mission (Fleet Page).
- Wait for the probes to arrive and return. The mission is very fast due to probe speed.
- Check your Reports page for the Spy Report. It will appear in the Espionage section.
Reading Spy Reports
A spy report reveals information about the target planet in sections. The amount of detail depends on the difference between your Espionage Technology level and the target's:
| 1 | Resources — Always visible. Shows current Titanium, Graphene, and Deuterium stockpiles. This tells you if the target is worth attacking. |
| 2 | Fleet — Visible with slight tech advantage. Shows all ships stationed on the planet. Critical for assessing combat risk. |
| 3 | Defense — Visible with moderate tech advantage. Lists all defensive structures. Essential for planning your attack fleet composition. |
| 4 | Buildings — Visible with significant tech advantage. Shows building levels, which helps estimate production and research capability. |
| 5 | Research — Visible with large tech advantage. Shows technology levels. Useful for understanding the player's overall strength and drive technologies. |
The spy report also shows a "counter-espionage chance" percentage. This is the probability that the target player detects and destroys your probes. If your probes are destroyed, you get a partial report (only the sections already scanned).
Counter-Espionage
Counter-espionage is the defensive side of the spy game. When someone spies on you, there is a chance their probes will be intercepted and destroyed, preventing them from getting a full report.
The chance of detecting and destroying enemy probes depends on the Espionage Technology level difference. If the target has higher Espionage Tech than the attacker, the detection chance increases significantly.
Each additional probe the spy sends reduces the interception chance. This is why experienced raiders send 5 or more probes — it dramatically improves the chance of getting a complete report even against targets with high spy tech.
How Many Probes to Send
The number of probes you send affects both the detail of your report and the survival chance of your probes:
| 1-2 | 1-2 probes: Only see resources. High chance of interception against players with decent spy tech. Not recommended. |
| 3-5 | 3-5 probes: See resources and usually fleet. Good for quick scans of inactive players. Standard minimum for casual spying. |
| 5-8 | 5-8 probes: See resources, fleet, and defense. Recommended for pre-attack intelligence. Good balance of cost and information. |
| 10+ | 10+ probes: Full report including buildings and research. Use when spying on strong players or when you need complete intelligence. Very low interception chance. |