Humankind: Together We Rule adds three new agents to help bolster your empire’s capabilities. While they might not always change the tide of battle, they’ve got some underhanded actions that you can rely on. Here’s our Humankind: Together We Rule agents guide to help you with the Envoy, Spy, and Spymaster.
Note: For more information, check out our Humankind guides and features hub.
Humankind: Together We Rule agents guide – How to use the Envoy, Spy, and Spymaster
Generally speaking, all agents in Humankind: Together We Rule are used to collect Leverage points that dot the map. If you’re playing as Diplomatic Affinity cultures/civs, however, then their military units can also do that task.
- Technology: The Wheel (Ancient Era)
- Perk 1: Cultural Ambassador – Enter the territory of another empire to give both parties extra influence per turn; enter the territory of independent peoples to increase patronage gains.
- Perk 2: Unrestricted – Moves faster on roads; no movement restriction in foreign territory; cannot perform offensive actions (but they can defend if attacked).
Just park an Envoy within the domains of another faction/independent people to gain boosts. However, if the barbarians are a bit unruly, then you’ll get attacked, which means you’ll need to retreat often, too. Likewise, don’t bother chasing down rival Envoys that the AI sends into your lands. You likely won’t have enough movement points to take them out. At best, you can send Scouts, but the Envoy can still beat them up in battle since they have inherent combat strength.
- Technology: War Summons (Medieval Era)
- Perk 1: Stealth Agent – Has a stealth meter to keep the unit concealed. Can be revealed over time due to the detection capabilities of your rival.
- Perk 2: Disinformation – Manipulate a city (i.e., trigger an osmosis or crisis event) and create a decoy army after researching the Military Coordination tech.
- Perk 3: Infiltration – Can watch a city, siphon a foreign district, or track an army.
During the Medieval Era (when the AI doesn’t have a lot of detection capabilities yet), you can keep a Spy idle on an opposing empire’s tile. You can acquire influence, gold, science, production, and the like depending on the district that they’re on. If ever you besiege this city, the Spy can be part of your reinforcements. Assuming the battle begins with the unit inside the walls already, you can quickly take out a defender when necessary.
Note: A Spy can be attached to an army as a regular unit. However, it will lose its concealment. Other actions, such as attacking or creating an outpost, will also break concealment. You’ll need to wait for a few turns to regenerate your stealth bar back to full.
- Technology: Supply Lines (Early Modern Era)
- Perk 1: Sabotage – Can disrupt a foreign city (i.e., prevent resource yields from an improvement) or afflict an army with the undermine status.
Since it’s only an upgrade, the Spymaster’s and Spy’s perks/actions/characteristics are mostly similar (apart from the Sabotage options).