- Abduct Operatives
This assignment will capture one spy on the target planet and steal 1 cargo class ship and use it to send the captured spy back to your spy's home planet. This mission does require that a cargo class ship be available on the target planet and that an agent be assigned to defense.
- Assasinate Operatives
This assignment if successful will kill 1 defending spy on the planet. This mission also has a high chance, if the attempt fails, of getting your own agent killed.
- Incite Tea Time
"Incite Tea Time is a spy assignment that causes build times to increase, hence can be used to slow down growth of colonies." in-game description
- Rescue Comrades
When successful this mission will allow you to free one captured spy upon success, the freed spy could be one of your own or a spy belonging to another player. Failure though has an exceptionally high chance of getting your own spy caught
- Sabotage Infrastructure
Sabotage Infrastructure is a spy mission that can "shut down" one of the following building classes on a remote colony. In fact the efficiency of a building gets reduced or disables/destroys(?) a ship (see spies.pm):
- Sabotage Probes
Sabotage Probes is a Spy Assignment that if successful will destroy 1 probe currently in the Observatory of the target planet.
- Sabotage Resources
This assignment can cause damage to a number of resources on a target planet. Resources that can be destroyed include:
- Security Sweep
The Security Sweep assignment is used to capture enemy agents who are:
Spies are entities that can affect colonies and space stations in many different ways, be it for defensive or offensive purposes. Spies are created in Intelligence Ministries where their initial offensive and defensive potential is determined by the level of Espionage and Security Ministries on the same colony. Producing spies deducts resources and queues them up if multiple spies are to be created. Spies can be moved to other colonies with spy ships and spy pods.