You can get a max of 6-7 spies in Civ 5. Here’s the progression of how to max out your spies:
- Industrial Era
- Modern Era
- Atomic Era
- Information Era
Spy Assignments
To give your spies an assignment, follow these steps:
Step 1: Open the Espionage Overview by pressing its button at the top-right of the screen.

Step 2: Press the “Move” button next to the agent that you want reassigned.

Step 3: Select a city where you want to send your agent.

Spy Missions
Your spy’s assigned location determines their mission:
| Mission | Target | Actions / Results |
|---|---|---|
| Counter-intelligence | One of your own cities | Your spy passively adds a +33% chance of capturing enemy spies in their assigned city. |
| Establish surveillance | A city-state or another civ’s city | After 5 turns, you can open up the target’s City Management Screen. |
| Become diplomats | Another civ’s capital | The spy will become your ambassador to their assigned civ. You’ll also have expanded options with that civ during World Congress sessions. |
| Steal technology | Another civ’s city | You can steal tech from another civ if they have one that: The number of turns this takes depends on: Note: There’s a high chance of your spy getting discovered, especially on the turn they successfully steal a tech. |
| Rig elections | Non-aligned city-states | Every 12 turns, your spy will increase your influence with the target while decreasing that of other civs’. |
| Stage coup-d’etat | City-states allied with another civ | Your spy will attempt to replace the reigning regime with one that’s friendly to you. This results in the city-state becoming your ally. |

Spy Promotions
Spies come in three skill levels:
Higher levels increase their success chance and speed in completing missions.
They gain a level if they’re successful in these tasks:
Tip: Catching enemy spies is a much faster way of leveling up your spies than stealing tech. It’s also much safer, since your spies can’t be killed while doing counter-intelligence.
Replacements
Spies have a chance of getting “Killed in Action”.
This only happens in either of these cases:
If one dies, they’ll automatically be replaced by a new recruit around 5 turns or less.
Tenets
Spy-related tenets are available at the first level of all three ideologies:
| Ideology | Tenet | Effect |
|---|---|---|
| Order | Double Agents | Double effectiveness of counter-intelligence against spies trying to steal your tech |
| Freedom | Covert Action | Double the chance of successfully rigging city-state elections |
| Autocracy | Industrial Espionage | Double the speed of stealing tech |
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